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Chapter12:Combat
CombatIntroduction
Inaroleplayinggame,mostcharacterorNPCactionsdonotrequireanyparticularrules.A
playersimplysayshisorhercharacterwalksacrossaroom,picksupanobject,drivesavehicle,
ortalkstosomeone,etc.,andiftheGMagreesthatitispossible,thissimplyhappens.Personal
interactionbetweencharactersorNPCsnormallyconsistsoftheplayersandGMtalkingin
characteranddescribingwhattheircharactersaredoing.IntheGMscase,heorshedescribes
whatthecharactersareseeing,hearing,smelling,touching,andtasting.
Inthecourseofagame,circumstancesmayarisewherespecificrulescanhelpdetermine
whathappens.Thisisusuallythecasewhentheoutcomeofanactionoreventisuncertainand
theresultisimportanttothestory.Ifacharacterneedstofixabrokenreactorpumptopreventa
nuclearmeltdown,canheorshedoitintime?Ifacharacterscardrivesoffacliff,canheorshe
jumpclearintime,andifnot,howbadlywillthecrashinjurethecharacter?Iftwopeoplefight,
whowins?
AcharactersAbilityScores,Attributes,Skills,andCalculatedValueshelpresolvethese
dramaticquestions.Inmanycases,dicerollscanaddadditionalhazardanddramatotheaction.
Thedicerollsrepresentelementsbeyondthedirectcontrolofthecharacterortheuncertainty
thatresultswhenopposingcharactersinteract.
Insomesituations,theGMmayelecttodeterminetheresultsbysimplefiat,withoutrolling
dice.TheGMmaydosoifheorshethinksaparticularoutcomeiscertainorisdramatically
necessarytothegame.
Onesituationtherulescoveringreaterdetailiscombat.Therulesforcombatareextensive,
givingplayersagreatersensethattheyareincontroloftheircharacterseverystep.Iftheylose,
theywillknowtheGMhasnotarbitrarilykilledorinjuredtheircharacters.TheGMcanalso
followasimilarprocedurewithanyotheractionsthataffectacharactersfate:treatroutine
activitiesinpassinganddelveintomoredetailwheneveranactioninfluencestheplayer
characterphysicallyoremotionally.
Animed20VersusNormald20
Inthecreationofananimegame,certainruleschangeshavebeenmadefromthetraditional
d20Systemtosuitthestyle.Playersfamiliarwithd20maynoticesomeofthosechanges(some
arespecificallycalledout).Itisrecommended,whenrunningagameofAnimed20,thatGMs
usethemodified,animespecificmechanicoverthetraditionald20mechanic.Themechanics

havebeendesignedwithachievingacinematic,animefeelinmind.Intheend,however,you
arethefinalarbiterofwhatmechanicsyoudoanddonotuseandshouldalwaysselectthe
mechanicswithwhichyoufeelmostcomfortable.
Sincethereisawealthofmaterialpublishedbynumerouscompaniesforthed20System,
playersandGMsmayprefereitherthetraditional,cored20systempublishedbyWizardsofthe
Coastorthirdpartyd20material.Feelfreetousethemechanicsthatbestsuityourstyleand
preferenceofplay.Solongasyouandyourfellowplayersarehavingfun,thereisnowrongway
tousethed20System.
IMPORTANT!DonothesitatetogobeyondtherulesifyouaretheGameMaster.Ifyou
dislikearulepresentedintheAnimed20RPG,youareencouragedtomodifyittosuityour
needsandthoseoftheplayers.Donotletyourownvisionofananimeroleplayinggamebe
supersededbyanythingyoureadinthisbook.Thisbookisfilledwithguidelinesand
suggestions,butcertainlydonotreflecttheOneTrueWaytoroleplayingsuccess.Usewhat
youlike,discardwhatyoudonot,andfillintheblankswithyourownideas.
ThePassageofTime
Ingamepassageoftimeinaroleplayinggameisfluid,justasitisinanimemoviesorTV
series.Insomesituations,likeaconversationbetweentwocharacters,themovementofgame
timenormallymatchesrealworldtime.Moreoften,theamountoftimethatpassesdependson
thecharactersactivitiesassetbytheplayersactionsandofficiatedbytheGM,whomay
somethinglikeIttakesyoutwohourstoreachthecastleorfixingthecomputertakes20
minutes.TheGMshouldtelescopetimeuntilsomethinginterestinghappens:Twoweekspass
asyougoaboutyourjobsandengageinroutinetraining.ThentheEmpresssummonsyoufora
specialmission....Finally,inverydramaticsituationssuchascombat,theGMmaykeepvery
precisetrackoftime,usingindividualcombatrounds.GMsmaygobackintimeaswellto
employflashbackscenes.Aflashbackisausefultooltoestablishthebackgroundforastory
withoutsimplyrecountingtheinformationindrylecturefashion,allowingtheplayertowork
throughtheevent.
Scene,Round,andInitiative
ThreecommonmeasuresofgametimeinAnimed20areascene,round,andInitiative.A
sceneisanysituationwheretheeventsremainlinked,momenttomoment.Thinkofitinanime
termsascenelastsuntilthecameracutstoanentirelynewsetting,potentiallywithnew
characters.If,forexample,acharacterislisteningtothepleadingofadistraughtfarmer,the
conversationconstitutesascene.OncetheGMswitchesscenestothecharacterenteringadark
uninhabitedsectionoftheforest,thefarmsceneendsandanewscenebeginsintheforest.Ifa
banditinterruptedtheconversationbyattackingthefarmer,intentonshuttinghimupbeforehe
couldrevealanyimportantinformation,thescenewouldnotyetendwhenthecharacterchased
afterthebanditstowardtheforest.Sincetheeventsarestilllinkedmomenttomoment,itisstill
apartofascenealthoughthesettinghaschanged.
Aroundisameasureoftimeofapproximately6secondsinlength,whileanInitiativeisone
specificmomentintime.Whencombatoccurs,charactersrollInitiativeandeachisallowedto
actonhisorherInitiative.TheroundisbrokenintoanumberofInitiativesequaltothehighest

Initiativerolledfortheround.Forexample,inacombatbetweenthreecharacterswhorollan11,
19,and24,thecombatroundhas24Initiatives.Theroundremains6secondsinlength,butfor
thepurposesofactionwithintheconflict,thereare24potentialindividualmoments24
instanceswhereacharactercoulddecidetoact.
TakingAction
Everycharacteriscapableofperformingorattemptinganearlyendlesslistofactions.These
canbemundaneactivities(talking,breathing,thinking),skilledactivities(buildingasuitof
powerarmour,hackingintoacomputer,movingsilently,climbingthesideofabuilding),or
combatactivities(fighting,dodging,shooting).Alatersectiononcombatcoverscombataction
indetailandthusisnotdiscussedhere.Additionally,playerscanassumethatcharacterscarry
outroutineskilledactivitiessuccessfullyonaregularbasisunlessspecifiedotherwisebythe
GM.Forexample,theGMcanassumethatcharacterswiththeGunCombatSkillroutinelykeep
theirweaponsclean,safelystored,andproperlymaintained.
EveryGMhasapreferredmethodforhavingplayersdescribetheircharactersactions.
UsuallythisinvolvestheGMmovingfromplayertoplayerasking,Whatisyourcharacter
doing?ExperiencedGMstrytogiveeachpersonequalroleplayingtimesothateveryoneisan
importantfacetofthestory(switchingbetweencharactersasnecessary).Conversely,playersare
responsibleforrelatingtheircharactersintendedactionstotheGM.Inreturn,theGMwill
describetheresultsofthoseactionsorwillrequestanAbilityorSkillchecktodeterminethe
outcome.
AttributesandActions
Insomesituations,itisimportanttoknowhowmanyAttributesacharactercanactivateat
onetimeandhowquicklyheorshecanactivatetheAttribute.InnateAttributes,suchasArmour
orSuperstrength,areconsideredalwaysactive,unlessthecharacterselectsaRestrictionDefect
wherebytheAttributeisnotalwaysactive.Powerswhichmustbeactivatedbutdonotusually
requireadiceroll,suchasForceField,canbeactivatedatarateofoneperInitiativestartingon
thecharactersInitiativeroll;theseactivationsdonotrequirethecharactertouseanaction.
Powersthatmustbeactivatedanddorequireadicerolldemandfocus,andthusthecharacter
mustspendoneormoreactionstoactivatetheAttribute.Acharactercanhaveanynumberof
Attributesactiveatanymoment,thoughGMsmaywishtoimposepenaltiesifthecharacteris
focusingontoomanythings.ItisusuallyobviouswhichAttributesfallintowhichcategory,but
thefinalclassificationisattheGameMastersdiscretion.
UsingAttributesatReducedRanks
UnlessacharacterassignstheMaximumForceDefecttoanAttribute,heorshecan
voluntarilyusetheAttributeatreducedAttributeRanks.Forexample,aNinjawithRank6
Teleport(maximumsafedistanceof1,000miles)couldchoosetoteleportanydistanceupto
1,000miles.
FractionalAttributeUse
TheGMmightalsoallowthecharactertouseafractionofanAttributeseffect.Acharacter
withRank4Insubstantial,forinstance,mayonlywanttoturnasinglebodypart,suchasahand

