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Anima Prime RPG PDF
Anima Prime RPG PDF
i
Design: Christian Griffen First Edition 2011
Editing: Lisa Griffen Berengad Games
Layout: Joe Mcdaldno, prev. Matt Wilson christian@berengad.com
Images: Tazio Bettin (all except noted, www.berengad.com
including cover and background)
Faiz Nabheebucus (pages 16, 43, Part of the Cel*Style community of publishers
52, 155) www.celstyle.com
Angga Satriohadi (pages 40, 110,
114, 124)
Alessandro Piroddi, Alessandro Puleggi, Alexis Lisa Griffen, Ryan Macklin, Ben Lehman,
“Alius” Díaz-Pérez, Andrea Montanino, Andrew Jake Richmond, Colin Cummins, Matthew
Henderson, Arthur, Brandon Amancio, Brendan Gagan, David Hauth, Lukas Myhan, Andrew
Adkins, Clint “Ogre” Whiteside, Damiano De Henderson, David Ross Drake, Travis Brown,
Filippi, Daniele Buccilli, Dario Delfino, David Ron Edwards, Vincent Baker, Chris Chinn,
Ross Drake, Erik Zitto, Ernesto Pavan, Francesco Clinton R. Nixon, and Andy Kitkowski.
Ricciardi, Franco “J.J.” Holness, Hans Christian
Andersen, Jake Richmond, Jana Spear, Jackson The text of this game is licensed under the
Tegu, Jason Kalivas, Joel Shempert, John Creative Commons Attribution-Share Alike 3.0
Aegard, John Harper, Josh “Skull” Dixon, Juraj License. A full version of the text is available
Lajda, Lesley McKeever, Lori Priebe, Lukas for free at www.AnimaPrimeRPG.com.
Myhan, Marián Remis, Mathew “Pelaítu” Afre,
Máuro “El Rasurado” Ávila, Nick Smith, Peter The illustrations, however, are owned by their
Gardina, Rosa Mauro, Ryan Macklin, and creators and only licensed for reproduction
Willem Larsen. within this game. Please respect their rights.
Thanks!
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Contents
Part II: Setup
iv
Part III: Playing the Game Ch. 7 Goals
70 Basics
71 Creating Goals
Ch. 5 Character Scenes 74 Effects and
42 Scenes to Play Conditions
42 Setting Up Scenes 75 Unique, Parallel or Grouped
44 Scene Benefits 76 Joint or Solo
76 Single or Chain
Ch. 6 Conflicts 77 Goal Examples
48 Setting Up Conflicts
50 Starting Conflicts Ch. 8 Running the Game
50 Taking Turns 82 The Basics
52 Playing Adversity 82 Spontaneous Play
53 Maneuvers
58 Awesome Tokens Ch. 9 Character
60 Strikes
62 Achievements
Development
88 Overview
64 Catching Your Breath
88 Personality
65 Sacrifice
90 Seeds
66 Ending Conflicts
91 Skills
67 Involvement
91 Powers
68 Conflicts Without Combat
68 PC Versus PC
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Part IV: The Ghostfield Ch. 14 Summoning
144 Eidolons in Play
146 Powers
Ch. 10 The Ghostfield 148 Creating Eidolons
96 Dragonspawn 152 List of Known Eidolons
99 Here and Beyond
100 Player Characters Ch. 15 Conditions
102 Skills 162 Conditions in Play
107 Powers 163 List of Conditions
108 Technology
108 Factions Ch. 16 Adversity
118 Group Seeds 166 Creating Opponents
119 Setting Seeds 170 An Assortment of Foes
170 Kanissians
Ch. 11 Passive Powers 175 Beyonders
122 Overview
122 List of Passive Powers Ch. 17 Game Modifications
178 Pick and Choose
Ch. 12 Charge Powers 178 Refresh
126 Overview 178 Flashbacks
126 List of Charge Powers 179 Threat and Countdown Dice
181 Trait Bonuses
Ch. 13 Soulbound Weapons 181 Creating a New Setting
136 Weapons in Play 187 Index
136 Disarming
137 Soulbound Weapon Powers
139 Soulbound Weapon Effects
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Chapter 1
Introduction
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Ch. 1: Introduction
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4 Player Characters
Now you get to make the main characters of
the story and figure out who they are, what
they can do, and how they are connected to
each other and the setting.
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Ch. 1: Introduction
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Chapter 2
Roleplaying
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Ch. 2: Roleplaying
Zoe: She doesn’t even look up from in power armor appear at the
her little device as she bites her other end of the alley. “Talk to
lip and very carefully inserts a them. Sure. No problem.”
tiny screwdriver into a crevice.
She says: “Not yet. I have to fix Zoe: Her large eyes look up for a
this first.” moment to look into his and says:
“Thanks! I really appreciate it.”
Alan: He looks over his shoulder in
the direction of the incoming Alan: Egere just nods and heads for
mechanical footsteps, which are the guards. “Anything for you,”
shaking the ground beneath him. he mumbles quietly. Clouds of
“No, really. We need to go.” shadows form around his fists,
like jet black smoke. He calls
Zoe: Syjika curses under her breath as back. “Oh, and Syjika?”
she breaks something inside her
gadget. She says: “You’re always Zoe: “Yes?”
in a rush. Just leave me alone for Alan: “I hope you have night vision
a minute.” goggles in that backpack of
Alan: “The city guards are coming. I yours.”
don’t think they’ll be too happy
to see that we turned their
expensive steambot into your
private workbench.”
Zoe: “Can’t you just go talk to them or
something?”
Alan: Egere looks around again and
takes a deep breath as the soldiers
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Ch. 2: Roleplaying
Details Example
In many other roleplaying games, the players The following is an example of two players and
have to ask for permission from the GM for the GM (Maura) playing together.
every detail that they want to see in the story.
“Is there a ___ here?” is a frequent player Alan: So… Egere is heading for the city
question in those games. That’s not the case guards.
with Anima Prime.
Maura: Alright. There are a dozen of
As long as something is reasonable, the players them, fully armored in steam-
can describe it as existing in the story. If they’re powered battle suits. You can
in a forest, they can introduce sticks, stones, see their faces through bowl-
wild animals, and so on into the scene. If they shaped helmets criss-crossed
are in a city, they can describe cracks in the with metal reinforcement bars.
street, ladders at the side of a building, and One of them has a higher rank,
anything else that could be found in such judging by the red insignia on his
a place, even if it’s unlikely. Notice that the chest. They are armed and look
standard is reasonable, not probable. As long quite unfriendly.
as it’s possible and its introduction doesn’t ruin Alan: Great, and we only had one
other players’ fun, it should stand. character scene to freshen up
after the last fight. Alright, is
The players can even describe their PCs’ effects there a carriage anywhere near?
on some NPCs to varying degrees; the details on
that are included in the section on maneuvers Maura: That’s up to you. You’re in the
in the conflict chapter. middle of the city, so that sounds
possible.
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Alan: Oh yeah. I jump up on a carriage Alan: Perfect. I’ll hit them with Dark-
and spread my arms. I yell out: ness.
“The city guard! The protectors
of all that is good and right! I’m As you might have noticed, sometimes the
so glad you’re here.” players refer to their characters as “I” or “we.”
That’s a habit you can adopt or not, as you
Maura: The leader steps forward and feel like it. Most of the time, it’s just a useful
eyes you carefully while the shorthand for saying “my character” or “all of
other guards aim their weapons the PCs.”
at you. He says: “You’re under
arrest. Give in peacefully and no There are things that neither the players nor the
one gets hurt.” GM directly determine, such as the outcome
of conflicts (like the clash with the city guards
Alan: I guess it’s not been a minute yet, that’s now coming up in our example), and
huh? those are handled by the mechanics.
Zoe: Hah, yeah, Syjika is still sitting
up on that steambot, fixing her
thing. Are there any soldiers
near her?
Maura: No, they’re all with Egere.
Zoe: I’ll just keep on doing my thing
then. He can take care of them.
Alan: Okay, so, what’s the weather like?
Maura: I think we said earlier that it’s
sunny and bright. A nice spring
afternoon.
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Ch. 2: Roleplaying
Using the Mechanics conflict mechanics are only used when two
or more characters are opposing each other.
You do not need to roll dice for any other
There are several groups of mechanics in this
actions, such as when a character tries to climb
game. Mechanics are rules that involve dice,
a building. Even if it’s a difficult action, the
stats, and so on, and that change or resolve
PC’s player gets to determine whether the PC is
something connected to those. Character
successful or not.
scenes have one at the end, which allows the
players who were involved to get a specific There are four main reasons why things are
benefit from the scene (such as healing or handled like this in this game, and knowing
recovering from exhaustion). These types are them will help you decide when to use
quick and easy. mechanics and when to let the game just flow.
The conflict mechanics are a bit more involved. First, this is a spontaneous game. Relying on
Whereas character scenes are like cut scenes mechanics to determine whether a character
in a console RPG that you make up on the succeeds at some random task slows down the
fly, conflicts are the moments when the game game too much.
switches over into battle mode. Usually it’s
obvious when that switch needs to be made. Second, the action isn’t that important when
it’s not aimed against other characters. The
In the above example, Alan is about to use a game is concerned with conflicts between
power against his opponents. That’s something characters and creating a cool story rather
that can only be done in a conflict, so the GM than representing how probable the outcome
sets up the conflict and then Alan can use his of any given action is.
character’s power. Conflict mechanics are
explained in detail in Chapter 6. Third, the PCs are highly competent and most
likely capable of acrobatics and other acts far
Most of the time, you also should know when beyond the abilities of most normal humans
not to use the mechanics. For example, the (they’re anime characters, after all). This means
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they’re likely to succeed at many difficult tasks, couple of adversity sheets for the GM. You can
and having mechanics that frequently turn out find all these sheets on the game’s website.
failures wouldn’t fit.
Third, you need dice. Lots of them. All dice
And fourth, the players are as responsible for used in this game are regular 6-sided dice. I
everyone’s fun as the GM. They can keep track suggest having 20 dice per PC in your group
on their own whether what they have their on hand, plus 10 for the GM. The dice should
characters do and succeed at is adding to or not be too big, so that you can stack them up
subtracting from the fun of the group. in the pool circles on your character sheets,
but if they’re too tiny you’ll have a harder time
reading them during conflicts, so I tend to pick
What You Need to a happy medium.
Play You can play with just a few dice instead, but
then you need to keep track of action dice,
First, you need one or more friends. The game charge dice and so on with some other form
is mainly set up for groups of 3 to 5 people. of token (like glass beads or poker chips) or by
Playing with 2 (a GM and a PC player) means writing the changing numbers down inside the
missing out on character scenes among PCs, circles using pencils and erasers. This works
giving each other dice for maneuvers, and all fine, but it’s not as intuitive and slows the game
sorts of other things, but it can still be fun. down a bit.
Playing with 6 or more people will slow the
game down considerably, but you can give it a You’ll also need a couple of tokens to represent
try and see how it works out for you. Awesome Tokens during conflicts. You can use
anything for these, from coins to buttons.
Second, you need printouts of the character
sheet and the rules summary sheet for each
player, a story seed sheet for all to share, and a
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Ch. 2: Roleplaying
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Chapter 3
Setting the Stage
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Ch. 3: Setting the Stage
Fantasy fare. Not quite Vampire Hunter players. It could be offensive, off-putting,
D, but definitely not Kingdom Hearts. We boring, annoying, mood-breaking or hitting a
decide that our mood can be summed up vulnerable nerve.
as “Gritty, but not gory, and with hope.”
Something that would probably get a PG- It also could be something you thought you’d
13 rating if it was a movie. be okay with, but it turns out you’re not. This
is especially the case when you jump into a
We figure there’ll be some romance, and dark mood without being sure just how far
characters might hook up, but any actual you’d like to go. For me, this can happen when
sexual content will be veiled. There’ll be lots I agree to play in a gruesome setting without
of violence and some descriptions of blood specifying that anything really bad that happens
and mean injuries, but no exploding heads to children has to be out or at least behind the
or tearing out of guts or the likes. Children veil. Maybe I thought I’d be okay exploring
either don’t show up much at all, or when those things this time, but once it comes up I
they do, they won’t get hurt. realize just how much that hits me—too much
Some joking around is fine, but slapstick is to let me enjoy the game.
right out. That could ruin the gritty mood
If you are only a bit uncomfortable, it’s best
we’re going for.
to wait until the end of the session before
bringing it up in a “Oh, and by the way” sort
Discomfort During the of fashion. Alternatively, you can bring it up
at a later point, if you’re too uncomfortable
Game with doing it right then. Often these things
are more easily discussed with some distance,
Chances are that at some point, one of the for example via email. If you don’t feel like
players (including the GM) might do something you can write your group an email telling
that goes against your established mood and them that you were uncomfortable with
content. This can go by without effect or it something, then there’s a problem with your
can have a negative impact on one or more group trust that needs to be resolved.
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Ch. 3: Setting the Stage
do with spontaneous setting development. The suggest making the setting yours, too. So even
firebenders are the main adversity in this setting. if you play using Ghostfield, don’t hesitate to
spontaneously add your own places, people,
The default setting for Anima Prime is known as and events into the mix.
Ghostfield, which is described in Chapters 10
through 16. Directions for creating your own When you select your setting, you should
are included in Chapter 17. While I suggest figure out how that interacts with the mood
starting out with using Ghostfield, there are you picked. Some settings are more geared
hundreds of worlds in which you can set your toward certain moods than others. The powers
game. These worlds are filled with all sorts available in the setting should fit in, too.
of cultures and creatures. You can use any
one of those worlds, or even just a snippet My group decides to develop the setting on
of one, and don’t have to worry about doing our own. We’re going to start with a very
it “wrong.” Then you can develop it as you rough sketch and just fill in the blanks as
play, spontaneously. Take a look at the Final we play.
