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Table Of Contents

Anime d20 — System Reference Document v1.0
A d20 System Licensed Product
OPEN GAME LICENSE Version 1.0a
Chapter 2: Character Creation
Step 1: GM Discussion
Starting Character Level
Table 2-1: Starting Character Level)
Discretionary Character Points
Character Points During Level Progression
Step 2: Character Outline
Chapter 3: Abilities
Step 3: Generate Ability Scores
Establishing Ability Scores
Ability Score Cost
Zero Rating and “None” Ability Scores
Ability Modifiers
Definition of Ability Scores
Strength
Dexterity
Constitution
Constitution checks
Intelligence
Wisdom
Charisma
Table 3-1: Ability Score Value Descriptions
Chapter 4: Races
Step 4: Select Race
Racial Cost Determination
Table 4-1: Race Costs
Chapter 5: Classes
Step 5: Select Class
Table 5-1: Anime d20 Classes
The Multiclass Character
Level Bonuses
Base Save Bonus
Base Attack Bonus
Gaining Attribute Ranks
Character Point Bonuses
Level Benefits
Maximum Skill Ranks (Optional)
Feats
Ability Score Increase
Table 5-2: Base Attack Bonuses
Beyond 20th Level
Class Descriptions
Adventurer
Characteristics
Other Classes
Hit Dice and Ability Scores
Class Skills and Skill Points
Special Note
Table 5-4: Adventurer
Dynamic Sorcerer
Table 5-5: Dynamic Sorcerer
Giant Robot
Table 5-6: Giant Robot
Gun Bunny
Table 5-7: Gun Bunny
Hot Rod
Table 5-8: Hot Rod
Magical Girl
Table 5-9: Magical Girl
Martial Artist
Table 5-10: Martial Artist
Mecha Pilot
Table 5-11: Mecha Pilot
Ninja
Table 5-12: Ninja
Pet Monster Trainer
Table 5-13: Pet Monster Trainer
Samurai
Table 5-14: Samurai
Sentai Member
Table 5-15: Sentai Member
Shapechanger
Table 5-16: Shapechanger
Student
Table 5-17: Student
Examining d20 Modern Classes
Table 5-21: d20 Modern Classes Point Costs
Table 5-22: Balancing d20 Modern Classes
Table 5-23: Barbarian
Table 5-24: Bard
Table 5-29: Paladin
Table 5-30: Ranger
Table 5-31: Rogue
Table 5-32: Sorcerer
Table 5-33: Wizard
Chapter 6: Attributes
Step 6: Assign Attributes
Modifying Attributes and Adjusting Point Costs
Trading Experience Points for Character Points
Table 6-1: Character Attributes
Attributes
Adaptation
Alternate Form
Animal Friendship
Armour
Art of Distraction
Attack Combat Mastery
Aura of Command
Combination Attack
Computer Scanning
Contamination
Damn Healthy!
Defence Combat Mastery
Divine Relationship
Duplicate
Dynamic Sorcery
Elasticity
Energy Bonus
Enhanced [Ability]
Environmental Control
Exorcism
Extra Arms
Extra Attacks
Extra Defences
Features
Flight
Flunkies
Force Field
Healing
Heightened Awareness
Heightened Senses
Highly Skilled
Hyperflight
Immunity
Insubstantial
Invisibility
Item of Power
Magic
Massive Damage
Mechanical Genius
Metamorphosis
Mimic
Mind Control
Mind Shield
Natural Weapons
Organisational Ties
Own a Big Mecha (OBM)
Anime d20 and d20 Mecha
Personal Gear
Pet Monster
Place of Power
Pocket Dimension
Power Defence
Projection
Regeneration
Reincarnation
Rejuvenation
Sensory Block
Servant
Sixth Sense
Size Change
Special Attack
Table 6-2: Weapon Abilities
Table 6-3: Attack Disabilities
Special Defence
Table 6-4: Special Defence
Special Movement
Speed
Spirit Ward
Superstrength
Swarm
Telekinesis
Telepathy
Tunnelling
Unique Attribute
Unknown Superhuman Power
Water Speed
Wealth
Chapter 7: Skills
Step 7: Select Skills
Skill Points and Skill Ranks
Using Skills
Skill Description Format
Relevant Ability
Specialisations (Optional Rule)
Description
Combat Feats and Anime d20
Table 7-1: Class and Cross Class Skills
General Skills
Balance
Bluff
Climb
Computer Use
Controlled Breathing
Craft
Decipher Script
Demolitions
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Forgery
Gamble
Gather Information
Handle Animal
Hide
Intimidation
Investigate
Jump
Knowledge: Arcane