orhead,incorporeal.TheGMcoulddecidethatfractionalAttributeuseismoreorlessdifficult
thanusinganAttributesfulleffect,assigningappropriatemodifierstotheAttributesuse.
DiceandDiceRolls
Animed20usesonetwentysideddie(1d20)tohandlemanyaspectsofthegamemechanics.
Thecoremechanicisad20dicerollplusmodifiersagainstanumbercalledtheDifficultyClass
(DC).IfthedicerollplusmodifiersisequaltoorgreaterthantheDifficultyClass,theattempted
taskissuccessful.
Therearethreemajortypesofdicerolls,orchecks,aGMorplayermayuseduringgame
play:anAbilitycheckdiceroll,aSkillcheckdiceroll,andoneoftwocombatchecks(atohit
rollandadefencecheck).Whenaplayerannouncestheintendedactionsofhisorhercharacter,
theGMmustdecideifadicerollisnecessary.Shouldarollberequired,theGMchooseswhich
typeofcheckismostappropriate.
Inmostcases,aplayerrollsdicetodeterminethesuccessofanactionhisorhercharacter
performs,whiletheGMrollsthedicetodeterminetheresultsofNPCactionswhentheyimpact
thecharacters.InsituationswhereNPCsareonlyinvolvedwithotherNPCs,theGMshould
simplydecidewhathappensratherthanrollingdice.
Insomecircumstances,theGMmayrollthedicetodeterminetheresultsofacharacters
actioninsteadofhavingaplayerroll,keepingtheactualdicerollandthereasonforrolling
secret.Thisisnormallydonewhentheplayerrollingwouldgiveawayaneventthatshould
remainunknowntothecharacter.If,forexample,thereissomethinghiddenthatthecharacter
mayormaynotnotice,theGMcansecretlyrolldicetoseeifthecharacterspotsit.IftheGM
allowedtheplayertorollthedice,theplayerwouldknowthataclueexistedevenifthecharacter
didnotsucceedinnoticingit.
ShouldIMakeMyPlayersRollDice?
ItisimportantfortheGMtorealisethatnotallactionsrequireadiceroll.Obviously
mundanecharacteractivities,suchashammeringanail,ridingahorsedownaroad,oreating
lunch,shouldneverneeddicerollsunlessthereareexceptionalcircumstancessurroundingthe
charactersactions.Inothersituations,thenecessitytorolldiceislessobvious.Ifacharacteris
virtuallyguaranteedtosucceedatatask,thentheGMshouldconsiderwhetherthecheckis
reallynecessary.Whileitistruethatthecharactermightfail,havingtheplayerrollthedicewill
slowthegamedown.Thus,GMsshouldrecognisewhenacharacterisalmostcertainlygoingto
succeedatataskand,inthosesituations,notrequestthecheckandallowgameplaytocontinue,
uninterrupted.
Conversely,onemightthinkthatifacharacteronlysucceedsiftheplayerrollsa20,thenthe
GMshouldsimilarlynotrequestacheckand,instead,statethattheactionfails.This,however,
isnotthecaseplayercharactersshouldalwaysbegiventhatoneslimchanceofsuccess,even
atdifficulttasksthatseemdoomedtofailure(withtheexceptionoftasksthattheGMdeems
impossible).Whilethedicerollmayslowgameplaydownabit,thatslimchanceofsuccess
allowscharacterstoaccomplishheroicfeatsthatwillberememberedforyears.GMsmaywish
toallowonlyplayercharacterstomakethisroll,eveninthefaceofnearcertainfailuresince

NPCsarenotthestarsofthegame,theyshouldnotbeallowedthesamechanceofpullingoff
superhumanfeats.
Thefollowingisalistofsuggestionswhenthediceshouldandshouldnotberolled.Ifa
checkisunnecessary,thecharactershouldgainanautomaticsuccessfortheaction.
Rolldicewhen...

theunpredictabilityofdiceaddstotheexcitementofthegame

theactionisforeigntothecharacter

theactionhasbeenaweaknessforthecharacterinthepast

thecharacterisdistractedorcannotconcentrate

anothercharacterorNPCisworkingdirectlyagainstthecharacter

theactionisnotoftrivialdifficulty

outsideforcesinfluencetheactions

theplayerwantstorollthedice

Donotrolldicewhen...

arollwouldreducetheenjoymentofthegame

theactionisroutineforthecharacter

theactionrequiresatrivialamountoftalentcomparedtothecharactersSkillrank

AbilityChecks
AnAbilitycheckisusedwhentheGMbelievesthatinnateabilityismoreimportantthanany
learnedexpertiseorcombatcapability.DuringanAbilitycheck,theGMdecideswhichAbility
Scorewouldbemostrelevanttotheactioninquestion.Foractionsthatfallunderthedomainof
anAttribute,therelevantAbilityScoreisusuallygivenintheAttributedescription.
AsuccessfulAbilitycheckinvolvestheplayerrollingequaltoorgreaterthanthedifficulty
classforthegiventaskwith1d20+thecharactersmodifierfortheapplicableAbilityScore.
DCsusuallyfallbetween5(rathereasytask)and30(verychallengingtask)thoughtheycan
certainlybehigherforexceptionallydifficultornearimpossibletasks.
ThecheckisunsuccessfulifthevalueislessthantheDC.Thegreaterthedifferencebetween
thevalueandtheDC,thegreaterthedegreeofsuccessorfailure(seeTable121:Degreesof
Success).
Table121:DegreesofSuccess
RollislessthantheDCby16+

OverwhelmingFailure

RollislessthantheDCby11to15

ExtremeFailure

RollislessthantheDCby7to10

MajorFailure

RollislessthantheDCby4to6

MinorFailure

RollislessthantheDCby1to3

MarginalFailure

Rollisequaltoor1greaterthantheDC

MarginalSuccess

RollisgreaterthantheDCby2or3

MinorSuccess

RollisgreaterthantheDCby4to6

MajorSuccess

RollisgreaterthantheDCby7to10

ExtremeSuccess

RollisgreaterthantheDCby11+

OverwhelmingSuccess

TaskDifficultyClasses
TheDifficultyClass(DC)isanumbersetbytheGMthatreflectshoweasyorchallenging
anygiventaskistocomplete.ProvidingalistofsampleDCsispointlessbecausetheDCofeach
taskchangesbasedonthesituationsinvolved.WalkingacrossatightropemaybeaDC15task
onetimebutmaybeaDC12taskthenexttime(theGMdecidestheropeisthickerormore
stablethistime)ortheDCmaybe22(athinnerropewithastiffanderraticcrossbreeze).The
GMmusttakeallvariablesintoaccountwhenassigningaDCtoataskandshouldendeavourto
remainasconsistentinselectingtheDCofataskaspossible.IftheGMdecidesadifficulttask
hasaDCof20,thenalldifficulttasksshouldhaveaDCof20.GMsshoulduseTable122:
DifficultyClassesasaroughguidelinewhendeterminingtheDCofatask.
Table122:DifficultyClasses
DC

TaskDifficulty

PracticallyGuaranteed(whyrolldice?)

