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Creating an Anima Character Constitution (CON)

Step 1: Attributes Constitution defines the stamina and vitality of


The first step will be determining which method a character, his resistance to disease, and his
will be used to generate your primary ability to absorb damage. A character with a
attributes, for the purposes of this guide we will high Constitution score will have good physical
be using method 5 from the GM guide on page resistance and will recover from wounds and
2. You will be issued 65 points to use to buy sickness. This Characteristic indicates the
your base attribute scores. The minimum score amount of damage a character can suffer
you can purchase is 3 and the maximum is 10. before dying.
A rank of 5 is the racial average for humans,
while 10 is the peek of a normal humans Intelligence (INT)
potential. Intelligence covers reasoning, learning, and
Att. Rank Point Cost memory. Intellectual knowledge and logic
3 3 depend on it, as does the capacity to
4 4 understand and develop spells.
5 5
6 6
7 7
Power (POW)
8 8 This represents the state of mind and spiritual
9 9 power of a character. The higher it is, the
10 11 better the characters ability to influence and
resist the supernatural, as well as stand out in a
Strength (STR) crowd.
Strength defines a characters musculature and
energy. This Characteristic permits you to lift Willpower (WP)
heavy weights, cause major damage when This Characteristic measures the mental
hitting, and break objects. strength of an individual, his coolness and
tenacity. It is also used to employ and resist
Dexterity (DEX) psychic disciplines.
Dexterity represents a characters physical skill
and coordination. It affects his ability to make Perception (PER)
precise attacks, as well as to block them. Along This Characteristic encompasses the acuity of
with Agility, it also represents his reaction the characters senses, and his ability to notice
speed. what is going on around him. It represents the
five senses, as well as instinct.
Agility (AGI)
Agility represents characters speed of For example: A mage wanting to spend 65 point
movement and balance. A high agility makes a to build his attributes would do so like this INT
character more acrobatic and able to dodge 10(11 points), POW 10(11 points), WP 9(9
attacks. Together with Dexterity, it defines points), DEX 7(7 points), STR(5 points), AGI 6(6
reaction speed. points), CON 5 (5 points), and PER 10(11 points)
for a total of 65 points spent.
Step 2: Creation Points Step 4: Fatigue

Your character will be provided with three Fatigue is based on your characters CON score.
creation points to use to buy advantages, as Record your fatigue score which will be equal to
well as the option of selecting up to three your CON score (Score not modifier).
disadvantages to gain additional Creation points
with which to buy advantages. Step 5: Movement

Its worth noting that in order to be able to use Your base move value is based on your
magic you must select The Gift or characters AGI score. Record your base
Incomplete Gift as an advantage. In order to movement value which will be equal to your
be able to be able to use psychic matrices you AGI score (Score not modifier).
must select Free Access to Psychic Discipline
or Access to one Psychic Discipline. In order Step 6: Size
to be able to start play with Elan powers the
Elan advantage must be selected. While Your size will be based on your STR and CON
there is no advantage required to be able to scores. Record your size which will be the sum
access MK abilities it is recommended that MK of your base STR and CON scores (Scores not
users take the advantage Marital Mastery modifiers).
Size Height Weight
2 8"-2' 10-35 lbs
Step 3: Attribute Bonuses 3 1'6"-2' 20-45 lbs
4 2'-3'4" 45-65 lbs
5 2'8"-4' 45-110 lbs
Now that we have completed the selection of 6 3'4"-4'6" 65-110 lbs
advantages we should have our finial Attribute 7 3'6"-4'10" 65-135 lbs
scores. Based on your attribute score you will 8 4'-5'4" 75-155 lbs
receive a modifier that impacts skills based on 9 4'8"-5'8" 90-175 lbs
that attribute. 10 4'8"-5'8" 90-200 lbs
11 4'8"-6" 110-220 lbs
12 5'-6' 110-220 lbs
Att. Rank Modifier 13 5'-6' 110-310 lbs
1 -30 14 5'4"-6'3" 110-330 lbs
2 -20 15 5'4"-6'6" 135-395 lbs
3 -10 16 5'8"-6'10" 155-485 lbs
4 -5 17 5'8"-6'10" 175-530 lbs
5 0 18 5'11"-7'2" 200-615 lbs
6-7 +5 19 6'3"-7'6" 220-615 lbs
8-9 +10 20 6'6"-7'9" 245-705 lbs
10 +15 21 6'10"-8'6" 265-990 lbs
11-12 +20 22 8'+ 800+ lbs
13-14 +25
15 +30
16-17 +35
18-19 +40
20 +45
Step 7: Life Points POW ZEON POW ZEON
1 5 11 150
Your base LP score will be based on your CON. 2 20 12 160
CON LP Base 3 40 13 175
1 5 4 55 14 185
2 20 5 70 15 200
3 40 6 85 16 215
4 55 7 95 17 225
5 70 8 110 18 240
6 85 9 120 19 250
7 95 10 135 20 265
8 110
9 120 Step 10: Base MA
10 135
11 150 This step is only for players who have taken The
12 160 Gift or Incomplete Gift as an advantage. Your
13 175 base Magic Accumulation will be based on your
14 185 POW.
15 200
16 215 POW MA POW MA
17 225 1-4 0 15 20
18 240 5-7 5 16-17 25
19 250 8-11 10 18-19 30
20 265 12-14 15 20 35

Step 8: Base Presence Step 11: Determine Magic Levels


This step is only for players who have taken The
Your base presence at level 1 will be 30. Once Gift or Incomplete Gift as an advantage. The
we know our base presence we can tally our amount of magic levels received is based on
resistances. The finial number for your your INT.
resistances will be equal to your base presence INT Magic Level INT Magic Level
plus the modifier from the relevant attribute. 1 0 11 75
2 0 12 100
Step 9: Base Zeon 3 0 13 150
4 0 14 200
This step is only for players who have taken The 5 0 15 300
Gift or Incomplete Gift as an advantage. Your 6 10 16 400
base Zeon pool will be determined by your 7 20 17 500
POW score. 8 30 18 600
9 40 19 700
10 50 20 800
Step 12: Psychic Potential determining your Ki Pool for the following
attributes; STR, AGI, DEX, CON, WP, and POW.
This step is only for players who have taken the If using the Unification of Ki rule the 6 smaller Ki
Free Access to Psychic Discipline or Access to pools will be combined for one large generic
one Psychic Discipline advantage. Your Psychic pool.
potential will be based on your WP. Attribute Base Attribute Base
Psychic Psychic score Pool score Pool
WP Potential WP Potential 1 1 11 12
3 or less 0 12 80 2 2 12 14
4 0 13 90 3 3 13 16
5 10 14 100 4 4 14 18
5 5 15 20
6 20 15 120
6 6 16 22
7 30 16 140
7 7 17 24
8 40 17 160
8 8 18 26
9 50 18 180 9 9 19 28
10 60 19 200 10 10 20 30
11 70 20 220
Step 14: Choose your class
Step 13: Ki Accumulation
Choose from the following classes; Warrior,
This step is for players intending to use Ki Acrobatic warrior, Paladin, Dark Paladin,
abilities, however since each class receives MK Weaponsmaster, Technician, Tao, Ranger,
each level it is recommended that everyone Shadow, Thief, Assassin, Wizard, Warlock,
take this step but not mandatory. You will be Illusionist, Wizard Mentalist, Summoner,
determining your Ki Accumulation for the Warrior Summoner, Mentalist, Warrior
following attributes; STR, AGI, DEX, CON, WP, Mentalist, and Freelancer.
and POW.
Attribute Base Step 15: Apply generic bonuses
Base Accumulation
1-9 1 These are bonuses that each class gets just for
10-12 2 being level 1. Select five different secondary
13-15 3 abilities and give them a bonus of +10 (these
16+ 4 count as trained now). Select one Physical
ability (based on STR, DEX, CON, AGI) and add
Step 14: Ki Pool your attribute modifier to the base. Select one
Mental ability (based on WP, POW, PER, INT)
This step is for players intending to use Ki and add your attribute modifier to the base.
abilities, however since each class receives MK
each level it is recommended that everyone Step 16: Apply Innate class bonuses
take this step but not mandatory. You will be
Each class should receive a bonus to Life Points, Supernatural Ability- Each class will have a cap
Initiative, Martial knowledge, and Innate on how may DP can be spent on supernatural
Psychic points just for being level 1. These abilities, the base in projection, summon,
values will be listed first in the class description. control, bind, and banish abilities starts at 0 and
is raised based on the cost listed for the class.
Now each class should have a section labeled Each class has the option to buy 5 Magic level
Innate Bonuses . You receive these bonuses points for 5 DP, but you cannot spend more
automatically for being level 1. than 60 DP in this fashion and it counts toward
your cap on supernatural abilities.
Using the Warrior for example, they get 15 LP
to be listed under class, +5 Initiative class Psychic Abilities- Psychic projection starts with a
bonus, 25 martial knowledge, and one psychic base of 0 and is raised based on the cost listed
point (if psychic advantages were taken). In the for the class.
Innate Bonus section the warrior also gets 5
attack, 5 block, 5 wear armor, and 5 feats of Secondary Abilities- Aside of the five abilities
strength point to add to its class section for assigned a base of 10 or modifier bonus earlier
being level 1. in creation, secondary abilities start with a base
of 0 and are raised based on the cost listed for
Step 17: Development points the class. Some classes have specific abilities
that can be purchased for a discount. Using the
Every level 1 character get 600 development warrior as an example all Vigor abilities cost 2
point that are used to buy more life point, DP a point, except for feats of strength which
combat abilities, magic abilities, psychic abilities only cost 1 DP a point.
and secondary abilities.
Step 18: Finial totals
Life Points- Each class should have a life point
multiple listed, the cost listed is how many DP it Total your abilities, most will be your base +
takes to add your CON score (score not attribute modifier + class.
modifier) . Using the warrior as an example it
would cost 15 DP to add a Multiple.

