Pocket Anima Prime Character Sheet Page 2

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Creating Enemies: You, the GM, can either pick from
Goals: Every conflict should have fictional goals that are at least as important as
the following lists or roll a die for experience and one
defeating the enemy. Examples are saving hostages, destroying an Imperial Weapons
Manufactory, stealing incriminating evidence, or revealing an impostor. Some goals are
for one of the Types to create a random enemy. In
general, Imperial troops are somewhat easier to defeat
premade, others you can create in the middle of the conflict based on what’s going on.
than Beyonders. You should have about one enemy per
Write the goal on an index card and either pick stats or roll two dice (reroll double 1s):
PC, a couple of goals, and one or two hazards. Enemies
the lower result is the goal’s Defense, the higher one its Countdown (optional), and their
added sum is its Health. For goals with Countdowns, place a die showing the
pick targets from among the PCs based on the fictional
situation or, if that’s unclear, randomly. When enemy
Countdown value on it at the beginning of the conflict and lower it by one at the
powers talk about charge dice = something, spend those
beginning of each round. If it runs out (that is, reduced from 1 to 0), or the goal is left
during strikes for the effects shown.
unresolved at the end of a conflict, the goal turns out badly for the PCs. If they manage
to reduce its Health to 0 before either of those, it turns out well for them.
Experience Maneuver
Defense
Health
1 Green
3
3
12
Hazards: These are non-sentient threats to the PCs. They can be part of the
2 Trained
4
3
12
environment (flowing lava, toxic clouds, crumbling buildings, a raging fire) or things
3 Veteran
3
4
10
set up by their enemies (steam-powered gun turrets, mines, traps). Pick an effect from
4 Grizzled
4
4
8
the list below, then set its stats or roll 2 dice: the lower result is the hazard’s Defense,
5 Insane
5
3
10
the higher one plus 2 its Health. When the hazard’s Health is reduced to 0, its effect
6 Elite
4
5
10
stops. Here are some examples of effects to pick from, which you can alter as you like:
Type (Imperial)
* Strikes with 2 dice at random PC at the beginning of a round (gun turret, artillery).
1 Soldiers: Concentrated Fire, -2 Defense v. flame dice
* When a PC rolls at least one 1 during a Maneuver, they lose 1 Health (mines, lava).
2 Flamers: Burninate
* Strikes at all PCs with 1 flame/lightning die at the beginning of a round (fire/storm).
3 Steambot: Tough, Smash, -2 Defense v. lightning dice
* All PCs lose 1 strike die at the beginning of each round (heat, gas, pressure).
4 Scouts: Quick, Concentrated Fire
* All PCs are Slowed (-1 to Maneuvers) (swamp, magic).
5 Lieutenant: Tough, Focus Attack
6 Mages: Shock, Protect
* All enemies get 1 bonus die to Strikes (leadership, home advantage, communication)
Type (Beyonders)
Enemy Powers
Enemy Powers
1 Critters: Overrun, -1 Defense v. lightning dice
Concentrated Fire: 1 charge die = +2 strike
Concentrated Fire: 1 charge die = +2 strike dice
Tough: +4 Health
Tough: +4 Health
2 Frostsnake: Quick, Freeze, -1 Defense v. flame dice
Burninate: 1 charge die = +3 flame dice
Burninate: 1 charge die = +3 flame dice
Quick: +1 Defense
Quick: +1 Defense
3 Flamebeast: Burninate, +1 Defense v. flame dice
Smash: 2 charge dice = +5 strike dice
Smash: 2 charge dice = +5 strike dice
Strong: +2 free strike dice
Strong: +2 free strike dice
4 Terrorbats: Overrun, Tough, Quick
Focus Attack: x charge dice = + 2x strike dice
Focus Attack: x charge dice = + 2x strike dice
Toxic: 1 charge die = Weakened
5 Defiler: Toxic, Tough, +1 Defense v. lightning dice
Shock: 1 charge die = +3 lightning dice
Shock: 1 charge die = +3 lightning dice
6 Leviathan: Tough, Tough, Strong, Smash
Protect: 1 charge die per enemy = Shielded (Defense +1) until after enemy’s next Strike
Overrun: x charge dice = +x strike dice
Protect: 1 charge die per enemy = Shielded
Freeze: 1 charge die per PC = Slowed

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