ExtremelyEasy

Easy

10

AverageDifficulty

15

AboveAverageDifficulty

20

DifficultsuccessabovethisDCispossibleonlyunderfavourableconditions
(whenasituationalbonusisapplied)orbytalentedcharacters(whohavea
Rankand/orAbilitybonus)

25

QuiteDifficult

30

ExtremelyDifficult

35

SupremelyDifficult

40

PracticallyImpossible

Skill

CriticalSuccessorFailure
RegardlessoftheactualDC,anunmodifiedornaturalrollof20alwayssucceeds(itis
consideredatleastamarginalsuccess),andanunmodifiedrollof1alwaysfails(itis
consideredatleastamarginalfailure).Thisruleisimportantbecauseitreflectstheextreme
possibilitiesthateventhemosttalentedcharacterssometimesfailintheirtasks,whileeventhe
mostawkwardcharacterscansucceed.
ContestedActions
Iftwoormorecharactersareworkingdirectlyorindirectlyagainsteachother(suchastwo
peoplepullingonacontestedobject),eachcharactermustmakeacheck.Thecharacterwiththe
greatestdegreeofsuccess(orleastdegreeoffailureifbothcharactersfail)isconsideredtohave
theadvantageoverthecontestedaction.Intheeventofatie,thecharactersarelockedincontest
andmayrerollnextround.
Retries
Often,acharactercantryaSkillcheckagainifheorshefails,andcankeeptrying
indefinitely.Someactionshaveconsequencestofailurethatmustbetakenintoaccount,
however,asdeterminedbythesituationandGM.
Insomeinstances,theGMshouldntevenbothertomaketheplayerrolldiceandinstead
allowtheplayertoTake10orTake20.
ChecksWithoutRollsTaking10
Whenthecharacterisnotinarushandisnotbeingthreatenedordistracted,thecharacter
maychoosetotake10.Insteadofrolling1d20fortheSkillcheck,calculatethecharactersresult
asifthecharacterhadrolleda10.
ChecksWithoutRollsTaking20
Whenthecharacterhasplentyoftime,andwhentheSkillbeingattemptedcarriesno
penaltiesforfailure,thecharactercantake20.Insteadofrolling1d20fortheSkillcheck,
calculatethecharactersresultasifthecharacterhadrolleda20(butitsisnotconsidereda
natural20).Taking20meansthecharacteristryinguntilthecharactergetsitright.Taking20
takesabouttwentytimesaslongasmakingasinglecheckwouldtake.UnlesstheGMdeemsthe
taskisconsideredimpossible(suchasperformingbrainsurgerywithoutanytraining),the
characterautomaticallysucceeds.
Forexample,acharacterwhoisattemptingtobreakthecodingonacomputerdisktoread
thetopsecretfilescantakea20nothingbadwillhappenifthecharacterfailsandthe
characterhasallthetimeintheworldtoslowlybreakthecode.Ifthecharacterhadtobreakthe
codeintenminutestolearnthelocationofthebombthatisabouttoexplode,however,heorshe
couldnottakea20.Thecharacterisworkingagainsttheclockanddoesnthavetheluxuryof
slowlypuzzlingthecodingout.Further,ifthecharacterwasinsteadattemptingtodisarmthe
explosive,heorshesimilarlycouldnottakea20sincefailurewillprobablyresultinthebomb
exploding.
SkillChecks

ASkillcheckissimilartoanAbilitycheck,exceptitisusedwhenthetaskisonethatthe
GMdecideswouldbegovernedbybothaparticularabilityandaparticularSkill.Forexample,if
ataskrequiredgeneralintellectualability(suchasrememberingthenameofapersonthe
characterhadmet),anIntelligencecheckwouldbemade.Determiningtheoriginofararealien
specieswouldalsorequireanIntelligencecheck,butthistaskisgovernedbytheKnowledge:
BiologicalSciencesSkill(morespecifically,theXenobiologySpecialisation,ifSpecialisation
optionalruleisused).Ingameterminology,thistaskwouldrequireaIntelligencebased
Knowledge:BiologicalSciences(Xenobiology)Skillcheck.
TheDCofaSkillcheckisdeterminedbythedifficultyofthetask.Ifthecharacterpossesses
theappropriateSkill(evenwithouttheexactSpecialisation),heorshereceivesabonustothe
check.ThisbonusisequaltothecharactersSkillRank(ifthetaskdoesnotfallunderhisorher
Specialisation)oronemorethanthecharactersSkillRank(ifhisorherSpecialisationdoes
apply).AsuccessfulSkillcheckinvolvestheplayerrollingequaltoorgreaterthantheDC.
TheGMisresponsiblefordecidingwhichAbilityScore,Skill,andspecialisationare
relevanttoaparticulartask,usingtheAbilityScoreandSkilldescriptionsgiveninChapter7:
Skills.Sincethesequestionscanoftenbetricky,theGMshouldlistentotheplayersreasoning
whyaparticularSkillorSpecialisationmightapply.ThefinaldecisionbelongstotheGM,
however.
CombiningSkillChecks
WhenmorethanonecharactertriesthesameSkillatthesametimetowardsthesamegoal,
theireffortsmayoverlaptheycanworktogetherandhelpeachotherout.Inthiscase,one
characterisconsideredtheleaderoftheeffortandmakesaSkillcheckagainsttheassignedDC,
whileeachhelpermakesaSkillcheckagainstDC10(thecharactercanttake10onthischeck).
Foreachhelperwhosucceeds,theleadergetsa+2circumstancebonustohisorherSkillcheck.
Inmanycases,acharactershelpwontbebeneficial,oronlyalimitednumberofcharacterscan
helpatonce.TheGMlimitscooperationassheseesfitforthegivenconditions.
SkillSynergy
ItispossibleforacharactertohavetwoSkillsthatworkwelltogether,suchasInvestigate
andKnowledge:Streetwise,orComputerUseandOpenLockforacomputerisedlock.Having5
ormoreRanksinoneSkillgivesthecharactera+2synergybonusonSkillcheckswithits
synergisticSkills,asdeterminedbythesituationandtheGM.
UnskilledAttempts
Often,acharacterwillattemptanactionforwhichheorshedoesnotpossesstherelative
Skill.
FamiliarAction
Ifthecharacterisundertakingafamiliaraction,theSkillcheckisunchangedthetaskis
treatedasasimpleAbilitycheckwithoutabonusfromtherelevantSkill.Thefamiliarityshould
havebeenestablishedpreviously,suchasinthecharactersbackgroundstory,orbeconsistent
withthecharactersrolewithinthesetting.TheplayershouldexplaintotheGMwhyhisorher

