Anima Player Guide

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    Creating an Anima Character

    Step 1: Attributes

    The first step will be determining which method

    will be used to generate your primary

    attributes, for the purposes of this guide we will

    be using method 5 from the GM guide on page

    2. You will be issued 65 points to use to buy

    your base attribute scores. The minimum score

    you can purchase is 3 and the maximum is 10.

    A rank of 5 is the racial average for humans,

    while 10 is the peek of a normal humans

    potential.

    Att. Rank Point Cost

    3 3

    4 4

    5 56 6

    7 7

    8 8

    9 9

    10 11

    Strength (STR)

    Strength defines a characters musculature and

    energy. This Characteristic permits you to lift

    heavy weights, cause major damage when

    hitting, and break objects.

    Dexterity (DEX)

    Dexterity represents a characters physical skill

    and coordination. It affects his ability to make

    precise attacks, as well as to block them. Along

    with Agility, it also represents his reaction

    speed.

    Agility (AGI)

    Agility represents characters speed of

    movement and balance. A high agility makes a

    character more acrobatic and able to dodge

    attacks. Together with Dexterity, it defines

    reaction speed.

    Constitution (CON)

    Constitution defines the stamina and vitality of

    a character, his resistance to disease, and his

    ability to absorb damage. A character with a

    high Constitution score will have good physical

    resistance and will recover from wounds and

    sickness. This Characteristic indicates the

    amount of damage a character can suffer

    before dying.

    Intelligence (INT)

    Intelligence covers reasoning, learning, and

    memory. Intellectual knowledge and logic

    depend on it, as does the capacity to

    understand and develop spells.

    Power (POW)

    This represents the state of mind and spiritual

    power of a character. The higher it is, the

    better the characters ability to influence and

    resist the supernatural, as well as stand out in a

    crowd.

    Willpower (WP)

    This Characteristic measures the mental

    strength of an individual, his coolness and

    tenacity. It is also used to employ and resist

    psychic disciplines.

    Perception (PER)

    This Characteristic encompasses the acuity of

    the characters senses, and his ability to notice

    what is going on around him. It represents the

    five senses, as well as instinct.

    For example: A mage wanting to spend 65 point

    to build his attributes would do so like this INT

    10(11 points), POW 10(11 points), WP 9(9

    points), DEX 7(7 points), STR(5 points), AGI 6(6

    points), CON 5 (5 points), and PER 10(11 points)

    for a total of 65 points spent.

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    Step 2: Creation Points

    Your character will be provided with three

    creation points to use to buy advantages, as

    well as the option of selecting up to three

    disadvantages to gain additional Creation points

    with which to buy advantages.

    Its worth noting that in order to be able to use

    magic you must select The Gift or

    Incomplete Gift as an advantage. In order to

    be able to be able to use psychic matrices you

    must select Free Access to Psychic Discipline

    or Access to one Psychic Discipline. In order

    to be able to start playwith Elan powers the

    Elan advantage must be selected. While

    there is no advantage required to be able to

    access MK abilities it is recommended that MK

    users take the advantage Marital Mastery

    Step 3: Attribute Bonuses

    Now that we have completed the selection of

    advantages we should have our finial Attribute

    scores. Based on your attribute score you will

    receive a modifier that impacts skills based on

    that attribute.

    Att. Rank Modifier

    1 -30

    2 -20

    3 -10

    4 -5

    5 0

    6-7 +58-9 +10

    10 +15

    11-12 +20

    13-14 +25

    15 +30

    16-17 +35

    18-19 +40

    20 +45

    Step 4: Fatigue

    Fatigue is based on your characters CON score.

    Record your fatigue score which will be equal to

    your CON score (Score not modifier).

    Step 5: Movement

    Your base move value is based on your

    characters AGI score. Record your base

    movement value which will be equal to your

    AGI score (Score not modifier).

    Step 6: Size

    Your size will be based on your STR and CON

    scores. Record your size which will be the sum

    of your base STR and CON scores (Scores not

    modifiers).

    Size Height Weight

    2 8"-2' 10-35 lbs

    3 1'6"-2' 20-45 lbs

    4 2'-3'4" 45-65 lbs

    5 2'8"-4' 45-110 lbs

    6 3'4"-4'6" 65-110 lbs

    7 3'6"-4'10" 65-135 lbs

    8 4'-5'4" 75-155 lbs

    9 4'8"-5'8" 90-175 lbs

    10 4'8"-5'8" 90-200 lbs

    11 4'8"-6" 110-220 lbs

    12 5'-6' 110-220 lbs

    13 5'-6' 110-310 lbs

    14 5'4"-6'3" 110-330 lbs

    15 5'4"-6'6" 135-395 lbs

    16 5'8"-6'10" 155-485 lbs

    17 5'8"-6'10" 175-530 lbs

    18 5'11"-7'2" 200-615 lbs

    19 6'3"-7'6" 220-615 lbs20 6'6"-7'9" 245-705 lbs

    21 6'10"-8'6" 265-990 lbs

    22 8'+ 800+ lbs

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    Step 7: Life Points

    Your base LP score will be based on your CON.

    CON LP Base

    1 5

    2 20

    3 40

    4 55

    5 70

    6 85

    7 95

    8 110

    9 120

    10 135

    11 150

    12 160

    13 175

    14 185

    15 200

    16 215

    17 225

    18 240

    19 250

    20 265

    Step 8: Base Presence

    Your base presence at level 1 will be 30. Once

    we know our base presence we can tally our

    resistances. The finial number for your

    resistances will be equal to your base presence

    plus the modifier from the relevant attribute.

    Step 9: Base Zeon

    This step is only for players who have taken The

    Gift or Incomplete Gift as an advantage. Your

    base Zeon pool will be determined by your

    POW score.

    POW ZEON POW ZEON

    1 5 11 150

    2 20 12 160

    3 40 13 175

    4 55 14 185

    5 70 15 200

    6 85 16 215

    7 95 17 225

    8 110 18 240

    9 120 19 250

    10 135 20 265

    Step 10: Base MA

    This step is only for players who have taken The

    Gift or Incomplete Gift as an advantage. Your

    base Magic Accumulation will be based on your

    POW.

    POW MA POW MA

    1-4 0 15 20

    5-7 5 16-17 25

    8-11 10 18-19 30

    12-14 15 20 35

    Step 11: Determine Magic Levels

    This step is only for players who have taken The

    Gift or Incomplete Gift as an advantage. The

    amount of magic levels received is based on

    your INT.

    INT Magic Level INT Magic Level

    1 0 11 75

    2 0 12 100

    3 0 13 150

    4 0 14 2005 0 15 300

    6 10 16 400

    7 20 17 500

    8 30 18 600

    9 40 19 700

    10 50 20 800

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    Step 12: Psychic Potential

    This step is only for players who have taken the

    Free Access to Psychic Discipline or Access to

    one Psychic Discipline advantage. Your Psychic

    potential will be based on your WP.

    WP

    Psychic

    Potential WP

    Psychic

    Potential

    3 or less 0 12 80

    4 0 13 90

    5 10 14 100

    6 20 15 120

    7 30 16 140

    8 40 17 160

    9 50 18 180

    10 60 19 200

    11 70 20 220

    Step 13: Ki Accumulation

    This step is for players intending to use Ki

    abilities, however since each class receives MK

    each level it is recommended that everyone

    take this step but not mandatory. You will be

    determining your Ki Accumulation for the

    following attributes; STR, AGI, DEX, CON, WP,

    and POW.

    Attribute

    Base

    Base

    Accumulation

    1-9 1

    10-12 2

    13-15 3

    16+ 4

    Step 14: Ki Pool

    This step is for players intending to use Ki

    abilities, however since each class receives MK

    each level it is recommended that everyone

    take this step but not mandatory. You will be

    determining your Ki Pool for the following

    attributes; STR, AGI, DEX, CON, WP, and POW.

    If using the Unification of Ki rule the 6 smaller Ki

    pools will be combined for one large generic

    pool.

