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Anima

Characteristics Modifiers (pg. 9)
Characteristic Value 1 2 3 4 5 6-7 8-9 10 11 - 12 13 - 14 15 16 - 17 18 - 19 20 Modifier -30 -20 -10 -5 +0 +5 +10 +15 +20 +25 +30 +35 +40 +45

Player Reference
Size & Weight (pg. 10)
Size 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 Height 8” - 2' 1'6” - 2' 2' - 3'4” 2'8” - 4' 3'4” - 4'6” 3'6” - 4'10” 4' - 5'4” 4'4” - 5'4” 4'8” - 5'8” 4'8” - 6' 5' - 6' 5' - 6' 5'4” - 6'3” 5'4” - 6'6” 5'8” - 6'10” 5'8” - 6'10” 5'11” - 7'2” 6'3” - 7'6” 6'6” - 7'9” 6'10” - 8'6” +8' Weight 10 - 35 lbs. 20 - 45 lbs. 45 - 65 lbs. 45 - 110 lbs. 65 - 110 lbs. 65 - 135 lbs. 75 - 155 lbs. 90 - 175 lbs. 90 - 200 lbs. 110 - 220 lbs. 110 - 220 lbs. 110 - 310 lbs. 110 - 330 lbs. 135 - 395 lbs. 155 - 485 lbs. 175 - 530 lbs. 200 - 615 lbs. 220 - 615 lbs. 245 - 705 lbs. 265 - 990 lbs. +800 lbs. Weight Index 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Weight Index (pg. 54)
Natural Weight < 9 lbs. 10 lbs. 20 lbs. 30 lbs. 50 lbs. 90 lbs. 130 lbs. 175 lbs. 220 lbs. 330 lbs. 440 lbs. 770 lbs. 1 ton 5 tons 15 tons 100 tons 500 tons 1000 tons 10 000 tons Special Max Load 10 lbs. 20 lbs. 40 lbs. 90 lbs. 130 lbs. 260 lbs. 400 lbs. 575 lbs. 770 lbs. 925 lbs. 1300 lbs. 1 ton 3 tons 25 tons 100 tons 500 tons 2 500 tons 10 000 tons 150 000 tons Special Require

Base Presence (pg. 14)
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 +1 X Presence 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 +5 -tal DP/20

Base Life Points (pg. 14)
Constitution 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Life Points 5 20 40 55 70 85 95 110 120 135 150 160 175 185 200 215 225 240 250 265

Inhuman Inhuman Inhuman Zen Zen Zen Zen Zen Zen Zen Movement Value 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Movement Value (pg. 54)
Experience Needed N/A 0 100 225 375 550 750 975 1225 1500 1800 2125 2475 2850 3250 3675 +450 Base Presence 20 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 +5 Distance/Turn < 3 feet 15 feet 25 feet 50 feet 65 feet 70 feet 80 feet 90 feet 105 feet 115 feet 130 feet 160 feet 250 feet 500 feet 800 feet 1500 feet 3000 feet 3 miles 15 miles Special Requires

Progression by Level (pg. 23)
Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 +1 Intelligence 1-5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 DP 400 600 700 800 900 1000 1100 1200 1300 1400 1500 1600 1700 1800 1900 2000 +100 Characteristics/Level

+1 +1 +1 +1 +1 +1 +1 +1/even level

Base Zeon (pg. 109)
Power 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Zeon 5 20 40 55 70 85 95 110 120 135 150 160 175 185 200 215 225 240 250 265

Magic Level (pg. 112)
Maximum Magic Level 0 10 20 30 40 50 75 100 150 200 300 400 500 600 700 800

Choosing Spells (pg. 113)
Spell Level 2 - 10 12 - 20 22 - 30 32 - 40 42 - 50 52 - 60 62 - 70 72 - 80 82 - 90 92 - 100 Magic Level Cost 2 4 6 8 10 12 14 16 18 20

