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Anima

Player Reference

Characteristics Modifiers
(pg. 9)
Characteristic Value
1
2
3
4
5
6-7
8-9
10
11 - 12
13 - 14
15
16 - 17
18 - 19
20

Modifier
-30
-20
-10
-5
+0
+5
+10
+15
+20
+25
+30
+35
+40
+45

Base Life Points (pg. 14)


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

Base Life Points


5
20
40
55
70
85
95
110
120
135
150
160
175
185
200
215
225
240
250
265

Base Zeon (pg. 109)


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

Base Zeon
5
20
40
55
70
85
95
110
120
135
150
160
175
185
200
215
225
240
250
265

Size & Weight (pg. 10)


Size
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22

Height
8 - 2'
1'6 - 2'
2' - 3'4
2'8 - 4'
3'4 - 4'6
3'6 - 4'10
4' - 5'4
4'4 - 5'4
4'8 - 5'8
4'8 - 6'
5' - 6'
5' - 6'
5'4 - 6'3
5'4 - 6'6
5'8 - 6'10
5'8 - 6'10
5'11 - 7'2
6'3 - 7'6
6'6 - 7'9
6'10 - 8'6
+8'

DP
400
600
700
800
900
1000
1100
1200
1300
1400
1500
1600
1700
1800
1900
2000
+100

Characteristics/Level

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

Magic Level (pg. 112)


Intelligence
1-5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Maximum Magic Level


0
10
20
30
40
50
75
100
150
200
300
400
500
600
700
800

Base Psychic Potential


(pg. 193)
Willpower
<= 4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Psychic Potential
+0
+10
+20
+30
+40
+50
+60
+70
+80
+90
+100
+120
+140
+160
+180
+200
+220

Weight Index
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Natural Weight
< 9 lbs.
10 lbs.
20 lbs.
30 lbs.
50 lbs.
90 lbs.
130 lbs.
175 lbs.
220 lbs.
330 lbs.
440 lbs.
770 lbs.
1 ton
5 tons
15 tons
100 tons
500 tons
1000 tons
10 000 tons
Special

Max Load
10 lbs.
20 lbs.
40 lbs.
90 lbs.
130 lbs.
260 lbs.
400 lbs.
575 lbs.
770 lbs.
925 lbs.
1300 lbs.
1 ton
3 tons
25 tons
100 tons
500 tons
2 500 tons
10 000 tons
150 000 tons
Special

Modifiers to Combat Abilities


(pg. 56)
Type
Similar Weapon
Mixed-class Weapon
Different class/Unarmed
Blocking and Dodging

Experience Needed
N/A
0
100
225
375
550
750
975
1225
1500
1800
2125
2475
2850
3250
3675
+450

Base Presence
20
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
+5

Choosing Spells (pg. 113)


Spell Level
2 - 10
12 - 20
22 - 30
32 - 40
42 - 50
52 - 60
62 - 70
72 - 80
82 - 90
92 - 100

Magic Level Cost


2
4
6
8
10
12
14
16
18
20

Innate Magic (pg. 111)


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

Penalty
-20
-40
-60
-60

Target Number
20
40
80
120
140
180
240
280
320
440

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

Presence
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
+5
-tal DP/20

Maximum MK
50
100
200

Base MA (pg. 109)


Power
1-4
5-7
8 - 11
12 - 14
15
16 - 17
18 - 19
20

Result
3
2
1

Description
Normal, unthinking actions
Normal, thinking actions
Entry-level training required
Well trained and practiced
Expert level training and practice
Artisan level training and practice
Absolute mastery required
Possible, but seemingly miraculous
Super-powers required
Godlike

Distance/Turn
< 3 feet
15 feet
25 feet
50 feet
65 feet
70 feet
80 feet
90 feet
105 feet
115 feet
130 feet
160 feet
250 feet
500 feet
800 feet
1500 feet
3000 feet
3 miles
15 miles
Special

Requires

Inhuman
Inhuman
Inhuman
Zen
Zen
Zen
Zen
Zen
Zen
Zen

Technique Levels (pg. 98)


Level
1
2
3

Base MA
0
5
10
15
20
25
30
35

Fumble on Initiative (pg. 91)

Difficulty Ratings (pg. 44)


Difficulty
Routine
Easy
Moderate
Difficult
Very Difficult
Absurd
Almost Impossible
Impossible
Inhuman
Zen

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
+1
X

Require

Movement Value (pg. 54)

Progression by Level (pg. 23)


Level
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
+1

Base Presence (pg. 14)

Weight Index (pg. 54)

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.

Penalty
-75
-100
-125

Fumble Level (pg. 6)


Fumble Roll
3
2
1

Minimum MK Disadvantages
20
1
40
2
60
3

Ki Accumulation (pg. 94)


Characteristic
1-9
10 - 12
13 - 15
16+

Base Accumulation
1
2
3
4

Adaptation of Characteristics
(pg. 313)
Characteristic
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

3 to 18
3
4
5
7
9
10
12
14
16
18
20
22
25
30
40

1 to 100
5
15
25
35
45
55
65
75
85
95
100
110
125
150
180

Result Modifier
-15
+0
+15

Fumble Result (pg. 44)


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

Anima

Player Reference
Healing (pg. 53)

Base Regeneration (pg. 53)


Constitution
1-2
3-7
8-9
10
11
12
13
14
15
16
17
18
19 - 20

Regeneration Level
None
1
2
3
4
5
6
7
8
9
10
11
12

Physical Needs (pg. 55)