Combat ability-Each class will have a cap on


how may DP can be spent on combat abilities,
the base in attack, block, dodge, and wear
armor abilities starts at 0 and is raised based on
the cost listed for the class. Each class has the
option to buy 5 MK points for 5 DP, but you
cannot spend more than 60 DP in this fashion
and it counts toward your cap on combat
abilities.
Leveling a character
Step 3: Presence
Step 1: Experience
Each level will add +5 to your base presence.
Verify you have enough experience to level up. Once you have recorded this update your
If you have a level modifier it can impact the resistances to reflect the higher base.
exp needed to level. For example a normal
character needs 100 exp to reach lvl 2, and 225 Step 4: DP
exp to reach lvl 3. But a character with a +1
level modifier would need 225 to reach lvl 2. Each Level you will receive 100 DP to spend just
LVL EXP LVL EXP as you did during creation. The caps on the
1 0 9 1500 various categories are still in place, so
2 100 10 1800 depending on your class you will never be able
3 225 11 2125 to spend more than 50-60 DP in a single primary
4 375 12 2475 category. There is no cap on LP and secondary
5 550 13 2850 abilities.
6 750 14 3250
7 975 15 3675 Step 5: Attribute increase
8 1225 16+ +450
On every even level you will receive the option
Step 2: Generic Bonuses to add +1 to a single attribute or gain a single
creation point (advantages bought subject to
Select five different secondary abilities and give GM approval).
them a +10 bonus (max an ability can gain this
way is +100). Select one Physical ability (based Step 5: Finish new totals
on STR, DEX, CON, AGI) and add your attribute
modifier to the base. Select one Mental ability On odd levels you should just be upping base
(based on WP, POW, PER, INT) and add your ability scores and resistances, but on even
attribute modifier to the base. levels if you raise an attribute that has many
totals it impacts. Double check that your ki
Step 3: Class bonuses accumulation, ki pool, magic accumulation,
base zeon, psychic potential, and all primary
Each class should have a bonus to LP, Initiative, and secondary abilities based on that attribute
and Martial knowledge that should be recorded are updated accordingly.
each level. Depending on the class you may
receive a Psychic point every level, every other
level, or every third level. Once these bonuses
have been recorded check for any Innate
bonuses the class may have.
Fatigue recovery-Players regain one point
for every 30 minutes of rest or one point for
every hour without strenuous activities.
Rolling Dice: Doing Stuff The Open Roll: Animas Crit
Anima makes use of the D100 and the D10. You can get an open roll on any D100 roll
A D100 roll is added to the ability being that isnt for resistance tests, Fumble level,
used to determine if success has been or Critical level. A 90+ is an open roll, this
achieved, thus the higher the roll the better. allows you to keep your rolled value and roll
A D10 is rolled in characteristic tests, in again adding both rolls. It is possible to get
these cases the lower the roll the better, in back to back open rolls, but the value for an
the case of a characteristic test a 10 is open roll goes up after the first open roll.
treated as a 13 while a 1 is a -2. Meaning if you roll 90+, for your next roll
Difficulty levels to be open you need 91+, 92+ for the third
etc. 100 is always an open roll. No one can
Routine: 20 exceed 280 until they posses the inhuman
Easy: 40 trait, or Zen to go beyond 320
Moderate: 80
Combat Crit: Ouch that hurt
Difficult: 120
Very Difficult: 140 When someone loses half their current LP in
Absurd: 180 one hit this results in a critical or 10%
Almost Impossible: 240 current LP form a vulnerable point (heart
Impossible: 280 and head on a human). The attacker
Inhuman: 320 determines their critical level by rolling a
Zen: 440 d100 (no open rolls) and adding the result to
the amount of damage done. Values over
Fatigue-A player can spend fatigue points to 200 have the excess reduced by half, 260
improve a single roll. Each fatigue point becoming 230, 340 becoming 270 etc.
spent adds +15 to the roll, only 2 fatigue
points may be used on a single action. It is The defender must make a Physical
possible to lose fatigue through laborious resistance test with the difficulty of the
means. A low fatigue value can result in a critical level. If the defender passes their
penalty. PhR test then they only suffer the damage
from the attack.
Fatigue Penalty
0 -120 If the defender fails by 50 or less then they
1 -80 suffer an action penalty on top of the
2 -40 damage equal to the level of failure. This
3 -20 penalty wears off at a rate of 5 points a turn.
4 -10 For example failing the PhR by 45 would
result in a -45 to all action rolls and would
drop to -40 on the next turn, -35 on the turn Suffers an All Action Penalty
after etc. equal to the level of the
Critical. The penalty
If the defender fails by 51-100 Use tables 47 diminishes at 5 points per
101-
Yes combat turn up to its
and 48 on page 90. Due to the shock and 150
value. If the hit is on a limb, it
trauma half of the action penalty imposed is irreparably destroyed or
remains until the wound has been healed. A amputated. If it hits the head
or heart, the person dies.
blow to the head renders the defender
unconscious. Like the previous, but the
person is immediately
unconscious, and dies in a
If the defender fails by 101-150 they risk 150+ Yes
number of minutes equal to
losing life and limb. Use tables 47 and 48 his constitution if he doesnt
on page 90. Due to the shock and trauma get medical attention.
half of the action penalty imposed remains
until the wound has been healed. The limb
Table: 48
suffering the attack is rendered useless or Location Result
possibly amputated, directed blows to the Torso 1-50
head of heart are fatal. Ribs 1-10
Shoulder 11-20
If the defender fails by 151+ they are Stomach 21-30
additionally rendered unconscious and will Kidneys 31-35
Chest 36-48
die in a number of minutes equal to their
Heart 49-50
constitution unless receiving medical Right Arm 51-60
treatment at a difficulty of very difficult Upper Forearm 51-54
(140) Lower Forearm 55-58
Hand 59-60
Table: 47 Left Arm 61-70
Crit. Upper Forearm 61-64
Lvl Locat. Effects Lower Forearm 65-68
Suffers an All Action Penalty Hand 69-70
equal to the level of the Right Leg 71-80
1-50 No Critical. The penalty
Thigh 71-74
diminishes at 5 points per
combat turn. Calf 75-78
Foot 79-80
Suffers an All Action Penalty Left Leg 81-90
equal to the level of the Thigh 81-84
Critical. The penalty
51- Calf 85-88
Yes diminishes at 5 points per