Fantasy video games, too, which almost always
Our gritty game will be set in a post-
introduce a completely new setting with each
apocalyptic world. There’s a lot of wasteland,
iteration and develop it as the story progresses.
full of ruins with valuable items from earlier
Settings in Anima Prime are supposed to ages. This means there’s still 20th-century
be evocative rather than canonical. That technology around, but it’s rare.
means there won’t be page after page of There are demons in our setting. They
information that you’re supposed to memorize are not just mutants, but something
and then recall during your game. This is a otherworldly that invaded and led to the
spontaneous game, after all, and you should apocalypse. Now they roam the wastes,
be able to play without that kind of work and every survivor needs to either be able
beforehand and with the ability to make up to fight them off or find others to protect
the details of the setting during play. This is them. Communities are small, outlaws
your fantasy, your story, your game. For that, I
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abound, and so on. It’s a dangerous place Feel free to create more than one if you want
with lots of opportunities for conflicts. to give players lots of choices of what to look
into during the game, though that might make
This kind of setting allows us to get away your game less focused. Just be aware that this
without much detail up front, because is not a group seed—it cannot be something
it’s based on a common trope and has no that directly and only affects the PCs like the
overarching politics or societies to worry other story seeds. It’s something that makes
about. the whole setting dynamic and changing and
We’re going to use all of the powers from allows the players to choose whether they want
the Ghostfield setting, minus Summoning to help shape those changes.
and the ones that relate to Beyond (gating,
skipping, and so on).. The GM tells us that the story seed for our
wasteland setting is as follows: Someone
has started gathering demons and human
Setting Story Seed followers in a large ruined city. No one
knows why they group up or what they’re
The setting story seeds are listed in the planning, but something’s about to happen.
premade setting or created by the GM. Setting
story seeds are occurrences in the setting that Even the GM doesn’t know yet why this is
go against the usual events. They can range happening. I’m sure there’ll be ways to tie
from the blatantly obvious and aggressive (an it into our group seed and the events of our
invading force) to the subtle (the water from the story later on. Until our PCs actively get
river has started to taste metallic) to the weird involved, there’s no need to flesh it out any
and ominous (a black skyscraper just appeared further than this. We may never get to that
in the middle of the city, and most people act city and ignore the seed, or we may set out
as though it’s always been there). to walk right into the middle of it—that’s up
to us.
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Ch. 3: Setting the Stage
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- The PCs are tied together through near- When your group story seed comes to a close,
unbreakable relationships. Family rela- such as when the PCs escape their situation
tions, love, honor, duty, oaths, debts, or or defeat their common enemy, you should
something along those lines. all consider together whether you want to
make a new one with the existing characters
or just start over with a new group of PCs.
Sometimes their shared experiences will keep
the characters together from here on out, and
they can help each other with their character
story seeds. But other times you’ll need
something new to keep them together, and that
new group story seed needs to be developed
by the PC players as before. You can always
decide to skip ahead a year or ten before
something brings the group back together.
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Chapter 4
Character
Creation
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Ch. 4: Character Creation
Make up a concept. An overall concept could You also should have an idea about how the
be something like Spirit Warrior, Biomechanoid, character acquired powers, if it’s an uncommon
Vengeful Ninja Bunny, or whatever. You’ll find thing in your setting. While you’re at it, figure
that having a 2- or 3-word concept in mind out the rest of your character’s appearance as
helps when picking powers. The mood, setting well.
and group story seed should give you a good
idea on the kind of concepts that are available Zadie has no hair, and her scalp looks like
and a good choice. If you’re at a loss for ideas, a mosaic; that’s her mark. Other than that,
the factions in the Ghostfield setting (Chapter her eyes and skin are dark like most people’s
10) provide a good starting point for concepts. who live by the wastelands. She is usually
covered in wide layers of sand-colored
Zadie is a survivor. She scavenges what she Kevlar strips, with only her eyes showing,
can. But she doesn’t like going hand-to- and with leather and metal reinforcements
hand against demons, so she’s going to rely at her joints, throat and chest and a metal
on keeping them at bay and picking them breathing filter thing over her mouth area.
off from a distance. I’m picking “Hardened Her powers are a result of demonic blood
Scavenger” as her concept. running through her family line, but she’s
not necessarily advertising that fact.
Anyone with powers has some non-human
aspect to them, which is called their mark of
power. In settings where powerful characters
live among regular people, marks can be
something that can be disguised, but usually it’s
more fun if it’s something obvious. Examples of
marks range from the subtle (birth marks, stars
hidden deep in the pupils) to the flamboyant
(sparks crawling over the PC’s skin, clouds
of shadows flowing around her, flaming red
eyes, skin made of rock, animal tails or horns).
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Ch. 4: Character Creation
Doubt Glory
The character has a problem with low self- This character revels in victory and achieve-
esteem. He feels like he needs to prove himself ments.
in his own eyes and those of others.
Trigger: Gain 2 charge dice each time you
Trigger: Whenever you spend charge dice on inflict a defeating wound on an opponent.
charge powers for a Strike or Achievement, In addition, if you are the one who inflicts
and that Strike or Achievement fails (after using the defeating wound on the last enemy in a
traits, if any), you get to keep those charge dice conflict, you get to keep all of your charge dice
rather than discarding them. instead of just half (including the 2 you just
earned). You do not gain these benefits for your
Fear eidolons’ actions, if you have any.
The character is driven by fear. She is afraid of
getting hurt and tries to avoid being a target, Love
but the more she gets cornered, the more she This passion is aimed at a particular other
will lash out. person. It can be a romantic interest, a family
member, or someone else who is very close to
Trigger: At the beginning of a conflict (or at the the character (but it must be a PC). The love
beginning of any of your later turns if you forgot does not have to be requited.
to do this), determine the enemy you’re most
afraid of. Gain 1 charge die every time this Trigger: Gain 1 charge die every time an
enemy either earns an Awesome Token with a opponent makes a strike roll against your loved
Maneuver or makes a Strike roll against you or one, and another charge die for every wound
any of your allies. that that character receives. You still gain this
bonus if you took wounds or were the target of
strikes that your loved one would have suffered
(using Awesome Tokens or Guard, for example).
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Self-Loathing
The character hates some part of herself, but Character Traits
doesn’t necessarily have a death wish. She
purposely puts herself in dangerous situations Characters have 3 traits, which describe who
and revels in pain. the character is. The traits indicate what the
character cares about, the special abilities that
Trigger: Gain 2 charge dice for each wound define her, the goals in her life, the unrequited
that you take. love that drives her mad, the flaw that always
makes her flustered, and so on. A trait can
Vengeance be focused on another character, or it can
The character has been wronged by someone be general. Traits guide play and fuel the
and seeks revenge. You need to name a specific character’s actions.
NPC against whom you’ve sworn vengeance
(your nemesis), and the faction to whom he or Making up a trait can be easy or hard, depending
she belongs (such as Kanissian Guard, Loyalists, on how much practice you have with it and
Enendian Rebels, Hidden Blade Crime Syndi- how strong your vision of your character is. A
cate). This is a powerful drive for the character. trait can come in many shapes: it can be your
character’s trademark battle cry, a fact about
Trigger: You gain 1 charge die at the beginning the character’s personality, or an attitude. Here
of any conflict and 1 charge die for every wound are some example traits:
that you take. If one or more of the enemies you
face belong to your nemesis’ faction, your gain There is nothing that scares me.
instead is 2 charge dice at the beginning of the Beautiful singing voice.
conflict and 2 charge dice for every wound that “You’re going to regret that.”
you take (this includes fighting your nemesis I can never tell Syjika how I feel.
with other PCs on your side). If you face your Always in the shadow of my mother.
nemesis all by yourself, you gain 3 charge dice Unable to resist the tantalizing lure of flames.
at the beginning of the conflict and 3 charge
dice for every wound that you take.
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Ch. 4: Character Creation
Selecting Powers Passive powers work all the time; they include
larger Action Pools, resistances against elements
or specific powers, and so on.
Each main character, be it a protagonist or an
important antagonist, has powers. You get to Charge powers cost charge dice to use, which
select 9 powers from Chapters 11-14, in any are stored up during a conflict and when
combination, subject to the limitations set passions are triggered. They can add bonus
out with each power. Alternatively, you can dice to strikes or achievements, inflict or
use power packages to quickly create your remove conditions, and more.
character. The packages are described below.
Soulbound Weapons are a distinct collection
If you are creating your own setting or using of powers that allow characters to have items
one that’s different than the one provided here, infused with specific effects (they don’t actu-
you should check with your GM to figure out ally have to be weapons; they can be pieces of
which powers are available. armor, magical amulets, guardian spirits, etc.).
Because these weapons are soulbound, they
Unless otherwise stated, you can only take only work for the PC for which they were creat-
each power once. This applies to all powers in ed. Characters can have one or more weapons,
all categories. If a power can be taken multiple and certain powers allow them to change the
times, its description will tell you what the effects during the game. If you pick Soulbound
additional effects are. When you take such a Weapon powers, you’ll have to go through the
power more than once, I suggest writing it with extra step of figuring out your weapon’s effects.
a roman numeral according to how many times
you’ve taken it (for example, “Resilience II”). Summoning deals with binding creatures
(known as eidolons) from other worlds to
There are four groups of powers: passive yourself and being able to summon them to
powers, charge powers, Soulbound Weapon your own location. Good-natured characters
powers, and Summoning powers. have a bond of friendship and loyalty with
these creatures, while others enslave them to do
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their bidding. If you pick Summoning powers, and weakened by demons and other
you’ll have to select which eidolons you can wasteland hazards enough times to build up
summon, either from the list of common immunities.
eidolons in Ghostfield or by making up your
own according to the rules in Chapter 14. Soulbound Weapon. She has a self-assem-
bled sniper rifle that she calls “Silent Reap-
It’s a good idea to have at least 1 or 2 powers er,” as well as a little assortment of grenades
that use up charge dice. Otherwise you’ll earn and the likes. We’ll let this power count for
these dice during conflicts without getting any strikes with either.
benefit from them. Strike Boost. She is a trained fighter who
knows how to hit hard.
In addition, if you’re playing for the first time,
make sure that every character picks Resilience Soulsmith. Zadie can change the modifica-
twice and that at least half of the characters tions and specifications of Silent Reaper or
have the Refresh power. This will give your turn scavenged materials into grenades.
characters a good defense and a way to fill up
your Action Pools during conflicts while you’re Force Attack. Zadie uses this power for
figuring out how to best spend your dice. super-precise shots with her sniper rifle or for
grenade strikes.
Zadie is tough and quick, as well as resource-
Life Drain. As part of her demonic legacy,
ful. I’m picking the following powers for her:
Zadie is able to soak up other beings’ life
Toughness, adding a wound circle, to show force.
she’s used to hardship.
Now I have to pick the weapon effect for
Resilience II, bringing her defense to 4. She’s Silent Reaper. She can always change it due
learned to dodge and weave out of the way to her Soulsmith power, but I’m going to start
of blows, bullets, and anything else. off with Power Strike, which allows her to
take out individual targets more easily. That’s
Body Resistance. She got poisoned, drained, a good fit for a sniper rifle.
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Ch. 4: Character Creation
Prodigy Shadowborn
Maneuver Boost Conjure Darkness
Resilience Darksight
Tactical Maneuvering Resilience
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Ch. 4: Character Creation
Coldbringer Planewalker
Elemental Surge Force Attack
Frost Spikes Leap Attack
Ice Hurricane Resilience
Resilience Skipping
Slow Stamina
Weaken Soulbound Weapon, with:
Pneumatic effect
Squad Leader
Force Attack Summoner
Heroics Bond: Caragu (added power: Toughness)
Leadership Bond: Harklings
Resilience Empower Eidolon II
Tactical Maneuvering Refresh
Super Combo Attack Summoning
Weaponsmith Sentinel
Immediate Imbuement Guard
Resilience Refresh
Soulbound Weapon (with variable effects) Soulbound Weapon, with:
Soulsmith Elemental Force
Weapon Upgrade Frost Aura
Zap Protection
Haste
Weapon Upgrade III
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Ch. 4: Character Creation
I have no idea what most of these mean or Depending on your playstyle, your character
what their details are. I’m leaving that up story seed may or may not conflict with your
to the GM and our developing story. What group story seed. For most players, I would
I do determine (and tell the GM and other suggest that they should be intertwined in a way
players) is that her vengeance passion is that they support each other or are completely
aimed at Locust, though I haven’t figuring independent. For example, if your group seed is
out yet what exactly happened there. that all of the PCs are stuck together in unknown
territory after an airship crash, your character
Character Story Seed story seed could be proving your newfound
love to one of the other PCs, overcoming your
fear of the unknown, delivering that urgent
The character story seed is created by each message despite your crash, etc.
player for his or her own character. It is an
event, mission or personality issue that pushes Advanced players can have character story
the character into action. It could be a personal seeds that conflict with the group story seed.
loss, falling in love, discovering a mystical item, This is great fodder for dramatic choices: the
swearing vengeance, being exiled, dealing with GM can put the PC in a position where she
the character’s self-loathing, and so on. has to choose between one and the other and
figure out what’s more important to her. But it
You shouldn’t plan out a whole story arc—you can also tear the PC group apart if you’re not
don’t even have to know who or what caused careful, which is why I only suggest it if you’re
the event. As long as there’s something going up for that kind of tension.
on that gives your character a goal to pursue or
a mystery to explore, or something that com- Our group seed ensures that we’re sticking
plicates her life and makes for good dramatic together for a while, and I know my fellow
character scenes, you’re on the right track. players well enough to know that we like to
play some tension between our characters.
I talk to a fellow player, and we decide that
my character story seed is that his character
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Chapter 5
Character Scenes
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Ch. 5: Character Scenes
regroup, lick their wounds, talk trash about Some players don’t like to officially set up
each other’s performance, worry about the each scene, instead preferring to have a more
consequences of their actions, and so on. But organic flow of the game events. That kind
you can also kickstart scenes by making specific of style can work, too. In this case, the GM
suggestions. just needs to pay more attention and, when a
natural conclusion of a scene occurs, take a
For example, a PC might have a character moment to point that out and let the players
story seed that relates to her missing brother. pick a benefit.
She was told that someone in the city knows
something about him, and the player decides
that her PC will seek out that person. The GM
and the player now figure out that the trip to the
other character’s house wouldn’t include any
important interaction, so they frame the scene
to begin right when the PC rings the doorbell
and the NPC opens the door. Or the PC might
arrive at the house to find it burned down,
which is not yet a scene because there’s still no
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Scene Benefits this allows the story and action to keep going
without taking long breaks for recovery.
At the end of each character scene that the If your character already has all traits marked,
players roleplay, each player can do one of the all wounds healed, and a filled Action Pool, you
following: won’t gain any additional benefit from a char-
acter scene. However, that doesn’t mean you
1. Heal 1 wound on your own PC. have to jump right into a conflict. The benefits
2. Heal 1 wound on one of your own PC’s are additions to the scenes, but they shouldn’t
eidolons. limit you. The fun of the game lies in playing
your characters and creating your own story,
3. Fill up your PC’s Action Pool to its and a lot of that happens in character scenes.
maximum.