    Attribute

    score

    Base

    Pool

    Attribute

    score

    Base

    Pool

    1 1 11 12

    2 2 12 14

    3 3 13 16

    4 4 14 18

    5 5 15 20

    6 6 16 22

    7 7 17 24

    8 8 18 26

    9 9 19 28

    10 10 20 30

    Step 14: Choose your class

    Choose from the following classes; Warrior,

    Acrobatic warrior, Paladin, Dark Paladin,

    Weaponsmaster, Technician, Tao, Ranger,

    Shadow, Thief, Assassin, Wizard, Warlock,

    Illusionist, Wizard Mentalist, Summoner,

    Warrior Summoner, Mentalist, Warrior

    Mentalist, and Freelancer.

    Step 15: Apply generic bonuses

    These are bonuses that each class gets just for

    being level 1. Select five different secondary

    abilities and give them a bonus of +10 (these

    count as trained now). Select one Physical

    ability (based on STR, DEX, CON, AGI) and add

    your attribute modifier to the base. Select one

    Mental ability (based on WP, POW, PER, INT)

    and add your attribute modifier to the base.

    Step 16: Apply Innate class bonuses

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    Each class should receive a bonus to Life Points,

    Initiative, Martial knowledge, and Innate

    Psychic points just for being level 1. These

    values will be listed first in the class description.

    Now each class should have a section labeled

    Innate Bonuses . You receive these bonuses

    automatically for being level 1.

    Using the Warrior for example, they get 15 LP

    to be listed under class, +5 Initiative class

    bonus, 25 martial knowledge, and one psychic

    point (if psychic advantages were taken). In the

    Innate Bonus section the warrior also gets 5

    attack, 5 block, 5 wear armor, and 5 feats of

    strength point to add to its class section for

    being level 1.

    Step 17: Development points

    Every level 1 character get 600 development

    point that are used to buy more life point,

    combat abilities, magic abilities, psychic abilities

    and secondary abilities.

    Life Points- Each class should have a life point

    multiple listed, the cost listed is how many DP it

    takes to add your CON score (score not

    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.

    Supernatural Ability- Each class will have a cap

    on how may DP can be spent on supernatural

    abilities, the base in projection, summon,

    control, bind, and banish abilities starts at 0 and

    is raised based on the cost listed for the class.

    Each class has the option to buy 5 Magic level

    points for 5 DP, but you cannot spend more

    than 60 DP in this fashion and it counts toward

    your cap on supernatural abilities.

    Psychic Abilities- Psychic projection starts with a

    base of 0 and is raised based on the cost listed

    for the class.

    Secondary Abilities- Aside of the five abilities

    assigned a base of 10 or modifier bonus earlier

    in creation, secondary abilities start with a base

    of 0 and are raised based on the cost listed for

    the class. Some classes have specific abilities

    that can be purchased for a discount. Using the

    warrior as an example all Vigor abilities cost 2

    DP a point, except for feats of strength which

    only cost 1 DP a point.

    Step 18: Finial totals

    Total your abilities, most will be your base +

    attribute modifier + class.

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    Leveling a character

    Step 1: Experience

    Verify you have enough experience to level up.

    If you have a level modifier it can impact the

    exp needed to level. For example a normal

    character needs 100 exp to reach lvl 2, and 225

    exp to reach lvl 3. But a character with a +1

    level modifier would need 225 to reach lvl 2.

    LVL EXP LVL EXP

    1 0 9 1500

    2 100 10 1800

    3 225 11 2125

    4 375 12 2475

    5 550 13 2850

    6 750 14 3250

    7 975 15 3675

    8 1225 16+ +450

    Step 2: Generic Bonuses

    Select five different secondary abilities and give

    them a +10 bonus (max an ability can gain this

    way is +100). Select one Physical ability (based

    on STR, DEX, CON, AGI) and add your attribute

    modifier to the base. Select one Mental ability

    (based on WP, POW, PER, INT) and add your

    attribute modifier to the base.

    Step 3: Class bonuses

    Each class should have a bonus to LP, Initiative,

    and Martial knowledge that should be recorded

    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.

    Step 3: Presence

    Each level will add +5 to your base presence.

    Once you have recorded this update your

    resistances to reflect the higher base.

    Step 4: DP

    Each Level you will receive 100 DP to spend just

    as you did during creation. The caps on the

    various categories are still in place, so

    depending on your class you will never be able

    to spend more than 50-60 DP in a single primary

    category. There is no cap on LP and secondary

    abilities.

    Step 5: Attribute increase

    On every even level you will receive the option

    to add +1 to a single attribute or gain a single

    creation point (advantages bought subject to

    GM approval).

    Step 5: Finish new totals

    On odd levels you should just be upping base

    ability scores and resistances, but on even

    levels if you raise an attribute that has many

    totals it impacts. Double check that your ki

    accumulation, ki pool, magic accumulation,

    base zeon, psychic potential, and all primary

    and secondary abilities based on that attribute

    are updated accordingly.

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    Rolling Dice: Doing Stuff

    Anima makes use of the D100 and the D10.

    A D100 roll is added to the ability being

    used to determine if success has been

    achieved, thus the higher the roll the better.

    A D10 is rolled in characteristic tests, in

    these cases the lower the roll the better, in

    the case of a characteristic test a 10 is

    treated as a 13 while a 1 is a -2.

    Difficulty levels

    Routine: 20

    Easy: 40

    Moderate: 80

    Difficult: 120

    Very Difficult: 140

    Absurd: 180

    Almost Impossible: 240

    Impossible: 280

    Inhuman: 320 Zen: 440

    Fatigue-A player can spend fatigue points to

    improve a single roll. Each fatigue point

    spent adds +15 to the roll, only 2 fatigue

    points may be used on a single action. It is

    possible to lose fatigue through laborious

    means. A low fatigue value can result in a

    penalty.

    Fatigue Penalty

    0 -120

    1 -80

    2 -40

    3 -20

    4 -10

    Fatigue recovery-Players regain one point

    for every 30 minutes of rest or one point for

    every hour without strenuous activities.

    The Open Roll: Animas Crit

    You can get an open roll on any D100 roll

    that isnt for resistance tests, Fumble level,

    or Critical level. A 90+ is an open roll, this

    allows you to keep your rolled value and roll

    again adding both rolls. It is possible to get

    back to back open rolls, but the value for an

    open roll goes up after the first open roll.

    Meaning if you roll 90+, for your next roll

    to be open you need 91+, 92+ for the third

    etc. 100 is always an open roll. No one canexceed 280 until they posses the inhuman

    trait, or Zen to go beyond 320

    Combat Crit: Ouch that hurt

    When someone loses half their currentLP in

    one hit this results in a critical or 10%

    currentLP form a vulnerable point (heart

    and head on a human). The attacker

    determines their critical level by rolling ad100 (no open rolls) and adding the result to

    the amount of damage done. Values over

    200 have the excess reduced by half, 260

    becoming 230, 340 becoming 270 etc.

    The defender must make a Physical

    resistance test with the difficulty of the

    critical level. If the defender passes their

    PhR test then they only suffer the damage

    from the attack.

    If the defender fails by 50 or less then they

    suffer an action penalty on top of the

    damage equal to the level of failure. This

    penalty wears off at a rate of 5 points a turn.

    For example failing the PhR by 45 would

    result in a -45 to all action rolls and would

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    Fumbles: Animas Botch

    You can fumble a roll on any D100 roll that

    isnt for resistance tests, Fumble level, or

    Critical level. Rolling a 1, 2, or 3 results in

    a fumble. To determine your fumble levelroll a D100 and add your fumble modifier.

    1 has a modifier of +15, 2 has no modifier,

    and 3 has a modifier of -15.

    Fumble level

    1-50: Simply a failure

    51-100: Failure and some form of

    negative effect

    101+: Tragic failure, Up to the GMto royally screw you

    Ability Mastery-Once you have reached a

    score of 200+ in an ability 3 is no longer a

    fumble, 2 has a modifier of -15 and 1 no

    longer has a modifier.

    Spell Casting fumbles-A fumble while using

    Magic projection to cast results in the spell

    failing and the Zeon being lost. A fumble

    level of 90+ results in a spell out of control

    with dire consequences for the caster.

    Psychic fumbles-The fumble level is

    subtracted from your psychic projection roll

    worsening the effects.

    Summoning fumbles- The fumble level is

    subtracted from your summoning roll

    worsening the effects.

    Combat Fumbles: How you fucked up

    The Initiative fumble- when rolling initiative

    a fumble simply results in a low score.