100 Foot 89-90
combat turn up to its
value. Hit location must be Head 91-00
determined.
Fumbles: Animas Botch surprise. 1 being -125, 2 being -100, and 3
being -75
You can fumble a roll on any D100 roll that
isnt for resistance tests, Fumble level, or The Defensive fumble- When making a
Critical level. Rolling a 1, 2, or 3 results in defensive roll resulting in a fumble the
a fumble. To determine your fumble level player determines the fumble level and
roll a D100 and add your fumble modifier. subtracts that from the value of their
1 has a modifier of +15, 2 has no modifier, defensive ability. If the fumble level is over
and 3 has a modifier of -15. 80 the GM is free to add small additions,
such as tripping or being disarmed.
Fumble level
The attack fumble- A fumble on an attack
1-50: Simply a failure results in a miss. If the defender has the
51-100: Failure and some form of option of a counter attack they may add the
negative effect fumble level to their attack roll. Fumbling
101+: Tragic failure, Up to the GM an attack roll prevents any additional active
to royally screw you action this turn and a fumble over 80 can
result in small additions by the GM, such as
Ability Mastery-Once you have reached a
being disarmed or wounding a teammate.
score of 200+ in an ability 3 is no longer a
fumble, 2 has a modifier of -15 and 1 no Combat: How to spill blood
longer has a modifier.
Initiative-In order to determine initiative all
Spell Casting fumbles-A fumble while using combatants roll a D100 and add the result to
Magic projection to cast results in the spell their initiative score. Combatants go in
failing and the Zeon being lost. A fumble order of highest to lowest Initiative. Those
level of 90+ results in a spell out of control with a higher score may opt to hold back,
with dire consequences for the caster. and then act at any time he chooses.
Psychic fumbles-The fumble level is If your finial initiative value is 150+ higher
subtracted from your psychic projection roll than your opponents then you have the
worsening the effects. element of surprise. Surprised opponents
suffer a -90 penalty to oppose you, If you
Summoning fumbles- The fumble level is
opt to hold back you lose this bonus but gain
subtracted from your summoning roll
the ability to act and interrupt the action of a
worsening the effects.
surprised opponent.
Combat Fumbles: How you fucked up
Actions In combat there are several Active
The Initiative fumble- when rolling initiative and Passive actions a player can take.
a fumble simply results in a low score.
Active actions
However you will suffer a penalty to your
initiative for the purposes of determining Attack an enemy
Use Active spells, or psychic power actions the first would have no penalty, the
Use Physical abilities second -25, the third -50, and the fourth -75.
Move more that 25% of your
Additional attacks-There are a couple of
movement value
ways of obtaining additional attacks, the
Use an active secondary ability
simplest being to duel wield the other
Withdraw from Combat declaring multiple attacks.
Passive actions When wielding a weapon in each hand the
Defense against an attack (see player has two attack actions that can be
multiple defenses) made. One with the main hand weapon at
no penalty and a second with the offhand at
Draw of unsheathe a weapon (-25 to
a -40 penalty (-10 if ambidextrous). This
attack and block)
second attack can be used for a counter
Use passive spells or psychic powers
attack.
Move less than 25% of your
movement value Declaring multiple attacks is a single active
Carry out an opposed check action that results in multiple blows being
Use a passive secondary ability made. For every 100 points you process in
Speak your finial attack score you may make an
additional attack on your Attack action.
Maximum number of actions-You are Each additional attack declared subtracts 25
allowed as many passive actions as needed, points from your final attack ability. These
but you normally only get one active action. attacks can be used, or saved for counter
You can perform additional active actions at attack during the combat turn.
a penalty if you so chose. Your maximum
number of active actions is determined by Putting it all together-For example you
your dexterity and agility. declare one Active action for the turn, that
action being to attack your foe. For you
Add your Dex+AG attack action you declare you will be making
1-10: 1 action 3 attacks. You have final combat score of
210 so 3 is the maximum you can declare.
11-14: 2 actions
Because each attack imposes a cumulative -
15-19: 3 actions
25 penalty your finial attack ability for these
20-22: 4 actions
three attacks will be 135.
23-25: 5 actions
26-28: 6 actions For a more complex example. You declare
29-31: 8 actions 3 active actions on your turn, Use an active
32+: 10 actions. ability, full movement, attack an enemy. In
your attack you declare to be using 3 attacks
You suffer a cumulative -25 penalty for each again. You suffer no penalty for the active
action beyond the first. So if you took 4 ability action, you move, and now you
attack because your attack is your third Special Combat Situations
active action you are at a -50 penalty.
Situation Atk Blk Ddg Ini P.Act
Because you are declaring 3 attacks that
Flanked -10 -30 -30 NA NA
renders your base ability once again to 135, From Behind -30 -80 -80 NA NA
but because of the -50 you will be using a Surprised NA -90 -90 NA -90
finial score of 105 Vision
Partially
Obscured -30 -30 -15 NA -90
Multiple defenses-A player suffers a penalty Vision totally
to block/dodge for each attack he defends Obscured -100 -80 -80 NA -90
against beyond the first in a combat turn. Higher ground +20 NA NA NA NA
From Ground -30 -30 -30 -10 -30
The second attack imposes a -30 penalty
Partially
with each attack beyond that imposing a -20. Immobilized -20 -20 -40 -20 -40
Multiple defense penalties cap at -90 Mostly
Immobilized -80 -80 -80 -30 -60
Fully - -
Melee attack: Time to whoop ass Immobilized -200 200 200 -100 -200
Put at - -
The attacker rolls a D100 and adds the result weapons point -20 120 120 -50 -100
to their attack ability. Levitating -20 -20 -40 NA -60
Flight type
10-14 +10 +10 +10 +10 NA
The defender rolls a d100 and adds the result Flight type
to their block or dodge depending. 15+ +15 +10 +20 +10 NA
Charging +10 -10 -20 NA NA
The deference between these rolls is Drawing
Weapon -25 -25 NA NA -25
compared to table 38 on page 81. One of Crowded -
three results will occur. Space -40* 40* -40 NA -20
Small
Adversary -10 NA NA NA NA
The attack hits and causes damage; the Tiny
defender loses any active action they may Adversary -20 -10 NA NA NA

