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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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