Knowledge: Architecture
Knowledge: Area
Knowledge: Biological Sciences
Knowledge: Business
Knowledge: Cultural Arts
Knowledge: Domestic Arts
Knowledge: Electronics
Knowledge: Foreign Culture
Knowledge: Law
Knowledge: Mechanics
Knowledge: Military Sciences
Knowledge: Nature
Knowledge: Occult
Knowledge: Physical Sciences
Knowledge: Police Sciences
Knowledge: Religion
Knowledge: Social Sciences
Knowledge: Streetwise
Listen
Medical
Move Silently
Navigate
Open Lock
Perform
Pick Pocket
Pilot
Poisons
Power Usage
Powerlifting
Profession
Read Lips
Repair
Research
Ride
Search
Seduction
Sense Motive
Sleight of Hand
Speak Languages
Sports
Spot
Survival
Swim
Tumble
Use Rope
Wilderness Lore
Wilderness Tracking
Archery
Gun Combat
Heavy Weapons
Melee Attack
Melee Defence
Ranged Defence
Special Ranged Attack
Table 8-2: Approved Feats
Approved Feat Descriptions
Feat Name
Accuracy
Advanced Combat Martial Arts
Prerequisite: Dexterity 15+
Armour Proficiency (Heavy)
Armour Proficiency (Light)
Armour Proficiency (Medium)
Blind-Fight
Blind-Shoot
Block Ranged Attacks
Brawl
Burst Fire
Cleave
Combat Martial Arts
Concealment
Deflection
Dodge
Double Tap
Empower Spell
Endurance
Enlarge Spell
Extend Spell
Far Shot
Force Stop
Frightful Presence
Great Cleave
Great Fortitude
Heighten Spell
Improved Brawl
Improved Initiative
Improved Trip
Iron Will
Judge Opponent
Knockout Punch
Leap Attack
Lightning Reflexes
Maximise Spell
Mounted Combat
One Shot Left
Point Blank Shot
Portable Armoury
Power Attack
Reflection
Quicken Spell
Rapid Shot
Sneak Attack
Silent Spell
Spell Focus
Spirited Charge
Still Spell
Streetfighting
Steady Hand
Stunning Fist
Two-Weapon Fighting
Vehicle Dodge
Weapons Encyclopaedia
Whirlwind Attack
Chapter 9: Defects
Step 9: Select Defects
Table 9-1: Defects
Achilles Heel
Activation Time
Backlash
Bane
Blind Fury
Concentration
Conditional Ownership
Confined Movement
Cursed
Dependent
Detectable
Easily Distracted
Famous
Girl/Guy Magnet
Incomplete Training
Inept Attack
Inept Defence
Involuntary Physical Change
Limited Use, Instantaneous
Limited Use, Ongoing
Magical Restrictions
Marked
Maximum Force
Nemesis
Not So Tough
One-Way Transformation
Owned
Part of Body
Permanent
Phobia
Physical Impairment
Recurring Nightmares
Red Tape
Reduction
Table 9-2: Sample Reductions
Restriction
Table 9-3: Sample Restrictions
Sensory Impairment
Significant Other (S.O.)
Skeleton in the Closet
Special Requirement
Unique Defect
Unique Defect Example: Attack Restriction
Unreliable Power
Unskilled
Vulnerability
Wanted
Weak Point
Chapter 10: Finishing Touches
Step 10: Determine Calculated Values
Armour Class Bonus (Optional Rule)
Armour Class
Hit Points
Energy Points
Saving Throws
Fortitude
Reflex
Willpower
Movement
Size Classes
Table 10-1: Size Categories
Table 10-2: Changing Sizes
Step 11: Earn Background Points
Chapter 11: Equipment
Anime Toys
Weapons
Improvised Weapons
Table 11-1: Improvised Weapons
Table 11-2: Weapons
Weapon Table Notes
Customising Firearms
Accurised
Bayonet
Bipod Attachment
Brass Catcher
Briefcase-Firing
Carbine-Format
Flash Suppressor
Flashlight Attachment
Folding or Telescoping Stock
Laser Sight
Night Vision Scope
Sawed-Off Barrel
Snub-Nose
Scope
Silencer
Speed Loader
Trigger Lock
Types of Ammunition
Armour Piercing (AP)
Bird Shot
Blanks
Hollow Point (HP)
Rubber
Shotgun Slugs
Incendiary Shells
Grenades and Explosives
Concussion Grenade
Tear Gas Grenade
Flash-Bang Grenade
Smoke Grenade
Dynamite Stick
Satchel Charge
Timed or Remote Detonator
Vehicles
Automobile
Passenger Car
Sub-Compact Car
Pickup Truck or Sport/Utility Vehicle
Race Car
Sports Car
Stretched Limousine
Motorcycle
Motorbike
Scooter
Dirt Bike
Oversized Vehicle
Big Rig
Heavy Truck
Helicopter
Combat Helicopter
Light Helicopter
Airplane
Light Airplane
Heavy Airplane
Combat Jet