have had.

The attack misses or hits without damage, In addition to Special combat situations
the defender avoids the attack or it hits some there are also Special purpose attacks.
trivial part of the defender (tearing clothing Disable- This is an attack meant to disable
for example). The defender loses any active an opponent without killing them. A
actions they may have had. directed attack is launched against the limb
The attack misses and a counter attack is that you wish to disable. The damage from
possible, the defender may immediately the attack is halved; however the full
launch a counter attack using their active damage is used to determine the critical
action for the turn (and possibly a declared level. The limb is treated as a vulnerable
attack in the case of multiple attacks) or hold point.
for their turn in the initiative roster.
Directed attack-A directed attack is a blow rendering them unconscious. The attack
meant to target a specific part of the needs to be made with an impact weapon
opponents body. (non-impact weapons impose a -40 penalty).
The damage from the attack is halved;
Body Penalty Against however the full damage is used to
Part Humanoids
determine the critical level. A critical level
Neck -80
Head -60 over 50 renders the opponent unconscious.
Elbow -60
Unconsciousness-The player is
Heart -60
Groin -60 unconscious, this lasts for one hour
Foot -50 for every 10 points of failure on the
Hand -40 resistance test. If the failure level is
Knee -40 less than 10 they are unconscious for
Abdomen -20 a number of minutes equal to the
Arm -20 failure level.
Thigh -20
Calf -10
Torso -10 Put at weapons point-This attack is to get
Eye -100 the drop on an opponent placing your
Wrist -40 weapon at their throat or heart. This attack
Shoulder -30 suffers a -100 penalty and the defender AT
considered 0, success results in the target
Take Down- This is an attack intended to being placed at weapons point. After
knock an opponent down. The attack is placing an opponent at weapons point you
made at -30 or -60 if using a weapon. For can now attack them as a passive action,
the purpose of this attack the defender is interrupted only if surprise by an opponent
treated as having an AT of 0. If the attack is used to interrupt your attack.
lands and would do damage then an
Disarm-This is an attack with the intention
opposed test is made the attacker using
of removing a weapon from an opponent.
either strength of agility and the defender
The attack is made at -40 and the defender is
using dexterity or agility. If the damage is
treated as having an AT of 0. If the attack
less than 100% the attacker applies a penalty
would result in damage then an opposed
of +3 to their opposed roll, if the damage
test is made, the attacker and the defender
is 200%+ the attacker has a bonus of -3. If
may choose between strength and dexterity.
the attacker wishes a take down can also
If the attack resulted in less than 100%
deal damage, halving the base damage (AT
damage then the attacker suffers a +3
applies). Creatures with more than two legs
penalty on their opposed roll , where as if
get a natural bonus to the opposed test of -3.
the attack resulted in 200%+ then they have
Knock out- This is a directed attack to an a bonus of -3.
opponents head with the intention of
Trapping-This is an attack intended to Defending: That looks like its gonna hurt
immobilize an opponent. This attack
requires the use of a weapon with the Pure Defense-The player foregoes any other
trapping tag (or an unarmed attack) made at active action this turn and adds +30 to block
-40 with the defenders AT considered 0. If and dodge.
the attack lands and would do damage Push aside-This is an active defensive action
then an opposed test is made. The attacker to attempt to push another person out of the
chooses strength or dexterity and the way of an attack. The dodge is made at -30,
defender chooses strength or agility. If the failure indicates both persons take the
damage of the attack was under 100% effects of the attack.
then the attacker suffers a penalty to the
opposed roll of +3, where as if the damage Absorb Hits-The player throws caution aside
was 200%+ they have a bonus of -3. If the and takes the hits as they come. The players
attacker succeeds by 1-2 points the defender dodge and block abilities are halved for the
is partially immobilized, 3-10 points and the rest of the turn, but being hit by an attack no
defender is mostly immobilized, and 10+ longer prevents the player from taking active
resulting in the defender being fully actions.
immobilized. Note that while maintaining
Energy Attacks-Attacks made of pure energy
the hold the attacker is treated as being
are impossible to block (unless granted the
partially immobilized.
ability by supernatural means) but may be
Secondary attack type-Some weapons allow dodged using the normal penalties for fired
for more than one type of damage, you may projectiles.
declare the use of a secondary damage type
Elemental Attacks-Elemental attacks are
at an attack penalty of -10.
difficult to block (unless the defender can
Area Attack-This is a cleave like maneuver block energy) imposing a -120 penalty to
intended to hit multiple opponents with a block, dodge suffers no such penalty.
single blow. The attacker makes one attack
Elemental damage types
roll at -50, each targeted individual defends
separately. Should a defender gain the right Cold damage: The defender must
to a counter attack using block has pass a PhR check with a difficulty
successfully stopped the attack. Small to equal to the amount of damage dealt.
medium weapons can attack up to 4 If the defender fails they suffer a
opponents in this fashion while large Action penalty equal to the degree of
weapons can strike up to 5 human sized failure that fades at a rate of 5 points
opponents. a turn. Organic beings take 2x as
long to heal from cold damage.
Electrical damage: The defender
must pass a PhR check with a
difficulty equal to the damage dealt.
If the defender fails they suffer an employed so long as the defenders Move
Action penalty equal to the degree of could take them out of the radius of the
failure that fades at a rate of 10 attack, those lacking in move can still
points a turn. If the defender fails by attempt to dodge at -80
60+ then they are rendered
unconscious Essence attacks-Are spiritual attacks that
require a resistance check, those who are
Heat Damage: The defender risks
unable to perceive the supernatural suffer
being set on fire. The defender rolls
the vision totally obscured penalty -80 and
a D100 (no open rolls) and adds that
the -90 surprise penalty for a total of -170.
to the damage dealt, if the defenders
clothes/gear are prone to catching Death-Suffering a critical that results in
fire add a bonus to this roll between amputation to the head or heart results in
10-40, and fire resistant clothing can instant death. If a players LP drops to a
deduct up to 60 from the roll. negative value exceeding 5x their
o 140-179 Scorching: player constitution score then they have died.
must attempt to put out the
fire with a dex or agi roll, the The thin line-When a player is at 0 (or less)
level of success is deducting LP they can die at any time as their body can
from the total fire value. simply give out. A PhR check must be
Failure to suppress the fire made each hour to stabilize or the player
adds 10 points losses 1 LP. If the player fails the check by
o 180-239 Burning: Same as 60+ they die. Stabilizing set LP to 0 and the
scorching but the player takes player regains consciousness suffering a -60
10 points of damage a turn, action penalty (fades at a rate of 5 points a
each Heat AT reduces this by day). A player can be stabilized by someone
2 else with a Moderate medicine check.
o 240-299 In flames: Same as
Spirit-A person remains in this realm for a
burning same that they lose
number of hours equal to their power score
25 points in damage a turn.
after dyeing.
Sand or water required to
extinguish the flames.
Removing clothes/armor
removes 60 from the fire
value
o +300 Burning to ashes: 50
points of damage a turn,
armor does not reduce.

Area Attacks-Area attacks can be blocked


with a penalty of -120 to block (unless the
player can block energy). Dodge can be
Recovery: Be a man, walk it off Your regeneration level determines your
healing rate, and the rate that wound based
Each character has a regeneration level action penalties fade.
Constitution Regen lvl LP LP Penalty
1-2 0 LVL resting active fade Special

3-7 1 1 10/day 5/day 5/day NA


2 20/day 10/day 5/day NA
8-9 2
3 30/day 15/day 5/day NA
10 3
4 40/day 20/day 10/day NA
11 4
5 50/day 25/day 10/day No scars
12 5 Immune to bleed
13 6 6 75/day 30/day 15/day out
cleanly
14 7 amputated
15 8 limbs recover in
one week if
16 9 placed
7 100/day 50/day 20/day on the stump
17 10
100/da as above but in
18 11 8 250/day y 25/day 5 days
19-20 12
as above but in
3 days, no longer
200/da makes life and
9 500/day y 30/day death tests
as above but in
10 1/minute NA 40/day one day

Any amputation
recovers in one
week if placed
11 2/minute NA 50/day on the stump
as above in three
12 5/minute NA 5/hour days
10/minut as above in one
13 e NA 10/hour day
14 1/turn NA 15/hour as above in hours
As above in one
turn.
Except for the
head
lost limbs grow
back
15 5/turn NA 20/hour in one week
10/minut as above in three
16 10/turn NA e days
17 25/turn NA 10/turn as above in hours
as above in a few
18 50/turn NA 25/turn turns
as above in one
19 100/turn NA all/turn turn
All criticals are
20 250/turn NA all/turn nullified
Ranged Attacks: PewPew your strength score. There is also a cap on
the amount of force the weapon itself can
Normally initiative with a ranged weapon is handle, in order to reach truly obscene
slower than an unarmed attack, the speed ranges then some sort of imbued/enchanted
reduction representing the time it takes to weapon must be used. The range increases
ready the weapon. Should the player apply to both the effective and maximum
already have the weapon primed at the start ranges.
of the initiative roll then the player uses their
unarmed initiative instead. Weapon
Str Range Quality
Making a ranged attack with a 3 -100ft NA
bow/firearm/thrown weapon is a bit 4 -30ft NA
different than making a melee attack. The 5 0 NA
attacker rolls a D100 adding the result to 6 0 NA
their combat score, while open rolls apply 7 +30ft NA
the maximum cap on the roll is 280(unless 8 +60ft NA
9 +100ft NA
the weapon has been imbued in some way).
10 +150ft NA
The attacker must also compare their roll to 11 +300ft +5
the firing difficulty to see if they even have 12 +800ft +10
the option to hit. 13 +1500ft +10
14 +1 mile +15
Situation Difficulty 15 +3 miles +15
Point Blank: less than 5ft 40 16+ +5 miles +20
Short range: 5 to 30ft 80
Medium Range: 31 to 160ft 120
Long Range: 161 to 500ft 140 Special Combat Situations (from melee
Very Long Range: 501 to section)
1,600ft 180
Extreme Distances: 1,601 to Situation Atk Blk Ddg Ini P.Act
2,500ft 240 Flanked -10 -30 -30 NA NA
Unclassifiable: 2,500+ft 280 From Behind -30 -80 -80 NA NA
Surprised NA -90 -90 NA -90
Vision Partially
The attacker also needs to consider the range Obscured -30 -30 -15 NA -90
Vision totally
of their weapon, as well as any modifiers Obscured -100 -80 -80 NA -90
that may apply to ranged combat, and many Higher ground +20 NA NA NA NA
of the combat situations from the melee From Ground -30 -30 -30 -10 -30