    However you will suffer a penalty to your

    initiative for the purposes of determining

    surprise. 1 being -125, 2 being -100, and 3

    being -75

    The Defensive fumble- When making a

    defensive roll resulting in a fumble the

    player determines the fumble level andsubtracts that from the value of their

    defensive ability. If the fumble level is over

    80 the GM is free to add small additions,

    such as tripping or being disarmed.

    The attack fumble- A fumble on an attack

    results in a miss. If the defender has the

    option of a counter attack they may add the

    fumble level to their attack roll. Fumbling

    an attack roll prevents any additional activeaction this turn and a fumble over 80 can

    result in small additions by the GM, such as

    being disarmed or wounding a teammate.

    Combat: How to spill blood

    Initiative-In order to determine initiative all

    combatants roll a D100 and add the result to

    their initiative score. Combatants go in

    order of highest to lowest Initiative. Thosewith a higher score may opt to hold back,

    and then act at any time he chooses.

    If your finial initiative value is 150+ higher

    than your opponents then you have the

    element of surprise. Surprised opponents

    suffer a -90 penalty to oppose you, If you

    opt to hold back you lose this bonus but gain

    the ability to act and interrupt the action of a

    surprised opponent.

    ActionsIn combat there are severalActive

    and Passive actions a player can take.

    Active actions

    Attack an enemy

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    Use Active spells, or psychic power

    Use Physical abilities

    Move more that 25% of your

    movement value

    Use an active secondary ability

    Withdraw from Combat

    Passive actions

    Defense against an attack (see

    multiple defenses)

    Draw of unsheathe a weapon (-25 to

    attack and block)

    Use passive spells or psychic powers

    Move less than 25% of your

    movement value

    Carry out an opposed check

    Use a passive secondary ability

    Speak

    Maximum number of actions-You are

    allowed as many passive actions as needed,

    but you normally only get one active action.

    You can perform additional active actions at

    a penalty if you so chose. Your maximumnumber of active actions is determined by

    your dexterity and agility.

    Add your Dex+AG

    1-10: 1 action

    11-14: 2 actions

    15-19: 3 actions

    20-22: 4 actions

    23-25: 5 actions

    26-28: 6 actions

    29-31: 8 actions

    32+: 10 actions.

    You suffer a cumulative -25 penalty for each

    action beyond the first. So if you took 4

    actions the first would have no penalty, the

    second -25, the third -50, and the fourth -75.

    Additional attacks-There are a couple of

    ways of obtaining additional attacks, the

    simplest being to duel wield the otherdeclaring multiple attacks.

    When wielding a weapon in each hand the

    player has two attack actions that can be

    made. One with the main hand weapon at

    no penalty and a second with the offhand at

    a -40 penalty (-10 if ambidextrous). This

    second attack can be used for a counter

    attack.

    Declaring multiple attacks is a single active

    action that results in multiple blows being

    made. For every 100 points you process in

    your finial attack score you may make an

    additional attack on yourAttack action.

    Each additional attack declared subtracts 25

    points from your final attack ability. These

    attacks can be used, or saved for counter

    attack during the combat turn.

    Putting it all together-For example you

    declare oneActive action for the turn, that

    action being to attack your foe. For you

    attack action you declare you will be making

    3 attacks. You have final combat score of

    210 so 3 is the maximum you can declare.

    Because each attack imposes a cumulative -

    25 penalty your finial attack ability for these

    three attacks will be 135.

    For a more complex example. You declare

    3 active actions on your turn, Use an active

    ability, full movement, attack an enemy. In

    your attack you declare to be using 3 attacks

    again. You suffer no penalty for the active

    ability action, you move, and now you

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    attack because your attack is your third

    active action you are at a -50 penalty.

    Because you are declaring 3 attacks that

    renders your base ability once again to 135,

    but because of the -50 you will be using a

    finial score of 105

    Multiple defenses-A player suffers a penalty

    to block/dodge for each attack he defends

    against beyond the first in a combat turn.

    The second attack imposes a -30 penalty

    with each attack beyond that imposing a -20.

    Multiple defense penalties cap at -90

    Melee attack: Time to whoop ass

    The attacker rolls a D100 and adds the result

    to their attack ability.

    The defender rolls a d100 and adds the result

    to their block or dodge depending.

    The deference between these rolls is

    compared to table 38 on page 81. One of

    three results will occur.

    The attack hits and causes damage; thedefender loses any active action they may

    have had.

    The attack misses or hits without damage,

    the defender avoids the attack or it hits some

    trivial part of the defender (tearing clothing

    for example). The defender loses any active

    actions they may have had.

    The attack misses and a counter attack is

    possible, the defender may immediately

    launch a counter attack using their active

    action for the turn (and possibly a declared

    attack in the case of multiple attacks) or hold

    for their turn in the initiative roster.

    Special Combat Situations

    Situation Atk Blk Ddg Ini P.Act

    Flanked -10 -30 -30 NA NA

    From Behind -30 -80 -80 NA NA

    Surprised NA -90 -90 NA -90

    Vision

    PartiallyObscured -30 -30 -15 NA -90

    Vision totally

    Obscured -100 -80 -80 NA -90

    Higher ground +20 NA NA NA NA

    From Ground -30 -30 -30 -10 -30

    Partially

    Immobilized -20 -20 -40 -20 -40

    Mostly

    Immobilized -80 -80 -80 -30 -60

    FullyImmobilized -200

    -200

    -200 -100 -200

    Put atweapons point -20

    -120

    -120 -50 -100

    Levitating -20 -20 -40 NA -60

    Flight type10-14 +10 +10 +10 +10 NA

    Flight type15+ +15 +10 +20 +10 NA

    Charging +10 -10 -20 NA NA

    DrawingWeapon -25 -25 NA NA -25

    CrowdedSpace -40*

    -40* -40 NA -20

    SmallAdversary -10 NA NA NA NA

    TinyAdversary -20 -10 NA NA NA

    In addition to Special combat situations

    there are also Special purpose attacks.

    Disable- This is an attack meant to disable

    an opponent without killing them. A

    directed attack is launched against the limb

    that you wish to disable. The damage from

    the attack is halved; however the full

    damage is used to determine the critical

    level. The limb is treated as a vulnerable

    point.

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    Directed attack-A directed attack is a blow

    meant to target a specific part of the

    opponents body.

    Body

    Part

    Penalty Against

    HumanoidsNeck -80

    Head -60

    Elbow -60

    Heart -60

    Groin -60

    Foot -50

    Hand -40

    Knee -40

    Abdomen -20

    Arm -20

    Thigh -20Calf -10

    Torso -10

    Eye -100

    Wrist -40

    Shoulder -30

    Take Down- This is an attack intended to

    knock an opponent down. The attack is

    made at -30 or -60 if using a weapon. For

    the purpose of this attack the defender is

    treated as having an AT of 0. If the attack

    lands and would do damage then an

    opposed test is made the attacker using

    either strength of agility and the defender

    using dexterity or agility. If the damage is

    less than 100% the attacker applies a penalty

    of +3 to their opposed roll, if the damage

    is 200%+ the attacker has a bonus of -3. If

    the attacker wishes a take down can alsodeal damage, halving the base damage (AT

    applies). Creatures with more than two legs

    get a natural bonus to the opposed test of -3.

    Knock out- This is a directed attack to an

    opponents head with the intention of

    rendering them unconscious. The attack

    needs to be made with an impact weapon

    (non-impact weapons impose a -40 penalty).

    The damage from the attack is halved;

    however the full damage is used to

    determine the critical level. A critical level

    over 50 renders the opponent unconscious.

    Unconsciousness-The player is

    unconscious, this lasts for one hour

    for every 10 points of failure on the

    resistance test. If the failure level is

    less than 10 they are unconscious for

    a number of minutes equal to the

    failure level.

    Put at weapons point-This attack is to get

    the drop on an opponent placing your

    weapon at their throat or heart. This attack

    suffers a -100 penalty and the defender AT

    considered 0, success results in the target

    being placed at weapons point. After

    placing an opponent at weapons point you

    can now attack them as a passive action,

    interrupted only if surprise by an opponent

    is used to interrupt your attack.