4. Mark 1 of your PC’s traits with a check. Example Scene
Depending on the special circumstances of
your setting and the powers you are using, there Let’s use the example character I created in
can be other benefits as well, such as changing the previous chapter, Zadie, and involve her in
effects on a Soulbound Weapon or finding a a character scene with Rasheem. This is the
gate to another dimension. These are listed very first scene in our game, and we’re using
with the appropriate powers. Whatever the it to establish the characters before the group
benefit is, you should still play out character seed hits. Of course, Zadie and Rasheem
interaction during the scene. have no idea that their caravan is about to be
annihilated. The GM and the other players get
PCs can often have several conflicts, take to watch at first, but they can also jump in if a
grievous wounds, and completely recover in good chance comes up.
very short time frames. They are some of the
most powerful characters around, after all, and
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Ch. 5: Character Scenes
Christian: I’d like to have a scene with Zadie to attract any demons within five
and Rasheem where she sees the miles.”
necklace for the first time.
Daria: “Well, it’s good that we have
Daria: Sure, let’s set it up where Zadie you to take them out, then.” He
is out scouting ahead, and smiles in that cocky way.
Rasheem shows up.
Christian: She considers shooting him.
Christian: Okay. Zadie is lying on a ridge,
with her trusted rifle against her Daria: Hah. She can try if she wants to.
shoulder. She is peering down Christian: Zadie looks him up and down to
into the valley ahead through the see what he’s made of. And then
rifle scope. she sees the necklace and her
Daria: Rasheem comes up behind her. eyes lock onto it.
He’s not exactly sneaky. The hilt Daria: Rasheem smiles at her and says:
of his huge scimitar sticks out “See anything you like?”
over his shoulder.
Christian: She says: “Where did you get
Christian: Zadie turns onto her back and that?”
aims the rifle at him.
Daria: “Huh? What are you talking
Daria: He lifts his hands and says: about?”
“Whoa. There’s no need for
that.” Christian: She stands up, walks over, and
grabs the necklace.
Christian: Zadie makes some disapproving
noise, like a growl. She lowers her Daria: Well… Rasheem’s wearing it, so
rifle and says: “There is if you’re wouldn’t it be up to me if she
going to make all that noise and gets her hand on it? It’s part of
stand out like that. You’re going my character.
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Christian: Oh sure. I meant she reaches for Maura: Cool. We’ll have a conflict soon.
it. But first you get a scene benefit
each.
Daria: Okay. Well… he doesn’t actually
mind, so he doesn’t even look Christian: I’m marking my trait, “Distrustful
down as her hand closes on it. of Rasheem.”
He says: “That’s a long story.”
Daria: And I’m marking “Grudgingly
Christian: “I think we can make some time attracted to Zadie.”
now.” She looks very irritated.
Maura: Alright. And now you get to fight
Daria: I think it would be cool if some demons together!
something came up now to keep
them from getting into it. I’m not
even sure yet what the story is.
Christian: Oh, sure. GM?
Maura: Ah yeah. As Rasheem is about
to answer, you hear yelling and
screaming back at the caravan.
Daria: He says: “I don’t think we can.”
Christian: Zadie lets go of the necklace and
dashes back toward the caravan.
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Chapter 6
Conflicts
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Ch. 6: Conflicts
There are three types of adversity: individuals, We’re also facing a squad of humanoid
squads, and swarms. The type will make a demons as well as one individual opponent,
difference for maneuver descriptions and the a huge ravaging bull-like beast. But I’m
way certain powers work. Even though there going to take care of my critters here first
are multiple members in squads and swarms, before worrying about those.
they are considered a “character” for all other
purposes, such as having one action per turn. The GM picks the average stats for the
demon critters: a default Action Pool of 10, a
If you want to make up quick adversity on the Brawling skill with a rating of 3, a defense of
fly, just pick default stats. These are: Action 3, and 3 wound circles. They start without
Pool 10, 1 Skill (Brawling, Firearms, or Melee any charge or strike dice.
Weapons are easy) at 3, Defense 3, and 3 The GM looks over the list of powers and
wounds. As most adversity only has 1 skill decides that the critters can use Leap Attack
instead of 3, they do not earn bonus dice like when they swarm me. Great. He also
PCs do for using all skills (more on this in a gives them Soul Resistance, which protects
bit). Add some powers (easy ones are Force them from certain powers but won’t impact
Attack, Leap Attack, and Strike Boost) and your me, since I can’t use Life Drain on swarms
adversity is ready to roll. anyway.
After the character scene between Zadie The GM also decides that my critters are
and Rasheem, the next scene (the conflict) weak to fire, but that doesn’t do me much
starts in the middle of the attack on the good right now, as I don’t have any fire-
caravan. Zadie finds herself confronted by based powers. I’ll have to see if I can make
a horde of demonic critters that look like use of that in some other way.
a cross between reptiles and warhounds.
There’s a whole bunch of them, and the GM
determines that they count as a swarm.
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Adversity that does not have any charge powers The GM tells us players what the general
or other ways of using charge dice does not area looks like. The caravan is in the middle
earn any charge dice. Instead, all 6s rolled of the wasteland. There’s barren, rock-hard
during maneuvers turn into strike dice. ground underneath, with the wind blowing
sand over it. There are bigger rocks all over
Once you’ve created a particular adversity, you the place, some several stories high. There
can keep it on file to make it easier to pull out are also some cacti around. The GM then
at a later time. Recurring enemies are lots of describes how the critters flood out from
fun, too. behind a rock formation as we pass, and
then the other demons jump out, and chaos
ensues.
Starting Conflicts
I’ve got my character sheet in front of me.
The conflict begins with a description by the This is our first conflict in this game, so I
GM of where the conflict is set and what have no leftover dice. I’m stacking up 10
adversity the PCs are facing. Use broad strokes dice in my Action Pool circle, and that’s all
here, with lots of room for the players to add I have for now.
their own details.
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Ch. 6: Conflicts
The GM determines that the demons go Strikes are used to inflict damage on the
first, because they’re ambushing us. That opponent. They use up strike dice. Once you’ve
means I’m acting after the critters, but that’s inflicted enough wounds on your opponent to
fine. Let them have their best shot at Zadie, mark all their wound circles, you knock them
and they’ll find out who they’re messing out of the conflict. You also might have charge
with. powers that you can add to a strike if you can
pay the required number of charge dice.
When it’s the PCs’ turn to act, the players
can figure out amongst themselves who goes Achievements are used to accomplish goals.
first. They can change this order each round Achievements use up strike dice. A goal can
according to their needs and plans. When it’s be aimed at a story outcome (like “save the
the GM’s turn, she acts for each adversity in hostage”), weakening the opposition (find
whichever order she likes. the steambot’s weak spot to lower its defense
rating), changing existing conditions, or similar
Each player other than the GM gets one action things. Goals are explained more fully in
per turn, which is usually a maneuver, a strike, Chapter 7.
an achievement, or an action power. The GM
gets to take one action for each opponent in Powers that are listed as the “action” type are
the conflict. In most cases you can use powers actions in themselves (see the listing for each
to modify or improve any of these actions, thus power to figure out what type of power it is).
broadening your choices. Examples are summoning an eidolon or using
Life Drain. When you use those powers, they
Maneuvers are used to gain strike dice and use up your action for that turn and cost the
charge dice. You start out a conflict doing listed number of charge dice. If you don’t have
maneuvers until you’ve gained a few strike dice enough charge dice for a particular power, you
and charge dice, then use those for strikes and/ can’t use it yet.
or powers to inflict damage or conditions on
your opposition.
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Playing Adversity
The GM controls the adversity much like the
players control PCs: she takes an action per
turn for each enemy (whether it’s an individual,
squad or swarm) using the same actions as the
PCs. There are only two main differences.
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Ch. 6: Conflicts
I’m telling the GM and the other players You now add a number of dice from your
that Zadie runs for one of the wagons in Action Pool based on how much effort your
the caravan. She runs up the side, grabs character is putting into the maneuver, ranging
the railing on top, and flips over onto the from 1 to 3 dice. You have to add at least 1
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die. These actually use up the dice from your higher. Every 3, 4, and 5 earns you 1 die for
Action Pool. If your Action Pool is empty, you your Strike Pool. Every 6 earns you 1 die for
can’t do maneuvers. your Charge Pool. 1s and 2s fail to gain you
anything and are discarded.
Other players can also give you a gift die each
from their own Action Pools, if they think your If you have enough dice, simply move the
maneuver was particularly impressive or if dice with the right numbers onto your Charge
they want to support you. They do not have to Pool and Strike Pool circles and put the 1s and
have their characters actually assist. Granting 2s away. If you’re using tokens, move those
another player a die does not use up the giving accordingly. If you’re just writing things down,
player’s action for the turn. erase the appropriate number of dice from your
Action Pool and write the gained dice into your
Finally, add any bonus dice from powers, other pools.
conditions, weapon effects, and so on, if any of
those apply. The Quickened condition grants After your roll, if you have a trait marked from
one bonus die to maneuvers, for example. a character scene, you can “spend” (erase)
Most of the time, however, you won’t have any the mark in exchange for rerolling your failed
of these to add. dice (1s and 2s). You need to describe how the
trait figures into your current maneuver. Roll
My Firearms skill is rated 4, which gives me the failed dice and figure out dice gained as
4 dice. Zadie is starting out carefully, so I’m before, adding them to your total. You can also
only adding 1 die from my Action Pool, but use up a trait mark for one of your summoned
one of the other players also throws in a gift eidolons or for one of your allies.
die from her Action Pool because she liked
my maneuver description. This gives me a I roll my 6 dice for Zadie and get a less than
total of 6 dice to roll. satisfying result. 1 die shows a 4, another a
6, and the other 4 dice are all failures (1s
Roll all of those dice for a chance to gain and 2s). I move the die showing the 4 onto
successes, which are dice showing 3 and my Strike Pool circle and the one showing
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Ch. 6: Conflicts
the 6 onto my Charge Pool circle, and I drop Against individuals, you cannot describe
the other 4 dice into the big bowl for dice whether you injure the individual with your
that don’t come from pools. I could use the action or how it otherwise affects them. Only
trait I marked in the earlier character scene describe the intent of your maneuver and what
to reroll the 4 failed dice and probably earn your character is doing. The person controlling
a few more successes, but I decide to save the individual gets to add how that actually
that up in case things get really bad later on. affects that individual after you make your roll.
If you earn no dice at all (that is, you roll all 1s Against squads, you can describe injuring
and 2s), your action dice are returned to your one or more of the squad members with your
Action Pool, gifted dice from other PC players go maneuver, but not in a crippling way. You
back to their Action Pools, and any bonus dice cannot describe killing any of them or otherwise
are discarded (back into the big shared bowl). taking them out of the fight (that happens
specifically with wounds). You can describe
Unless you have a relevant power, you cannot temporarily disarming them or otherwise
earn more than 5 dice in a maneuver. If you creating handicaps. The other player will add
rolled more than 5 successes, pick which 5 you reactions after your roll.
want to earn (in other words, prioritize between
strike dice and charge dice, if applicable) and Against swarms, you can describe taking out
discard the rest. several of the units of the swarm with your
maneuver. However, if the player who controls
the swarm has identified standout units within
Maneuver Descriptions the swarm (a leader, an alpha dog, a champion),
those are treated like individuals. Against those,
The player who acts describes their maneuver. only declare the intent of your actions, and the
The description should fit the mood, established other player will describe how that plays out
environment, and so on. The description of the after your roll.
opposition is limited to the following:
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When I described my maneuver earlier, limit for the maneuver, but they also do not
because I’m fighting a swarm, I got to count toward earning Awesome Tokens (see be-
describe how the explosion tears apart a low). Once you’ve earned the bonus dice and
bunch of the critters, sending them flying in erased the marks, you can start all over again.
all directions, screaming and leaving behind
trails of smoke. That description earned me If you ever want to take an action that just
a gift die from another player. doesn’t fit any of your skills, you can use 2 skill
dice, but you won’t get to mark any of your
skills. Deciding whether the action fits a skill
Marking Skills or not is up to the player doing the maneuver.
While this may tempt you to use the highest- One character needs to be designated as
rated skill all the time, there is a benefit to using the leader for the combined maneuver. The
all of your character’s abilities. When you use leader’s player describes the joint action, and
a skill, make a mark in front of it. Once all of the other players help out with their parts of the
your skills are marked, you earn 2 bonus dice description.
of your choice (2 charge dice, 2 strike dice, or
1 of each) at the beginning of your maneuver in The leader’s skill dice are used in the maneuver
exchange for removing all the marks. These bo- as usual. Every character who participates in
nus dice do not count against your dice earning addition to the leader adds 1 die for the skill
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Ch. 6: Conflicts
they are using instead of its rating. A combined ground and kicks the demon up into the air.
maneuver involving 3 PCs with a leader’s skill Then I describe how, after kicking some crit-
of 4, for example, earns 6 skill dice (4 from the ters off the wagon, I see Rasheem from the
leader plus 1 each from the helpers). All of corner of my eyes. I whip out Silent Reaper
the characters mark the skill they used in this again, switch it on rapid fire, and send a hail
combined maneuver. of bullets straight over the supine Rasheem
and at the demon that’s still on the wagon,
Every player involved in the combined maneuver watching it fall backwards to the ground.
can contribute up to 3 dice from their Action The other demon is falling back down and
Pool (though they don’t have to contribute any). Rasheem jumps up and hits it with his over-
Note that the Squad Tactics power adds one sized scimitar, sending it flying sideways into
bonus die for each participating PC who has it. a big boulder at the side of the road.
The leader rolls the dice for successes as usual. I’m using my Firearms skill again, which
She is limited to gaining 5 successes (unless gives me 4 dice, and we get 1 extra die from
she has the Tactical Maneuvering power) and the Melee Weapons skill Rasheem uses, for
all successes have to go to the leader’s pools 5 skill dice. Rasheem’s player puts in 2 from
(unless she has the Leadership power). The her Action Pool, and I add 2 from mine. I
leader or anyone else can unmark one of their roll all 9 dice, earning 4 strike dice and 3
marked traits in order to reroll the failed dice. charge dice. I can only keep 5, however,
and I can’t hand any to Daria, so I decide
It’s the next round, and Rasheem has to keep 2 strike dice and 3 charge dice and
climbed up onto the wagon. We decide to discard the rest of the dice. My Firearms
team up this time, with Zadie taking the lead. skill was already marked, so I don’t get to
Rasheem is fighting the demon squad, and make a skill mark this time, but Daria marks
he’s having trouble, so I’ll try to help him Rasheem’s Melee Weapons skill.
out. First, Daria describes how two of the
demons climb up on top of the wagon. One
of them jumps at Rasheem, who drops to the
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Ch. 6: Conflicts
You can use your Awesome Tokens on behalf earn that Awesome Token; if you roll 5 or more
of another player or their eidolons to grant successes after the GM already gave you the
them one of the benefits above. You can even Awesome Token, you do not earn another one.
pool Awesome Tokens for the more expensive
benefits, even if the player who benefits does
not contribute any Awesome Tokens herself.