section can also apply, From behind, Partially


Immobilized -20 -20 -40 -20 -40
flanking, and immobilization are prime Mostly
examples of this. Immobilized -80 -80 -80 -30 -60
Fully
Immobilized -200 -200 -200 -100 -200
Each weapon will have an effective range Put at
and maximum range, which is affected by weapons point -20 -120 -120 -50 -100
Levitating -20 -20 -40 NA -60
Flight type 10- dodge attempt. Mastery in block removes
14 +10 +10 +10 +10 NA
Flight type 15+ +15 +10 +20 +10 NA the -50 penalty.
Charging +10 -10 -20 NA NA
Drawing Defending against fired projectiles is a bit
Weapon -25 -25 NA NA -25
trickier due to the velocity of the attack.
Crowded Space -40* -40* -40 NA -20
Small
Adversary -10 NA NA NA NA Fired
Tiny Adversary -20 -10 NA NA NA Situation attack
Block -80
Dodge -30
Projectile Modifiers Block w/ mastery -20
Dodge w/ mastery 0
Situation Modifier
Block w/ shield -30
Move more than
Block w/ shield &
25%
mastery 0
of Movement value -10
Run at maximum
movement value -50 Rain of projectiles-There maybe a case
Poor Visibility -20
where a character suffers a rain of
Target behind
cover -40 projectiles and defending against each shot
Change target -10 would be time consuming. If 10 or more
Target moving attackers with no variance greater than 60 in
more attack ability attack then there is only one
than speed 8 -20 attack is made with +150 to the highest
Target moving attack score instead of rolling and the base
speed 10 -40 damage is 4x its normal value.
Target moving
more Just like with melee there are three possible
than speed 10 -60 outcomes when resolving a ranged attack.
After having
defended The attack misses or hits with out damage.
this combat turn -40 The attack misses or does trivial damage, the
Attacking beyond
defender forgoes any active action for the
effective range -30
Large target +30 turn.
Aiming 1 turn +10
The attack misses and a counter attack is
Aiming 2 turns +20
possible. The counter attack only gets the
Aiming 3 turns +30
Point-blank range +30 counter attack bonus if they are with in
melee range and making a melee counter
attack. A ranged counter attack does not get
The defender must now attempt to avoid the the counter attack bonus and can only be
attack. Defending against thrown weapons done with a ranged attack.
is done with a -50 to block or a normal
The attack hits and does damage. The attack user may only cast an active spell on their
lands and deals damage, the defender turn, regardless of counterattack
foregoes any active actions this turn. opportunities. Magic users use their Magic
Projection score as their attack value.
Reload-Fired projectile weapons will have a Unlike melee/ranged when using magic
reload time. This determine how often they projection the caster does not suffer from
can be fired, for example a reload time of 1 multiple casting penalties, and only suffers
can be used each turn while a reload time of from vision related penalties from special
2 can be used every other turn. The lost turn combat situations. Magic projection is also
is spent reloading the weapon. For every not effected by the projectile modifiers,
100 points of attack ability or 100 points of Aiming being the exception.
sleight of hand the player may reduce the
reload time of the weapon by one turn. For Spell casting is an active action, and
example firing a reload 1 weapon more than performing multiple active actions still
once in a turn or a reload 2 weapon every comes with the standard penalties they do
turn. Each turn reduced on the reload time not apply to the magic projection rolls. It is
imposes a cumulative -25 penalty. So a worth noting that mages that are required to
character with sleight of hand 100 can use a gesticulate reduce their MA by half is taking
reload 1 bow twice in a turn once at the other actions.
normal attack value and a second time at -25
this works similar to the multiple attack Magic shields-Some casters have the option
penalties for melee. to summon forth magical shields to help
defend themselves. The caster defends
Rate of fire-Thrown weapons do not require themselves using the shield by rolling a
reloading, they do however have a rate of D100 and adding that to their magic
fire. Thrown weapons will have a ROF projection. Magic shields do not suffer
score which indicates how many a player penalties for additional defenses and are
can throw in a turn. For example a ROF 40 only subject to the penalties from surprise,
weapon can be thrown once for every 40 put at weapons point, vision partially
attack points you have, meaning that a obscured, and vision totally obscured. Any
player with am attack ability score of 120 counter attack bonus gained using a shield is
could throw three of the weapons in a single not added to magic projection, but can be
turn. Each additional weapon thrown used with other abilities. For example a
imposes a -10 penalty. No matter the warlock uses a shield to block an attack and
thrown score a player can always throw at applies the counter attack bonus to a melee
least one weapon a turn. Any item with an strike.
unlisted ROF is assumed to be ROF 80.
A shield that stops an attack is dealt the base
Magic in combat: No bright wizards! damage of the blow, and a blow strong
enough to shatter a shield continues on to hit
When blending magic and combat there are the caster using the left over base damage to
a few differences to be aware of. A magic determine the finial damage of the attack.
Example a shield that can take 30 damage is caster is not allowed to stop accumulating
used to stop an attack with a base of 70, the until a spell has been cast, stopping returns
attack shatters the shield leaving 40 carry all Zeon to the casters reserve and they lose
over that can be effected by the damage 10 points. After casting a spell any unspent
modifiers granted by the combat chart. Zeon return to the casters reserve at the end
of the turn.
As an active action the shield can be used to
cover others. The caster suffers a -40 to Accumulating a specific spell-Just as a caster
their magic projection score when defending can draw pure Zeon they can also prepare a
another in this fashion. If the shield fails to specific spell. When doing so the player
stop the attack then it continues normally declares the spell and the intended potency
and the defender can attempt their own when they start using their MA. All Zeon
means of evasion. gathered go toward the casting of this spell,
the difference in this method is that after
Note: Physic shields work in the same gathering the needed Zeon the caster may
manner substituting Psychic projection for hold the spell for a number of turns equal
magic projection. to their Power characteristic. Once this
Casting a Spell-Magic users will have a hold has expired the spell must be released
Zeon pool, which can be thought of as a or the caster can return the Zeon to their
mana pool and a Magic Accumulation score reserve loosing 10 Zeon in the process.
(MA). The MA score represents how much Once a spell is on hold the caster may begin
Zeon a caster can access in one turn. Using MA for an additional spell while holding the
your MA is a passive action however there current spell.
are a few things to note. Performing any Damage while Accumulating-If the player
other action on the same turn that MA is takes damage while using their MA they
being used reduces the MA value by 50%. risking loosing the Zeon gathered. Keeping
The caster also needs to be able to chant and the Zeon requires a withstand pain check
gesture with both hands being unable to do with a difficulty equal to 2x the damage they
so also reduces their MA by 50%. So if received, if the caster fails the roll by an
your MA value is 100 and you take an active amount greater than or equal to the base
action the same turn as you use your MA damage of the attack then the Zeon points
then the MA value would be 50, additionally are lost completely. Preparing a specific
if you did not chant(-50%) and gesture (- spell adds a +40 bonus to this roll.
50%) then your finial MA value would be
13. Using Magic Projection-Magic projection is
used in much the same way as the ranged
Accumulating Pure Magic-When the player attack ability in that the success level is also
uses MA they do not have to declare a spell, tied to the maximum range. Casting a spell
they can opt to simply begin to build a pool on anyone the caster in is physical contact
of accumulated Zeon to be used on any with adds a +40 bonus to the Magic
spell. When accumulating pure magic the projection roll.
Difficulty and Range hold. Each turn on hold costs a number of
generic Ki equal to the Ki ability level.
Routine: The caster
Easy: 15ft Ki recovery-Ki points are regained at a rate
Moderate: 80ft of one point every hour.
Difficult: 300
Psychic Powers: Big heads
Very Difficult: 800
Absurd: 1500ft Using psychic abilities works in a similar
Almost Impossible: 3000ft (can cast manner as magic. The player has a Psychic
beyond eyesight if the targets exact projection score they use to direct their
location is known) psychic abilities. Unlike magic there are
Impossible: up to 3 miles (only need also two additional aspects of psychic usage
to know the approximate location) to be aware of, Psychic potential and
psychic points.
Zeon Recovery-Casters regain their MA in
Zeon points a day. Players with the gift can Psychic projection-Like magic the only
exchange Zeon by touch, with the giver penalties that apply to psychic projection are
transferring his MA in Zeon points a turn. vision partially obscured and vision totally
Some magical devices are also able to store obscured. As with magic and ranged
Zeon. attacks, the range is also determined by the
level of success.
KI: YAY Spirit Bomb!
Just as casters and ranged fighter can aim a
Ki Accumulation- Much like MA Ki psychic can concentrate in an effort to boost