    Disarm-This is an attack with the intention

    of removing a weapon from an opponent.

    The attack is made at -40 and the defender is

    treated as having an AT of 0. If the attack

    would result in damage then an opposed

    test is made, the attacker and the defender

    may choose between strength and dexterity.

    If the attack resulted in less than 100%

    damage then the attacker suffers a +3

    penalty on their opposed roll , where as if

    the attack resulted in 200%+ then they have

    a bonus of -3.

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    If the defender fails they suffer an

    Action penalty equal to the degree of

    failure that fades at a rate of 10

    points a turn. If the defender fails by

    60+ then they are rendered

    unconscious

    Heat Damage: The defender risks

    being set on fire. The defender rolls

    a D100 (no open rolls) and adds that

    to the damage dealt, if the defenders

    clothes/gear are prone to catching

    fire add a bonus to this roll between

    10-40, and fire resistant clothing can

    deduct up to 60 from the roll.

    o 140-179 Scorching: playermust attempt to put out the

    fire with a dex or agi roll, the

    level of success is deducting

    from the total fire value.

    Failure to suppress the fire

    adds 10 points

    o 180-239 Burning: Same as

    scorching but the player takes

    10 points of damage a turn,

    each Heat AT reduces this by

    2

    o 240-299 In flames: Same as

    burning same that they lose

    25 points in damage a turn.

    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

    employed so long as the defenders Move

    could take them out of the radius of the

    attack, those lacking in move can still

    attempt to dodge at -80

    Essence attacks-Are spiritual attacks thatrequire a resistance check, those who are

    unable to perceive the supernatural suffer

    the vision totally obscured penalty -80 and

    the -90 surprise penalty for a total of -170.

    Death-Suffering a critical that results in

    amputation to the head or heart results in

    instant death. If a players LP drops to a

    negative value exceeding 5x their

    constitution score then they have died.

    The thin line-When a player is at 0 (or less)

    LP they can die at any time as their body can

    simply give out. A PhR check must be

    made each hour to stabilize or the player

    losses 1 LP. If the player fails the check by

    60+ they die. Stabilizing set LP to 0 and the

    player regains consciousness suffering a -60

    action penalty (fades at a rate of 5 points a

    day). A player can be stabilized by someoneelse with a Moderate medicine check.

    Spirit-A person remains in this realm for a

    number of hours equal to their power score

    after dyeing.

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    Recovery: Be a man, walk it off

    Each character has a regeneration level

    Constitution Regen lvl

    1-2 0

    3-7 1

    8-9 2

    10 3

    11 4

    12 5

    13 6

    14 7

    15 8

    16 9

    17 10

    18 1119-20 12

    Your regeneration level determines your

    healing rate, and the rate that wound based

    action penalties fade.

    LVL

    LP

    resting

    LP

    active

    Penalty

    fade Special

    1 10/day 5/day 5/day NA

    2 20/day 10/day 5/day NA

    3 30/day 15/day 5/day NA

    4 40/day 20/day 10/day NA

    5 50/day 25/day 10/day No scars

    6 75/day 30/day 15/day

    Immune to bleed

    out

    7 100/day 50/day 20/day

    cleanly

    amputated

    limbs recover inone week if

    placed

    on the stump

    8 250/day

    100/da

    y 25/day

    as above but in

    5 days

    9 500/day200/da

    y 30/day

    as above but in

    3 days, no longer

    makes life anddeath tests

    10 1/minute NA 40/day

    as above but in

    one day

    11 2/minute NA 50/day

    Any amputation

    recovers in one

    week if placedon the stump

    12 5/minute NA 5/hour

    as above in three

    days

    13 10/minute NA 10/hour as above in oneday

    14 1/turn NA 15/hour as above in hours

    15 5/turn NA 20/hour

    As above in oneturn.

    Except for the

    headlost limbs grow

    back

    in one week

    16 10/turn NA10/minut

    eas above in threedays

    17 25/turn NA 10/turn as above in hours

    18 50/turn NA 25/turn

    as above in a few

    turns

    19 100/turn NA all/turnas above in oneturn

    20 250/turn NA all/turn

    All criticals are

    nullified

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    Ranged Attacks: PewPew

    Normally initiative with a ranged weapon is

    slower than an unarmed attack, the speed

    reduction representing the time it takes to

    ready the weapon. Should the playeralready have the weapon primed at the start

    of the initiative roll then the player uses their

    unarmed initiative instead.

    Making a ranged attack with a

    bow/firearm/thrown weapon is a bit

    different than making a melee attack. The

    attacker rolls a D100 adding the result to

    their combat score, while open rolls apply

    the maximum cap on the roll is 280(unlessthe weapon has been imbued in some way).

    The attacker must also compare their roll to

    the firing difficulty to see if they even have

    the option to hit.

    Situation Difficulty

    Point Blank: less than 5ft 40

    Short range: 5 to 30ft 80

    Medium Range: 31 to 160ft 120

    Long Range: 161 to 500ft 140Very Long Range: 501 to1,600ft 180

    Extreme Distances: 1,601 to2,500ft 240

    Unclassifiable: 2,500+ft 280

    The attacker also needs to consider the range

    of their weapon, as well as any modifiers

    that may apply to ranged combat, and many

    of the combat situations from the meleesection can also apply, From behind,

    flanking, and immobilization are prime

    examples of this.

    Each weapon will have an effective range

    and maximum range, which is affected by

    your strength score. There is also a cap on

    the amount of force the weapon itself can

    handle, in order to reach truly obscene

    ranges then some sort of imbued/enchanted

    weapon must be used. The range increases

    apply to both the effective and maximum

    ranges.

    Str RangeWeaponQuality

    3 -100ft NA

    4 -30ft NA

    5 0 NA

    6 0 NA

    7 +30ft NA

    8 +60ft NA9 +100ft NA

    10 +150ft NA

    11 +300ft +5

    12 +800ft +10

    13 +1500ft +10

    14 +1 mile +15

    15 +3 miles +15

    16+ +5 miles +20

    Special Combat Situations (from meleesection)

    Situation Atk Blk Ddg Ini P.Act

    Flanked -10 -30 -30 NA NA

    From Behind -30 -80 -80 NA NA

    Surprised NA -90 -90 NA -90

    Vision Partially

    Obscured -30 -30 -15 NA -90

    Vision totallyObscured -100 -80 -80 NA -90

    Higher ground +20 NA NA NA NA

    From Ground -30 -30 -30 -10 -30

    Partially

    Immobilized -20 -20 -40 -20 -40

    MostlyImmobilized -80 -80 -80 -30 -60

    Fully

    Immobilized -200 -200 -200 -100 -200

    Put at

    weapons point -20 -120 -120 -50 -100

    Levitating -20 -20 -40 NA -60

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    Flight type 10-

    14 +10 +10 +10 +10 NA

    Flight type 15+ +15 +10 +20 +10 NA

    Charging +10 -10 -20 NA NA

    Drawing

    Weapon -25 -25 NA NA -25

    Crowded Space -40* -40* -40 NA -20

    SmallAdversary -10 NA NA NA NA

    Tiny Adversary -20 -10 NA NA NA

    Projectile Modifiers

    Situation Modifier

    Move more than

    25%

    of Movement value -10

    Run at maximum

    movement value -50

    Poor Visibility -20

    Target behind

    cover -40

    Change target -10

    Target moving

    more

    than speed 8 -20

    Target moving

    speed 10 -40

    Target movingmore

    than speed 10 -60

    After having

    defended

    this combat turn -40

    Attacking beyond

    effective range -30

    Large target +30

    Aiming 1 turn +10

    Aiming 2 turns +20

    Aiming 3 turns +30Point-blank range +30

    The defender must now attempt to avoid the

    attack. Defending against thrown weapons

    is done with a -50 to block or a normal

    dodge attempt. Mastery in block removes

    the -50 penalty.

    Defending againstfired projectiles is a bit

    trickier due to the velocity of the attack.

    Situation

    Fired

    attack

    Block -80

    Dodge -30

    Block w/ mastery -20

    Dodge w/ mastery 0

    Block w/ shield -30

    Block w/ shield &

    mastery 0

    Rain of projectiles-There maybe a case

    where a character suffers a rain of

    projectiles and defending against each shot

    would be time consuming. If 10 or more

    attackers with no variance greater than 60 in

    attack ability attack then there is only one

    attack is made with +150 to the highest

    attack score instead of rolling and the base

    damage is 4x its normal value.

