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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 3 4 5 6 7 8 9 10 Point Cost 3 4 5 6 7 8 9 11

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.

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.

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 play with 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 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 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" 4'8"-5'8" 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

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 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

Step 7: Life Points Your base LP score will be based on your CON. CON 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 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. LP Base 5 20 40 55 70 85 95 110 120 135 150 160 175 185 200 215 225 240 250 265

POW 1 2 3 4 5 6 7 8 9 10

ZEON 5 20 40 55 70 85 95 110 120 135

POW 11 12 13 14 15 16 17 18 19 20

ZEON 150 160 175 185 200 215 225 240 250 265

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 1-4 5-7 8-11 12-14 MA 0 5 10 15 POW 15 16-17 18-19 20 MA 20 25 30 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 1 2 3 4 5 6 7 8 9 10 Magic Level 0 0 0 0 0 10 20 30 40 50 INT 11 12 13 14 15 16 17 18 19 20 Magic Level 75 100 150 200 300 400 500 600 700 800

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 3 or less 4 5 6 7 8 9 10 11 Psychic Potential 0 0 10 20 30 40 50 60 70 WP 12 13 14 15 16 17 18 19 20 Psychic Potential 80 90 100 120 140 160 180 200 220

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 Base Attribute Base score Pool score 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

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 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

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.

Leveling a character Step 3: Presence 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 1 2 3 4 5 6 7 8 EXP 0 100 225 375 550 750 975 1225 LVL 9 10 11 12 13 14 15 16+ EXP 1500 1800 2125 2475 2850 3250 3675 +450 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.

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.

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 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 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 can exceed 280 until they posses the inhuman trait, or Zen to go beyond 320 Combat Crit: Ouch that hurt When someone loses half their current LP in one hit this results in a critical or 10% current LP form a vulnerable point (heart and head on a human). The attacker determines their critical level by rolling a d100 (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

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 0 1 2 3 4 Penalty -120 -80 -40 -20 -10

drop to -40 on the next turn, -35 on the turn after etc. If the defender fails by 51-100 Use tables 47 and 48 on page 90. Due to the shock and trauma half of the action penalty imposed remains until the wound has been healed. A blow to the head renders the defender unconscious. If the defender fails by 101-150 they risk losing life and limb. Use tables 47 and 48 on page 90. Due to the shock and trauma half of the action penalty imposed remains until the wound has been healed. The limb suffering the attack is rendered useless or possibly amputated, directed blows to the head of heart are fatal. If the defender fails by 151+ they are additionally rendered unconscious and will die in a number of minutes equal to their constitution unless receiving medical treatment at a difficulty of very difficult (140)
Table: 47 Crit. Lvl Locat. 101150 Yes

Suffers an All Action Penalty equal to the level of the Critical. The penalty diminishes at 5 points per combat turn up to its value. If the hit is on a limb, it is irreparably destroyed or amputated. If it hits the head or heart, the person dies. Like the previous, but the person is immediately unconscious, and dies in a number of minutes equal to his constitution if he doesnt get medical attention.

150+

Yes

Effects Suffers an All Action Penalty equal to the level of the Critical. The penalty diminishes at 5 points per combat turn. Suffers an All Action Penalty equal to the level of the Critical. The penalty diminishes at 5 points per combat turn up to its value. Hit location must be determined.

1-50

No

51100

Yes

Table: 48 Location Torso Ribs Shoulder Stomach Kidneys Chest Heart Right Arm Upper Forearm Lower Forearm Hand Left Arm Upper Forearm Lower Forearm Hand Right Leg Thigh Calf Foot Left Leg Thigh Calf Foot Head

Result 1-50 1-10 11-20 21-30 31-35 36-48 49-50 51-60 51-54 55-58 59-60 61-70 61-64 65-68 69-70 71-80 71-74 75-78 79-80 81-90 81-84 85-88 89-90 91-00

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 level roll 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 GM to royally screw you

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 and subtracts 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 active action 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. Those with 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. Actions In combat there are several Active and Passive actions a player can take. Active actions Attack an enemy

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

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

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 other declaring 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 your Attack 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 one Active 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

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 maximum number 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

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; the defender 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 Flanked From Behind Surprised Vision Partially Obscured Vision totally Obscured Higher ground From Ground Partially Immobilized Mostly Immobilized Fully Immobilized Put at weapons point Levitating Flight type 10-14 Flight type 15+ Charging Drawing Weapon Crowded Space Small Adversary Tiny Adversary Atk -10 -30 NA Blk -30 -80 -90 Ddg -30 -80 -90 Ini NA NA NA P.Act NA NA -90