Ultra-Light
Speed Boat
Recreational Speed Boat
Offshore Racer
Military Ground Vehicles
Armoured Personnel Carrier (APC)
Heavy Tank
Customising Vehicles
Airfoils
Big Engine
Burglar Alarm
Citizen's Band (CB) Radio
Consumer Electronics
Convertible Top
Door Mount
Electronic Countermeasures
Engine Rebuild
Furnishings
Global Positioning System (GPS)
Hidden Cargo Space
Improved Brakes
Improved Shocks
Lights and Siren
Luxury Interior
Manual Transmission
Nitrous Oxide Tank
Off-Road Suspension
Police-Band Radio
Pontoons
Radar Detector
Rocket Engine
Rotating License Plate
Sidecar
Slick Tires
Smoke Screen/Oil Slick
Special Tires or Puncture-Resistant
Stretchers and Medical Equipment
Stripped
Sun Roof
Supercharger
Tow Winch
Trailer
Turbocharger
Weapon Mount - Light
Weapon Mount - Heavy
Ancient Armour
Light Mail
Partial Metal Armour
Full Metal Armour
Modern Armour
Leather Jacket or Riding Suit
Soft Body Armour
Tactical Armour
Shields
Buckler
Standard Shield
Heavy Shield
Tactical Shield
Special Protective Devices
Goggles and Ear Protectors
Gas Mask
Breaking Objects
Static Objects
Operational Objects
Penetrating (Armour) vs. Objects
Armour Ratings of Objects
Table 11-5: Static Object Armour Ratings
Damage to Weapons
Breaking Items of Power
Destroying Buildings
Blowing Up Worlds
Table 11-7: Planetoid Armour Ratings
Chapter 12: Combat
Combat Introduction
Anime d20 Versus Normal d20
The Passage of Time
Scene, Round, and Initiative
Taking Action
Attributes and Actions
Using Attributes at Reduced Ranks
Fractional Attribute Use
Dice and Dice Rolls
Should I Make My Players Roll Dice?
Ability Checks
Table 12-1: Degrees of Success
Task Difficulty Classes
Critical Success or Failure
Contested Actions
Retries
Checks Without Rolls - Taking 10
Checks Without Rolls - Taking 20
Skill Checks
Combining Skill Checks
Skill Synergy
Unskilled Attempts
Familiar Action
Unfamiliar Action
Required Skill
Power Usage Skills
Combat Dice Rolls
Combat Skills
Using Attributes
Combat
Initiative
Character Action
Multiple Attacks From Base Attack Bonus
Melee vs. Ranged Attacks
Melee
Short
Medium
Long
Range Increments and Anime d20
Special Combat Situations
Attacking Multiple Targets with One Attack
Attacking Multiple Weaker Opponents
Mooks in Anime d20
Attacks With Two Weapons
Called Shots
Called Shot - Disarming
Called Shot to Partial Armour
Called Shot to Vital Spot
Called Shot to Weak Point
Combined Attacks
Extra Aim
Striking to Incapacitate
Striking to Wound
Throwing Heavy Things
TABLE 12-3: Throwing Damage Bonuses
Total Attack
Touching a Target
Grappling
Grappling Manoeuvres
Fighting from the Ground
Movement in Combat
Jumping
Movement Attack Penalties
Table 12-4: Movement Attack Penalties
Firing Weapons from Moving Vehicles
Attacking Moving Targets
Attack Check Modifiers
Table 12-5: Attack Situation Modifiers
Non-Combat Actions
Other Actions
Defence
Defending Against Multiple Attacks
Relevant Defence Skills
Block Defence
Indefensible Attacks and Flat-Footed
Total Defence
Table 12-6: Defence Situation Modifiers
Defending Others
Table 12-7: Defending Others
Damage
Amount of Damage Inflicted
Unarmed Combat
Melee Weapons
Ranged Weapons
Special Attacks
Impact Damage
Crashing
Falling
Table 12-8: Crashing and Falling
Armour or Force Fields and Damage
Critical Hits
Effects of Damage to a Character
Wound Difficulty Penalties
Second Wind
Mind Combat
Recovery
Recovering Hit Points
Repairing Equipment
Sphere of Control
Attribute vs. Attribute
Base Award
Overcoming Conflict
Failing in Conflict
Exceptional Role-Playing
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Anime d20 srd

Anime d20 srd

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Published by: Derek_Blakely_6190 on Sep 25, 2010
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