Inhuman Inhuman Inhuman Zen Zen Zen Zen Zen Zen Zen

Technique Levels (pg. 98)
Level 1 2 3 Power 1-4 5-7 8 - 11 12 - 14 15 16 - 17 18 - 19 20 Maximum MK 50 100 200 Minimum MK Disadvantages 20 1 40 2 60 3 Base Accumulation 1 2 3 4

Base MA (pg. 109)
Base MA 0 5 10 15 20 25 30 35

Ki Accumulation (pg. 94)
Characteristic 1-9 10 - 12 13 - 15 16+

Innate Magic (pg. 111)
Sorcerer's MA Innate Magic 10 - 50 10 Zeon 20 Zeon 55 - 70 30 Zeon 75 - 90 40 Zeon 95 - 110 50 Zeon 115 - 130 135 - 150 60 Zeon 70 Zeon 155 - 180 80 Zeon 185 - 200 > 200 90 Zeon

Adaptation of Characteristics (pg. 313)
Characteristic 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 3 to 18 3 4 5 7 9 10 12 14 16 18 20 22 25 30 40 1 to 100 5 15 25 35 45 55 65 75 85 95 100 110 125 150 180

Base Psychic Potential (pg. 193)
Willpower <= 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Psychic Potential +0 +10 +20 +30 +40 +50 +60 +70 +80 +90 +100 +120 +140 +160 +180 +200 +220

Modifiers to Combat Abilities (pg. 56)
Type Similar Weapon Mixed-class Weapon Different class/Unarmed Blocking and Dodging Difficulty Routine Easy Moderate Difficult Very Difficult Absurd Almost Impossible Impossible Inhuman Zen Penalty -20 -40 -60 -60

Fumble on Initiative (pg. 91)
Result 3 2 1 Penalty -75 -100 -125

Difficulty Ratings (pg. 44)
Target Number 20 40 80 120 140 180 240 280 320 440 Description Normal, unthinking actions Normal, thinking actions Entry-level training required Well trained and practiced Expert level training and practice Artisan level training and practice Absolute mastery required Possible, but seemingly miraculous Super-powers required Godlike

Fumble Level (pg. 6)
Fumble Roll 3 2 1 Result Modifier -15 +0 +15

Fumble Result (pg. 44)
Fumble Level Result 1 - 50 Normal failure; attempt simply fails. 51 - 100 Miserable failure; something bad happens. Catastrophic failure; the worst thing possible happens. 101+