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I’ve earned a total of 3 strike dice and 4 If your number of successes equals or exceeds
charge dice for Zadie by now (from my the defense, you inflict a wound. For example,
maneuver and our combined maneuver), if your opponent’s defense is 3, you need to
and I’m using them all in a strike against the roll at least 3 successes to inflict a wound. The
demon squad. I spend the 4 charge dice strike and bonus dice you rolled are discarded,
on using Force Attack, which gives me 5 and the opponent marks a wound circle. The
bonus dice to my strike roll in addition to player of the victim either describes the wound
the 3 strike dice, for a total of 8 dice. My or lets the striking player do it.
limit on spending strike dice is raised by 2
You can inflict more than 1 wound at a time,
due to Zadie’s Strike Boost power, bringing
but that requires successes in multiples of the
my strike dice limit to 8. 5 of my dice are
opponent’s defense. If the opponent’s defense
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Ch. 6: Conflicts
is 3, you need 3 successes to inflict 1 wound, necklace, after all. But the demons are
6 successes for 2 wounds, 9 successes for 3 more of a direct threat, so she overcame her
wounds, and so on. distrust. For now.
The demon squad has a defense of 4, so I I get lucky and score 2 more successes! Now
need 4 successes to inflict a wound. I roll my total is 8, and since I cause a wound
5, 1, 6, 6, 4, 3, 2, 4. That’s 6 successes! I for every 4 successes against defense 4, I
inflict a wound and the GM lets me do the actually do a second wound. I describe
narration. I describe how the demon that how the demon that Rasheem slashed into
I blasted off Rasheem’s wagon falls to the the rock smashes to the ground, and as he
ground, riddled with bullet holes. He won’t tries to get up, Zadie snipes him in the back
get up again. Ever. of the neck. Game over for the demon
squad. Now back to those pesky critters...
You can unmark a trait to reroll your failed dice
for a strike. If you still fail, all strike dice return The only way for characters to strike together is
to the Strike Pool as before, but the trait remains to use the Super Combo Strike power. There is
unmarked. You also can unmark a trait to grant no other combined strike.
this boon to one of your eidolons or one of
your allies. When you use up a trait mark, you
should narrate how that plays out in your story.
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she provides a distraction. Rasheem blood now, but we’re not impressed: with its
somersaults over the beast, tossing down defense lowered to 5, we can take it down
the grenade to blow up and trigger the as soon as we get some more strike dice.
explosive device. Rasheem has the Heroics
power, so we determine that he’s the leader
of the combined achievement. Catching Your
We can use up to 6 strike dice together in a Breath
combined achievement (Rasheem doesn’t
have the Tactical Maneuvering power). I Once the Action Pool runs empty, the character
give 3 of my 5 strike dice, and Daria adds is seriously vulnerable and cannot do any more
3 from Rasheem’s Strike Pool. I’m using maneuvers. If the character takes another
Acrobatics this time, for 1 skill die despite action (strike, achievement, power) while not
its rating of 3 (because I’m just the helper), having any action dice left, she takes a wound
but Rasheem’s skill adds its whole rating for due to exhaustion. She can, however, catch
3 more dice. Daria pays 2 charge dice for her breath for 1 round to regain 2 action dice.
the Heroics power and gains 4 more bonus
dice to our attempt. That’s a total of 14 Catching your breath means the character
dice! Daria rolls 11 successes and easily cannot take an action for that round (unless you
beats the difficulty. She discards all used spend an Awesome Token). It’s okay to pass
dice. Maybe we should have gambled and even if your Action Pool is not empty to gain
used fewer strike dice. back 2 action dice, up to your Action Pool’s
maximum (10 by default).
She then describes how Rasheem lands and,
as he looks over his shoulder, the grenade The action dice are earned at the end of the
and device go off on the back of the beast character’s turn. This might matter when
in a big explosion, sending scales and frag- conditions or powers take away some of the
ments all around. The GM tells us that the character’s action dice.
beast roars madly and looks like it’s out for
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While your character is Catching Her Breath, just load your saved game, but since that’s not
she is not maneuvering or otherwise attacking an option here, neither is unwanted PC death).
the enemy. Your narration for this action should
be something like hiding behind a wall that’s It’s up to the PC players to decide when their
getting shot to pieces while you try to figure characters’ deaths would be meaningful. At
out what to do next, having a quick tactical any time during a conflict, a player can declare
exchange with a fellow PC while under cover, that her character sacrifices herself. The PC
or something else that would refresh your automatically achieves a specific goal, without
character somewhat. I’m sure you’ve seen the need for a roll, and either dies right away or
such moments in plenty of shows and movies. soon after the end of the conflict (you can give
Providing a neat description will make the them a character scene or two of being lethally
simple act of passing much more interesting. wounded and uttering their last words).
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different character for a while before the old grant a die from their Action Pool to other
one can come back, whether she is saved, players’ maneuvers if they have any left.
is resurrected, wakes up from her coma, or
whatnot. Then you can decide which one of Half (rounded up) of every PC’s unused charge
your PCs to play from that point on. dice remain while all unused strike dice are
turned into action dice (up to the Action Pool’s
For example, if your character story seed was limit—any extra dice are discarded). The
that your PC is being chased by demons who Action Pool remains at that level.
want to take her soul, and you can barter with
them to take your PC and leave the other PCs Skill marks remain in place after a conflict.
alone, that works as a sacrifice. Whether or However, all of the conditions granted
not the other PCs (and your new character) or inflicted by powers (like Poisoned and
can then save the sacrificed PC from the Shielded) are erased.
demons’ home world opens up a whole new
saga in your story. If you have Awesome Tokens left over at the
end of a conflict, you can trade each one for
I strongly suggest that whenever you have a one of the following benefits. Any Awesome
player permanently leaving the group, you Tokens you don’t spend are lost.
provide a chance during the last session to
make a really meaningful sacrifice. 1. Keep all your charge dice instead of half
of them. Your character is emotionally
pumped up and ready to wreak more
Ending Conflicts havoc.
2. Fill your Action Pool to the maximum.
The conflict ends when one side retreats or
Your character skips off the smoldering
is defeated (meaning all of their side’s wound
battlefield where others limp and crawl
circles are filled up). A defeated individual,
from exhaustion.
squad or swarm cannot participate in the
conflict any longer, though players can still
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3. Keep up to 3 of your strike dice in your PCs as well as adversity can sometimes drop
Strike Pool instead of converting them to into the conflict after it has started. The
action dice. In the story, your character GM can always introduce new enemies
takes something away from the conflict in the middle of a conflict, to represent
that will help in the next one (single-use reinforcements that arrive or other new
weapons like grenades, the element of foes. Players whose PCs are not involved in
surprise, righteous anger, a battle suit, conflicts initially sometimes reach the conflict
etc.). If you want to keep strike dice later (or are introduced when their fellow
again at the end of the next conflict, players achieve a goal, such as when some
however, you’ll have to pay another PCs were imprisoned, locked out, and so on).
Awesome Token then.
Sometimes PCs or adversity will drop out of the
You can spend Awesome Tokens in this manner conflict. They could give up, flee, or otherwise
for other PCs as well. stop being involved. This is up to each player
for their PC and to the GM for each individual
Involvement adversity. Characters who drop out simply
stop taking turns. In some situations, the PCs
need to fulfill a goal to be able to flee, else
Not all PCs are going to be involved in all dropping out means giving up. This depends
conflicts. Depending on how your story is on the circumstances in your story and needs
going, PCs might split up and go separate ways to be determined by the GM at the beginning
or have other reasons for not participating in of the conflict. PCs might also be able to keep
conflicts together. While players whose PCs adversity from fleeing; use goals to set this up.
are not involved in a conflict cannot earn or
spend dice with actions, they can hand over a
die for other PCs’ maneuvers from their Action
Pools as usual. This way, even when you’re
part of the audience, you’re still involved in
what’s happening.
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Conflicts Without she won’t take any wounds from the fall). If the
second player doesn’t want her to fall, however,
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Goals
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end up with the gem for this conflict. It might Destroy West Fortification [4]: Adversity loses
change hands during descriptions, if you like, 1 point of defense
but at the end of the conflict it ends up where
the player who achieved the goal wants it. You’ll find listings of the possible effects on the
adversity in the Effects and Conditions section
below.
Weakening Adversity
If the opposition in a conflict is strong, you Creating Goals
can have goals weaken the opposition in
actual game-mechanical terms. This allows There are four ways in which goals are created.
for tactical decisions as well as cool combat First, the GM establishes them when setting up
scenes and tactics like the ones you see in good the conflict. Second, the GM establishes them
anime shows. during a conflict. Third, the players suggest
them during a conflict. And fourth, some goals
For example: The GM’s adversity has a defense always exist as default options.
of 6, and she links some of those to conflict
goals. There could be 1 goal that’s harder to Goals that are established at the beginning of a
achieve: conflict tend to result from the way the story is
going and the nature of the adversity. Often, a
Destroy Fortifications [6]: Adversity loses 2 fight is about something other than just beating
points of defense the other side. Something’s at stake. This is
represented with a goal or two. If the PCs
Or 2 goals that are easier to achieve: already planned for the conflict and put up
traps or made other preparations, you can also
Destroy East Fortification [4]: Adversity loses 1 have starting goals representing them using
point of defense their advantage in that regard.
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During the conflict, especially with an Player-suggested goals are a great way of
inexperienced group, the GM can establish allowing the players to express what they care
goals that help the PCs. If the PCs are facing a about and how they want to handle a conflict.
powerful enemy and have a hard time getting The example of exposing the enemy’s weak
through the defense, or if they are faced with a spot could just as well be a suggestion from a
condition that impacts them but they just don’t player that the GM happily establishes.
know how to deal with it, the GM can throw
them a boon to spice things up. When a player suggests something, the GM
should always establish it in some form, unless
Note that the goal does not have to describe it is completely nonsensical in the context of
how the PCs can do it, as this leaves the door the story (blowing up the whole planet with
open for the players to come up with creative a firecracker), would ruin other players’ fun
ways to achieve a goal. In order to achieve (stealing other PCs’ pants in the middle of
a goal that exposes the adversity’s weak spot combat—if they aren’t willing to play comedic
and lowers its defense, for example, they could right now), or is otherwise outright disruptive.
peel the armor off the enemy, toss gasoline at it
and light it, or talk the arrogant evil summoner Default Type
into letting his guard down.
The categories of goals listed in the following
Other goals can be established during a sections are all advanced uses of the concept
conflict to introduce story complications. For of goals. You should be very familiar with basic
example, civilians could pop up who are goals before you use them, but once you do,
caught in the crossfire, or important items you’ll see how much variety they can add.
show up that the characters could snatch on
their way out. By establishing these during the Always assume that a goal is the default type
conflict, you can alter the course of a battle (unique, single, joint) unless you decide oth-
and make it more interesting. erwise when you create it, and make sure to
write any deviations from the default next to a
specific goal.
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Grouped goals are limited to specific char- It’s just usually more fun when the players can
acters whose situation or opportunities differ team up to do something.
from the others. For example, if one character
is on board an airship while the others are
on the ground, but they’re all fighting in a Single or Chain
conflict together, the airship character might
have goals that relate to properly steering By default, goals are single events. This means
the airship, something the other characters that their effects are immediate and once they
down below can’t achieve or assist in. These are achieved, they’re done with.
goals are only for the group of characters on
the airship. In this instance, that’s a group You can also create a chain of goals. In this
with just 1 member, but other characters may case, characters need to achieve two or more
maneuver their way up there in the course of goals in order. Think of events in movies
the conflict and join the group of characters where one achievement depends on another:
that can achieve the goal. first you hack the security computer, then
you break open the vault, then you escape
with the diamonds. You can’t escape with
Joint or Solo the diamonds before you’ve cracked the
vault, and you can’t get to the vault unless the
Most goals can be achieved by multiple security system has been hacked.
characters with a Combined Achievement,
as described in the conflict chapter. These are Chained goals can have mechanical or story
joint goals, and they are the default option. effects for each goal in the chain.
Some goals, called solo goals, can only be A very advanced use of chained goals would
attempted by one character at a time. Other be to link parallel goals together, with a unique
characters cannot assist with these goals. Solo goal at the end, which creates a race for both
goals are pretty rare. As this is a group-oriented sides to reach the final unique goal. An example
game, I would keep solo goals to a minimum. for this is provided in the next section.
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Fighting Ice with Fire Lure Demon Into Explosive Trap [8]: Trigger
8-dice fire-based strike on 1 enemy
The PCs are in the middle of a fight with a tough
Goals like these allow the PCs to trigger strikes
group of ice demons in the center of a dark
with dice other than the ones in their pools.
metropolis. The PCs are having a hard time
If the PC achieves this goal, she can take 8
hurting them, and while the ice demons are
dice from the big communal bowl, add 3 dice
vulnerable to fire, the PCs don’t have anyone
because the enemy is vulnerable to fire, and
with fire-based powers or weapon effects
roll these 11 dice as a strike without spending
among them. What now? Improvise.
any dice of her own.
The player of a PC talks to the GM about thrust-
The players still have to expend strike dice to
ing his sword into the tank of a car, thereby cov-
achieve this goal, but the payoff is bigger. They
ering it with gasoline, and then setting it on fire.
get to use a skill to achieve it, and since the
The GM smiles and creates the following goal:
strike is elemental, it’ll add 3 bonus dice against
Set Sword Afire [4]: Character’s next strike those vulnerable to the element. On the other
counts as fire-based hand, the PC won’t be able to add strike powers
or her own strike dice to the triggered strike.
The GM makes the goal easy because it’s a
neat idea but the payoff only applies once; she But what if the PCs focus on strike trigger goals
doesn’t think the fuel will stick after a serious from now on to get more out of their strike dice
strike. If the player comes up with a plan that than they would with a regular strike, almost
could keep the sword fire-based, she will create every time? In that case, rejoice: your players
a goal that applies the fire-based effect for the are finding new and creative ways to hurt the
rest of the conflict, probably at a higher difficulty. opposition all the time, and the resulting fights
should never get boring.
The player of the second PC wants to lure an
ice demon into a gas station, then blow it up.
