Anima Prime

Actions

Maneuver
1-3 Action Dice + 2-4 Skill Dice (+ Gift Dice + Bonus Dice)
Strike
1-6 Strike Dice (+ Bonus Dice)
Achievement
1-6 Strike Dice + 2-4 Skill Dice (+ Bonus Dice)

Skills

Blue means added for Avatar Prime
Crimson means removed from Avatar Prime

Awesome Tokens

  1. Spend 1 AT to take an additional strike, achievement, or power action (NOT a maneuver).
  2. Spend 2 AT during a strike against an ally to take the wounds instead of them.
  3. Spend 3 AT to have a strike count against two enemies simultaneously.
  4. Spend 1 AT to disarm a PC or NPC wielding a Soulbound Weapon.
  5. Spend 1 AT for 5 bonus dice on a strike against enemies with the Weak Spot weakness.

Conditions

Blinded
Subtract 1 die from every roll you make before rolling.
Darkness
Same as blinded; affects everyone.
Darksighted
Not affected by Blinded or Darkness.
Diseased
Cannot heal wounds during the conflict.
Empowered
Gain 1 bonus die to all strikes.
Hexed
All charge dice costs for powers are raised by 1.
Poisoned
Lose 1 action die at the beginning of each turn. Remove this condition when your Action Pool is empty.
Quickened
Gain 1 bonus die to all maneuvers.
Shielded
Raise your defense by 1.
Slowed
All of your skills are lowered by 1.
Weakened
All enemies' defenses are considered to be 1 higher against you.

Passions

Anger
Gain 1 charge die whenever someone aims a strike against you (successfully or not).
Bloodlust
Gain 1 charge die for every wound you inflict on an enemy.
Compassion
Gain 1 charge die every time one of your allies takes 1 or more wounds.
Doubt
Keep your charge dice when you fail a strike or achievement.
Fear
Pick one enemy per conflict. Gain 1 charge die each time it makes a strike or earns an Awesome Token.
Glory
Gain 2 charge dice when your strike defeats an opponent. If it's the last one, don't halve your Charge Pool.
Love
Pick a PC you love. Gain 1 charge die each time an enemy aims a strike against your loved one, and 1 charge die for each wound your loved one takes.
Self-Loathing
Gain 2 charge dice for each wound inflicted on you.
Vengeance
Gain 1 charge die at the beginning of a conflict and 1 charge die for each wound you take. Raise this to 2 charge dice each if you face your nemesis' faction or 3 each if you face your nemesis alone.