    Just like with melee there are three possible

    outcomes when resolving a ranged attack.

    The attack misses or hits with out damage.

    The attack misses or does trivial damage, the

    defender forgoes any active action for the

    turn.

    The attack misses and a counter attack is

    possible. The counter attack only gets the

    counter attack bonus if they are with in

    melee range and making a melee counter

    attack. A ranged counter attack does not get

    the counter attack bonus and can only be

    done with a ranged attack.

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    The attack hits and does damage. The attack

    lands and deals damage, the defender

    foregoes any active actions this turn.

    Reload-Fired projectile weapons will have a

    reload time. This determine how often theycan be fired, for example a reload time of 1

    can be used each turn while a reload time of

    2 can be used every other turn. The lost turn

    is spent reloading the weapon. For every

    100 points of attack ability or100 points of

    sleight of hand the player may reduce the

    reload time of the weapon by one turn. For

    example firing a reload 1 weapon more than

    once in a turn or a reload 2 weapon every

    turn. Each turn reduced on the reload time

    imposes a cumulative -25 penalty. So a

    character with sleight of hand 100 can use a

    reload 1 bow twice in a turn once at the

    normal attack value and a second time at -25

    this works similar to the multiple attack

    penalties for melee.

    Rate of fire-Thrown weapons do not require

    reloading, they do however have a rate of

    fire. Thrown weapons will have a ROF

    score which indicates how many a player

    can throw in a turn. For example a ROF 40

    weapon can be thrown once for every 40

    attack points you have, meaning that a

    player with am attack ability score of 120

    could throw three of the weapons in a single

    turn. Each additional weapon thrown

    imposes a -10 penalty. No matter the

    thrown score a player can always throw atleast one weapon a turn. Any item with an

    unlisted ROF is assumed to be ROF 80.

    Magic in combat: No bright wizards!

    When blending magic and combat there are

    a few differences to be aware of. A magic

    user may only cast an active spell on their

    turn, regardless of counterattack

    opportunities. Magic users use theirMagic

    Projection score as their attack value.

    Unlike melee/ranged when using magic

    projection the caster does not suffer from

    multiple casting penalties, and only suffers

    from vision related penalties from special

    combat situations. Magic projection is also

    not effected by the projectile modifiers,

    Aiming being the exception.

    Spell casting is an active action, and

    performing multiple active actions still

    comes with the standard penalties they do

    not apply to the magic projection rolls. It is

    worth noting that mages that are required to

    gesticulate reduce their MA by half is taking

    other actions.

    Magic shields-Some casters have the option

    to summon forth magical shields to help

    defend themselves. The caster defends

    themselves using the shield by rolling a

    D100 and adding that to their magic

    projection. Magic shields do not suffer

    penalties for additional defenses and are

    only subject to the penalties from surprise,

    put at weapons point, vision partially

    obscured, and vision totally obscured. Any

    counter attack bonus gained using a shield is

    not addedto magic projection, but can be

    used with other abilities. For example a

    warlock uses a shield to block an attack and

    applies the counter attack bonus to a meleestrike.

    A shield that stops an attack is dealt the base

    damage of the blow, and a blow strong

    enough to shatter a shield continues on to hit

    the caster using the left over base damage to

    determine the finial damage of the attack.

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    Example a shield that can take 30 damage is

    used to stop an attack with a base of 70, the

    attack shatters the shield leaving 40 carry

    over that can be effected by the damage

    modifiers granted by the combat chart.

    As an active action the shield can be used to

    cover others. The caster suffers a -40 to

    their magic projection score when defending

    another in this fashion. If the shield fails to

    stop the attack then it continues normally

    and the defender can attempt their own

    means of evasion.

    Note: Physic shields work in the same

    manner substituting Psychic projection formagic projection.

    Casting a Spell-Magic users will have a

    Zeon pool, which can be thought of as a

    mana pool and a Magic Accumulation score

    (MA). The MA score represents how much

    Zeon a caster can access in one turn. Using

    your MA is a passive action however there

    are a few things to note. Performing any

    other action on the same turn that MA isbeing used reduces the MA value by 50%.

    The caster also needs to be able to chant and

    gesture with both hands being unable to do

    so also reduces their MA by 50%. So if

    your MA value is 100 and you take an active

    action the same turn as you use your MA

    then the MA value would be 50, additionally

    if you did not chant(-50%) and gesture (-

    50%) then your finial MA value would be

    13.

    Accumulating Pure Magic-When the player

    uses MA they do not have to declare a spell,

    they can opt to simply begin to build a pool

    of accumulated Zeon to be used on any

    spell. When accumulating pure magic the

    caster is not allowed to stop accumulating

    until a spell has been cast, stopping returns

    all Zeon to the casters reserve and they lose

    10 points. After casting a spell any unspent

    Zeon return to the casters reserve at the end

    of the turn.

    Accumulating a specific spell-Just as a caster

    can draw pure Zeon they can also prepare a

    specific spell. When doing so the player

    declares the spell and the intended potency

    when they start using their MA. All Zeon

    gathered go toward the casting of this spell,

    the difference in this method is that after

    gathering the needed Zeon the caster may

    hold the spell for a number of turns equal

    to their Power characteristic. Once this

    hold has expired the spell must be released

    or the caster can return the Zeon to their

    reserve loosing 10 Zeon in the process.

    Once a spell is on hold the caster may begin

    MA for an additional spell while holding the

    current spell.

    Damage while Accumulating-If the player

    takes damage while using their MA they

    risking loosing the Zeon gathered. Keeping

    the Zeon requires a withstand pain check

    with a difficulty equal to 2x the damage they

    received, if the caster fails the roll by an

    amount greater than or equal to the base

    damage of the attack then the Zeon points

    are lost completely. Preparing a specific

    spell adds a +40 bonus to this roll.

    Using Magic Projection-Magic projection is

    used in much the same way as the ranged

    attack ability in that the success level is also

    tied to the maximum range. Casting a spell

    on anyone the caster in is physical contact

    with adds a +40 bonus to the Magic

    projection roll.

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    Difficulty and Range

    Routine: The caster

    Easy: 15ft

    Moderate: 80ft

    Difficult: 300

    Very Difficult: 800

    Absurd: 1500ft

    Almost Impossible: 3000ft (can cast

    beyond eyesight if the targets exact

    location is known)

    Impossible: up to 3 miles (only need

    to know the approximate location)

    Zeon Recovery-Casters regain their MA in

    Zeon points a day. Players with the gift can

    exchange Zeon by touch, with the giver

    transferring his MA in Zeon points a turn.

    Some magical devices are also able to store

    Zeon.

    KI: YAY Spirit Bomb!

    Ki Accumulation- Much like MA Ki

    accumulation is a passive action. The player

    can choose to accumulate from as many oras few of their Ki pools as they want on any

    given turn. If the player takes any other

    actions then their Ki accumulation value is

    halved, However if the additional action is

    tied to the activation of a Ki ability then the

    players Ki accumulation is not halved. If

    the player stops accumulating Ki for one

    turn the collected points must be spent or

    return to his Ki pools at the end of the turn.

    Gathering 20 or more total Ki points renders

    the players aura visible.

    Just like with magic a Ki user can declare a

    Ki ability before gathering Ki and once he

    has enough the ability can be placed on

    hold. Each turn on hold costs a number of

    generic Ki equal to the Ki ability level.

    Ki recovery-Ki points are regained at a rate

    of one point every hour.

    Psychic Powers: Big heads

    Using psychic abilities works in a similar

    manner as magic. The player has a Psychic

    projection score they use to direct their

    psychic abilities. Unlike magic there are

    also two additional aspects of psychic usage

    to be aware of, Psychic potential and

    psychic points.

    Psychic projection-Like magic the only

    penalties that apply to psychic projection are

    vision partially obscured and vision totally

    obscured. As with magic and ranged

    attacks, the range is also determined by the

    level of success.

    Just as casters and ranged fighter can aim a

    psychic can concentrate in an effort to boost

    their psychic potential.