-30 -100 +20 -30 -20 -80 -200 -20 -20 +10 +15 +10 -25 -40* -10 -20

-30 -80 NA -30 -20 -80 200 120 -20 +10 +10 -10 -25 40* NA -10

-15 -80 NA -30 -40 -80 200 120 -40 +10 +20 -20 NA -40 NA NA

NA NA NA -10 -20 -30 -100 -50 NA +10 +10 NA NA NA NA NA

-90 -90 NA -30 -40 -60 -200 -100 -60 NA NA NA -25 -20 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.

Directed attack-A directed attack is a blow meant to target a specific part of the opponents body. Body Part Neck Head Elbow Heart Groin Foot Hand Knee Abdomen Arm Thigh Calf Torso Eye Wrist Shoulder Penalty Against Humanoids -80 -60 -60 -60 -60 -50 -40 -40 -20 -20 -20 -10 -10 -100 -40 -30

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.

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 also deal 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

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.

Trapping-This is an attack intended to immobilize an opponent. This attack requires the use of a weapon with the trapping tag (or an unarmed attack) made at -40 with the defenders AT considered 0. If the attack lands and would do damage then an opposed test is made. The attacker chooses strength or dexterity and the defender chooses strength or agility. If the damage of the attack was under 100% then the attacker suffers a penalty to the opposed roll of +3, where as if the damage was 200%+ they have a bonus of -3. If the attacker succeeds by 1-2 points the defender is partially immobilized, 3-10 points and the defender is mostly immobilized, and 10+ resulting in the defender being fully immobilized. Note that while maintaining the hold the attacker is treated as being partially immobilized. Secondary attack type-Some weapons allow for more than one type of damage, you may declare the use of a secondary damage type at an attack penalty of -10. Area Attack-This is a cleave like maneuver intended to hit multiple opponents with a single blow. The attacker makes one attack roll at -50, each targeted individual defends separately. Should a defender gain the right to a counter attack using block has successfully stopped the attack. Small to medium weapons can attack up to 4 opponents in this fashion while large weapons can strike up to 5 human sized opponents.

Defending: That looks like its gonna hurt Pure Defense-The player foregoes any other active action this turn and adds +30 to block and dodge. Push aside-This is an active defensive action to attempt to push another person out of the way of an attack. The dodge is made at -30, failure indicates both persons take the effects of the attack. Absorb Hits-The player throws caution aside and takes the hits as they come. The players dodge and block abilities are halved for the rest of the turn, but being hit by an attack no longer prevents the player from taking active actions. Energy Attacks-Attacks made of pure energy are impossible to block (unless granted the ability by supernatural means) but may be dodged using the normal penalties for fired projectiles. Elemental Attacks-Elemental attacks are difficult to block (unless the defender can block energy) imposing a -120 penalty to block, dodge suffers no such penalty. Elemental damage types Cold damage: The defender must pass a PhR check with a difficulty equal to the amount of damage dealt. If the defender fails they suffer a Action penalty equal to the degree of failure that fades at a rate of 5 points 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 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: player must 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.

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 that require 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 someone else with a Moderate medicine check. Spirit-A person remains in this realm for a number of hours equal to their power score after dyeing.

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 Each character has a regeneration level Constitution 1-2 3-7 8-9 10 11 12 13 14 15 16 17 18 19-20 Regen lvl 0 1 2 3 4 5 6 7 8 9 10 11 12

Your regeneration level determines your healing rate, and the rate that wound based action penalties fade.
LVL 1 2 3 4 5 6 LP resting 10/day 20/day 30/day 40/day 50/day 75/day LP active 5/day 10/day 15/day 20/day 25/day 30/day Penalty fade 5/day 5/day 5/day 10/day 10/day 15/day NA NA NA NA No scars Immune to bleed out cleanly amputated limbs recover in one week if placed on the stump as above but in 5 days as above but in 3 days, no longer makes life and death tests as above but in one day Any amputation recovers in one week if placed on the stump as above in three days as above in one day as above in hours As above in one turn. Except for the head lost limbs grow back in one week as above in three days as above in hours as above in a few turns as above in one turn All criticals are nullified Special