accumulation is a passive action. The player their psychic potential.
can choose to accumulate from as many or
as few of their Ki pools as they want on any Concentration
given turn. If the player takes any other
1 turn +10
actions then their Ki accumulation value is
3 turns +20
halved, However if the additional action is 5 turns +30
tied to the activation of a Ki ability then the 1 minute +40
players Ki accumulation is not halved. If 1 hour +50
the player stops accumulating Ki for one
turn the collected points must be spent or
Failure and Fatigue-Some powers exert
return to his Ki pools at the end of the turn.
great power on the mind, and a failure when
Gathering 20 or more total Ki points renders
the players aura visible. using them takes a harsh toll on the psychic.
If the far right effects column lists a fatigue
Just like with magic a Ki user can declare a value rolling within that range has a psychic
Ki ability before gathering Ki and once he backlash on the player. The fatigue value is
has enough the ability can be placed on the number of free PP lost due to mental
strain. Once the character is out of PP they
lose fatigue points. If the character Fatigue active actions before using psychic powers
drops to 0 or below due to Psychic fatigue imposes a cumulative -25 penalty to psychic
they suffer shock requiring a PsR check (-10 potential for each active action performed.
penalty for every negative fatigue point) Performing an active action after using
difficulty 100(120 if -6+ fatigue) to avoid psychic powers suffers a flat -25 penalty.
falling into a coma that lasts a number of
days equal to the failure level. Failing this Psychic points- Know as PP psychic points
check by more than 80 points is fatal. are wild cards that help to flesh out your
psychic powers. PP can be used in a
Difficulty and Range permanent fashion to develop powers or a
temporary fashion for short bonus and
Routine: The caster boosts. PP is regained at 1 point an hour.
Easy: 15ft
Moderate: 80ft Permanent PP use
Difficult: 300
Affinity to a psychic discipline
Very Difficult: 800
Master a new mental power
Absurd: 1500ft
Increase psychic potential
Almost Impossible: 1mile (can target
Strengthen a power
those beyond eyesight if the targets
Acquire an innate slot (2PP)
exact location is known)
Impossible: up to 10miles (only need Temporary PP use
to know the approximate location)
Improve psychic projection
Increase psychic potential
Psychic Potential-Psychic potential Eliminate fatigue
represents the players potency with psychic Temporary access to a power
abilities; it also determines the maximum Improve innate power
number of psychic actions a player can take Improve Psychic Projection-Fatigue cannot
in a single turn. Psychic have psychic be used to increase Psychic projection, but
potential is a bonus pool that can be divided free PP can be used to grant a +10 bonus to
up amongst psychic activations. All psychic a specific power. Up to 5 PP may be spent
projection roll must have at minimum a +10 on a single power in this way.
bonus from psychic potential, in this way it
also acts as the determining factor in how Increase psychic potential-Players may
many psychic abilities can be used in a turn. spend free PP to improve the psychic
For example if a psychic had a psychic potential they have for a single power. Each
potential of +60, that means that they could PP adds +20 psychic potential with a
make one roll at +60, or two rolls at +25 and maximum of 5 PP per power.
+35, or six rolls at +10 with six being the
maximum number of psychic actions they
can take. Performing additional non-psychic
Eliminate Fatigue-The player may declare Summoning: You blatant Ash rip-off.
the use of a PP before activating a power,
preventing fatigue should it occur. Summoners use four different abilities;
Summon, control, bind, and banish.
Temporary access to a power-For 1 free PP Summoning abilities are always active
the player may gain access to a psychic actions, however performing multiple
power they do not yet have for one turn. summoning actions in a single turn will not
result in multiple action penalties. This
Improve innate power-The player may use means a summoner could summon, then
free PP to improve an innate power. For control, then bind a being on the same turn
each PP (max 5) invested the player adds without penalties to their rolls. The
+20 to their psychic potential for the difficulty and cost to use these abilities is
purposes of determining the maintained tied to the level of the being being
level of the innate power. PP spent in this summoned. Summoner abilities can be
fashion cannot be recovered until the innate affected by a number of things.
power has been released.
Time spent on Invocation
Using a Psychic Power- The player decides
how much of their available psychic Time Modifier
potential they would like to dedicate to the Immediate -100
power and then rolls a d100. The values are 1 turn -50
added to determine at what level the power 3 turns -20
5 turns 0
activates at (if at all). The player then
1 minute +10
makes a projection test to aim the power by
1 hour +20
rolling a d100 and adding the result to their 6 hours +30
psychic projection. This can be dodged (or 1 day +40
blocked if the defender can block energy) 1 week +50
with the standard ranged defense penalties 1 month +60
and the blind penalties (unless defender has 6 months +70
see supernatural). At least10% damage 1 year +80
must be achieved on the combat chart. 5 years +90
10 years +100
Fired 50+ years +120
Situation attack
Block -80
Dodge -30
Block w/ mastery -20
Dodge w/ mastery 0
Block w/ shield -30
Block w/ shield &
mastery 0
Additional modifiers Failure
level Effect
Situation Modifier 1-10 No effect, failure
Knowing the 11-25 Failure and Zeon lost
being's 26-50 Failure and 2x Zeon lost
true name +20 2x Zeon lost high lvl being of
Possessing an opposite nature summoned.
object Being is unable to be bound or
belonging to it +10 51-75 controlled
Possess a part of it +20 4x Zeon lost multiple high lvl
Unknown creature beings
type -50 of opposite nature summoned.
Beings are unable to be bound or
76-100 controlled
Summoning-The player spends the needed
Zeon and makes a summon check All Zeon lost, Summoner is
transported to the presence of a
Level Summon Zeon 100+ mighty being of opposite nature
0 140 10
1 160 20
2 180 40 Control-The player spends the needed Zeon
3 200 60 and makes a control check. A controlled
4 220 80 being can attempt to free itself once per hour
5 240 100 or each time it is given an order hat
6 260 120 contradicts its nature. This is carried out by
7 280 140 another control check that does not cost
8 300 160 Zeon. Attempting to absorb Zeon from a
9 320 180
bound being immediately frees the being.
10 340 200
11 360 220
12 380 240
13 400 260 Level Control Zeon
14 420 280 0 180 20
15 440 300 1 200 40
2 220 80
3 240 120
4 260 160
5 280 200
6 300 240
7 320 280
8 340 320
9 360 360
10 380 400
11 400 440
12 420 480
13 440 520
14 460 560
15 480 600 Level Bind Zeon
0 160 5
1 180 10
Failure 2 200 20
level Effect 3 220 30
1-10 No effect, failure 4 240 40
11-25 Failure and Zeon lost 5 260 50
26-50 Failure and 2x Zeon lost 6 280 60
2x Zeon lost and Being is now 7 300 70
immune to the summoners 8 320 80
51-75 Control attempts 9 340 90
4x Zeon lost, Summoned being 10 360 100
76-100 now has control of the summoner 11 380 110
The summoner becomes the 12 400 120
beings puppet for the rest of his 13 420 140
100+ life 14 440 180
15 460 200
Bind-The player spends the needed Zeon
and makes a Binding check. This ability Failure
will bind a being inside a psychical object level Effect
and must be maintained daily by the 1-10 No effect, failure
summoner. The summoner must pay the 11-25 Failure and Zeon lost
binding cost daily. While bound the being 26-50 Failure and 2x Zeon lost
2x Zeon lost and Being is now
can communicate with the person possessing
immune to the summoners Bind
the vessel, the summoner can extract the attempts, all other being bound
being from and return it to the vessel at will 51-75 by the summoner are freed
as a passive action (note while passive it will 4x Zeon lost and Being is now
not fully materialize until the next turn). If immune to the summoners Bind
the vessel is broken the being is freed. attempts, all other being bound
by the summoner are freed and
The vessel-In order to store a being 76-100 immune to his powers
in an object the vessel must have a The summoner becomes bound
presence equal to or greater than the inside the being and shares its
fate. If it dies so does the
being being bound. A vessel can
100+ summoner
hold multiple being so long as their
combined presence does not exceed
that of the vessel. Banish-The summoner makes a banish
check in an attempt to cast a being from this
realm. The level of success is how many
days the being must wait before being able required by the Invocation and make a
to enter this realm again. summon check based on the listed difficulty
(failure works as summoning failure). If the
Level Banish Zeon player is successful the being appears before
0 100 5
then and proposes a pact which the player
1 120 5
2 140 10 must fulfill to gain access to the beings aid.
3 160 15 Once the player has finished the pact they
4 180 20
must invoke the being again to declare the
5 200 25
6 220 30 pact finished (not attempting this while the
7 240 40 pact is unfinished will result in losing the
8 260 50 ability to ever gain the beings aid). There is
9 280 60 no limit to the number of times a player can
10 300 80 use an invocation, but each being leaves a
11 320 100 bit of its soul with the character preventing
12 340 120 him from gaining the pact of an opposing
13 360 140 arcana. Example the player could not
14 380 160
complete the pact for both the death and the
15 400 180
death reversed.