The GM creates the following goal:
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The Tournament Assassin another character scene with the emperor and
then gets to make a strike roll against him, but
In this example, the GM is getting very creative only with the dice she earned through these
with the rules about goals and conflicts. She goals. The emperor has a defense of 4 and 3
sets up a combat tournament in which the PC wound circles, so the player needs to roll 12
participates only to get close enough to the successes to kill him. Once that roll is made,
emperor to assassinate him. However, getting the chance is over, and the player and GM play
close to the emperor is incredibly hard, so out the attempt accordingly.
the PC has to win the emperor’s trust and be
You could also set this up for two or more
invited to his close presence in order to carry
PCs: they each fight on the opposite end of the
out her mission. (This example was inspired by
ladder, and then they fight each other in the end
a movie; I won’t name it to avoid spoiling it.)
to figure out who gets to strike at the emperor.
The PC will get to fight 5 consecutively harder
Finally, when the moment comes to strike
enemies. These are laid out ahead of time.
against the emperor and the player has enough
The player will get to play only 2 character
dice to succeed, the GM can throw in the
scenes in between each fight: her PC talks to
following goal:
the emperor, and then there’s a flashback scene
showing some of the PC’s motivation. Teach The Emperor The Meaning Of Honor [15]
During each fight, the following goal exists: Now the player can decide whether to try and
strike or to achieve the goal instead (bringing in
Gain The Emperor’s Trust [4]: +2 Strike Dice for
a trait for a reroll, possibly, or even invoking the
Assassination Attempt
Sacrifice rule).
The player can achieve this goal up to twice
in each fight. At the end of the tournament—
either when the PC loses a fight or after she
defeats all 5 enemies—the player first has
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Running
the Game
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Here are some good techniques to use for his character salvaged a part out of a steambot.
spontaneous play. In the conflict that followed, the player used
that part to make an ad-hoc gadget that he used
against his opponents. He reincorporated the
Reincorporation item, for which other players gave him plenty
of gift dice from their Action Pools.
Keith Johnstone, in his book Impro (on
improvisational theater), describes a concept Reincorporation works on a larger scale as
that he calls shelving. The actors introduce a well. All those links on your character sheets
certain item or fact into the story, then “put it on are facts, characters, and other material that
the shelf” until later on, when they finally realize can be reincorporated later.
that they can use that item or fact again within
the story. I like to call this reincorporation, to Related to the concept of reincorporation are
describe the whole cycle. If you’ve watched seeds: those are story elements you throw out
crime shows like Castle, you’ve seen this done there to shelf and later tie together.
in every episode: the details that are mentioned
early on are put aside until the end of the show,
when they are used to tie everything together. Seeds
Reincorporation is a powerful tool for Seeds, to me, are ideas and events that we put
spontaneous play. The GM or the other players into the story without knowing how they’re
put things out there spontaneously, and later going to turn out or what all their details are.
during the game, you can reach back to the You’re already starting the game with several
things you’ve established and weave them into seeds at your disposal: character seeds, a group
your game. seed, and setting seeds.
This can happen already on a very small scale. During play, don’t hesitate to throw new
In one of my playtests, we had a character things into the mix even if you have no idea
scene during which the player described how how they connect to everything or anything
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else. Mystery and revelations in stories don’t Often the PC players will come up with their
have to be painstakingly designed. They can own explanations. Listen to them as they
just evolve organically as you play, if you’re discuss ongoing events in their character
flexible enough. scenes. If what they say makes sense—and
it might be a lot better than what you had in
For example, when the PCs are in familiar mind—just go with it!
surroundings, throw out something unusual.
Maybe there’s a strange object attached to
the characters’ airship. Maybe an enemy Situation Webs
who attacks the characters has a weird
tattoo. Maybe instead of paying the PCs with One way of keeping track of what’s going on in
gold, the strange old man hands them his your story, and how things are connected, is to
greatest treasure, an arcane looking piece of start a situation web. You can write the various
machinery that hasn’t worked in eons. Maybe seeds and links onto a big sheet of paper and
the same NPC keeps showing up at random start to connect them with lines. Along the
times to make cryptic statements. lines, you can write how they are connected.
What’s going to happen? Why is it happening? For example, let’s take Zadie and Rasheem
And how is all of that connected to the PCs and from the earlier chapters. They both share
their story? a link, namely Zadie’s old partner and
current nemesis Locust. You could tie them
You don’t have to know the answer to these together in a simple triangle. Just draw a
questions when you introduce seeds. Once line from Zadie to Rasheem that says, “on
they’re in the story, you can actively look for convoy mission together,” one from Zadie
ways to tie them into what’s going on, and at to Locust that says “nemesis,” and one from
some point you’ll end up with some sort of Rasheem to Locust that says, “?” That “?”
coherent picture. As coherent as any Final Fan- could turn into “contact to black market,”
tasy, Metal Gear Solid, or Lost plot, in any case. or “ex-lover,” or “killed during raid,” or
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Having a situation web drawn out allows what’s going to happen. There’s a fear that it
you to tie new events, items, and characters could fall flat, that nothing happens, and that
visually to the rest of the story. That ancient nobody has fun, because the program hasn’t
item the old man gave the PCs? That’s needed been developed in advance.
for a ritual in the ruined city by the demon lord.
Those tattoos on the PCs’ enemies? They’re the This fear is most common with groups who
mark of Locust’s new gang of elite raiders, on are used to putting most of the responsibility
the lookout for the ancient item. That strange of what’s happening in the game with the GM.
object on the characters’ airship? Maybe a But remember, this game is different. If you’ve
bomb that the raiders placed, or a beacon from got a GM and 3 PC players, the PC players are
the demon lord, or maybe a present from a responsible for 75% of what’s going on in the
third faction that the PCs haven’t encountered game. Their characters should be driving the
yet, but who are tied to the ones they know. story forward. They should interact with each
other. They should throw out links and seeds left
Speaking of factions, they obviously play into and right, to make sure there’s enough material
the situation webs, as they usually relate to to play. They should always have something in
each other in a large scale kind of way. People mind that their characters could do next. And
within a faction relate to one another in any with all the seeds and links you’ve got, there’s
number of personal ways—and vengeance, always a way to make things matter.
betrayal, espionage, secret affairs, and other
things create ties between characters in different In the end, it’s worth it getting over the initial
factions. The deeper the PCs are in the middle apprehension. Trust your spontaneity, trust
of all this, the better. the power of seeds, and most of all trust your
friends who are playing with you. As long as
you’re all in it together, you’re going to have fun.
Just Play
It can be daunting to play a spontaneous
game, where even the GM doesn’t know
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Chapter 9
Character
Development
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Overview Passions
Most stories tell us about the development of The character’s passion expresses her overall
the protagonists. The characters achieve their emotional state. While her mood can change,
life’s passion, they have epiphanies, they grow her passion is something that’s essential to
up or grow old, they acquire abilities and use who she is. A change in passion represents a
them for good or bad, and at the end of the fundamental shift in the character’s personality.
story the main characters are not the same Someone whose life purpose used to be
people that they were at the beginning. gaining glory now focuses on protecting the
one she loves. Someone who used to be full
There are three categories of change that your of compassion now revels in her lust for blood.
character can go through. They are personality,
seeds, and abilities, and each of them is These kinds of changes don’t come about easily.
explained in its own section below. The rules won’t prevent you from switching
your passion just because you want to earn
charge dice in a different way. But if you
Personality want to get the most out of playing the game, I
suggest using the passion as a core ingredient
The PCs’ personalities are expressed in several in developing your character.
ways on the character sheet. While most of
who they are comes out when they are played, You can change your passion on the spot, either
those indicators on the sheet can change during a character scene or at the beginning or
over time and express the development of the end of your turn in a conflict, but only once per
character’s personality. Let’s talk specifically play session. Any additional changes need to
about passions and traits. be approved by the GM. Given that passions
are profound states of mind of the characters,
such changes should be reasonably rare, and
even a change once per session is probably
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more than the events in the story warrant, but current state of mind is, or more like passions, in
that is up to you. that a change of a trait expresses a fundamental
change of the character.
The best moment to change your passion is
when the PC is at a critical decision point. Either Contrary to passions, the type and content
something very dramatic just happened to the of the trait have no impact on how it works
character, or her decision will bring it about. mechanically in a conflict or character scene.
If her loved one was severely hurt, does she Your character might still be the very same
choose to pursue vengeance or keep focusing person, just with a different focus. When you
on her love? If given the choice between helping change the trait away from “In love with Bea,”
innocent bystanders or gaining immortal glory, it doesn’t have to mean that the character’s not
which way will she go? in love with Bea anymore—that’s up to how
you play the character. But it does indicate that
The game gives you a mechanism to express you the player are not as interested in playing
this in addition to just describing it, and that’s out that aspect of your character anymore.
changing the passion. Used sparingly and with
the right timing, it can be very powerful. In other words, traits are mainly used as
roleplaying inspiration and as signals of your
interest.
Traits
You can change your traits any time. The more
Traits give you a better feel for who your often you change your traits, however, the less
character is, as well as what’s currently on your likely your fellow players are to pay attention to
character’s mind. They can express emotions, them or give them any weight.
thoughts, quirks, mottos, and other aspects of
your character’s personality. If you use the optional rule for added trait
bonuses (see Chapter 17), you have to change
You can use traits in two ways: either flexibly to stars into checks when you change a trait.
indicate to other players what your character’s
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Skills Powers
Developing skills is tricky. As they are, the Many stories tell us about a character’s journey
skills are balanced to work with the ratings that to greater power. The need to acquire power is
they have. If you allow PCs to have higher- often tied into the story seeds, such as in Avatar,
rated skills, you give them bonus dice to each where Aang has to master all four elements to
Maneuver, making it easier for them to earn battle the Fire Lord.
Awesome Tokens.
In Anima Prime, the way a character can
Because of this, I advise against raising skill become more effective is through accumulation
levels. If you’re really into the idea, you could of additional powers. All other abilities are
let players raise their lower-rated skills over either details (which the player can figure out
time so that they end up with 4 skills all rated on her own during descriptions and maneuvers)
at 4, but again, this will increase the number of or can change in what they look like, but not
Awesome Tokens earned during conflicts. in how effective they are (such as the ability to
use traits for rerolls).
Players can trade out one skill for another if the
story makes this plausible. However, gaining In many other roleplaying games, it is assumed
additional skills wouldn’t give them any benefit that every conflict brings experience that
other than a larger variety of descriptions during accumulates over time until the character
Maneuvers, so that option isn’t very useful. suddenly rises in power. That approach works
well for many of those games, but Anima Prime
Overall, I suggest leaving skills alone and benefits from a more story-based approach.
gaining new powers instead, if you want to The particular approach, however, depends on
have characters become more powerful over what kind of story you want to create.
the course of your game.
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The following is a list of suggestions of ways Knowing when a seed is resolved is an intuitive
characters in your story can acquire additional thing. If your group seed is that you’re all
powers. Use them as a springboard for your out for vengeance against the same enemy,
game, and make sure that everyone is involved once that vengeance is fulfilled, your seed is
in figuring this out before the game starts. obviously resolved. Others might be a bit more
The default for Ghostfield is the seed-based vague, such as character seeds that deal with a
development. personal issue of the character. But the player
who created the seed is also the one who
Whichever kind of system you use for acquiring determines when it’s run its course.
powers, no character can ever have more than
one power more than the character with the Letting characters gain an extra power at the
lowest number of powers in the group. With conclusion of a seed could happen often or
this rule in place, you can even use a different rarely, depending on how seeds play out in
approach for each character (maybe one of your game. It can prompt players to address
them is looking for teachers while another can their character seeds more often, but it can
absorb the power of certain fiends). also lead to a point where the gaining of a
power overtakes the importance of the seed
Seed-Based Development for the story. You’ll have to see how that
works for your group.
There are three kinds of story seeds in this
game: character seeds, group seeds, and setting Teacher-Based Development
seeds. These provide story fodder and some
possible destinations for where the story is This approach shows up in many stories. The
going. At some point, one or more of them will student needs to find the right teachers, and
be resolved. If you select this option for power each time she does, she learns a few things and
development, then the PC whose character progresses. Examples are Aang, Katara and
seed is resolved, or all PCs if the group or Sokka in Avatar. While Aang is looking for all
setting seed is resolved, gains a power at that kinds of bending teachers, Katara learns new
point (and then it’s time to create a new seed). powers from waterbending masters (including
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the evil bloodbender, indirectly) and Sokka core concept of the character’s development.
learns from a swordmaster. This is one way of implementing adversity-
based development.
In many of the stories, finding a teacher is
also a story seed, so you could consider this I wouldn’t suggest using a system in which
a subsection of the previous approach. It is characters gain points for every single
common enough, however, to talk about it conflict they enter. That would be too much
in detail, and I quite like keeping character bookkeeping for a spontaneous system and
seeds more interesting than just “Find the next take the focus off the story you’re telling.
teacher” all the time.
If you create an adversity-based system in which
This approach puts more control over the the PCs gain powers from creatures that they
ability development of the PCs in the hands of defeat, you have to figure out the following:
the GM. If you’re comfortable with this, and
your story fits the teacher-based mold, this is - How often can the PCs do this?
one of the easiest approaches to implement - How difficult are the creatures?
and balance. - Which powers can be gained?
- Are powers to be gained specific to the
Adversity-Based Development creature?
- Can multiple PCs gain a power from the
In one of our other games, Beast Hunters, same creature?
the PCs are tribal warriors who set out to slay - Do you make the creatures up on the fly
magical beasts that threaten their people and or have a prepared bestiary?
ravage their lands. After a Beast Hunter kills - Is the game and/or setting all about the
a beast, she uses its blood as ink for a tattoo hunt of these creatures or are they just a
carved into her skin by her elders, which means to an end?
bestows upon her a part of the beast’s power.
While the game also has other ways of making
characters more powerful, the tattoos are the
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The Ghostfield
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He pulled his pneumatic rifle to his shoulder He pushed off and gave chase. The rogue
and took aim. The rogue skipper ran up skipper was shooting thin ropes with metal
a half-fallen tree trunk and, with a hissing hooks from her bracers, using them to swing
burst of pressure from her boots, shot into around the rocks and every now and then
the air in a high arc. The moment his finger hurl a smaller one his way. One of them
started pulling the trigger, a gate flashed scratched along his back and tore open his
open between them and swallowed her. shirt as he barely made it out of the way.