    Concentration

    1 turn +10

    3 turns +20

    5 turns +30

    1 minute +40

    1 hour +50

    Failure and Fatigue-Some powers exert

    great power on the mind, and a failure whenusing them takes a harsh toll on the psychic.

    If the far right effects column lists a fatigue

    value rolling within that range has a psychic

    backlash on the player. The fatigue value is

    the number of free PP lost due to mental

    strain. Once the character is out of PP they

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    lose fatigue points. If the character Fatigue

    drops to 0 or below due to Psychic fatigue

    they suffer shock requiring a PsR check (-10

    penalty for every negative fatigue point)

    difficulty 100(120 if -6+ fatigue) to avoid

    falling into a coma that lasts a number of

    days equal to the failure level. Failing this

    check by more than 80 points is fatal.

    Difficulty and Range

    Routine: The caster

    Easy: 15ft

    Moderate: 80ft

    Difficult: 300

    Very Difficult: 800

    Absurd: 1500ft

    Almost Impossible: 1mile (can target

    those beyond eyesight if the targets

    exact location is known)

    Impossible: up to 10miles (only need

    to know the approximate location)

    Psychic Potential-Psychic potentialrepresents the players potency with psychic

    abilities; it also determines the maximum

    number of psychic actions a player can take

    in a single turn. Psychic have psychic

    potential is a bonus pool that can be divided

    up amongst psychic activations. All psychic

    projection roll must have at minimum a +10

    bonus from psychic potential, in this way it

    also acts as the determining factor in how

    many psychic abilities can be used in a turn.

    For example if a psychic had a psychic

    potential of +60, that means that they could

    make one roll at +60, or two rolls at +25 and

    +35, or six rolls at +10 with six being the

    maximum number of psychic actions they

    can take. Performing additional non-psychic

    active actions before using psychic powers

    imposes a cumulative -25 penalty to psychic

    potential for each active action performed.

    Performing an active action afterusing

    psychic powers suffers a flat -25 penalty.

    Psychic points- Know as PP psychic points

    are wild cards that help to flesh out your

    psychic powers. PP can be used in a

    permanent fashion to develop powers or a

    temporary fashion for short bonus and

    boosts. PP is regained at 1 point an hour.

    Permanent PP use

    Affinity to a psychic discipline Master a new mental power

    Increase psychic potential

    Strengthen a power

    Acquire an innate slot (2PP)

    Temporary PP use

    Improve psychic projection

    Increase psychic potential

    Eliminate fatigue Temporary access to a power

    Improve innate power

    Improve Psychic Projection-Fatigue cannot

    be used to increase Psychic projection, but

    free PP can be used to grant a +10 bonus to

    a specific power. Up to 5 PP may be spent

    on a single power in this way.

    Increase psychic potential-Players may

    spend free PP to improve the psychic

    potential they have for a single power. Each

    PP adds +20 psychic potential with a

    maximum of 5 PP per power.

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    Eliminate Fatigue-The player may declare

    the use of a PP before activating a power,

    preventing fatigue should it occur.

    Temporary access to a power-For 1 free PP

    the player may gain access to a psychicpower they do not yet have for one turn.

    Improve innate power-The player may use

    free PP to improve an innate power. For

    each PP (max 5) invested the player adds

    +20 to their psychic potential for the

    purposes of determining the maintained

    level of the innate power. PP spent in this

    fashion cannot be recovered until the innate

    power has been released.

    Using a Psychic Power- The player decides

    how much of their available psychic

    potential they would like to dedicate to the

    power and then rolls a d100. The values are

    added to determine at what level the power

    activates at (if at all). The player then

    makes a projection test to aim the power by

    rolling a d100 and adding the result to their

    psychic projection. This can be dodged (orblocked if the defender can block energy)

    with the standard ranged defense penalties

    and the blind penalties (unless defender has

    see supernatural). At least10% damage

    must be achieved on the combat chart.

    Situation

    Fired

    attack

    Block -80

    Dodge -30Block w/ mastery -20

    Dodge w/ mastery 0

    Block w/ shield -30

    Block w/ shield &

    mastery 0

    Summoning: You blatant Ash rip-off.

    Summoners use four different abilities;

    Summon, control, bind, and banish.

    Summoning abilities are always active

    actions, however performing multiplesummoning actions in a single turn will not

    result in multiple action penalties. This

    means a summoner could summon, then

    control, then bind a being on the same turn

    without penalties to their rolls. The

    difficulty and cost to use these abilities is

    tied to the level of the being being

    summoned. Summoner abilities can be

    affected by a number of things.

    Time spent on Invocation

    Time Modifier

    Immediate -100

    1 turn -50

    3 turns -20

    5 turns 0

    1 minute +10

    1 hour +20

    6 hours +30

    1 day +401 week +50

    1 month +60

    6 months +70

    1 year +80

    5 years +90

    10 years +100

    50+ years +120

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    Additional modifiers

    Situation Modifier

    Knowing thebeing's

    true name +20Possessing an

    object

    belonging to it +10

    Possess a part of it +20

    Unknown creature

    type -50

    Summoning-The player spends the needed

    Zeon and makes a summon check

    Level Summon Zeon

    0 140 10

    1 160 20

    2 180 40

    3 200 60

    4 220 80

    5 240 100

    6 260 120

    7 280 140

    8 300 160

    9 320 18010 340 200

    11 360 220

    12 380 240

    13 400 260

    14 420 280

    15 440 300

    Failure

    level Effect

    1-10 No effect, failure

    11-25 Failure and Zeon lost

    26-50 Failure and 2x Zeon lost

    51-75

    2x Zeon lost high lvl being ofopposite nature summoned.Being is unable to be bound or

    controlled

    76-100

    4x Zeon lost multiple high lvl

    beings

    of opposite nature summoned.Beings are unable to be bound or

    controlled

    100+

    All Zeon lost, Summoner is

    transported to the presence of a

    mighty being of opposite nature

    Control-The player spends the needed Zeon

    and makes a control check. A controlled

    being can attempt to free itself once per hour

    or each time it is given an order hat

    contradicts its nature. This is carried out by

    another control check that does not cost

    Zeon. Attempting to absorb Zeon from a

    bound being immediately frees the being.

    Level Control Zeon

    0 180 20

    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

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    13 440 520

    14 460 560

    15 480 600

    Failurelevel Effect

    1-10 No effect, failure

    11-25 Failure and Zeon lost

    26-50 Failure and 2x Zeon lost

    51-75

    2x Zeon lost and Being is nowimmune to the summoners

    Control attempts

    76-1004x Zeon lost, Summoned beingnow has control of the summoner

    100+

    The summoner becomes the

    beings puppet for the rest of hislife

    Bind-The player spends the needed Zeon

    and makes a Binding check. This ability

    will bind a being inside a psychical object

    and must be maintained daily by the

    summoner. The summoner must pay the

    binding cost daily. While bound the being

    can communicate with the person possessingthe vessel, the summoner can extract the

    being from and return it to the vessel at will

    as a passive action (note while passive it will

    not fully materialize until the next turn). If

    the vessel is broken the being is freed.

    The vessel-In order to store a being

    in an object the vessel must have a

    presence equal to or greater than the

    being being bound. A vessel canhold multiple being so long as their

    combined presence does not exceed

    that of the vessel.

    Level Bind Zeon

    0 160 5

    1 180 10

    2 200 203 220 30

    4 240 40

    5 260 50

    6 280 60

    7 300 70

    8 320 80

    9 340 90

    10 360 100

    11 380 110

    12 400 120

    13 420 14014 440 180

    15 460 200

    Failure

    level Effect

    1-10 No effect, failure

    11-25 Failure and Zeon lost

    26-50 Failure and 2x Zeon lost

    51-75

    2x Zeon lost and Being is now

    immune to the summoners Bindattempts, all other being bound

    by the summoner are freed

    76-100

    4x Zeon lost and Being is now

    immune to the summoners Bindattempts, all other being bound

    by the summoner are freed and

    immune to his powers

    100+

    The summoner becomes bound

    inside the being and shares its

    fate. If it dies so does the

    summoner

    Banish-The summoner makes a banish

    check in an attempt to cast a being from this

    realm. The level of success is how many

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    days the being must wait before being able

    to enter this realm again.