Situation
Minimal food & drink
1 day fast
1 day w/o drinking
Insufficient sleep
No sleep

Penalty
-5
-10
-15
-10
-20

Fatigue (pg. 55)


Fatigue
4
3
2
1
0

Penalty
-10
-20
-40
-80
-120

Regeneration
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Resting

Not Resting

10/day
20/day
30/day
40/day
50/day
75/day
100/day
250/day
500/day
1/minute
2/minute
5/minute
10/minute
1/turn
5/turn

5/day
10/day
15/day
20/day
25/day
30/day
50/dya
100/day
200/day
N/A
N/A
N/A
N/A
N/A
N/A

Reduction of
Penalty
-5/day
-5/day
-5/day
-10/day
-10/day
-15/day
-20/day
-25/day
-30/day
-40/day
-50/day
-5/hour
-10/hour
-15/hour
-20/hour

16
17
18
19
20

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

N/A
N/A
N/A
N/A
N/A

-10/minute
-10/turn
-25/turn
ALL/turn
ALL/turn

No scars
Does not suffer Bleeding Out.
Cleanly amputated limbs recover if placed on the stump within a week.
Within 5 days.
Within 3 days. Au-matically stabilize.
Within 1 day.
Any amputated limb recovers if placed on the stump within a week.
Within 3 days. Au-matically stabilize.
Within 1 day.
Any limb recovers if placed on the stump within several hours.
Any limb recovers immediately if placed on the stump within 1 turn. Any
amputated member grows back within 1 week.
Within 3 days.
Within a few hours
Within a few turns
The amputated limb regrows and is functional in 1 turn.
All physical criticals are annulled.

Discharge Collision (pg. 111)


Difference
1 - 50
51 - 100
> 100

Summoning Modifiers (pg. 178)

Effect
Both spells are nullified
The winner's spell passes through the other spell, but its
Base Damage is reduced by 1/2.
The lower spell is completely nullified. The Winner's spell
resolves without penalties.

Summoning Modifier
Know the beings' true name
Possess an object belonging to the being
Possess a part of the being
Don't know the type of creature

Spell Level
Recognize the nature of the magic
Magic Level 20
Magic Level 40
Magic Level 60
Magic Level 70
Magic Level 80
Magic Level 90
Magic Level 100

Situation
Magic source > 60 feet away
Magic source > 150 feet away
Magic source > 300 feet away
Magic source > 1 mile away
Environment slightly charged with magic
Environment strongly charged with magic

Modifier
-20
-40
-80
-120
-40
-80

Summoning Difficulty (pg. 176)


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

Control
180
200
220
240
260
280
300
320
340
360
380
400
420
440
460
480

Zeon
20
40
80
120
160
200
240
280
320
360
400
440
480
520
560
600

Bind
160
180
200
220
240
260
280
300
320
340
360
380
400
420
440
460

Zeon
5
10
20
30
40
50
60
70
80
90
100
120
140
160
180
200

Difficulties in Magic Projection (pg. 110)


Difficulty
Routine
Easy
Medium
Difficult
Very Difficult
Absurd
Almost Impossible

Impossible

Description
Spell effects may be used on the spellcaster himself or on a person or
object the spellcaster is in contact with.
Projecting spells up to a maximum of 15 feet.
Projecting spells up to a maximum of 80 feet.
Projecting spells up to a maximum of 300 feet.
Projecting spells up to a maximum of 800 feet.
Projecting spells up to a maximum of 1500 feet.
This allows the spellcaster to hit targets out of direct eyesight if he has
perfectly determined their exact location. Some sort of supernatural
detection that will reveal the exact location is needed(e.g. a Spy of Light
spell). Coverage is 3000 feet.
This allows the caster to affect targets not within sight of the sorcerer with
only an approximate notion of their location. For instance, if the spellcaster
knows that his target is located in a house, he would be able to target the
spell even though he mat not know the precise address. Distance should
not exceed three miles.

Bonus
+20
+10
+20
-50

Time Invested in Rituals (pg. 178)

Magic Detection (pg. 116)

Magic Analysis (pg. 116)


Difficulty
Easy
Moderate
Difficult
Very Difficult
Absurd
Almost Impossible
Impossible
Inhuman

Special Capabilites

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

Time Spent on Invocation


Immediate
1 Turn
3 Turns
5 Turns
1 Minute
1 Hour
6 Hours
1 Day
1 Week
1 Month
6 Months
1 Year
5 Years
10 Years
> 50 Years

Bonus
-100
-50
-20
+0
+10
+20
+30
+40
+50
+60
+70
+80
+90
+100
+120

Magic Rituals (pg. 116)


Preparation
1 Hour
1 Day
3 Days
1 week
1 year

INT bonus Additional Cost


+1
+50%
+2
x2
+3
x3
+4
x4
+5
x5

Increase Psychic Potential


(pg. 194)
Required PP (Total) Psychic Potential
1 (1)
+10
2 (3)
+20
3 (6)
+30
4 (10)
+40
5 (15)
+50
6 (21)
+60
7 (28)
+70
8 (36)
+80
9 (45)
+90
10 (55)
+100

Concentration (pg. 193)


Concentration
1 Turn
3 Turns
5 Turns
1 Minute
1 Hour

Bonus
+10
+20
+30
+40
+50

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