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It was no use wearing armor if you had to heart. His eyes widened and his lips parted
go Beyond; that would only slow you down as right above him, the largest gate he had
and possibly trap you forever. Breathing ever seen tore through the fabric between
heavily, but not ready to give up, Malley the worlds, and a gigantic Beyonder burst
made his way closer to her, his sense of through. Its body was elongated like a
up and down adjusting each time that he snake’s, but with dozens of tree-sized spider
landed somewhere new. At least she hadn’t legs, and even though it had no wings it flew
had time to grab anything of value while he through the air with an incredible agility.
was after her. Selling the Cores from the
center of the larger rocks was an illegal but He jumped to his feet to watch it whirl
flourishing business, and he had a hunch around before setting down heavily in one
that much of the profit of that trade made of the abandoned villages nearby. The
its way to Enendian rebels. silence following the impact lasted only a
moment. A cacophony of little explosions
The moment he thought he could intercept followed as hundreds of large oval things
her with a couple more well-aimed jumps, started shooting out along the Beyonder’s
something knocked Malley out of his carapace, from front to back, in high arcs
trajectory. A huge shadow rushed by, and low. Malley was stunned. Nothing like
much too close for comfort. Chasing rogue this had ever come through before.
skippers was his duty, but he could hardly
fulfill it if he was torn apart by one of the A nearby impact shook him out of his
Beyonders, so he searched for the nearest trance. He walked over toward the
little gate and ricocheted several times until smoldering crater. Just as he tried to peer
he made his way through. into it, something charged out. It took him
by surprise and smashed him off his feet.
The gate was twenty feet off the ground. Together he and the creature rolled across
Malley rolled with the impact as much as he the ground. He felt something sharp sink
could. He ended up on his back, looking deep into his shoulder. Yelling in pain, he
up at the sky above, trying to calm his racing kicked the thing off of him and, as it was
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shapes and sizes. While they seem to repel each Conflicts Beyond
other and rarely crash, their Cores attract all
other matter, serving as localized gravity. Many Sooner or later, the PCs will find themselves
of these rocks are only as big as a room, yet they Beyond, trying to fight off Beyonders or Kanissian
still have a gravitational pull much stronger than Expeditionary Troops (or both). One special
a comparable chunk would have in our world. rule that applies to conflicts Beyond is that any
Other rocks are as big as whole villages, but maneuver costs an additional Action Die, which
their pull is not much stronger; they all have is not rolled but is nevertheless expended,
the same tiny Cores that are the source of the independent of overall success or failure. For
gravitational anomalies, with similar strength. example, a maneuver using 2 action dice costs
Some of the huge rocks feature massive tunnel 3 action dice Beyond, but the player only gets
systems or other interior areas. to roll 2 of them for a chance to gain dice and
has to discard the other one without rolling it.
Strange creatures inhabit the Beyond, but what
compels humans to cross over are the Cores
and other valuables that can be found within
the floating rocks. Scavengers who mine them
Player Characters
are known as skippers. They bounce from rock The player characters can have any sort of
to rock, traveling among them and looking for background, as long as they have a good
valuables. Only the First Expeditionary Corps reason to stick together. They can be rebels,
of Kanissia is allowed to do this officially, but rogue skippers, Kanissian soldiers, villagers,
there are many rogue skippers who sneak criminals, or anything else that’s workable.
through one of the gates and claim Cores Here are the two example characters from
and other valuables to sell for a good price the fiction piece above. If you like, you can
to one of the crime cartels that has sprung up play these in a sample character scene and/or
around this illegal trade. Some of them finance conflict to get a handle on the setting before
the Enendian rebels. Others are just out for you create your own (or you can just use these
themselves. characters for a whole story).
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Explosives Gadgets
If it blows up, you’re an expert in using it. This Characters with this skill are masters at having
skill covers grenades, mines, Molotov cocktails, the right tool for all the wrong jobs. They’ve
rocket launchers, self-made exploding devices, got the ability to either manufacture or store
fuel barrels, or anything along those lines. dozens of little contraptions that can help out
Not only do you know how to make and use in many ways, whether they are as simple as
these things, you can also turn your enemy’s crow’s feet or as complex as pocket-sized flying
explosives against them. steambots. You never have to keep a specified
inventory of them; instead, you just make them
Feint up as you go. This skill combines very well
Sometimes, the best strategy is to trick your with certain Soulbound Weapon powers to
opponent into thinking that they know what give your gadgets added punch.
you’re about to do. Then, of course, you do
something completely different. While feinting Intimidate
is something all characters can do, those with Some characters are downright scary, and those
this skill have turned it into an art form; no one with this skill especially so. Intimidate is used
can predict what they are going to do next. to keep enemies at bay, stare them down, make
them afraid, or otherwise affect them with
Firearms your posture, verbal threats, and intense stare.
While anyone can shoot a gun, characters with Even steambots and other mechanoids can be
this skill have special abilities that go far beyond intimidated. In those cases, this skill works
that. Maybe you can shoot a dime at a distance like the violence-backed opposite of Feint: you
of a hundred feet, or ricochet bullets off walls make an impression not by pretending to do
and around corners, or reload a machine gun something different, but by making sure the
with one hand while juggling and firing three enemy knows exactly what you’re going to do
pistols with the other. You’re an artist, and any to them when you get your hands on them.
firearm turns to a masterpiece instrument in
your hands.
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Luck Perceive
Some characters just have lots of good things Characters with this skill have honed their
happening to them. When a building wall falls perception to a completely new level. Maybe
over, they’re standing in the empty window they can see tiny details at vast distances, or
slot. When a burst of bullets whizzes past act without sight almost as well as with it (you
them, they’re outlined against the wall behind might want to take the Darksight power to
them, without a scratch. That kind of luck is not support this), or feel vibrations on the ground
infallible, but it can be very useful. When you’re that give away enemy positions, or slow down
using Luck in a maneuver, simply describe time in their mind to take in everything that’s
something very improbable happening that happening around them. There is a huge
helps out your character. range of maneuvers you can do based on
perceiving things that other characters would
Melee Weapons not, especially in the heat of battle.
If your character feels naked without a sword,
lance, club, dagger, or any similar weapon in Quickness
her hands, this is the skill for her. It applies Sure, some people are fast. But characters
to any close combat weapons (even when you with this skill not only outrun them all, they
decide to throw them for a change, though you are incredibly coordinated when they do
may want to pick up the Throw skill for that so. Using Quickness in maneuvers allows a
one). And while anyone can swing a sword, character to dodge missiles, move through
characters with this skill have incredible swarms of enemies at ease, or run up the side
abilities. Maybe they can deflect bullets, of a building (or steambot).
or climb walls with their daggers, or wield
swords the size of tree trunks. Any crazy stunt
that involves these kinds of weapons is in the
character’s repertoire.
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Charge powers have a type listed, which tells When you select powers for your character,
you whether the power is an action in itself or make sure to include some charge powers
supplements a strike, maneuver, or other power so that you can make use of charge dice you
(Boost). You can combine as many non-action are inevitably going to earn during a conflict.
powers as you can pay for to supplement a The power packages in the character creation
single action, with listed exceptions. chapter are a good template to start with. They
all contain some charge powers as well as a
Soulbound Weapon and Summoning powers decent defense.
have passive and charge powers among them,
but they have their own chapters because they Some coordination with your fellow PC players
have some special rules associated with them. is also a good idea. Several powers work
In addition, some characters (like eidolons) can better in conjunction with the choices of other
players, such as Leadership and Squad Tactics.
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The tribes believe that the Gods live in the at the southwestern edge of their territory and
clouds, and that we can feel their presence established more permanent trade relations
when the wind blows. Thus, when the air is with the remainder of Enendia (though all of
still, the Gods are assumed to be casting their their tents and buildings are always open).
glance elsewhere. This leads the tribes to stop
all activities when there is no wind, for fear that The nomadic tribes have a custom that makes
their Gods would not be able to bless and aid their members—all of them considered
them. They also conduct all important matters warriors—recognizable to anyone who’s heard
out in the open and have a strong distrust of of them. When a tribal child is ready, which it
closed buildings, which keep the Gods shut determines on its own, it undergoes this ritual.
out. Anyone who wants to deal with the tribes The child holds an overripe sunfruit in its hand.
(and survive) needs to remember never to invite The left hand is customary for one of the tribes,
them into any enclosed area, or they will feel while the other tribe uses the right hand. A
that they are being tricked or corrupted. tribal elder now presses the glowing-hot tip of a
knife upon the child’s shoulder and very slowly
The tribes have no name for themselves; they runs it down the arm while the remainder of
simply use “we” when they talk about their the gathered tribe members chant praises to the
members, their clan, or whole tribes. Most Gods. The ritual ends when the child either
of them are born into their tribe, but outsiders drops or crushes the extremely soft sunfruit,
willing to dedicate themselves to a clan or and the length of the scar forever indicates
tribe can be accepted through the assent of the the Gods’ blessing upon the scarred. Very few
community. When tribe members die, they tribe members can proudly display a scar that
are burned, and their essence rises up with the reaches all the way down to the back of their
smoke to join the Gods among the clouds. hand, and they are often chosen as leaders of
clans within the tribe.
Two of the tribes are still nomadic and tame
horses for their warriors, hunters, and scouts. There is a legend among the tribes of The Twice
They are the ones who adhere to the old Scarred, a warrior who bore full-length scars
ways, while the third tribe has settled down of both tribes and who led them to victory in
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times when all of the tribes were in dire peril. to Enendia as a larger region. Most of the
The elders say that one day, The Twice Scarred monasteries are in unoccupied territory,
will return to unite the tribes in their darkest and they have no interest in opposing the
days. occupation that lies outside of their small
areas of influence. Some monks, however, feel
differently, especially those who have roots or
Warrior Monks family in the occupied regions. While they
are counseled that they have to let go of those
There are several monasteries in the eastern old bonds in favor of the monastery’s nearby
mountains of Enendia. The monks who live villages, some of them set out to do something
there have various purposes and spiritual about the occupation.
beliefs. Most are men and women who live
very simple lives, farm, and support their local Sometimes monasteries send monks to
villages with food and the art of medicine. investigate mystical activities within Enendia,
These monks simply desire to gain spiritual or to experience the outside world and expand
fulfillment through hard work and dedication their horizons. Elder monks receive visions
to the betterment of their communities. in their dreams that guide their assignments.
Sometimes these missions lead to dead ends.
However, a few of the monasteries house But many times, they place a monk or two in
warrior monks, such as the Light Breeze, Seven the right spot at just the right time. Traveling
Streams, and Glowing Ember monasteries. monks are free to bond with other travelers, but
They follow a path of strengthening their bodies they are taught that their missions are the most
and minds through rigid training. Some of important aspect of their lives.
them take this as a goal unto itself, while others
believe that enlightenment comes through the One monastery has been corrupted by other
cleansing effects of combat. influences. Deep River sends its monks on
missions that do not benefit the community, but
Warrior monks feel a responsibility to protect rather enrich the monastery itself. Sometimes
their communities, but this does not extend they are hired by special interests, including
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break into pieces and fall away only when this However, a few managed to survive. They
burden is lifted, at their moment of redemption. were the standard bearers of Tanazia, wielding
two unique staves with a long, flowing purple
There has been a rise in sightings of masked ribbon that can be extended or retracted with
fighters ever since the Kanissian invasion. a very specific flick of the wrist. These loyal
Some people speculate that freedom fighters flaggers are the ones who guard Laiza and
are making use of the ancient tale to intimidate Fiorenza in their secret hiding place. Some
outsiders. Others say that war drives people work to gather support among the houses to
to the kinds of horrible actions for which they overthrow Queen Seytali. Some wander the
spend their whole lives in search of atonement. realm, including the occupied territory of
Enendia, to battle the empire’s military forces
when they are oppressing local communities.
Loyal Flaggers And still others are searching for something that
will allow them to exact revenge upon Queen
The current ruler of the Kanissian Empire, Seytali, no matter the cost.
Queen Seytali, won the throne fifteen years
ago in a civil war that pitted different houses The loyal flaggers are elite fighters, and only the
of the realm against each other. Some citizens best and most secretive of them have survived to
of the empire still believe that the civil war was this day. Some have taken apprentices to carry
an usurpation, instigated and carried out by on their legacy after their death. The flaggers
Seytali’s supporters who benefited greatly from are unrivaled in their ability to fight with their
replacing the rightful empress, Queen Tanazia. staves, including the use of the ribbons to
During the final confrontation in the palace, distract, entangle, throw, and choke. Some
Tanazia was killed protecting her twin daughters of them only ever fight in secret, while others
Laiza and Fiorenza, who were spirited away by make a purposeful display of flying the purple
loyal supporters and remain in hiding. colors of Queen Tanazia while they battle
Kanissian soldiers in public places, to show the
Queen Tanazia had a personal guard, most of populace that hope for justice yet lives on.
whom were put to death by Queen Seytali.
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Animal Kingdoms
Enendia shares a long and friendly history
with several smaller realms in the region.
While they have close trade relations, some of
which involve the import of weapons or other
goods used against the Kanissians, none of
those realms are closely allied enough or even
powerful enough to help the Enendians directly
against the Kanissians.
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part of the wonderful variety of life. Some even Clockworkers are involved in a long lasting battle
say that mixed breed children are more likely against one another, sending out their machine
to have an affinity for special powers, which minions to prove their superiority. Often, inno-
proves their blessing by the higher beings. cents become embroiled in these fights. Some
Clockworkers are simply trying to prevent the
others from doing that kind of damage.
Clockworkers
There have been sightings of very special
Steampowered machines are common in the clockwork creations in recent times: humans
Kanissian empire, and through the occupation merged with clockwork technology. These
that technology has reached Enendia and its are exceedingly rare, and what kind of powers
neighboring realms. Some engineers have they may possess, or what possible reason
specialized in the intricacies of tiny springs, they could have had to undergo the pain and
cogs, and levers to a degree that they can violation involved, remains a mystery.
create miraculous and magical things.
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Group Seeds The PCs are all Enendian rebels fighting for
the freedom of their homeland. They could
be part of a team, or they could each have
When setting up a game, you might be at a reputations as solitary freedom fighters that
loss about the group seed that’s needed to keep makes them the target of a Kanissian head-
your band of PCs together. Here are some hunter group so powerful that they have no
suggestions that you can use to kick start your choice but to stick together.
game. Feel free to modify any of them to suit
your needs or just make up your own. The PCs are haunted by dreams which they
seem to share. The dreams guide them to the
The PCs are all part of a Kanissian Expeditionary same place, where they recognize each other
Corps Special Unit. Their current mission is to even though they had never really met. And
investigate one of the setting seeds, hunt down now the dreams show them something else,
a deserting officer and her squad, delve into the something so terrible that they know they
Beyond to find a specific place or item, infiltrate would perish if they didn’t face it together.
the Enendian Rebels, destroy a particular crime
syndicate, or something along those lines. If The PCs were normal citizens (without powers)
you want to go a little darker, they could be of the realm, maybe even rivals or members of
sent into Enendian territory for sabotage and opposing factions. But they all happen to be
other covert missions, which could lead them in the same place at the same time, possibly
to a crisis of faith when innocent civilians get caught up in fighting each other, when a gate
in their way. opens. An incorporeal creature from Beyond
hooks into all of them, endowing them with
special powers, but also linking them together.