Typical goal difficulties

Easy Goals [4]
Lower one enemy's defense by 1
Boost one ally's defense by 1
Make your or an ally's next strike any one elemental type
Tricky Goals [6]
Lower one enemy's defense by 2
Lower one enemy's skill by 1
Boost two allies' defense by 1
Block an enemy's power for a round
Make all of your or an ally's subsequent strikes any one elemental type
Cause an elemental strike roll with 6 dice of its own (instead of taking them out of someone's Strike Pool)
Tough Goals [8]
Boost your and all allies' defenses by 1
Block an enemy's power until the enemy achieves it back (usually the enemy's difficulty for this would be [6])
Cause an elemental strike roll with 8 dice of its own (instead of taking them out of someone's Strike Pool)
Inflict a specific condition on an enemy
Remove a specific condition from yourself or an ally
Heroic Goals [10]
Inflict a specific condition on two or more enemies
Remove a specific condition from you and your allies
Grant an ally the use of a power they don't have
Cause an elemental strike roll with 10 dice of its own (instead of taking them out of someone's Strike Pool)
Charge Powers
Name Type Cost Prereq. Description
Aura of Decay Action 3 NPC only All PCs are Diseased.
Aura of Weakness Action 3 NPC only All PCs are Weakened.
Banishment Action 2+tgt lvl Banish target eidolon.
Blindness Action 2 Target individual is Blinded.
Body Drain Action 4 Target individual loses 3 action dice, you gain same number.
Brighten Action 2 Remove Darkness from area.
Conjure Darkness Action 2 Area experiences Darkness.
Dispel Action 2 Remove Darksighted, Empowered, Quickened, and Shielded from target.
Empower Action 2 Target is Empowered.
Life Drain Action 6 Target individual takes 1 wound; user heals 1 wound.
Life Transfer Action 6 Target individual takes 1 wound; second target heals 1 wound.
Magic Vortex Action 3 NPC only Blocks all charge powers until this character's next action.
Nightvision Action 1 Targets are Darksighted.
Poison Action 2 Target individual is poisoned.
Poison Cloud Action 3 NPC only All enemies are Poisoned.
Power Block Action 2 Target individual is Hexed.
Quicken Action 2 Target is Quickened.
Refresh Action 2 Target regains 4 action dice.
Restore Action 2 Remove Blindness, Diseased, Hexed, Poisoned, and Weakened from target.
Rise of the Phoenix Action 5 Target defeated individual heals 1 wound.
Shield Action 2 Target is Shielded.
Slow Action 2 Target individual is Slowed.
Spawn Swarm Action 6 NPC only Create swarm of Critters.
Spontaneous Gating Action 2 Create a gate to Beyond for 3 rounds.
Super Combo Strike Action 1+ Add +1 bonus die to target's next strike for each charge die spent.
Touch of Decay Action 2 Target individual is Diseased and cannot be healed until this condition is cleared.
Toxic Blast Action 2+ NPC only Target is Diseased, Poisoned, and Weakened. +1 target per additional charge die.
Weaken Action 2 Target individual is Weakened.
Elemental Blast Strike 3 +4/+3/+2 bonus dice on strike vs swarm/squad/individual.
Elemental Storm Strike 5 NPC only +4 bonus dice on strike; targets all enemies.
Elemental Strike Strike 3 +2/+3/+4 bonus dice on strike vs. swarm/squad/individual.
Force Attack Strike 4 +5 bonus dice to next strike.
Leap Attack Strike 1 +2 bonus dice on strike vs. individual, +1 vs squad or swarm.
Shadow Strike Strike 1 +3 bonus dice on strike vs target suffering Blinded or Darkness.
Vampiric Strike Strike 3 If this strike wounds an individual, you heal 1 wound.
Whirlwind Attack Strike 1 +2 bonus dice on strike vs. squad, +1 vs individual or swarm.
Elemental Surge Boost 1 +2 bonus dice to strike with Elemental Strike or Elemental Blast.
Mass Effect Boost 1-2 For 1 charge, use individual-only power vs. swarm or squad; for 2 charge, use single-target power vs. up to 4.
Superior Power Control Boost 2 Use strike powers after rolling strike dice.
Auto Refresh Maneuver 2 NPC only Regain 4 action dice.
Guard Maneuver 1+ Intercept an attack on 1 ally per charge spent/
Heroics Achievement 2 +4 bonus dice on achievement roll.
Passive Powers
Name Prereq. Description
Achievement Boost
Blink NPC only
Body Resistance
Charge Boost
Darksight
Gate Sense
Leadership
Maneuver Boost
Resilience
Resistance to Element
Skipping
Squad Tactics
Soul Resistance
Stamina
Stream of Power NPC only
Strike Boost
Tactical Maneuvering
Toughness
Soulbound Weapon Effects
Name Slots Description
Area Strike 1 +1 die on strikes vs. swarms.
Charge Container 1 Store 1 charge die.
Element Eater 1 Gain 1 charge die when targeted with strike roll of chosen element.
Elemental Aura 1 +1 die and elemental type on all strikes.
Elemental Force 1 Double power of auras and eaters.
Multi Strike 1 +1 die on strikes vs. squads.
Pneumatic 1 +1 die on maneuvers and achievments Beyond.
Power Strike 1 +1 die on strikes vs. individuals.
Protection 1 You are Shielded.
Returning 1 Difficulty of retrieving weapon is only 6.
Shining 1 You are immune to Darkness.
Toxin Immunity 1 You are immune to Diseased and Poisoned.
Cursed 2 When you wound an individual, they are Hexed.
Haste 2 You are Quickened.
Plaguebringer 2 When you wound an individual, they are Diseased.
Poisonous 2 When you wound an individual, they are Poisoned.
Weakening 2 When you wound an individual, they are Weakened.
Banisher 3 When you wound an eidolon, it is automatically banished.
Soulcharge 3 At the end of every round, gain 1 charge die.
Ultimate Weapon 4 Gain 5 slots worth of effects.

Actions in More Detail

Maneuvers
  1. Describe your action. Remember what you can say regarding individuals, squads, and swarms.
  2. Get 2-4 dice from a skill. Mark the skill (when all 3 skills are marked, earn 2 charge dice, 2 strike dice, or 1 of each and erase the marks).
  3. Add 1-3 dice from your Action Pool.
  4. Other players may give 1 die each from their Action Pool (optional).
  5. Add any bonus dice from weapon effects and conditions.
  6. Roll dice. 1s and 2s are discarded. 3s, 4s, and 5s go into your Strike Pool. 6s go into your Charge Pool. If all dice are 1s and 2s, return action dice (not bonus or skill dice) to Action Pool. Gaining 5 or more dice at once earns you an Awesome Token (GM may award one based on narration in any case). Without Maneuver Boost, you can only earn 5 dice at once.
Strike
  1. Take 1-6 dice from your Strike Pool and designate a target.
  2. Spend charge dice on charge powers for bonus dice and other effects.
  3. Add any bonus dice from weapon effects and conditions.
  4. Roll dice. 1s and 2s are discarded. 3s and higher are counted as successes. If the number of successes is equal to or higher than the defense, mark 1 wound (plus 1 wound for each multiple of the defense). If no wound is inflicted, return strike dice (not bonus dice) to Strike Pool.
  5. Describe the strike once the effects have been determined.
Achievement
  1. Take 1-6 dice from Strike Pool, add 2-4 dice from skill and mark it, and designate a goal.
  2. Spend charge dice on charge powers for bonus dice (optional).
  3. Add any bonus dice from weapon effects and conditions.
  4. Roll dice. 1s and 2s are discarded. 3s and higher are counted as successes. If the number of successes is equal to or higher than the goal difficulty, the goal is achieved. If not, return strike dice (not bonus or skill dice) to Strike Pool.
Power
  1. Determine which action power you use on which target and whether you use any of its options and any boost powers.
  2. Pay the associated charge dice and mark the effects. Keep track of inflicted conditions.