Failure Invoking a sealed pact can be a passive


level Effect action or an active action depending on the
1-10 No effect, failure nature of the invocation. The summon roll
11-25 Failure and Zeon lost is effected by time spent preparing the
26-50 Failure and 2x Zeon lost summon but not by the additional
2x Zeon lost and Being is now modifiers.
immune to the summoners
51-75 banish attempts. Familiars: Being a true pet class
4x Zeon lost and several smaller
beings are summoned forth, To obtain a familiar the summoner must find
immune to the summoners a being whose presence is with 5 points of
76-100 powers their own and get its consent (or force it
All Zeon is lost and a legion of with a control action). The summoner then
similar beings appear-immune to
makes a Bind check treating the being as
100+ the summoners powers
being two levels higher than what it
currently is and investing 10x the Zeon. The
Invocation: Are you there, its me Ash? familiar automatically consumes half the
Zeon it would take to keep such a creature
Invocations request the aid of beings too bound each day.
powerful to be summoned and controlled.
In order to receive the power from an Leveling up-Familiars can level up with the
invocation the player must spend the Zeon summoner, each time the player levels up so
does the familiar granting the being 100dp Elan: Saves and takes half damage
to spend. The summoner can hinder the
familiars progressing preventing it from Elan is the actually favor of a divine being
leveling up. that may assist the player when called upon.
Elan is broken in to tiers and there are
Familiar powers- The summoner always limited numbers of individuals who can be
knows where his familiar is and can even in each tier. As one synchronizes with one
launch spells through the familiar using his deity the limit of Elan the player can have
MA at 50%. If the familiar has spells of its with additional deities decreases.
own it may use them but its Zeon recovery
is set by the summoner. Example is the Max Additional
Elan Synchronized Elan limit
summoner has a MA of 120 he can opt to
<49 Unlimited 50
get 100 Zeon a day and his familiar to get 20 50-59 1000 50
Zeon a day. 60-69 500 40
70-79 100 30
Death and injury- When a familiar is injured
80-89 10 20
the summoner feels it, when the being loses 90-99 3 10
LP the summoner must make a PhR check 100 1 0
equal to 2x the damage the familiar has
received, or suffer a -20 action penalty
(fades 5 points an hour), failing this check States and effects: You took too much.
by 50+ renders the summoner unconscious. Falling-The player uses the impact AT to
If the familiar is killed the summoner defend against falling damage. The player
automatically receives a -20 action penalty rolls an acrobatics check with a difficulty
and must make a PhR test equal to the based on the height from which they are
damage that killed the familiar or fall falling. Passing results in no damage, in the
unconscious, failing this check by 60+ will case of failure the failure level is used as an
also kill the summoner. attack success and compared to the combat
Breaking the bond-Death of either the table.
summoner of the familiar breaks the bond Falls
and the surviving being can enter into a new
bond in the future. The bond can also be Distance Difficulty Damage
broken if the summoner is unable to pay for 5ft easy 20
the upkeep on the familiar, each day the 15ft moderate 40
summoner is unable to pay for the upkeep 30ft difficult 60
imposes a cumulative -10 action penalty. If 50ft very difficult 80
60ft absurd 100
this happens for more than a week the bond
almost
is broken and the summoner looses one 100ft impossible 120
point from his Power score. 150ft impossible 140
150+ft inhuman 160
Fear-Player suffers a -60 action penalty to every 10 points of failure on the resistance
any action other than escaping the source of test.
the fear. Fear lasts for one hour for every 10
points of failure on the resistance roll. Deafness/Mute-Lasts one hour for every 10
points of failure on the resistance test.
Terror-Player is forced to flee the source of
terror. Terror lasts for one hour for every 10 Fascination-Player will not perform any
points of failure on the resistance roll. active actions and suffers -20 to all passive
actions.
Pain-Player can suffer pain after failing a
resistance check resulting in a -40 action Unconsciousness-The player is unconscious,
penalty. this lasts for one hour for every 10 points of
failure on the resistance test. If the failure
Weakness-Player looses one point from level is less than 10 they are unconscious for
strength, dexterity, agility, and constitution a number of minutes equal to the failure
for every 10 points of failure on the level.
resistance test. The penalty fades at one
point an hour. Hallucinations-Lasts fro one hour for every
10 points of failure on the resistance test.
Paralysis-Player suffers partially
immobilized or mostly immobilized Traps: ITS A TRAP!
penalties depending on the level of Traps have two values; Complexity and
paralysis. Concealment. Complexity is how difficult it
Total paralysis/Incapacitation-The player is is to disarm or avoid the trap. Concealment
unable to move and suffers the effect of total how hard it is to spot the trap (using the
immobilization. No actions are allowed in search skill lowers the difficulty by one
this state. Lasts for one hour for every 10 level). Most traps Complexity level and
points of failure on the resistance test. concealment level are the same, but it is
possible to shift the level. For example a
Rage-Player attacks the target of his rage, level 40 trap has 40 for both its complexity
and any target after that using his most and concealment, the person laying the trap
powerful attacks. The player will use as may opt to have the complexity be 50 and
many fatigue/PP points as possible. This the concealment be 30.
lasts for one minute for every 10 points of
failure on the resistance test. Trapping-Traps intended to imprison
victims have a strength score for a trapping
Coma-Player is incapacitated. check equal to the complexity divided by 5.

Blindness-Player suffers vision totally Pit-Pit traps use falling damage


obscured penalties. Blindness caused by a
flash of light only uses vision partially Damage-These traps deal direct damage,
obscured. Blindness lasts for one hour for using the complexity of the trap as the attack
score, with a base damage equal to the level types can be learned by purchasing weapon
of the trap. modules, pg 56.