The farther apart they are from each other,
the weaker they get. Can they find a way to
exorcise the Beyonder from their bodies before
it takes them over completely?
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Setting Seeds
Setting seeds are events in the fictional world
that change the status quo. They provide
opportunities for the PCs to investigate these
unusual occurrences and participate in shaping
the future of their world. The players should
ignore those setting seeds that they find boring
or otherwise unappealing and focus on the
ones they find intriguing. Some groups may
play out their own stories in Ghostfield without
ever addressing any of the setting seeds. That’s
fine, as they are provided for your inspiration,
just in case you need them.
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Coming of the Dragon will allow something horrible into our world.
Others say he has created an army out of poor
A strange dragon-like creature came through the souls possessed by Beyonders. Whatever his
largest gate that has ever been observed. It burst goal, he is dangerously close to fulfilling it.
into our world, flying for a few moments before
setting down hard in one of the abandoned
villages. It immediately shot hundreds of things
The Royal Twins
out of its carapace. They could be seeds, eggs,
The twin daughters of the previous queen of
or something of that sort; no one is exactly sure
Kanissia, Laiza and Fiorenza, have been in
yet. Monks speak of prophecies, the Kanissians
hiding for fifteen years, protected by Loyal
see their occupation justified by the threat, the
Flaggers from the new ruler of Kanissia, Queen
crime syndicates smell profit, and the Enendians
Seytali. However, rumors say that they have
just try to survive the most dangerous Beyonder
finally decided to take a stand and try to reclaim
to ever make it into our world.
their empire. They are said to be on their way
through Enendia, disguised as locals, to meet
The Gathering with Enendian rebel leaders to forge an alliance
aimed at bringing down Queen Seytali and end
Bordering a dead town near Ghostfield is an the Kanissian occupation. This piece of news
abandoned temple, carved into the side of a has traveled to Queen Seytali’s ears. In the near
mountain. Its proximity to the Ghostfield was future, Enendia will be filled with assassins,
its downfall. Recently, rumors have sprung up loyalists, mercenaries, and other fanatics who
that something is gathering there. People speak care much more about their mission than about
of a rogue monk who was banished because who might get hurt in their pursuit of it.
of his evil nature, who is trying to make a pact
with a powerful force Beyond. Some say he’s
kidnapped an ingenious clockwork engineer to
create a permanent gate within the temple that
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Passive Powers
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Soul Resistance
This character is immune to the charge powers
Life Drain, Life Transfer, and Vampiric Strike,
and to the Diseased and Hexed conditions.
Stamina
The limit on the number of action dice you can
store in your Action Pool is raised by 2. You
can take this power up to 3 times.
Strike Boost
The limit on the number of dice you can roll
from your Strike Pool for strikes is raised by 2.
You can take this power up to 2 times.
Tactical Maneuvering
When you are the leader, the limit on the
number of strike and charge dice you can earn
in a combined maneuver and the limit on how
many strike dice the characters in a combined
achievement can spend are raised by 3. You
can take this power up to 2 times. It does not
apply to maneuvers or achievements your
character performs on her own.
Toughness
Your character has 1 additional wound circle,
which means that your character can take an
extra wound before being defeated.
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Charge Powers
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Poison Quicken
Type: Action Type: Action
Cost: 2 Charge Dice Cost: 2 Charge Dice
Effect: This power inflicts Poisoned on a Effect: This power grants the Quickened
character. Until this condition is condition to a character designated
cleared, the victim loses 1 action by the power user. Until this
die from her Action Pool at the condition is cleared, the character
beginning of her turn each round. gains 1 bonus die to all maneuvers.
The condition is automatically
removed when the victim’s Action Refresh
Pool is empty. This power does not Type: Action
work on squads or swarms (but see Cost: 2 Charge Dice
Mass Effect). Effect: This power strengthens a
character’s stamina. The target’s
Power Block current number of action dice in
Type: Action the character’s Action Pool is raised
Cost: 2 Charge Dice by 4, up to the maximum of the
Effect: This power inflicts Hexed on a target’s Action Pool.
character. Until this condition is
cleared, the victim has to spend Restore
1 additional charge die for each Type: Action
charge power she wants to use. Cost: 2 Charge Dice
This power does not work on Effect: This power removes all of the
squads or swarms (but see Mass following conditions from the
Effect). targeted character: Blindness,
Diseased, Hexed, Poisoned, and
Weakened.
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Chapter 13
Soulbound
Weapons
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slot of the lost weapon. If the GM decides their special item. On the other hand, if the
to disarm multiple weapons from a character player is really bothered by it, she is free to pick
with Multisoul, the player adds 2 dice total for Improved Grip as one of her powers.
each additional weapon lost (so a player with
Soulbound Weapon, Weapon Upgrade II, and
Multisoul II who loses all weapons would roll Soulbound Weapon
10 dice: 3 times 2 for the effect slots and 2
dice each for the additional 2 weapons). Dice Powers
are earned as in maneuvers: 3s, 4s and 5s are
strike dice, 6s are charge dice, and 1s and 2s Soulbound Weapon
are discarded. As these are bonus dice, they do The character forms a spiritual or demonic bond
not earn Awesome Tokens (but they’re also not with a weapon. The weapons can range from
limited as to how many dice can be earned). human-sized swords to gauntlets with claws to
magical pistols or any other kinds of items that
PCs who want to get their Soulbound grant the wielder power. The weapon has 1
Weapons back in the very same conflict need effect slot that you fill in when you first acquire
to achieve a goal with difficulty 8 for each it. Any character with the Soulsmith power can
weapon. This Achievement also can be done change the effects during the course of your
by other characters on behalf of one of their story, if your PC allows this to happen.
allies or with a Combined Achievement. The
PC automatically regains their Soulbound Weapon Upgrade
Weapons at the end of the conflict if they win This power can be taken up to 3 times. Each
it. If they lose, they will have to achieve the time, it adds an effect slot to all of the character’s
goal in the following conflict. Soulbound Weapons.
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Chapter 14
Summoning
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Eidolons do not retain their pools after a conflict. one. The character can fill an Open Bond with
Instead, their Action Pool is filled up and their a common eidolon as a scene benefit during
Charge and Strike Pools are emptied. Eidolons the game as well, after spending the scene with
do retain their wounds, however, which can be appropriate rituals (which the player makes up).
healed through character scene benefits. If she wants to bond a custom eidolon during
the game, she needs to work out the details with
the GM, including whether it takes more time or
Powers requires traveling Beyond. This power can be
taken multiple times and is required every time
Summoning that the summoner wants to add a new eidolon
Type: Action to her collection. Summoners can, under rare
Cost: 1+Eidolon Level Charge Dice circumstances, break a bond with an eidolon to
Effect: The summoner conjures an eidolon free up a bond for a new eidolon. However, this
with which she has a bond (i.e., could have very bad consequences (story-wise)
the power is useless without a and should not happen more than once in any
bonded eidolon). The eidolon given story arc. Note that this power is useless
appears instantaneously. She can without the Summoning power. You can take
only have 1 eidolon summoned at this power up to 3 times. Unless you take the
any one time. The eidolon only Empower Eidolon power, you can only bond
acts when the summoner orders it with Level 0 eidolons.
to, which uses up the summoner’s
action. Battlefield Summoning
Any summoned eidolon has its Level in strike
Open Bond dice in its Strike Pool when you summon it for
The character can bond with an eidolon, in the first time in a conflict.
which case the power is renamed to Bond: [name
of the eidolon]. Most of the time, this happens Charged Summoning
during character creation, where the player can Any summoned eidolon has half of its Level
select a common eidolon or create a custom in charge dice in its Charge Pool when you
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summon it for the first time in a conflict. summoned at the beginning of a conflict. If
the eidolon is defeated or banished, it returns
Natural Summoner once at least 1 of its wound circles is healed
The charge dice cost for summoning eidolons (for example through character scene benefits).
of Levels 3 and above is reduced to 3. The companion cannot be changed unless the
summoner permanently loses their companion
Empower Eidolon (in other words, the bond is broken and the
This power has 2 effects. First, it is a requirement eidolon is no longer available to the summoner).
for bonding with higher-level eidolons. In order This power requires the Summoning power.
to bond with a Level 2 eidolon, for example,
the character needs to have Summoning as well Magnificent Companion
as Empower Eidolon II. Second, each eidolon The summoner’s companion can be a Level 1 or
with which the summoner has bonded receives Level 2 eidolon. Note that this power requires
an additional eidolon power for each Empower the Companion power and the appropriate
Eidolon level above the one required to bond level in Empower Eidolon.
with it. For example, the Level 0 eidolons of
a summoner with Empower Eidolon II would Unbreakable Bond
have 2 extra powers, any of her Level 1 eidolons Your companion is immune to being banished
would have 1 additional power, and her Level 2 by powers or weapon effects. Note that this
eidolons would not have any powers other than power is useless without the Companion power,
the standard ones. The additional powers are and it only works on companions, not regularly
selected by the summoner when she acquires a summoned eidolons.
new level of Empower Eidolon or bonds with a
new eidolon, and they can’t be changed later. Warfare Summoning
Any summoned eidolon gets to take an action
Companion in the same turn in which it is summoned. If
One of your Level 0 eidolons can remain in this action is a Strike, the eidolon gains two
your world for prolonged periods of time. It bonus dice to the strike roll.
stays by your side and does not need to be
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You will see that an eidolon starting out at a 3. Every eidolon can choose 4 eidolon
higher power level will be more powerful than powers from the list below.
a lower-level eidolon with Empower Eidolon 4. For every level of the eidolon, add 3 more
powers. This is intended to make up for the cus- powers. Level 0 eidolons do not get
tomizable nature of Empower Eidolon. Higher additional powers and therefore have 4
level eidolons also are more costly to summon. total powers, Level 1 eidolons get 3 extra
powers and therefore have 7 total powers,
Level 2 eidolons have 10 total powers,
Eidolon Creation Steps and so on.
In order to create a custom eidolon, follow 5. Determine what the entrance of the eido-
these steps: lon looks like when it is summoned. It
needs to have aspects of at least 2 of the
1. Figure out the nature and details of the following 4 groups: sight, sound, smell/
eidolon. What is it called, what is its taste, and touch. Here are some examples:
home world like, what does it look like,
and so on. You also need to determine Sight: bright flash, colorful sparks, ripples
its Level (ranging from 0 to 5) and type in spatial perception, a window
(individual, squad, swarm). into the home world with flames
lashing out, flickering lights.
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Toughness
The eidolon has 1 additional wound circle. An
eidolon can take this power once for each of its
Levels (for example, Level 3 eidolons can take
it 3 times).
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Inkots Caragu
Level: 0 Level: 1
Type: Swarm Type: Individual
AP Limit: 2 AP Limit: 4
CP Limit: 4 CP Limit: 4
SP Limit: 6 SP Limit: 6
Defense: 3 Defense: 4
Wounds: 1 Wounds: 2
Skill: Quickness 4 Skill: Endurance 4
Weakness: Restless Weakness: Vulnerable to Fire
Powers: Body Resistance, Leap Attack, Powers: Auto Guard, Ice Hurricane, Leap
Resilience, Quicken Attack, Resilience II, Stamina,
Entrance and Description: Toughness.
Inkots are a collection of tiny Entrance and Description:
black demonic beasts that burst Ice spreads out in the air, growing
individually from the ground when out of nowhere. Suddenly the
they are summoned. They are caragu bursts through the icy layer,
covered in retractable spikes and landing with a growl as glimmering
bounce around all the time, which shards of ice fall all around it.
makes them hard to hit. Caragu are large wildcats with
exceptionally long necks and rich
dark-purple fur. Despite their
feral nature, they can be very
affectionate.
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Yiyon Hykeor
Level: 2 Level: 3
Type: Individual Type: Individual
AP Limit: 2 AP Limit: 6
CP Limit: 4 CP Limit: 4
SP Limit: 6 SP Limit: 7
Defense: 5 Defense: 5
Wounds: 2 Wounds: 3
Skill: Feint 4 Skill: Brawl 5
Weakness: Cowardly Weakness: Overwhelmable
Powers: Blaze, Frost Spikes, Resilience III, Powers: Body Resistance, Leap Attack,
Resistance to Fire II, Resistance to Resilience III, Skill Boost, Soul
Frost II, Toughness Resistance, Stamina II, Strike
Entrance and Description: Boost, Toughness II, Whirlwind
A ball made of large scales falls Attack
from the sky and slams onto the Entrance and Description:
ground, then bounces from one The earth rumbles and cracks
object to another until it finally appear. A chilling howl fills the
comes to a halt. The yiyon’s eyes air. The Hykeor, a huge wolf with
peek out above on their feelers bat-like wings, bursts out of the
before the yiyon unfolds. It stands ground. It descends in a shower
on four insectoid legs, and its two of debris and lands surprisingly
upper arms end in flaming fists gracefully, immediately starting to
while the lower two give off a pace back and forth as it eyes its
chilly mist. first victim with red glowing eyes.
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Stormravens Kulos
Level: 3 Level: 4
Type: Swarm Type: Individual
AP Limit: 6 AP Limit: 6
CP Limit: 4 CP Limit: 6
SP Limit: 6 SP Limit: 6
Defense: 4 Defense: 5
Wounds: 4 Wounds: 3
Skill: Courage 4 (they swarm enemies Skill: Luck 4 (strange and highly
without fear) improbable things happen)
Weakness: Vulnerable to Fire Weakness: Weak Spot
Powers: Auto Guard, Elemental Surge, Frost Powers: Body Drain, Charge Boost II,
Spikes, Ice Hurricane, Resilience Life Drain, Mass Effect, Refresh,
II, Resistance to Frost II, Stamina II, Resilience III, Slow, Soul Resistance,
Toughness III Stamina II, Toughness II, Weaken
Entrance and Description: Entrance and Description:
Snow begins to fall and the sky A short, hairless, naked, and
darkens. Ravens crow as they genderless human appears with
gather above (if you’re inside, they a blinding yet soundless flash,
come rushing in through various accompanied by a strong metallic
openings or seem to emerge from taste in any spectator’s mouth.
the shadows). The ravens circle for Around it, space and time seem
a moment before their formation to bend. Kulos does not move—it
dashes downwards, led by one makes things come to it with its
huge raven that lands on the mind. The only moving things
summoner’s shoulder or arm. The about this creature are its eyes,
remaining stormravens fly around which seem to command reality
them, waiting for orders. around itself. As it never turns, its
back presents a blind spot.
