Pocket Anima Prime Character Sheet

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Skill Rolls: When you’re not in a conflict, and you try to achieve something that’s
Creating Player Characters (PCs): Pick a
opposed by another character or otherwise could lead to interesting consequences, the
Background and Profession and put those cards on your
sheet. Select a Passion from the list. Name yourself.
GM will ask you how you do it, then based on that tell you the difficulty (3 for easy, 4
for normal, 5 for hard). Roll 2 dice plus one if your Background skills or your
Character Scenes: Roleplay your PC; the GM plays
Profession apply. Every result of the difficulty or higher is a success:
everyone and everything else. Sometimes when you try
0 Successes: You fail and the GM tells you something bad that happens.
something, the GM will call for a skill roll (see right).
1 Success:
You succeed, but the GM tells you something bad that also happens.
Other times you’ll get into conflict with someone or
2+ Successes: You succeed without bad consequences.
something (see below).
Conflicts: First, the GM creates enemies, hazards and
Passions: During play, you can change your Passion only during character scenes.
goals using the other side of this sheet. Conflicts then
Anger:
Gain a charge die whenever an enemy aims a Strike at you.
play out by rounds. Every PC and enemy has one action
Bloodlust:
Gain a charge die whenever you inflict 3 or more damage at once.
(a Maneuver or Strike) per round. The GM decides who
starts; that character’s player then decides who’s next.
Compassion: Gain a charge die whenever an ally takes 3 or more damage at once.
Once everyone has taken one action, a new round starts.
Glory:
Gain a charge die whenever you defeat an enemy, hazard, or goal.
Thrill:
Gain a charge die whenever a Countdown or your Health goes to 1.
Maneuvers: Describe your Maneuver. Let the GM
Vengeance:
Gain 3 charge dice whenever an ally is defeated.
assign a Style (PCs only, not enemies). Roll a number
of dice equal to your Maneuver stat. Each 3, 4 and 5
earns you a strike die and each 6 a charge die. There are
Maneuver Styles: When a PC player makes a Maneuver, the GM will evaluate the
no limits on how many of those dice you can store.
description of the Maneuver and give it one of the following styles:
Cautious:
The PC gains Evasive (+1 Defense) until their next action.
Strikes: Pick a target (enemy, goal or hazard). Roll 1-6
of your accumulated strike dice. Every die equal to or
Cunning:
The PC can trade a strike die for a charge die or vice versa.
higher than your target’s defense does 1 point of
Entertaining: The PC gains a free strike die.
damage to its Health. Return any failed strike dice to
Risky:
+2 dice to roll; PC gains Exposed (-1 Defense) until their next action.
your character sheet (but other dice go away).
Supportive:
Another PC gets to roll 1 Maneuver die for free.
Resolution: PCs, enemies and hazards with 0 Health
are defeated and out of the conflict; goals with 0 Health
are resolved in the PCs’ favor. When all PCs or enemies
Credits: Pocket Anima Prime version 1.1, September 4, 2013, by Christian Griffen
are defeated, the other side wins the conflict. During the
(). Based on Anima Prime available at
next character scene, remove all conditions and
accumulated strike and charge dice and fully restore
Health.

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