characterisfamiliarwiththecurrenttask.TheGM,ofcourse,hasfinalsaywhetherthecharacter
issufficientlyfamiliartoavoidanunfamiliaractionpenalty.
Forexample,astudentwhoattendsuniversitytostudyastronomyundoubtedlyhasatleasta
cursoryfamiliaritywithmanyacademicfields.Similarly,almostallcharacterslivinginNew
YorkCitywillbefamiliarwiththeprocessofdrivingacar,eveniftheydonotpossesstheDrive
Skill;inNorthAmerica,attemptingcarrelatedactionsisfamiliartonearlyeveryone.Ahermit
livinginthedepthsoftheAmazon,however,islikelynotfamiliarwithmotorvehiclesand
thereforedrivingwouldbeanunfamiliaraction.
UnfamiliarAction
Ifthecharacterisundertakinganactionwithwhichheorsheisunfamiliar,thetaskshouldbe
treatedasanormalAbilitycheckwithanunskilledpenaltyappliedtotheroll.Thisreflectshow
difficultitisforanunskilledcharactertoaccomplishthetask.Theunskilledpenaltyshould
rangefrom2to10,dependingonhowmuchtheGMfeelstrainingisrequiredandhow
backgroundaspectsofthecharactercouldaffecttheattempt.TheDCdoesnotchange;rather,
thecharacterschanceofsucceedingisreduced.
Forexample,keepingaplaneintheairafterthecabincrewsuddenlyfallsunconsciousisa
dauntingtaskforanyonewhoisnottrainedasapilot.Anaveragecharactermighttherefore
suffera8penaltytothecheck.Acharacterwhoisanaficionadoofcombatjetsandaircraft
documentariesmightonlysuffera4penalty...evenifheorshehasneveractuallypiloteda
planebefore.
RequiredSkill
TheGMmaydecidecertaintasksautomaticallyfailwhenperformedbycharacterslacking
therequiredSkill.ExamplesofrequiredSkillactivitiesinclude:performingbrainsurgery,
decipheringancienthieroglyphics,concoctinganantidoteforapoison,estimatingthevalueofa
rarepieceofart,etc.
PowerUsageSkills
SomecharactersmayselectthePowerUsageSkillforoneormoreoftheirPowers.This
SkillprovidesabonuswhenthecharactermakesanycheckinvolvingthespecificPower.Unlike
otherSkills,PowerUsagedoesnotprovideanadditional+1bonusforSpecialisations.For
example,ateleporterwithanIntelligenceof16(+3bonus)andthePowerUsage:Teleportation
SkillatRank4(+4bonus)makesTeleportationcheckswitha+7bonus.
CombatDiceRolls
Thecombatcheckresolvesanytypeofphysicalcombatincludingarmed,unarmed,martial
arts,andrangedweaponsattacks.ThecombatcheckisverysimilartoaSkillcheckexceptthe
DCisnowthetargetsdefenceroll.
Acharactercanattackordefendwithaweapon(orunarmed)evenifheorshedoesnot
possesstherelevantattackcombatSkill(combatisaFamiliarAction).Consequently,attacking
characterslackingtheappropriateSkilldonotsufferapenalty;acharacterwithoutthe
appropriatecombatSkillsimplydoesnotreceiveabonus.

Skillsadjustthediceroll,butotherAttributesmayalsoprovidemodifiersaswell.Anatural
dicerollof20isacriticalsuccessandcannotbenegatedbyanopponentsdefence(thedefender
doesnotevenhavetheopportunitytomakeadefencecheck).
CombatSkills
Unlikemostotherd20Systemgames,Animed20usescombatSkillsinadditiontocombat
Feats.OffensivecombatSkillsaretreatedexactlylikeSkillsforanyotheractiontheyserveas
abonustoacharactersdiceroll.DefensivecombatSkillsareappliedtothecharactersdefence
rollwhendefendinginanappropriatesituation.
Forexample,acharacterwithDefenceCombatMasteryatRank2,aDexterityof11,and
MeleeDefence(Sword)atRank3iswieldingaswordandattackedbyanopponentinmelee
combat.HisArmourClassisnormally2(+0Dexmodifierand+2fromtheDefenceCombat
Mastery).Whendefendingwithhissword,hegainsa+4bonustohisdefenceroll(+3forthe
MeleeDefenceSkillRank,and+1fortheSwordSpecialisation),butonlyagainstmeleeor
unarmedattacks.Ifanothercharacterattackshimwithagun,thusinitiatingarangedcombat
attack,hemakesadefencerollwithoutabonussincehedoesnothavetheRangedDefenceSkill.
UsingAttributes
IfanAttributedoesnotspecificallyrequireanAbilitycheck,Skillcheck,oracombatcheck,
GMscanassumetheyfunctionautomaticallyinmostsituations,thoughtheGameMastermay
decidethatacheckisnecessaryinunusualcircumstances.Forexample,acharacterwiththe
AuraofCommandalwayscommandssomeattention,buttheGMmightrequireaCharisma
checkwereheorsheattemptingtoconvincesomeonetodosomethingspecific.
CertainAttributesoccasionallyrequirechecks(sometimesSkillchecks)toproperlyusethe
Attribute.OtherAttributesprovidefavourablemodifierstoAbilitychecksorSkillchecks.Ifan
AttributeinteractswithAbilityorSkillchecks,thisisnotedintheAttributesdescriptionin
CharacterCreation.
Combat
Conflictisanessentialcomponentofanyroleplayinggame,andcertainlyofmostanime
games.Physicalconflict,orcombat,isanimportantelementoftheAnimed20,butimportantis
notthesameasfrequent.Combatshouldbeavitalelementofascene,andnotjustadistraction
thattheGMusestopassthetime.
ThecombatrulesforAnimed20weredesignedtomimicdynamic,fastpacedcombat.
WheneveracharacterentersphysicalconflictwithanothercharacterorNPC,thephysical
CombatPhasebegins.Eachroundofcombatcovers6secondsoftimefromthecharacters
perspectives,dependingonthecharactersactionsandthecircumstances.
Charactersarepermittedtotakeoneaction(attackornoncombataction)eachround.Should
theconflictnotberesolvedattheendofthefirstcombatround,subsequentroundsofcombat
willfollow.
ThePhysicalCombatPhaseissubdividedintofourparts:Initiative,CharacterAction,
Defence,andDamage.

Initiative
Initiativedeterminestheorderinwhichcharactersactandischeckedatthebeginningof
eachcombattodeterminethecharactersInitiativeinthebattleasisnormalformostd20System
games.Alternatively,theplayersandGameMastercanrollatthebeginningofeachcombat
roundtodeterminetheircharactersInitiativesforthatparticularround.
Eachplayerinvolvedinthefracasrolld20plusthecharactersDexteritymodifierandadds
bonusesforcertainAttributesandFeats(suchastheSpeedAttributeandImprovedInitiative
Feat).TheGMdoesthesameforanyNPCsengagedintheconflict.TheGMmayalsogrant
bonusesorpenaltiesifheorshebelievesthesituationscallsforit.
ThecharacterwiththehighesttotalhasgainedInitiativeandactsfirst,followedbyothers
indescendingorder.ShouldtwoormorecharactersorNPCshavethesameInitiative,the
characterwiththehighestDexterityactsfirst.IfthecharactershavethesameDexterityaswell,
theiractionsaresimultaneous.Thismeansbothcharactersattackanddeliverdamageatthesame
time;ifonecharacterdropsbelowzeroHitPointsasaresult,heorshestillactsbeforefalling
unconscious.
Acharactermaydelayhisorheractionuntilanytimelaterintheroundtoseewhattheother
charactersintendtodo.Ifallhisorheropponentsalsodelaytheiractionswaitingforsomething
tohappen,theroundendsinadramaticstandoffandanewonebegins.
Ifacharacterholdsoneormoreactionsuntiltheendofaroundanddoesnotact,heorshe
actsonthefirstInitiativeinthenextround.Thecharacterdoesnotgainanadditionalaction
heorshesimplyactsfirstregardlessofInitiativerolls.Allheldactionsoccurduringthefirst
Initiative.Iftwo(ormore)charactersholdtheiractionsuntilthefollowinground,thenboth
charactersactsimultaneously(assumingneithercontinuestoholdtheiraction)andtheneveryone
elseinvolvedinthecombatactsbasedonInitiativerolls.
CharacterAction
CharactersactinthesequencedeterminedbytheInitiativeroll.Whenitistimefora
charactertoact,heorshemaymakeoneoffensiveaction(i.e.attack)oronenoncombataction,
unlessthecharacterhastheExtraAttacksAttribute.Attacksarenormallyagainstasingletarget,
thoughsomeweaponsorattackAbilitiesmayallowthecharactertoengagemultipletargets
simultaneously.
Beforerollingthedice,theplayershouldclearlydescribethemethodofattack,theweapon
hisorhercharacteruses(ifany),andthetarget.Ifthecharacteristryingsomethingunusual
(suchasaCalledShotorattackingwithtwoweapons),heorsheshouldspecifythisbeforehand.
Tosuccessfullyattackanopponent,theplayer(orGMforanNPC)mustrollequaltoor
greaterthanthetargetsAC.RemembertoincludeallrelevantAttribute,Skill,Defect,and
WeaponAbilities/Disabilities.
IftheAttackchecksucceeds,thecharacterisontargetandwillhitunlesstheopponentcan
defendagainsttheattack.Refertodefencechecksformoreinformation.Ifthetargetfailsthe
defencerollordoesnotdefendatall,heorshesufferstheeffectsoftheattack.Thisisnormally
damageand/oranyotherspecialeffectsassociatedwiththeattack.Toreflectsomeofthe