    Level Banish Zeon

    0 100 5

    1 120 52 140 10

    3 160 15

    4 180 20

    5 200 25

    6 220 30

    7 240 40

    8 260 50

    9 280 60

    10 300 80

    11 320 100

    12 340 12013 360 140

    14 380 160

    15 400 180

    Failurelevel Effect

    1-10 No effect, failure

    11-25 Failure and Zeon lost

    26-50 Failure and 2x Zeon lost

    51-75

    2x Zeon lost and Being is nowimmune to the summoners

    banish attempts.

    76-100

    4x Zeon lost and several smaller

    beings are summoned forth,immune to the summoners

    powers

    100+

    All Zeon is lost and a legion of

    similar beings appear-immune to

    the summoners powers

    Invocation: Are you there, its me Ash?

    Invocations requestthe aid of beings too

    powerful to be summoned and controlled.

    In order to receive the power from an

    invocation the player must spend the Zeon

    required by the Invocation and make a

    summon check based on the listed difficulty

    (failure works as summoning failure). If the

    player is successful the being appears before

    then and proposes a pact which the player

    must fulfill to gain access to the beings aid.

    Once the player hasfinished the pactthey

    must invoke the being again to declare the

    pact finished (not attempting this while the

    pact is unfinished will result in losing the

    ability to ever gain the beings aid). There is

    no limit to the number of times a player can

    use an invocation, but each being leaves a

    bit of its soul with the character preventing

    him from gaining the pact of an opposing

    arcana. Example the player could not

    complete the pact for both the death and the

    death reversed.

    Invoking a sealed pact can be a passive

    action or an active action depending on the

    nature of the invocation. The summon roll

    is effected by time spent preparing the

    summon but not by the additional

    modifiers.

    Familiars: Being a true pet class

    To obtain a familiar the summoner must find

    a being whose presence is with 5 points of

    their own and get its consent (or force it

    with a control action). The summoner then

    makes a Bind check treating the being as

    being two levels higher than what it

    currently is and investing 10x the Zeon. Thefamiliar automatically consumes half the

    Zeon it would take to keep such a creature

    bound each day.

    Leveling up-Familiars can level up with the

    summoner, each time the player levels up so

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    does the familiar granting the being 100dp

    to spend. The summoner can hinder the

    familiars progressing preventing it from

    leveling up.

    Familiar powers- The summoner alwaysknows where his familiar is and can even

    launch spells through the familiar using his

    MA at 50%. If the familiar has spells of its

    own it may use them but its Zeon recovery

    is set by the summoner. Example is the

    summoner has a MA of 120 he can opt to

    get 100 Zeon a day and his familiar to get 20

    Zeon a day.

    Death and injury- When a familiar is injuredthe summoner feels it, when the being loses

    LP the summoner must make a PhR check

    equal to 2x the damage the familiar has

    received, or suffer a -20 action penalty

    (fades 5 points an hour), failing this check

    by 50+ renders the summoner unconscious.

    If the familiar is killed the summoner

    automatically receives a -20 action penalty

    and must make a PhR test equal to the

    damage that killed the familiar or fall

    unconscious, failing this check by 60+ will

    also kill the summoner.

    Breaking the bond-Death of either the

    summoner of the familiar breaks the bond

    and the surviving being can enter into a new

    bond in the future. The bond can also be

    broken if the summoner is unable to pay for

    the upkeep on the familiar, each day the

    summoner is unable to pay for the upkeep

    imposes a cumulative -10 action penalty. If

    this happens for more than a week the bond

    is broken and the summoner looses one

    point from his Power score.

    Elan: Saves and takes half damage

    Elan is the actually favor of a divine being

    that may assist the player when called upon.

    Elan is broken in to tiers and there are

    limited numbers of individuals who can bein each tier. As one synchronizes with one

    deity the limit of Elan the player can have

    with additional deities decreases.

    ElanMax

    SynchronizedAdditionalElan limit

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    Fear-Player suffers a -60 action penalty to

    any action other than escaping the source of

    the fear. Fear lasts for one hour for every 10

    points of failure on the resistance roll.

    Terror-Player isforcedto flee the source ofterror. Terror lasts for one hour for every 10

    points of failure on the resistance roll.

    Pain-Player can suffer pain after failing a

    resistance check resulting in a -40 action

    penalty.

    Weakness-Player looses one point from

    strength, dexterity, agility, and constitution

    for every 10 points of failure on theresistance test. The penalty fades at one

    point an hour.

    Paralysis-Player suffers partially

    immobilized or mostly immobilized

    penalties depending on the level of

    paralysis.

    Total paralysis/Incapacitation-The player is

    unable to move and suffers the effect of total

    immobilization. No actions are allowed in

    this state. Lasts for one hour for every 10

    points of failure on the resistance test.

    Rage-Player attacks the target of his rage,

    and any target after that using his most

    powerful attacks. The player will use as

    many fatigue/PP points as possible. This

    lasts for one minute for every 10 points of

    failure on the resistance test.

    Coma-Player is incapacitated.

    Blindness-Player suffers vision totally

    obscured penalties. Blindness caused by a

    flash of light only uses vision partially

    obscured. Blindness lasts for one hour for

    every 10 points of failure on the resistance

    test.

    Deafness/Mute-Lasts one hour for every 10

    points of failure on the resistance test.

    Fascination-Player will not perform any

    active actions and suffers -20 to all passive

    actions.

    Unconsciousness-The player is unconscious,

    this lasts for one hour for every 10 points of

    failure on the resistance test. If the failure

    level is less than 10 they are unconscious for

    a number of minutes equal to the failure

    level.

    Hallucinations-Lasts fro one hour for every

    10 points of failure on the resistance test.

    Traps: ITS A TRAP!

    Traps have two values; Complexity and

    Concealment. Complexity is how difficult it

    is to disarm or avoid the trap. Concealment

    how hard it is to spot the trap (using the

    search skill lowers the difficulty by onelevel). Most traps Complexity level and

    concealment level are the same, but it is

    possible to shift the level. For example a

    level 40 trap has 40 for both its complexity

    and concealment, the person laying the trap

    may opt to have the complexity be 50 and

    the concealment be 30.

    Trapping-Traps intended to imprison

    victims have a strength score for a trappingcheck equal to the complexity divided by 5.

    Pit-Pit traps use falling damage

    Damage-These traps deal direct damage,

    using the complexity of the trap as the attack

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    score, with a base damage equal to the level

    of the trap.

    Poison: Sweet 80s rock

    Poisons use a level system rating them from10-100, the level determining the difficulty

    of the VR check to resist the poison. Poison

    level is comprised of three factors;

    Activation time, duration, and effect.

    Default poison has a base activation time of

    one hour and a duration equal to the VR

    failure level in hours. Players must make a

    VR check every 5 turns. Beings with poison

    immunity are not effected by poisons level

    70 or below.

    Antidotes-Antidotes use the same level

    system as poisons. Ingesting an antidote

    allows the player to make one new VR test

    with a bonus or penalty equal to 2x the

    difference in level between the poison and

    antidote. Specific antidotes always cure the

    position they are made for.

    Disease: STAAAAAARS

    Sickness works in much the same way as

    poison only requiring a DR check to avoid

    suffering the effects. The player must make

    a DR check daily until they beat the roll by

    40+.

    Weapons: Sharp pointy bits!

    The following section will serve as a

    reference for issues dealing with weapons.

    Can you use it?-The player starts the game

    only knowing how to use one weapon. They

    can attempt to use other weapons but suffer

    penalties for being untrained. New weapon

    types can be learned by purchasing weapon

    modules, pg 56.

    Similar: Player knows one weapon

    of the same class

    Mixed-class: Player knows how touse one of the listed weapon classes

    Different class/unarmed: Player is

    unskilled in the weapons use

    Type Penalty

    Similar weapon -20

    Mixed class -40

    Different class/unarmed -60

    Blocking and dodging -60

    Hows it work?- Some items will have

    special tags

    Precision-This allows the player to halve the

    penalties to land directed attacks or to put

    someone at weapons point.

    Two-handed Weapons-These must be

    wielded with both hands. The players

    strength bonus is doubled when applying todamage.