1

Au-matically stabilize. Within 3 days. Projecting spells up to a maximum of 300 feet. 116) Difficulty Easy Moderate Difficult Very Difficult Absurd Almost Impossible Impossible Inhuman Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Spell Level Recognize the nature of the magic Magic Level 20 Magic Level 40 Magic Level 60 Magic Level 70 Magic Level 80 Magic Level 90 Magic Level 100 Summon 140 160 180 200 220 240 260 280 300 320 340 360 380 400 420 440 Zeon 10 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300 Magic Detection (pg.20 Regeneration Level None 1 2 3 4 5 6 7 8 9 10 11 12 Penalty -5 -10 -15 -10 -20 Regeneration Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Resting 10/day 20/day 30/day 40/day 50/day 75/day 100/day 250/day 500/day 1/minute 2/minute 5/minute 10/minute 1/turn 5/turn 10/turn 25/turn 50/turn 100/turn 250/turn Not Resting 5/day 10/day 15/day 20/day 25/day 30/day 50/dya 100/day 200/day N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A Player Reference Healing (pg. 178) Summoning Modifier Know the beings' true name Possess an object belonging to the being Possess a part of the being Don't know the type of creature Bonus +20 +10 +20 -50 Magic Analysis (pg. Any amputated member grows back within 1 week. Within 5 days. 176) Control 180 200 220 240 260 280 300 320 340 360 380 400 420 440 460 480 Zeon 20 40 80 120 160 200 240 280 320 360 400 440 480 520 560 600 Bind 160 180 200 220 240 260 280 300 320 340 360 380 400 420 440 460 Zeon 5 10 20 30 40 50 60 70 80 90 100 120 140 160 180 200 Banish 100 120 140 160 180 200 220 240 260 280 300 320 340 360 380 400 Zeon 5 5 10 15 20 25 30 40 50 60 80 100 120 140 160 180 Magic Rituals (pg. For instance.100 > 100 Effect Both spells are nullified The winner's spell passes through the other spell. Within a few hours Within a few turns The amputated limb regrows and is functional in 1 turn. 111) Difference 1 . All physical criticals are annulled. 178) Time Spent on Invocation Immediate 1 Turn 3 Turns 5 Turns 1 Minute 1 Hour 6 Hours 1 Day 1 Week 1 Month 6 Months 1 Year 5 Years 10 Years > 50 Years Preparation 1 Hour 1 Day 3 Days 1 week 1 year Bonus -100 -50 -20 +0 +10 +20 +30 +40 +50 +60 +70 +80 +90 +100 +120 Summoning Difficulty (pg. Discharge Collision (pg. 116) INT bonus Additional Cost +1 +50% +2 x2 +3 x3 +4 x4 +5 x5 Increase Psychic Potential (pg.Anima Base Regeneration (pg. Within 3 days. Within 3 days. This allows the caster to affect targets not within sight of the sorcerer with only an approximate notion of their location. Projecting spells up to a maximum of 1500 feet. Concentration (pg. Projecting spells up to a maximum of 15 feet. 193) Concentration 1 Turn 3 Turns 5 Turns 1 Minute 1 Hour Bonus +10 +20 +30 +40 +50 Impossible 2 . Some sort of supernatural detection that will reveal the exact location is needed(e. Within 1 day. Summoning Modifiers (pg. The lower spell is completely nullified. 55) Fatigue 4 3 2 1 0 Penalty -10 -20 -40 -80 -120 No scars Does not suffer Bleeding Out. This allows the spellcaster to hit targets out of direct eyesight if he has perfectly determined their exact location. The Winner's spell resolves without penalties. 116) Situation Magic source > 60 feet away Magic source > 150 feet away Magic source > 300 feet away Magic source > 1 mile away Environment slightly charged with magic Environment strongly charged with magic Modifier -20 -40 -80 -120 -40 -80 Time Invested in Rituals (pg. Projecting spells up to a maximum of 800 feet. Any limb recovers immediately if placed on the stump within 1 turn. he would be able to target the spell even though he mat not know the precise address. Any amputated limb recovers if placed on the stump within a week. Distance should not exceed three miles. 110) Difficulty Routine Easy Medium Difficult Very Difficult Absurd Almost Impossible Description Spell effects may be used on the spellcaster himself or on a person or object the spellcaster is in contact with. 194) Required PP (Total) Psychic Potential 1 (1) +10 2 (3) +20 3 (6) +30 4 (10) +40 5 (15) +50 6 (21) +60 7 (28) +70 8 (36) +80 9 (45) +90 10 (55) +100 Difficulties in Magic Projection (pg. if the spellcaster knows that his target is located in a house. Au-matically stabilize. Within 1 day. 53) Reduction of Penalty -5/day -5/day -5/day -10/day -10/day -15/day -20/day -25/day -30/day -40/day -50/day -5/hour -10/hour -15/hour -20/hour -10/minute -10/turn -25/turn ALL/turn ALL/turn Special Capabilites Physical Needs (pg. Any limb recovers if placed on the stump within several hours. Cleanly amputated limbs recover if placed on the stump within a week. 55) Situation Minimal food & drink 1 day fast 1 day w/o drinking Insufficient sleep No sleep Fatigue (pg.g. 53) Constitution 1-2 3-7 8-9 10 11 12 13 14 15 16 17 18 19 . Projecting spells up to a maximum of 80 feet.50 51 . but its Base Damage is reduced by 1/2. a Spy of Light spell). Coverage is 3000 feet.