7 8

100/day 250/day

50/day 100/da y

20/day 25/day

9 10

500/day 1/minute

200/da y NA

30/day 40/day

11 12 13 14

2/minute 5/minute 10/minut e 1/turn

NA NA NA NA

50/day 5/hour 10/hour 15/hour

15 16 17 18 19 20

5/turn 10/turn 25/turn 50/turn 100/turn 250/turn

NA NA NA NA NA NA

20/hour 10/minut e 10/turn 25/turn all/turn all/turn

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 player already 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(unless the 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 Point Blank: less than 5ft Short range: 5 to 30ft Medium Range: 31 to 160ft Long Range: 161 to 500ft Very Long Range: 501 to 1,600ft Extreme Distances: 1,601 to 2,500ft Unclassifiable: 2,500+ft Difficulty 40 80 120 140 180 240 280

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 3 4 5 6 7 8 9 10 11 12 13 14 15 16+ Range -100ft -30ft 0 0 +30ft +60ft +100ft +150ft +300ft +800ft +1500ft +1 mile +3 miles +5 miles Weapon Quality NA NA NA NA NA NA NA NA +5 +10 +10 +15 +15 +20

Special Combat Situations (from melee section)


Situation Flanked From Behind Surprised Vision Partially Obscured Vision totally Obscured Higher ground From Ground Partially Immobilized Mostly Immobilized Fully Immobilized Put at weapons point Levitating Atk -10 -30 NA -30 -100 +20 -30 -20 -80 -200 -20 -20 Blk -30 -80 -90 -30 -80 NA -30 -20 -80 -200 -120 -20 Ddg -30 -80 -90 -15 -80 NA -30 -40 -80 -200 -120 -40 Ini NA NA NA NA NA NA -10 -20 -30 -100 -50 NA P.Act NA NA -90 -90 -90 NA -30 -40 -60 -200 -100 -60

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 melee section 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

Flight type 1014 Flight type 15+ Charging Drawing Weapon Crowded Space Small Adversary Tiny Adversary

+10 +15 +10 -25 -40* -10 -20

+10 +10 -10 -25 -40* NA -10

+10 +20 -20 NA -40 NA NA

+10 +10 NA NA NA NA NA

NA NA NA -25 -20 NA NA

dodge attempt. Mastery in block removes the -50 penalty. Defending against fired projectiles is a bit trickier due to the velocity of the attack. Situation Block Dodge Block w/ mastery Dodge w/ mastery Block w/ shield Block w/ shield & mastery Fired attack -80 -30 -20 0 -30 0

Projectile Modifiers Situation Move more than 25% of Movement value Run at maximum movement value Poor Visibility Target behind cover Change target Target moving more than speed 8 Target moving speed 10 Target moving more than speed 10 After having defended this combat turn Attacking beyond effective range Large target Aiming 1 turn Aiming 2 turns Aiming 3 turns Point-blank range Modifier

-10 -50 -20 -40 -10

-20 -40

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.

-60

-40 -30 +30 +10 +20 +30 +30

The defender must now attempt to avoid the attack. Defending against thrown weapons is done with a -50 to block or a normal

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 they can 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 or 100 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 at least 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 their Magic 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 added to 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 melee strike. 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.

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 for magic 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 is being 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.

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)

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 3 turns 5 turns 1 minute 1 hour +10 +20 +30 +40 +50

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 or as 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

Failure and Fatigue-Some powers exert great power on the mind, and a failure when using 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

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)

active actions before using psychic powers imposes a cumulative -25 penalty to psychic potential for each active action performed. Performing an active action after using 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

Psychic Potential-Psychic potential represents 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

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.

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 psychic power 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 (or blocked 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 Block Dodge Block w/ mastery Dodge w/ mastery Block w/ shield Block w/ shield & mastery Fired attack -80 -30 -20 0 -30 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 multiple summoning 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 +40 1 week +50 1 month +60 6 months +70 1 year +80 5 years +90 10 years +100 50+ years +120

Additional modifiers Situation Knowing the being's true name Possessing an object belonging to it Possess a part of it Unknown creature type Modifier

Failure level 1-10 11-25 26-50

+20

+10 +20 -50

51-75

Summoning-The player spends the needed Zeon and makes a summon check Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 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

76-100

Effect No effect, failure Failure and Zeon lost Failure and 2x Zeon lost 2x Zeon lost high lvl being of opposite nature summoned. Being is unable to be bound or controlled 4x Zeon lost multiple high lvl beings of opposite nature summoned. Beings are unable to be bound or controlled All Zeon lost, Summoner is transported to the presence of a mighty being of opposite nature