brutallysuccessfulattacksdemonstratedinreallife,moviesandTVseries,anaturaldicerollof
20isacriticalsuccessandcannotbenegatedbyanopponentsdefence.
IfanAttackcheckfails,thecharacterhasmissed.Theattackersactionisover,andtheattack
hasnoeffect,thoughamisswitharangedweaponmaycausecollateraldamageiftheshot
strikessomewhereelseinstead(thisisuptotheGM).Anaturalrollof1willalwaysmissand
mayresultinanexceptionalfailure,suchashittinganinnocentbystanderoraweapon
malfunctioning.
MultipleAttacksFromBaseAttackBonus
CharacterswithaBaseAttackBonusof+6orhighermaymakemultipleattacksagainsta
target.Ifthecharacterdecidestousetheseadditionalattacks,thecharacterisassumedtobe
highlyfocusedoncombatandthusmayonlyperformminimalotheractions(moveonlyashort
distance,forexample).AdditionalattacksgainedthroughtheExtraAttacksAttributedonot
imposethisrestrictiononlyadditionalattacksgainedviaahighBaseAttackBonus.
Furthermore,additionalattacksgainedviaahighBaseAttackBonusoccurafteracharacter
completesallbonusactionsgainedthroughtheExtraAttacksAttribute.Lastly,unlikestandard
attacks,theseadditionalattacksmaynotbeusedfornoncombatactionstheymayonlybe
usedforextraattacks.
Meleevs.RangedAttacks
Someattacksareusefulatadistance,whileothersarelimitedtoclose,handtohandfighting.
Forsimplicity,rangesaregroupedintofourcategories.ItisuptotheGMtodecidewhetherhe
orshewishestotrackrangesanddistances,orabstractthem.
Thedistancegivenforeachattackrangeistheeffectivereachofthatattackthemaximum
distanceatwhichtheattackismosteffective.Somemaybefiredouttotwicethatrangeat4
penaltyorfourtimesthedistanceat8,thoughtheGMmaydecidethatsomeattacksorweapons
cannotexceedtheirlistedranges.
Melee
Theattackisonlyusableagainstadjacentopponentswithintouchingdistance(usuallyfiveto
tenfeet).Thisistherangeforswords,meleecombat,etc.
Short
Theattackhasaneffectiverangeouttoabout30feet.Mostpistols,shotguns,grenades,
submachineguns,andhurledweaponssuchasathrownrockorthrowingknife,areshortranged.
Medium
Theattackhasaneffectiverangeouttoabout300feet.Theenergyblastsfrommost
characters,aswellasbows,crossbows,rifles,andmachineguns,aremediumranged.Thisisthe
defaultrangeforweaponsifnoneotherislisted.
Long
Theattackiseffectiveouttoconsiderableranges:aboutonetofivemiles(ormoreif
specificallynoted).Asurfacetoairmissile,anantitankrocket,oratanksmaingunare
examplesoflongrangeweapons.

RangeIncrementsandAnimed20
Animed20usesasimpler,abstractsystemforrangeratherthanthetraditional,detailedd20
Systemmethodofrangeincrements.IfGMswouldprefertousethestandardd20System
methodofrange,simplyconsiderhalfoftheindicatedAnimed20rangeastherangeincrement
fortheattack.Thus,ifanattackisshortrange(arangeof30feetinAnimed20),itsrange
incrementis15feet.Foreach15feetbeyondtheinitial15,theattackersuffersa2tohisorher
attackroll,toamaximumrangeof10rangeincrements.
Conversely,whenconvertingexistingd20SystemmaterialtotheAnimed20range,simply
doubletheattacksrangeincrementandusethisastheattacksrangeinAnimed20.
SpecialCombatSituations
Thefollowingarespecialsituationsthatcanoccurduringcombat.
AttackingMultipleTargetswithOneAttack
Whenacharacterabsolutelymusttakedownanumberoftargetsbutheorshedoesnothave
enoughExtraAttackstodoso,thecharactermayattempttouseoneattacktostrikemultiple
targets.Foreachadditionaltargetbeyondthefirst,thecharactersuffersa4checkpenalty.Only
oneattackcheckismade,notonecheckpertarget.Eachtarget,however,isallowedtomakea
defencecheckasnormal.Additionally,thedamageinflictedtoeachtargetisreducedbyone
half.Forexample,ifacharacterattemptedtoswinghisswordandstrikethreepeopleinone
blow,hewouldmakeoneattackcheckwitha8penalty(4foreachofthetwoextratargets).If
hesuccessfullyhitsanyofthetargets,hisdamageisreducedbyhalf.Characterswithcertain
Feats(forexample,CleaveorWhirlwindAttack)areexemptfromthesepenalties.
AttackingMultipleWeakerOpponents
Sometimesacharacterwantstoattackmultiplesignificantlyweakeropponentswithone
offensiveaction.Thisactionisverycinematic(representativeofapowerfulwarriorbattling
hoardsoflowlyminions),andconsequentlytheattackpenaltiesarenotassevere.Foreach
additionaltargetwhoisatleast5characterLevels(or5CRs)lowerthantheattacker,thepenalty
isonly2insteadof4.Theattackerdoesnotsufferanypenaltiesforeachadditionaltargetwho
isatleast10characterRanks(or5CRRanks)lowerthantheattacker.Charactersrepresentedby
theFlunkiesAttributeareconsideredCR1charactersforthepurposeofdeterminingthese
modifiers.
Forexample,a12thRankMagicalGirluseshermagicaltiaraItemofPowertocombata
hoardof8NinjawiththefollowingRanks:1,1,2,2,4,4,6,and8.TheMagicalGirlsuffersno
penaltyforthetwoRank1andtwoRank2Ninja(sincetheyareatleast10Rankslowerthan
she),a2penaltyforthetwoRank4andoneRank6Ninja(sincetheyareatleast5Ranks
lower),andafull4fortheRank8Ninja(sinceheisonly4Rankslower,whichislessthan5).
ThefinalattackcheckpenaltytheMagicalGirlsuffersforheroneattackis10(2224=
10).
MooksinAnimed20

TherulesforAttackingMultipleWeakerOpponentsisforcinematicgameswheretheheroes
areabletodispatchsignificantlyweakerfoeswithoutmuchconcern.Therulesshouldnotbe
usedingrittier,realisticgames.
AttacksWithTwoWeapons
Acharacterwithaonehandedweaponineachhandmayusebothatonceagainstthesame
targetorattacktwodifferenttargets(evenifheorshedoesnothaveExtraAttacks)butata
severepenaltytobothchecks.Atwoweaponattackincursa6penaltyfortheprimaryorfirst
handanda10fortheotherhand(theoffhand).Anadditional2penaltyisappliedoneach
attack(8and12penalties)iftheattacksareaimedatdifferenttargets.IfacharacterhasExtra
Attacks,heorshecanonlyusethisoptionwithoneattackandnoteveryattack.
Thepenaltyappliedtotheoffhandattackisreducedby4ifthecharacterhasthe
AmbidexterityFeat.Additionally,eachtimetheTwoWeaponFightingFeatisassigned,
penaltiesappliedtobothattacksarereducedby2.
CalledShots
AnattackingcharactermayopttosufferapenaltytohitinexchangeforaCalledShotthat
providessomespecialadvantage.Forexample,aCalledShotmayignoreArmour(byattackinga
small,unarmouredspot)orstrikeavitalpoint,inflictinggreaterthannormaldamageresults.
PlayersmustspecifyaCalledShotbeforerollingthedice.
CalledShotDisarming
Acharactermayattempttoshootorknockaweaponoutofanotherpersonshand.Ifusinga
rangedattack,thisrequiresanattackata8penalty.Iftheattackhits,thecharacterknocksaway
theweapon(probablydamagingit).Ifusingameleeweaponorunarmedattacktodisarm,the
characteronlysuffersa4penalty,butthetargetmaymakeaStrengthchecktoretaincontrolof
theweapon.Ifthechecksucceeds,theweaponsuserstillsuffersa4penaltyonhisorhernext
actionwiththatweapon(sinceitisoffbalance),butheorsheretainscontrolofit.
CalledShottoPartialArmour
Somearmourmayprovidepartialprotection,likeaflakvestonlyprotectingapersonstorso.
Anattackaimedatathinorunarmouredareasuffersa4attackcheckpenaltyandignoresthe
effectsofthearmourifsuccessful.
CalledShottoVitalSpot
Acharacterattackingalivingbeingcanspecifyheorsheisaimingforavitalspot(heart,
brain,spine,etc.)ratherthansimplyshootingatthecentreofmassasusual.Heorshesuffersa
8attackcheckpenalty,but,ifsuccessful,thedamagediceusedintheattackincreasestothe
nextsize:d4becomesd6;6dbecomesd8;d8becomesd10;d10becomesd12;andd12becomes
d20.Forexample,acharacterwithaRank6SpecialAttack,whichnormallydelivers6d8
damage,wouldinflict6d10damageifheorshemadeasuccessfulCalledShottoVitalSpot.
CalledShottoWeakPoint