Poison: Sweet 80s rock Similar: Player knows one weapon


of the same class
Poisons use a level system rating them from
Mixed-class: Player knows how to
10-100, the level determining the difficulty
use one of the listed weapon classes
of the VR check to resist the poison. Poison
Different class/unarmed: Player is
level is comprised of three factors;
unskilled in the weapons use
Activation time, duration, and effect.
Default poison has a base activation time of Type Penalty
one hour and a duration equal to the VR Similar weapon -20
failure level in hours. Players must make a Mixed class -40
Different class/unarmed -60
VR check every 5 turns. Beings with poison
Blocking and dodging -60
immunity are not effected by poisons level
70 or below.
Hows it work?- Some items will have
Antidotes-Antidotes use the same level special tags
system as poisons. Ingesting an antidote
allows the player to make one new VR test Precision-This allows the player to halve the
with a bonus or penalty equal to 2x the penalties to land directed attacks or to put
difference in level between the poison and someone at weapons point.
antidote. Specific antidotes always cure the
position they are made for. Two-handed Weapons-These must be
wielded with both hands. The players
Disease: STAAAAAARS strength bonus is doubled when applying to
damage.
Sickness works in much the same way as
poison only requiring a DR check to avoid One or Two handed-These can be wielded
suffering the effects. The player must make with one or two hands, using two hands
a DR check daily until they beat the roll by double the strength bonus for damage. The
40+. required strength will be listed showing the
minimum for using two handed and the
Weapons: Sharp pointy bits! minimum for using one handed.
The following section will serve as a Complex-These can fumble of a roll of 1-5.
reference for issues dealing with weapons. Mastery removes the complex tag.
Can you use it?-The player starts the game Throwable-These weapons can be used as a
only knowing how to use one weapon. They thrown weapon.
can attempt to use other weapons but suffer
penalties for being untrained. New weapon Trapping-These weapons allow the user to
attempt the trapping maneuver. For every
+5 to the quality on a trapping weapon add a Layering-The player may layer armor to
-1 bonus to the opposed check. provide a better defense. Only one Hard
armor may be worth, and up to two soft
Trapping weapon-This weapon allows the armors. Each layer beyond the first imposes
player to forego a counter attack to make a a -20 penalty to initiative and certain
standard disarm attempt. secondary abilities regardless of your wear
Unarmed: Be like Chuck Norris armor score. When layering armor the
armor requirements are cumulative. For
Martial arts modules expand on the combat example wearing a soft armor requiring
prowess a player has with their feet and fist. wear armor 10 and a hard armor requiring
For every 40 points in their attack and 70 would require a wear armor score of 80
defense abilities a player may purchase a to avoid penalties.
martial art for 50 dp (25 dp for Tao). At
creation if the player forgoes knowing how Armor may cover the chest, chest and arms,
to wield a weapon and selects unarmed as or whole body (minus the head). The head
their default attack then they may buy their will require a helmet.
first martial art for 25 dp(10 dp for Tao). Helmets-Helmets can also impose a
The bonuses for attack and defensive perception penalty; this cannot be negated
abilities combined with any innate class with a higher wear armor score.
bonuses to attack and defense cap at +50. A
martial artist may cherry pick the effects Shields-Shields will add a bonus to
he wants from each martial art known. defensive abilities, and can be used for
impact attacks. Using a shield to make an
Armor: Tanking 101 impact attack removes its defensive bonuses
Can you wear it?-Armor has a armor for the turn.
requirement value. In order to wear the
Damage Resistance: LP Over 9000
armor without issue you mush have a
sufficient wear armor ability. If your wear Damage resistance has special rules; here
armor score is too low, the difference are a few of those rules.
between the armor requirement and your
wear armor score is treated as a penalty to Regeneration-Damage resistance creature
all physical actions. LP regen index is multiplied by 5.

Armor is heavy and even with the minimum Disable attacks-Do not work against
wear armor score can slow you down. All damage resistance creatures.
armor has a natural penalty and a movement Large Target-Ranged attacks do not get the
penalty. For every point over the armor large target modifier for damage resistance
requirement you have you may negate one creatures.
point of the natural penalty, and for every 50
point over you may negate one movement
penalty.
Surprise-Damage resistance creature do not Experience: Gonna need a montage
get a roll to resist surprise, they take the full
force of the attack. Experience will be awarded at the session
level and at the combat level.
Mystic Shields-Damage resistance creatures
use their projection ability at -40 when using Session Level-There will be session level
a mystic shield. If this defense is over come exp awarded at the end of the session based
they lose their active action. Also can suffer on the quality of the session. The following
special combat situation penalties. is a rough outline of what I will be looking
for and the range I will score it, per player.
Criticals-Reduce all incoming critical by
Experience
half, a critical level over 50 causes them to Action Reward
lose their active actions. Participation per
hour 1-10
Area Attacks-If the area attack covers half Difficult actions 1-5
its body then the damage on the combat Good Ideas 1-5
Story Closure 1-30
table is doubled

Fumbles-If damage resistance creatures


Combat Experience-I will award combat
fumble attackers get double the fumble level
level exp after the conclusion of each fight,
added to their attack.
you are free to (and encouraged) add the exp
Accumulation-A roll is not needed when to your total then. Combat exp will be
damaged while accumulating Zeon unless it awarded to all those involved in the fight.
was a critical. All level ups will be handled after the end of
the session. I will be using the following
Familiars-Those Summoners with Damage basis for the exp awarded.
Resistance Familiars only have to make a
PhR Check against one-tenth of their Combat Difficulty Experience
Familiars damage. Routine 0
Easy 1
Cold-The penalty is equal to the number Medium 5
they failed the PhR check by divided by 5. Difficult 10
Very Difficult 15
Heat-The in flames value is divided by Absurd 20
five. Burning 50 LP a turn heat AT reduces Almost
Impossible 30
by 5, In flames 125 LP, Burning to Ashes 60
Impossible
250 LP.
Condition Modifier
DP Spending-They may only spend 25% of Victory 100%
their DP in their attack ability. Partial Victory 50%
Defeat 33%
LP Multiples- They get their Damage
Resistance multiple x 100.
Artifact Creation Rules projection, or an old church relic adding a
bonus to banish.
For the purposes of our games I am
going to rank artifacts on a scale of one to Choosing Additional Abilities:
five. The artifact perk will remain Now it is time to start spending the
unchanged in the core book as rank four and DP gained from your artifacts level.
five are out of reach of starting characters. Additional skill bonuses can be purchased at
the same rate as the freelancer class (2DP
Choosing the level: per point) for the following skills: Attack,
The first step to creating your artifact is Block, Dodge, Wear Armor, Magic
going to be selecting the Artifact Rank. For Projection, Summon, Control, Bind, Banish,
every rank an artifact has it receives a +5 Psychic Projection, and all secondary
quality bonus as per the rules on page 67 of abilities.
the core book. The artifact will also receive You can only buy a bonus to an
DP to use to flesh out the actual powers. ability that was not granted a bonus from
Rank 1: 50DP quality. For example you cannot buy more
Rank 2: 100DP attack and block for weapons, or more Wear
Rank 3: 200DP Armor for armor (the -5 armor requirement
Rank 4: 400DP bonus counts as+5 Wear Armor in this
Rank 5: 800DP case).
Choosing the Form:
The next step will be to choose the Choosing Mystic Object Powers:
base form. When choosing a weapon or You will see the core book reference
armor as the base form note the normal a few different types of mystic objects:
presence of the item as listed in the Magic containers (page 111), Magic
equipment section on tables: 26, 27, 28, 29, Amplifiers (page 112), and Psychic crystals
31, 32, and 35. Once you have the base (page 211). These minor powers can be
form apply the quality bonuses based on the mimicked by artifacts as well. These come
rules from page 67. with all the bonuses and potential drawbacks
When choosing something not described.
included on the above tables than use tables +5 Zeon storage: 2DP
77 and 78 on page 218 to estimate the base +1 MA Multiple: 60DP
presence (with GM approval). Once you +5 Psychic Potential: 60DP
have the base form we have to apply the
quality bonuses from page 67, but we run Choosing Major Powers:
into a small snag; the rules state that the You may now pick out any major
item receives +10 to the ability when using powers offered to your character by the
the item. This is where a bit of artifact, use youre remaining DP to buy
interpretation comes into play, a +10 crown creature powers from page 286-296. When
isnt going to add +20 to your wear crown selecting powers treat the artifact as having
skill; however it would be thematically its rank x5 in gnosis (this is not actual gnosis
correct to add +20 to any of the following: but rather simply to determine if its eligible
Style, Leadership, or Persuasion. Basically for a power).
the ability bonus will be based on an ability
thematically appropriate to the form, for
example a wand adding a bonus to magic
Accursed Items

With GM approval you may be able


to create a cursed item. These items may be
the product of a dark history, or dark design.
Often if subtle enough a wielder may not
even be aware that the item bears some sort
of curse.
Cursed items are made the same way
normal artifacts are, the exception being that
various disadvantages maybe taken granting
additional DP but applying any
disadvantages directly to the owner. The
standard disadvantages from page 285,
Penalty to Mystic Resistance page 291,
Degeneration page 292, and Extreme
Vulnerability page 292 maybe used. You
may also use Bad Luck, Unfortunate,
Exhausted, Unlucky Destiny, and Damned
gaining a number of DP equal to the CP
bonus x10

Bane Items

Bane items are things of pure malice. Bane


items have nothing but disadvantages. For
the purpose of crafting a bane item treat the
DP bonus of a disadvantage as its cost.
Rank 1 Bane Item: 25DP
Rank 2 Bane Item: 50DP
Rank 3 Bane Item: 100DP
Rank 4 Bane Item: 200DP
Rank 5 Bane Item: 400DP
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