100+

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 0 1 2 3 4 5 6 7 8 9 10 11 12

Control 180 200 220 240 260 280 300 320 340 360 380 400 420

Zeon 20 40 80 120 160 200 240 280 320 360 400 440 480

13 14 15 Failure level 1-10 11-25 26-50

440 460 480

520 560 600

51-75 76-100

100+

Effect No effect, failure Failure and Zeon lost Failure and 2x Zeon lost 2x Zeon lost and Being is now immune to the summoners Control attempts 4x Zeon lost, Summoned being now has control of the summoner The summoner becomes the beings puppet for the rest of his life

Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Failure level 1-10 11-25 26-50

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 90 100 110 120 140 180 200

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 possessing the 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 can hold multiple being so long as their combined presence does not exceed that of the vessel.

51-75

76-100

100+

Effect No effect, failure Failure and Zeon lost Failure and 2x Zeon lost 2x Zeon lost and Being is now immune to the summoners Bind attempts, all other being bound by the summoner are freed 4x Zeon lost and Being is now immune to the summoners Bind attempts, all other being bound by the summoner are freed and immune to his powers 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

days the being must wait before being able to enter this realm again. Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Failure level 1-10 11-25 26-50 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

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 has finished the pact they 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. The familiar 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

51-75

76-100

100+

Effect No effect, failure Failure and Zeon lost Failure and 2x Zeon lost 2x Zeon lost and Being is now immune to the summoners banish attempts. 4x Zeon lost and several smaller beings are summoned forth, immune to the summoners powers All Zeon is lost and a legion of similar beings appear-immune to the summoners powers

Invocation: Are you there, its me Ash? Invocations request the 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

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 always knows 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 injured the 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 be in each tier. As one synchronizes with one deity the limit of Elan the player can have with additional deities decreases. Elan <49 50-59 60-69 70-79 80-89 90-99 100 Max Synchronized Unlimited 1000 500 100 10 3 1 Additional Elan limit 50 50 40 30 20 10 0

States and effects: You took too much. Falling-The player uses the impact AT to defend against falling damage. The player rolls an acrobatics check with a difficulty based on the height from which they are falling. Passing results in no damage, in the case of failure the failure level is used as an attack success and compared to the combat table. Falls Distance 5ft 15ft 30ft 50ft 60ft 100ft 150ft 150+ft Difficulty easy moderate difficult very difficult absurd almost impossible impossible inhuman Damage 20 40 60 80 100 120 140 160

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 is forced to flee the source of terror. 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 the resistance 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 one level). 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 trapping check 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

score, with a base damage equal to the level of the trap. Poison: Sweet 80s rock Poisons use a level system rating them from 10-100, 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 to use one of the listed weapon classes Different class/unarmed: Player is unskilled in the weapons use
Penalty -20 -40 -60 -60

Type Similar weapon Mixed class Different class/unarmed Blocking and dodging

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 to damage. 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

+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 standard disarm 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 as their 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 cannot be 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.

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 using a 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 combat table 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 Damage Resistance 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% of their 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 level exp 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.
Action Participation per hour Difficult actions Good Ideas Story Closure Experience Reward 1-10 1-5 1-5 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 Routine Easy Medium Difficult Very Difficult Absurd Almost Impossible Impossible Experience

0 1 5 10 15 20 30 60 Modifier 100% 50% 33%

Condition
Victory Partial Victory Defeat

Artifact Creation Rules For the purposes of our games I am going to rank artifacts on a scale of one to five. The artifact perk will remain unchanged in the core book as rank four and five 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 of the 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: 800DP Choosing the Form: The next step will be to choose the base form. When choosing a weapon or armor 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 the rules from page 67. When choosing something not included on the above tables than use tables 77 and 78 on page 218 to estimate the base presence (with GM approval). Once you have 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 using the item. This is where a bit of interpretation comes into play, a +10 crown isnt going to add +20 to your wear crown skill; however it would be thematically correct to add +20 to any of the following: Style, Leadership, or Persuasion. Basically the ability bonus will be based on an ability thematically 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 secondary abilities. 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 Wear Armor for armor (the -5 armor requirement bonus counts as+5 Wear Armor in this case). 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. When selecting powers treat the artifact as having its rank x5 in gnosis (this is not actual gnosis but rather simply to determine if its eligible for a power).

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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