IfthecharacterknowshisorherenemyhasaWeakPointDefect,aCalledShotcanbemade
tohititincombat.TheattackcheckpenaltydependsonthesizeoftheWeakPoint:atinyspot
givesa6penalty;asmallspotgivesa4penalty;andalargespotgivesa2penalty.
CombinedAttacks
Sometimes,characterswillfindthemselvesfacinganextremelytoughopponentwhose
ArmourorForceFieldistoughenoughtopreventthecharactersfrominflictingharm.Inthese
situations,characterswilloftencoordinatetheirattacks,attemptingtostrikethesamepointat
thesametimeinthehopesofoverwhelmingthetargetsdefences.Foreachcharacterattempting
acombinedattackafterthefirst,theattackerseachsuffera2penaltytotheirattackcheck.Each
charactermustholdhisorherattackuntiltheslowestcharactersInitiative(orlater)before
launchingtheattack.Eachcharactermakesanattackchecktoseeifheorshehitsthetarget.If
thecharacterhits,heorshedetermineshowmuchdamageisinflictedbytheattacknormally.All
successfulattackerscombinetheirdamagevaluesintoonetotalandthisamountisinflictedupon
thetargetasiffromoneattack.
Ifoneattackfailstohitwiththecombinedattackpenaltybutotherwisewouldnormallyhit,
thecharacterstillhitsthetargetbutdoesnotsuccessfullycoordinatewiththeothercharacters.
Naturally,ifonlyonecharactercoordinates,acombinedattackdoesnotoccur.Thecharacter
determineshowmuchdamageisinflictedbutreducesthedamagedeliveredbyhalf(round
down).Ifthecharactermisses,nodamageisdelivered.
Thetargetofasuccessfulcombinedattackisonlyrequiredtomakeasingledefencerollto
determineifsheorheishitbytheincomingcombinedattack.Apenaltyof1isappliedtothe
rollforeachopponentbeyondthefirstwhoparticipatesinthecombinedattack.
CharacterswhopossesstheCombinationAttackAttributehavespecialrulesforperforming
thismanoeuvre,andarenotsubjecttothesamelimitations.
ExtraAim
Acharactermakingarangedattackmaydeliberatelytakeextratimetoaim.Ifacharacter
aimsarangedweaponforanentireroundanddoesnotmoveduringthatperiod,heorshe
receivesa+4attackcheckbonus,or+6ifheorsheisusingascope.Ifanaimingcharacter
choosestomoveorsuffersanydamagebeforeheorshecanfire,thecharacterlosesthebenefit
ofExtraAim.
StrikingtoIncapacitate
Acharacterattackinginhandtohandcombatorwithabluntmeleeweaponmayattemptto
knockasurprisedopponentunconscious.Thetargetoftheattackmustbeunawareoftheattack
tobevulnerable.Theattackermakeshisorherattackcheckwitha6penalty.Ifthetarget
suffersanydamage(afteralldefensiveAttributesareapplied),heorshemustmakeaFortSave
(DC10+attackersStrengthmodifier).Ifthetargetsucceedsonthissave,heorshemaintains
consciousness.Ifthetargetfailsthischeck,however,heorshefallsunconscious.Damage
inflictedbyanIncapacitatingStrikeisonequarteroftheattacksmaximumdamage(round
down).

Forexample,acharacterwantstocaptureanopponentsoshestrikestoIncapacitate.Her
punch(withthreeRanksofMassiveDamage)normallyinflicts1d3+6,foramaximumof9
damage.Sherollstohitwitha6penaltyandsuccessfullyhitsheropponent,forcingthetargetto
makeaFortsave.Regardlessofwhetherornotthetargetremainsconscious,hetakes2(94=
2.25,roundeddownto2)damagefromtheblow.
StrikingtoWound
Acharacterincombatcanelecttoreducehisorherdelivereddamagebelowthenormal
damagevaluetoaminimumof1(knownasstrikingtowound).Heorshemaynotattemptthis
withattackspossessingtheAreaEffect,AutoFire,orSpreadingAbility,however.
ThrowingHeavyThings
AcharacterwithahighStrengthAbility(sometimesgainedthroughtheSuperstrength
Attribute)canliftheavythingsupto10%ofhisorhermaximumcapacityandthrowthem
todeliverdamage.Ittakesoneactiontograbandliftalarge,awkwardobject,andanotherto
throwit.Consequently,throwingobjectsisslowerthanfiringmostweapons.Theadvantageof
throwinganobjectisthatbigthingsarehardertododgethansmallerones.TheGMshould
assigneachobjectasizecategorybasedonitssizeandweight.
Theattackdeliversdamage,andreceivesanattackrollbonus,basedonthesizeoftheobject
(seeTable123:ThrowingDamageBonuses).Thedamageisincreasedbytheattackers
StrengthmodifierplusanybonusesforMassiveDamage.
TABLE123:ThrowingDamageBonuses
SizeCategory

Damage(*)

AttackRollBonus

Medium

1d4+2

Large

2d4+4

+1

Huge

3d4+6

+2

Gargantuan

4d4+8

+4

Colossal

5d4+10

+8

*PlustheattackersStrengthmodifierandanyotherbonuses
TotalAttack
Acharactercantakethisoptioninconjunctionwithanattack.Itmeansheorshefocuses
intentlyonanoffensiveactionwithlittlethoughtgiventodefence.Thecharactergainsa+2
bonustoasingleattackcheck,butthecharactersArmourClassdecreasesby2fortheentire
roundinwhichheorsheismakinganTotalAttack.AcharacterwiththeExtraAttacksAttribute
caninitiatemorethanoneTotalAttackeachround,buteachTotalAttackreduceshisorherAC
by2.
TouchingaTarget