    One or Two handed-These can be wielded

    with one or two hands, using two hands

    double the strength bonus for damage. The

    required strength will be listed showing the

    minimum for using two handed and the

    minimum for using one handed.

    Complex-These can fumble of a roll of 1-5.

    Mastery removes the complex tag.

    Throwable-These weapons can be used as a

    thrown weapon.

    Trapping-These weapons allow the user to

    attempt the trapping maneuver. For every

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    +5 to the quality on a trapping weapon add a

    -1 bonus to the opposed check.

    Trapping weapon-This weapon allows the

    player to forego a counter attack to make a

    standarddisarm attempt.

    Unarmed: Be like Chuck Norris

    Martial arts modules expand on the combat

    prowess a player has with their feet and fist.

    For every 40 points in their attack and

    defense abilities a player may purchase a

    martial art for 50 dp (25 dp for Tao). At

    creation if the player forgoes knowing how

    to wield a weapon and selects unarmed astheir default attack then they may buy their

    first martial art for 25 dp(10 dp for Tao).

    The bonuses for attack and defensive

    abilities combined with any innate class

    bonuses to attack and defense cap at +50. A

    martial artist may cherry pick the effects

    he wants from each martial art known.

    Armor: Tanking 101

    Can you wear it?-Armor has a armor

    requirement value. In order to wear the

    armor without issue you mush have a

    sufficient wear armor ability. If your wear

    armor score is too low, the difference

    between the armor requirement and your

    wear armor score is treated as a penalty to

    all physical actions.

    Armor is heavy and even with the minimum

    wear armor score can slow you down. All

    armor has a natural penalty and a movement

    penalty. For every point over the armor

    requirement you have you may negate one

    point of the natural penalty, and for every 50

    point over you may negate one movement

    penalty.

    Layering-The player may layer armor to

    provide a better defense. Only one Hard

    armor may be worth, and up to two soft

    armors. Each layer beyond the first imposes

    a -20 penalty to initiative and certain

    secondary abilities regardless of your wear

    armor score. When layering armor the

    armor requirements are cumulative. For

    example wearing a soft armor requiring

    wear armor 10 and a hard armor requiring

    70 would require a wear armor score of 80

    to avoid penalties.

    Armor may cover the chest, chest and arms,

    or whole body (minus the head). The head

    will require a helmet.

    Helmets-Helmets can also impose a

    perception penalty; this cannotbe negated

    with a higher wear armor score.

    Shields-Shields will add a bonus to

    defensive abilities, and can be used for

    impact attacks. Using a shield to make an

    impact attack removes its defensive bonuses

    for the turn.

    Damage Resistance: LP Over 9000

    Damage resistance has special rules; here

    are a few of those rules.

    Regeneration-Damage resistance creature

    LP regen index is multiplied by 5.

    Disable attacks-Do not work against

    damage resistance creatures.

    Large Target-Ranged attacks do not get the

    large target modifier for damage resistance

    creatures.

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    Surprise-Damage resistance creature do not

    get a roll to resist surprise, they take the full

    force of the attack.

    Mystic Shields-Damage resistance creatures

    use their projection ability at -40 when usinga mystic shield. If this defense is over come

    they lose their active action. Also can suffer

    special combat situation penalties.

    Criticals-Reduce all incoming critical by

    half, a critical level over 50 causes them to

    lose their active actions.

    Area Attacks-If the area attack covers half

    its body then the damage on the combattable is doubled

    Fumbles-If damage resistance creatures

    fumble attackers get double the fumble level

    added to their attack.

    Accumulation-A roll is not needed when

    damaged while accumulating Zeon unless it

    was a critical.

    Familiars-Those Summoners with DamageResistance Familiars only have to make a

    PhR Check against one-tenth of their

    Familiars damage.

    Cold-The penalty is equal to the number

    they failed the PhR check by divided by 5.

    Heat-The in flames value is divided by

    five. Burning 50 LP a turn heat AT reduces

    by 5, In flames 125 LP, Burning to Ashes

    250 LP.

    DP Spending-They may only spend 25% oftheir DP in their attack ability.

    LP Multiples- They get their Damage

    Resistance multiple x 100.

    Experience: Gonna need a montage

    Experience will be awarded at the session

    level and at the combat level.

    Session Level-There will be session levelexp awarded at the end of the session based

    on the quality of the session. The following

    is a rough outline of what I will be looking

    for and the range I will score it,per player.

    ActionExperience

    Reward

    Participation perhour 1-10

    Difficult actions 1-5

    Good Ideas 1-5

    Story Closure 1-30

    Combat Experience-I will award combat

    level exp after the conclusion of each fight,

    you are free to (and encouraged) add the exp

    to your total then. Combat exp will be

    awarded to all those involved in the fight.

    All level ups will be handled after the end of

    the session. I will be using the following

    basis for the exp awarded.

    Combat Difficulty Experience

    Routine 0

    Easy 1

    Medium 5

    Difficult 10

    Very Difficult 15

    Absurd 20AlmostImpossible 30

    Impossible 60

    Condition Modifier

    Victory 100%

    Partial Victory 50%

    Defeat 33%

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    Artifact Creation Rules

    For the purposes of our games I amgoing to rank artifacts on a scale of one to

    five. The artifact perk will remain

    unchanged in the core book as rank four andfive are out of reach of starting characters.

    Choosing the level:The first step to creating your artifact is

    going to be selecting the Artifact Rank. For

    every rank an artifact has it receives a +5

    quality bonus as per the rules on page 67 ofthe core book. The artifact will also receive

    DP to use to flesh out the actual powers.

    Rank 1: 50DP

    Rank 2: 100DP Rank 3: 200DP

    Rank 4: 400DP

    Rank 5: 800DPChoosing the Form:

    The next step will be to choose the

    base form. When choosing a weapon orarmor as the base form note the normal

    presence of the item as listed in the

    equipment section on tables: 26, 27, 28, 29,

    31, 32, and 35. Once you have the base

    form apply the quality bonuses based on therules from page 67.

    When choosing something notincluded on the above tables than use tables

    77 and 78 on page 218 to estimate the base

    presence (with GM approval). Once youhave the base form we have to apply the

    quality bonuses from page 67, but we run

    into a small snag; the rules state that the

    item receives +10 to the ability when usingthe item. This is where a bit of

    interpretation comes into play, a +10 crownisnt going to add +20 to your wear crown

    skill; however it would be thematicallycorrect to add +20 to any of the following:

    Style, Leadership, or Persuasion. Basically

    the ability bonus will be based on an abilitythematically appropriate to the form, for

    example a wand adding a bonus to magic

    projection, or an old church relic adding a

    bonus to banish.

    Choosing Additional Abilities:

    Now it is time to start spending the

    DP gained from your artifacts level.Additional skill bonuses can be purchased at

    the same rate as the freelancer class (2DP

    per point) for the following skills: Attack,Block, Dodge, Wear Armor, Magic

    Projection, Summon, Control, Bind, Banish,

    Psychic Projection, and all secondaryabilities.

    You can only buy a bonus to an

    ability that was not granted a bonus from

    quality. For example you cannot buy more

    attack and block for weapons, or more WearArmor for armor (the -5 armor requirement

    bonus counts as+5 Wear Armor in thiscase).

    Choosing Mystic Object Powers:You will see the core book reference

    a few different types of mystic objects:

    Magic containers (page 111), Magic

    Amplifiers (page 112), and Psychic crystals(page 211). These minor powers can be

    mimicked by artifacts as well. These come

    with all the bonuses and potential drawbacks

    described.

    +5 Zeon storage: 2DP

    +1 MA Multiple: 60DP

    +5 Psychic Potential: 60DP

    Choosing Major Powers:You may now pick out any major

    powers offered to your character by the

    artifact, use youre remaining DP to buy

    creature powers from page 286-296. Whenselecting powers treat the artifact as having

    its rank x5 in gnosis (this is not actual gnosis

    but rather simply to determine if its eligiblefor a power).

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    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 noteven be aware that the item bears some sort

    of curse.

    Cursed items are made the same waynormal artifacts are, the exception being that

    various disadvantages maybe taken granting

    additional DP but applying anydisadvantages 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. Youmay also use Bad Luck, Unfortunate,

    Exhausted, Unlucky Destiny, and Damnedgaining 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. Forthe 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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