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Chapter 15
Conditions
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Ch. 15: Conditions
If you feel like you’re going to have a lot of just because circumstances in the story warrant
changes in conditions during a conflict, I suggest it. Still, the players should have the option of
keeping a separate sheet on the table to keep overcoming them during the conflict with more
track of them. You should mark overarching goals.
conditions as such, so that players don’t plan
on using their powers to counter them.
List of Conditions
Starting Conditions A character can benefit or suffer from the effects
of a condition only once. Two or more sources
Some conflicts take place under unusual of the same condition do not stack (for example,
conditions, and the GM can determine that the a power and a weapon effect that both grant
conflict starts with certain conditions in place. Quickened). All conditions are erased at the
end of a conflict.
For example, the GM can declare that a fight
at night in the absence of strong light sources Blinded
begins with the Darkness condition in place. The character has to discard 1 die from any roll
Or maybe the PCs find themselves in a cave that she makes (before she rolls the dice).
filled with toxic gas, where all characters
(including the adversity) start with the Poisoned Darkness
condition on them. This is an overarching condition that works like
Blinded on everyone in the conflict until it is
The GM should either create or allow the players removed. It does not stack with Blinded.
to suggest goals to counter or perpetuate the
starting conditions. Darksighted
The character is not affected by Blinded or
The GM can also establish new conditions Darkness conditions.
during the conflict, either by creating a (possibly
parallel) goal for the adversity to achieve, or
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Diseased Shielded
The character can no longer benefit from the This condition adds 1 point to the character’s
charge powers Life Drain, Life Transfer, Rise of defense.
the Phoenix, or Vampiric Strike, or otherwise
heal wounds during this conflict. Slowed
All skill ratings of this character are considered
Empowered to be 1 lower.
This condition adds 1 bonus die to the
character’s strikes. Weakened
The defense of any opponents of this character is
Hexed considered to be 1 higher against this character.
The character has to spend 1 additional charge
die for each charge power she wants to use.
This includes all powers that cost charge dice
(such as Summoning) and is cumulative (if you
use a strike power and a boost power together,
for example, both of them cost 1 additional
charge die).
Poisoned
The character loses 1 action die from her
Action Pool at the beginning of her turn. When
the Action Pool is empty, the condition is
automatically removed.
Quickened
This condition adds 1 bonus die to the
character’s maneuvers.
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Adversity
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An Assortment of best. Just remember that you can get great fun
out of being the GM by creating memorable,
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them out a bit for use in your game. Give them Skirmishers
a name and some context. They’re especially
useful when you can bring them back as For its skirmishers, the Kanissians select soldiers
recurring enemies. with behavioral issues and fill out the ranks with
petty criminals and other unwanted elements.
Skirmishers are sent ahead of the standard
Footsoldiers troops to soften the enemy without regard for
the skirmishers’ safety. While they are not as
The standard group of Kanissian soldiers wear
organized as the regular soldiers, they tend to
gray uniforms and wield pneumatic rifles. They
be more aggressive and enjoy combat. That
are led by a Sergeant and have undergone basic
said, their loyalty is questionable.
training together as a unit. Most Kanissian
soldiers are loyal, but that doesn’t mean they Type: Swarm
would pick death over defeat. In fact, many Skill: Melee Weapons 3
of the soldiers had little choice but to join the Wounds: 3
ranks, and they value their own lives highly. Defense: 3
Powers: Force Attack
Type: Swarm
Weakness: Vulnerable to Frost
Skill: Firearms 2
Wounds: 4
Defense: 3
Powers: None.
Weakness: Cowardly
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Type: Squad
Skill: Brawl 4
Steambot Dreadnought Wounds: 3
Defense: 5
The largest bots in the Kanissian regular army,
Powers: Blaze, Leap Attack
individual steambots are used for crowd control,
Weakness: Vulnerable to Electricity
occupational support, and straightforward
attack power. Unless one finds the weak spots
in the steambots’ armor, these dreadnoughts
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Ch. 16: Adversity
Beyonders Type:
Skill:
Swarm
Quickness 3
Wounds: 4
There are many creatures that live Beyond. Defense: 2
Some of them are completely harmless, but Powers: Leap Attack, Skipping
many pose a threat. They could either actively Weakness: Vulnerable to Fire
invade our world to wreak havoc, or they could
simply defend their territory when skippers
enter the Beyond. Toxic Beast
Many of the Beyonders have strange and
This monster looks like a giant, pitch black
dangerous powers. Most of them can fly or,
gorilla, which is always surrounded by a haze
at the very least, jump long distances. This is
of poisonous mist. It is much more intelligent
necessary for their survival Beyond.
than its looks might indicate.
These Beyonders are not eidolons. They
Type: Individual
have no one who controls them and have
Skill: Brawl 5
entered Ghostfield through gates rather
Wounds: 3
than summoning. That means they can’t be
Defense: 4
banished.
Powers: Body Resistance, Force Attack,
Poison Cloud, Skipping
Critters Weakness: None.
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Chapter 17
Game
Modifications
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Pick and Choose healed. If the players want trait marks, they
will have to play new character scenes.
Optional mechanics are a tricky thing. They You should agree as a group, as with all optional
are not included in the basic game for a reason: mechanics, whether to include refreshes in
they don’t fit everyone’s game. But they are still your game.
neat extensions to the way the game works, if
you don’t mind a little added complexity. You
can introduce them into the game bit by bit Flashbacks
after getting used to the basic mechanics.
The GM can allow the players to have PC
Choosing to include too many optional flashbacks during a conflict. I’m sure you’ve
mechanics in your game can slow it down seen flashbacks used in movies, stories and
quite a bit. They might also have unintended games. The characters remember something
consequences. You can always decide to toss that happened before, in the middle of a fight
them out again later if they don’t fit with what or a tense situation, and it helps them in some
your group is doing. way. Or it explains something that’s happening
in the current situation or why they do
Every now and then, the PCs can catch their When players want to have a flashback scene in
breath for an extended period of time. This the middle of a conflict, one player has to spend
usually happens at the conclusion of a story their action to initiate it. At that point, pause
arc, or a big chapter thereof. In these cases, you the fight and let the player and another player
don’t need to play through all of the character have a flashback character scene in which their
scenes that would usually be necessary to PCs interact. At the end of that scene, return to
heal up. Instead, remove all marks on traits the conflict at hand and let the two PCs each
and consider all wounds (on self and eidolons) mark one of their traits (this is the only available
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If you want to have flashbacks with more than At the beginning of every scene—and a conflict
two characters, one additional PC has to spend counts as a scene in this regard—the die is
her action for each additional 2 PCs involved turned down by 1 number. If the die showed
in the scene. a 3 before, it now shows a 2. If it shows a
1 when you are supposed to turn it, the next
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scene is the one in which the threat manifests. hold the door shut as long as I can” situations
Remove the Threat Die and play out the event. of self-sacrifice. In fact, you can have a whole
session during which players need to come up
The Threat Die severely limits the amount of with new ways to delay the impending doom as
recovery that PCs can indulge in between they run toward salvation and even sometimes
conflicts—use it sparingly to insert tension and sacrifice one of their own to buy a delay for the
suspense into the game. others (think Aliens).
If during a conflict or character scene the Finally, you can use a die called Countdown
players come up with a clever way to delay the Die within a conflict to signify something that
threat, the GM can establish a goal that they will happen at some later point in the conflict,
can achieve. For example, the threat is a pack such as an enemy’s use of its most awesome
of demonic guard dogs that were stirred up power. A Countdown Die counts down by
by an alarm that the PCs triggered, and they rounds rather than scenes. This is especially
will take 3 scenes to arrive. If the players are exciting when you give the PCs an opportunity
in the middle of fighting off other guards, and to prevent the event from happening either by
they realize they can barricade a door to keep defeating the enemies before the timer runs
the dogs out a bit longer, the GM can create out or by achieving a goal you create for this
a Barricade Door goal that will turn the die purpose. One example of this is shown in
up 1 or 2 notches, or they could escape the Chapter 7.
threat completely (the specific effect needs to
be declared when the goal is created, as usual).
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be present, some basic seed from which the Basic Concept & Description
rest grows. That gives the setting a good feel
of coherence and lets you add to it during play. The basic concept for your setting should tie
directly to the mood and content that you’ve
Settings often have specific powers, effects,
selected for your game. If your mood is dark
eidolons, factions, and so on that express the
and gritty, your setting should have a fitting
concept. They give a particular feel to the
concept, such as a nation under the rule of
mechanics that matches the rest of the setting.
an oppressive force, a free-for-all area where
Finally, settings have setting seeds. They are might makes right, and so on. If on the other
story seeds like character and group seeds, hand your mood is bright and silly, your setting
that is, story ideas that can blossom into many would have a concept that fits that mood.
different shapes depending on how play is
Your setting can be large or small, depending on
going. The PCs don’t have to address the
what the focus of your game is. It can consist of
setting seeds if they don’t want to, but they lend
a whole star system with different planets or of
a dynamic vibe to the setting that makes it more
a single high school class in the middle of a big
exciting. Things are happening, the world is in
city. Either way, you can always expand on it or
flux. In Anima Prime, nothing is ever static.
add additional detail during the game.
I’ve included a short fiction piece set in the
Describing your setting doesn’t have to take
premade setting, because I often get more of
very long. You can usually express the concept
a feel for a setting if I imagine how characters
and basic details of a setting in just a paragraph
would act within it. You don’t need to do that
or two. The rest of the setting can be developed
for settings you create with your group, but you
through the PCs’ background items and links,
should still always think about this: What are
various story seeds, and whatever you happen
the PCs able to get involved in, and how can
to throw out in play.
you insert more opportunities for adventure
and conflict?
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setting could use a custom power or two that Factions add an element of choice and depth to
you make up at this point. The Ghostfield the setting. The PCs can join or side with one
setting has a few powers specific to getting to faction over another, play one against the other,
and from Beyond, for example. suffer the animosity of a whole faction because
they messed with one of their members, and so
The same goes for custom effects and eidolons. on. Factions also provide a great opportunity
If your setting needs a few of those that are for links with PCs, NPCs, and story events.
specially designed for it, making them up
before you start playing allows the PCs access You can always add factions later on during
to them right away. play as well.
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185
To download full-size copies of the Character
Sheet and Adversity Sheet, as well as other
goodies, visit:
www.animaprimerpg.com
Name Concept
Character
Adversity
Passion Mark of Power
Sheet
Traits
Anima Prime
Anima Prime
Skills Wounds Defense Name
Wounds Defense
Skill
Name
Powers Effects Wounds Defense
Skill
186
Index B
Background and Links 38
A Book Structure 4
Achievements 62 C
Combined Achievements 63
Adversaries Catch Your Breath 64
Critters 175 Character Scene Benefits 44
Flaming Harbinger 176 Character Traits. See Traits
Footsoldiers 171 Checking Off Skills. See Marking Skills
Hydra 176 Concept 26
Interplanar Operatives 172 Conditions
Shock Troops 172 After Conflicts 66
Skirmishers 171 Conditions in Play 162
Steam Armor Lieutenant 173 Individual and Overarching 162
Steambot Dreadnought 173 List of Conditions 163–164
Steambot Guardians 173 Starting Conditions 163
Toxic Beast 175
D
Adversity
Beyonders 175–176 Discomfort 19
Creating Adversity 48, 166
Example Adversity Powers 168–169 E
Karnissians 170–173
Eidolons
Playing Adversity 52
Controlling Eidolons 145
Powers and Weaknesses 168
Creating Eidolons 148–152
Stats 167
Eidolon Charge Powers 151
Type 166
Eidolon Passive Powers 149–150
Authority 10, 15
Eidolons in Play 144
Awesome Tokens
List of Known Eidolons 152–159
Awesome Maneuver Award 59
Summoning Eidolons 144
Between Conflicts 66
Weaknesses 151–152
Gaining Awesome Tokens 58, 59
Spending Awesome Tokens 58, 66
187
F Mark 26
Marking Skills 56
Factions 108–117, 170–176 Marking Traits 44
Materials Needed to Play 14
G Mechanics
Ghostfield Using the Mechanics 13
Conflicts Beyond 100 Mood 18
Factions 108–117, 170–176
Here and Beyond 99 O
Technology 108 Optional Mechanics 178–181
Goals 70 Flashbacks 178
Default Type 72 Refresh 178
Difficulty 70, 75–76 Threat and Countdown Dice 179
Effects and Conditions 74 Trait Bonuses 181
Example Goals 62, 70, 71, 74–75, 77–80
Joint or Solo 76 P
Single or Chain 76
Unique, Parallel or Grouped 75 Passion 28, 88
Weakening Adversity 71 List of Passions 28
PC Death 65
H Player Character Examples 100–101
Power Packages
Healing Wounds 44 Basic Packages 35
Specialization Packages 36
M Powers 107
Maneuvers 53 Charge Powers 126–134
Combined Maneuvers 56 Developing Powers 91–94
Leaders 56 Passive Powers 122–124
Maneuver Descriptions 55 Selecting Powers 33, 107
Maneuver Rolls 53 Soulbound Weapons 137–138.
Maximum Dice 55 Summoning 146. See also Eidolons
188
R Stats 32
Story Seeds
Regain Action Dice Character Story Seed 39, 90
Catch Your Breath 64 Group Story Seed 23, 118
Character Scenes 44 Setting Story Seed 22, 119
Reroll What Are Seeds 83
Unmark a Trait 61, 62 Strikes 60
Rolling Dice Combined Strikes 61
Action Dice 53 Multiple Wounds 60
Generating Strike & Charge Dice 54 Rolling Strikes 60
Gift Dice 54
Skill Dice 53 T
Bonus Dice 54
Success and Failure 54, 60 Traits 30, 89
Unmarking Traits 54, 61, 62
S Turns 50
Sacrifice 65 U
Scene Benefits. See Character Scene Benefits
Scenes 42 Unmarking Skills 56
Setting Unmarking Traits 54, 61, 62
Creating a New Setting 181–185
Selecting a Setting 20
Skills 31, 91
List of Skills 31, 102
Skill Descriptions 102–106
Unmarking Skills 56
When None Apply 56
Soulbound Weapons
Disarming 136
Effects 139–142
Powers 137
Weapons in Play 136
189