SomeAttributesrequireacharactersimplytouchhisorhertarget.Itismucheasiertojust
touchapersonthanitistophysicallystrikehimorherwithenoughforcetocausedamage.Thus,
anycharacterwhoissimplyattemptingtotouchanopponentgainsa+6bonustohisorher
attackcheck.TouchingaspecificpartofatargetsbodymayrequireaCalledShot.Thisassumes
thecharacterissimplyattemptingtomakephysicalcontactwiththetarget.Ifprolongedcontact
isrequired,thetargetmusteitherbewillingorthecharactermustgrapplethetarget.Thisrule
replacesthestandardd20SystemmethodforresolvingTouchAttacks.
Grappling
Insteadofstrikingtoinflictdamageinmeleecombat,acharactercanattempttograb
someoneandpinhimorher.Thisisagrapplingattack,andacharactermusthaveatleastone
emptyhandfree.Grabbingasmall,inanimateobjectnotthatisnotheldbysomeoneelse(see
SphereofControl)doesnotrequireafullaction.
GameMastersresolveagrapplingattemptlikeanormalattackusingtheUnarmedAttack
(Grappling)Skill.Iftheattackhitsandthetargetsdefence(ifany)fails,thentheattacker
successfullygrabbedhisorheropponent.Theattackergainsagrapplingadvantageifheorshe
hasmorefreehandsthanthedefender.Freemeansnotholdingweaponsorotherobjects,or
nototherwiseincapacitated.Inthiscase,thedefendersuffersacumulative2penaltyforeach
freehandtheattackerusestograppleinexcessofthenumberoffreehandsthedefenderisusing.
Themaximumpenaltyassignedforthisdisadvantageis8.Forexample,ifaMechaPilot(two
hands)triestoescapefromthegraspofaMantisMan(fourhands),shesuffersa4penalty(4
2=2;2x2=4).IftheMantisManisholdinganobjectinoneofitsfourhands,however,the
MagicalGirlonlysuffersa2checkpenalty(32=1;1x2=2).Characterswiththe
ElasticityAttributegainabonustoattemptstograpple.
Theattackercanholdagrabbedcharacterrelativelystationary.Thetargetsuffersa4penalty
onallcheckswhenperformingothermeleeattacks(includinggrabbing,biting,kneeing,etc.)or
8whenattemptingtoperformothertasksrequiringfreedomofmovementlikeusinghandheld
equipment.Exception:ifthegrabbedcharacterismuchstronger(ormoreagile,attheGMs
discretion)thantheopponent,hisorherpenaltyishalved,andthecharactercanstillmove
freely.TheGMmayconsideracharactermuchstrongerifhisorherStrengthisatleast8points
higher.Thus,asmallchild(Strength4)couldnotstopastrongman(Strength16)frompinning
himorher,whilethestrongmanwouldbeabletomovefreelyifgrabbedbythesmallchild.It
is,ofcourse,possibleforonecharactertograbanopponentwhothengrabsthecharacterin
return(thisiswhatoftenhappenswhengrappling).
GrapplingManoeuvres
Onceacharactergrabsanopponent,heorshecanattemptagrapplingspecialmanoeuvre
(Lock,Throw,orPin)ashisorhernextattack.
Lock
Insteadofattackingnormally,thegrabbingcharactercanchoke,crush,orstranglehisorher
foe.Thisattackautomaticallyhitsandinflictsdamageequalto1d4,plusbonusesfromStrength
andMassiveDamage.
Throw

Insteadofattackingnormally,agrabbingcharactercanhurlthefoetotheground.A
charactermustmakeanattackcheckata+4bonus,modifiedbytheUnarmedAttack(Throws)
Skill.Ifsuccessful,athrowdelivers1d6damage(aswellasbonusesfromStrength).
Additionally,ifthedefenderfailshisorherdefencecheck,theattackermaythrowthecharacter
outawindoworoffaledge,andtheGMcanassignextradamagebasedonthesituation.Ifthe
attackerthrowstheopponentatanotherenemy,heorshemaymakeanattackcheck.Iftheattack
issuccessful,thegrabbedopponenthitsthetargetandbothsufferequaldamage.Athrow
normallybreaksthegriponthetargetunlesstheattackerattemptstomaintainaholdand
succeedsinanUnarmedAttack(Grappling)checkagainstaDCof15(whichmustbemade
whetherthethrowissuccessfulornot).
Pin
Acharacterwhohasgrabbedsomeonemayattempttoimprovehisorherholdduringthe
nextattackbycompletelyimmobilisingtheopponentinapin.Treatthismanoeuvrethesameas
thefirstgrabattack.Iftheattacksucceeds,thenthefoeispinned,usuallyundertheweightofthe
attackersbody.Attackersmaynotattemptapiniftheopponentismuchstronger(seeearlierfor
definitionofmuchstronger).Onceacharacterpinsanopponent,thetargetsuffersa6penalty
oncheckswhenattemptingtoescape.Apinnedcharactercannotattackormove.
Biting
Sincebitingdoesnotrequiretheuseofhands,itisaneffectivetacticwhenacharacterhas
eithergrabbedorbeengrabbedbyanopponent.GameMastersshouldtreatthisasanormal
attackthatinflicts1d3damage,unlesstheaggressorisusingaNaturalWeaponsAttribute
(Fangs,Beak,orMandibles).
Escaping
Agrabbedcharactermayattempttostrugglefree.OnthecharactersInitiative,heorshecan
attempttoescapeinsteadofattack.BothcharactersrollaStrengthorDexteritycheck(as
appropriate)withmodifiersfortheUnarmedAttack(Grappling)Skill.Thecharacterwiththe
highestdegreeofsuccess(orleastdegreeoffailure)wins.Ifthegrabbedcharacterwins,heor
sheescapes,andmayalsoattackortakeanotheraction.Ifthecharacterstie,thegrabbed
characterescapes,butforfeitshisorhercurrentaction.Ifthegrabbedcharacterloses,heorsheis
immobilisedandforfeitsoneattackactionthatround.Ifagrabbedcharacterchoosestoattackthe
personwhograbbedhimorher(withappropriatepenalties)andinflictsdamageequaltoor
greaterthanhisorherfoesConstitution,heorsheautomaticallyescapesthegrab.
FightingfromtheGround
Fightersthrowntothegroundorwhoareotherwiseforcedtofightfromaproneposition
makeallattacksata4penalty.
MovementinCombat
TheGMdecideswhetherheorshewishestokeepdetailedtrackofmovement,ranges,and
distances.Inmostcloseincombatsituations,GMsshouldnotworryaboutexactspeedsand
distancesageneralideaoftheoverallsituationissufficient.Alternatively,GMscanmeasure
rangesinamoreabstractfashion:yourebehindhimandinmeleerangeoryoucanreachher

inthreerounds,ifyouhurry.TheGMshouldjudgehowquicklyrangeshiftsfromrelative
speedstodramaticnecessity.Forexample,inaracebetweentwoopponentswithequalspeeds,
theGMcanallowthecharacterwhokeepswinningInitiativetoincreasethegapgradually
betweenhimorherandtheotherrunner.
IftheGMwishestokeepprecisetrackofmovementanddistances,assumeanaverage
charactermovesanumberoffeetequaltohisorhersizerelatedmomentmodifier(3foran
human)timeshisorherDexteritywhilewalking(onehalffoottimesDexterityifswimmingor
crawling).Joggingisadoublemove,runningatriplemoveandsprintingaquadruplemove.This
guidelineassumessixsecondsperround,buttheGMcanmodifyexactspeedswhennecessary.
Jumping
GMscanallowcharacterstojumpasfarasseemsdramaticallyappropriateforthegame.If
distanceisimportant,apersoncanjumpabout6feetforward,or3feetuporback,withrange
doubledonashortrunningstart.UsetheJumpSkilltodetermineexactdistancesfortrained
charactersandforcharacterswiththeJumpingorSpeedAttribute.Awheeledortrackedvehicle
oraboatcanonlyjumpifithasaramp.
MovementAttackPenalties
Whenacharacterismovingincombat,heorshemayincurpenaltiestoattackandBlock
Defencechecks(seeTable124:MovementAttackPenalties).Thepenaltyincurreddependson
howquicklythecharacterismovingrelativetohisorhermaximummovementability.The
followingchartindicatesthemovementratesandpenaltiesincurred.Foranormalcharacterwho
doesnothaveorisnotusinganAttributetomove(Speed,Flight,Hyperflight,orWaterSpeed),
thecharactersmovementrateisdictatedbyhisorherDexterity,asoutlinedintheNormal
Charactercolumn.CharacterswhoareusingamovementPowerrefertotheMovementAttribute
columntodeterminetheirrateofmovement.
Ifacharacterissprinting,heorsheincursa4penaltytoattackandBlockDefencechecks.If
thecharacterisrunning,heorsheincursa2penaltyonattackandBlockDefencechecks.
Characterswhoarejoggingdonotincurpenalties.Additionally,charactersdonotincurpenalties
whenattemptingParry/DodgeDefencechecksregardlessoftheirspeed.GMsdonotneedto
keepexacttrackofmovementratesunlesstheywish;theymaysimplykeepmovementabstract.
Table124:MovementAttackPenalties
NormalCharacter

MovementAttribute

Penalty

Jogging

UptoMaximum

nopenalty

(uptoBaseMovementx2)

AttributeRank2

Running

Maximum

(BaseMovementx3)

AttributeRank1

Sprinting

MaximumAttributeRank

(BaseMovementx4)

