Powered by<strong>Anima Prime</strong>(Berengad Games)<br/>available for free here: http://www.animaprimerpg.com/main/docs/Anima_Prime_CC_04-07-2011.pdf<br/><br/><span class="bbc_u"><strong>Ministry of Thunder</strong></span><br/><br/><strong>Thumbnail</strong><br/>PCs are immortals, or demons, or animal spirits who have screwed up and are working off their misdeeds through community service...namely helping the Duke of Thunder, Lei Gong, police the mortal world and handling any problems that the mortals can’t.<br/><br/>The whole has a retro-cool feel to it, a mashup of art deco and wuxia: tommy guns, Model Ts, big jazz bands, fedoras, swords, fans, temples…Hellboy meets Gangbusters by way of Drunken Master 2 and Final Fantasy.<br/><br/>The MoT is a ramshackle detective agency on the second floor of a three storey building in a crowded neighborhood.  The Boss, a stern older woman who traditionally wears pantsuits, is known only as Duke.  There is a tiny reception area with a small desk and telephone, three rickety chairs, and a table with several old magazines on it. The main room has a desk and phone for each PC, plus another two.  Duke’s office has a bigger desk, a phone, a tickertape machine that periodically spits out instructions from one of two sources (identified as EBH and WDH), and a most unusual Go board.  There is also a file room, a bathroom, and a kitchenette.  Apartments for the staff can be found on the third floor, but these are rarely used since the Operatives are usually out in the field somewhere.<br/><br/>The Go board on Duke’s desk is a situation map of the world.  Each of the points on the 29 by 29 grid can be ‘expanded’ into an 8 by 8 grid for more precise locations.  How this manifests is that the stone on the point turns blood crimson and a golden trigram appears on it to denote the subsector.<br/><br/>Operatives are allowed their own weapons of choice and are issued an official badge in a plain black leather carrying case.<br/><br/>The main office is in an Otherspace, accessible only by Operatives and other empowered persons (like, uhm, demons…).  As such, Operatives can walk into any “branch office” anywhere in the world, go through the ‘staff only’ door behind the receptionist, and there’s their desk.  This is also how they get to the trouble spots so quickly, exiting the main office through the nearest branch kiosk. All this assumes that someone hasn’t blown up that branch office, or that inauspicious circumstances haven’t crashed the transport network, or that some other mishap won’t make it safer and saner to travel by normal means.<br/><br/>The Main Office is a good source of Character Scenes and Flashbacks, but almost everything else should happen in the field.<br/><br/><strong>General Naming Convention</strong><br/>PCs are encouraged to take names based on the various animals of the Chinese Zodiac, possibly with alliterative epithets.<br/><br/><strong>Traits</strong><br/><ul class="bbc_list"><li>PCs should reserve one of their three traits so that it can be linked to another PC--fodder for non-combat scenes!<br/>As a suggestion, if a character's motivation does not already cover it, a second trait could be reserved to cover the personality flaw that put that character on the Celestial Jade Court's "naughty" list.  The usual reasons are: Cowardice, Corruption, Miserliness, Violence, Lust, Pride, Vanity, Laziness, Selfishness, Theft, Gluttony, Tyranny, and Lack of Discipline.</li><li></li></ul><br/><strong>Fast Power Selection</strong><br/>Choose one Background package and one Specialist package (reproduced below).<br/>Take one point worth of Soulbound Item.<br/><br/><strong>Background Packages</strong>(p 31)<br/>Soldier<br/>Prodigy<br/>Sparker<br/>Rebel<br/>Savant<br/>Child of the Gate<br/>Street Urchin<br/>Shadowborn<br/>Child Monk<br/><br/><strong>Specialist Packages</strong>(p 32)<br/>Healer<br/>Hand of Decay<br/>Warrior Monk<br/>Insurgent<br/>Assassin<br/>Flamecaster<br/>Coldbringer<br/>Squad Leader<br/>Weaponsmith<br/>Plane Walker<br/>Summoner<br/>Sentinel<br/><br/><strong>Soulbound Powers (Single Slot)</strong>(p112-3)<br/>Area Strike<br/>Charge Container<br/>Elemental Force<br/>Fire Aura<br/>Fire Eater<br/>Frost Aura<br/>Frost Eater<br/>Multi-strike<br/>Pneumatic<br/>Power Strike<br/>Protection<br/>Returning<br/>Shining<br/>Shock Aura<br/>Shock Eater<br/>Toxin Immunity<br/>