As promised, the rules update!  Quoting the designer's comment on the google+ group, here...<br/><br/>from C. Griffen himself…<br/>Anima Prime Patch Draft<br/><br/>Since its publication in 2011, I've played lots of Anima Prime and received plenty of feedback on it. Based on those four years of experience, I've found that even though it works fine as is, there are some ways in which the core game can be improved. So here's a draft of the optional version 1.5 patch for Anima Prime:<br/><br/>- Your Action Pool starts at 6 instead of 10<br/>- Your skills are all one higher to make up for that (5/4/3 instead of 4/3/2)<br/>- You use 0-2 action dice for a maneuver instead of 1-3 - You no longer take a wound when you maneuver with an empty action pool<br/>- You can now also use 0-2 dice from your action pool to boost a strike or an achievement roll you make<br/>- When you Catch Your Breath, you recover half of your maximum Action Pool. For most characters, that means 3 action dice, but characters with Stamina will recover 1 extra action die per level in that power.<br/>- When you Catch Your Breath, your Defense counts as one higher (maximum 6) until the start of your next action and  you recover half of your maximum Action Pool. For most characters, that means 3 action dice, but characters with Stamina will recover 1 extra action die per level in that power.<br/><br/>This makes conflicts go faster (instead of slowing down considerably when characters run out of action dice) and allows for more tactical options.<br/><br/>The most requested feature I've been asked for these past few years has been a skill roll for character scenes. Here's an optional rule for that:<br/><br/>When you attempt to do something difficult or opposed by another character during a character scene, describe to the GM what you're doing and figure out together which skill that uses. The GM will also inform you what the difficulty of the roll is (a number between 3 for regular and 6 for nearly-impossible attempts), taking into account that your character is an anime badass with abilities far beyond normal humans.<br/><br/>Then roll your skill rating in dice; if you don't have that skill, roll 2 dice instead. Count the number of dice that show the difficulty or higher as successes and compare it to the following table:<br/><br/>0 You fail at the attempt and something bad happens<br/>1 You succeed at the attempt and something bad happens<br/>2 You succeed at the attempt and nothing bad happens<br/>3+ You succeed at the attempt and you get something extra out of it<br/><br/>The GM will figure out, based on your situation, what the bad thing or the extra thing is.﻿<br/>