2
4

FiringWeaponsfromMovingVehicles
Characterswhoareinsideafastmovingvehiclefiretheirweaponsatapenalty.Firing
weaponswhenmovingatmoderatespeedsincursa
4penalty,whilemovingveryquicklyearnsa8attackcheckpenalty.GameMastersshould
imposeanadditional4penaltyforcharactersalsopilotingthevehiclewhilefiring.
AttackingMovingTargets
Attemptingtohitatargetthatismovingatexceptionalspeedsisverychallenging.When
attemptingtohitatargetthatismovingquickly,thecharactersuffersanattackcheckpenalty.
SeeTable125:AttackSituationModifiersfortheappropriatepenaltybasedonthetargets
speed.
AttackCheckModifiers
TheGMmayimposeappropriatemodifierswhentheplayersmakeanattackcheck.An
attackactionnormallyassumescharactersareengagedinactivecombatdodgingenemy
attacks,makingquickstrikeswhentheopportunityarises,movingabout,etc.TheGMshouldnot
applyanypenaltiesforthissortofnormalcombatrelatedactivity.Ifcircumstancesaresuchthat
acharactersaimorconcentrationseemslikelyimpeded(suchasshootingsomeonewhomthe
charactercannotclearlyseeorattackingafoewhilehangingupsidedown),theGMmayassign
penaltiestotheattackcheck.Likewise,instressfreesituations(suchaswhackinganimmobile
victim,ortargetrangeshootingwithnothingridingontheoutcome),theGMcanapply
favourablebonusesorassumeautomaticsuccess.
AnumberofpossiblepenaltiesorbonusesaredescribedonTable125:AttackSituation
Modifiers.TheGMmayadjustorignorethesemodifiersifheorsheprefers.
Table125:AttackSituationModifiers
Attackeris:
Takinganactiontoaim
AttackingMultipleTargetswithoneaction

+2,or+3withscope
0,2,or4peradditionaltarget

Attackingwithtwoweapons(sametarget)

6and10

Attackingwithtwoweapons(differenttargets)

8and12

AttemptingaCombinedAttack

AttemptingtoTouchtheTarget

+6

MakingaTotalAttack

+2

Firingpersonalweaponsfromamovingvehicle

2or4

Firingpersonalweaponswhilepilotingavehicle

Firingpersonalweaponswhileswimmingorperformingacrobatics

2perattackerafterthefirst

Inanawkwardposition(ontheground,etc.)

Attackeris:

Jogging:AtBaseMovementx2orlower

Running:AtBaseMovementx3perround

Sprinting:AtBaseMovementx4perround

Jogging:AttwoRanksbelowmaximumAttributemovementrate

nomodifier

Running:AtoneRankbelowmaximumAttributemovementrate

Sprinting:AtmaximumAttributemovementrate

nomodifier

AttackerisAttemptingaCalledShot:

Disarming(withmeleeattack)

Disarming(witharangedattack)

Targetingapartiallyarmouredpoint

Targetingavitalspot

TargetingaWeakPoint

2,4,or6

TargetisMovingat:

upto99mph

nomodifier

100to499mph

500to999mph

1,000to4,999mph

5,000to10,000mph

10,000mphormore

10

Targetwithinmeleerange,and:

Concealedbytreesorbrush

2to6

Partiallyconcealedbydarkness,fog,orsmoke

2to4

Fullyconcealedbydarkness,fog,orsmoke
Takingcover

6andup
2to8

Targetbeyondmeleerange,and:

Concealedbytreesorbrush

4to8

Partiallyconcealedbydarkness,fog,orsmoke

4to6

Fullyconcealedbydarkness,fog,orsmoke
Takingcover

12andup
4to10

RangeModifiers:

Attackingatuptotwicerange

Attackingatuptofourtimesrange

NonCombatActions
Ratherthantakinganoffensiveactionduringanycombatround,acharactermayuseanon
combatactiononhisorherInitiative.Suchactionsincludeuntyingarescuedcaptive,running,
changingweapons,climbingintooroutofavehicle,writinganote,changingclothes,etc.
Playersmayalsousenoncombatactionstosafelywithdrawfromarmedormeleecombat,
providedtheoppositiondoesnotattackatalaterInitiativenumberinthesameround.Notethat
speakingafewwordsduringcombat,runningaboutwhileattacking,ormakingashortdramatic
speechdoesnotconstituteanaction.
Anoncombatactionmaysucceedautomatically,ortheGMcanrequireanAbilitycheckor
Skillchecktodeterminewhetheritsucceeds.Somenoncombatactionsmayrequireseveral
roundstoperformattheGMsoption.
OtherActions
Someactivitiesdonotcountasattackornoncombatactions.Acharactercanperformeither
ofthefollowingactivitiesinadditiontoanattackornoncombataction:
Moveashortdistanceormanoeuvrehisorhervehicle.
Sayanythingthatfitswithinthespanof6seconds.
PerformDefensiveActionsinresponsetoanyattacksagainsthimorher.Notethatifthe
characterperformsmorethanonedefensiveactioninaround,subsequentdefensivesafterthe
first(orlater,ifheorshehastheExtraDefencesAttribute)inthesameroundsufferpenalties.
Defence
Ifacharacteristhetargetofasuccessfulattack(anyattackcheckthatisequaltoorgreater
thanthecharactersArmourClass),heorshemayattempttodefendagainstitwitha
Dodge/Parrydefence(avoidingtheattackbymovingoutoftheway,orusingaweapontopush
theattacktothesideoroffline),anAttributedefence,oraBlockDefence(interposingan
objectbetweentheattackandthetarget).DefensiveactionsarenotdependentonInitiativeorder
butresolvedimmediatelyaftertheattackbeforetheattackdamageiscalculatedorrevealed.
Tosuccessfullydefend,theplayermustrollgreaterthantheattackersmodifiedattackroll.
Thecharactersdefencerollisequalto1d20+thecharactersbaseArmourClass+any
additionalappropriatemodifiers.Eachcharactercanattemptadefenceonlyonceagainsta
particularattack(includinggrapples).Acharactermaydefendagainstmorethanoneattackina
round,butwithanappropriatepenaltytoeachdefenceafterthefirst(unlessthecharacterhasthe
ExtraDefencesAttribute;thepenaltythenappliestoeachdefenceafterthefinalbonusdefence).
Shouldtheopponentnotdefend(perhapsinanticipationofamorepowerfulattackstilltocome),
heorshecannotchangethatdecisionlaterintheround.

Ifavehicleisthetargetofanattack,itsdriverorpilotmakesthedefencechecks.Ifavehicle
isunabletomanoeuvre(trappedinaconfinedspace,forexample)theGMmayrulethatit
cannotdefendatall.Likewise,avehiclecannotnormallydefendagainstattacksmadebya
characterwhoisridinginoronit.
Adefencecombatcheckofanatural1isanautomaticfailure,regardlessofthemodifiers.In
thiscase,theGMmaydecidethecharacterautomaticallysuffersfulldamagefromtheattackor
perhapsevendoubledamage.
DefendingAgainstMultipleAttacks
Whendefendingagainstmultipleattacksinasingleround,eachdefenceafterthefirstincurs
acumulativedefencerollpenaltyof2penalty:2fortheseconddefence,4forthethird,6for
thefourth,etc.Thismeansthateventhegreatestfightermaybeoverwhelmedifbadly
outnumbered.RemembertoincludeallrelevantAttribute,Skill,Feat,andDefectmodifiers.If
successful,thedefenderblocks,dodges,orotherwisenegatestheattack,andsuffersnodamage.
TheExtraDefencesAttributeallowsthecharactertomakeacertainnumberofadditional
defenceswithoutpenalty.
RelevantDefenceSkills
Whenacharacterdefendsagainstarangedattack,therelevantSkillisRangedDefence.Fora
handtohandorothermeleeattack,therelevantSkilliseitherUnarmedDefence(ifthecharacter
isdodging,orblockingtheattackwithhisorherbody),orMeleeDefence(ifthecharacteris
usingaweapontoparry).
BlockDefence
RatherthanattemptingtoavoidanattackwithaDodge/Parrydefence,thecharactermay
insteadchoosetoblocktheattackwithashieldorothersuitablylargeandresistantobject(a
Blockdefence).Whenacharacterattemptstoblock,heorshegainsa+2bonustohisorher
defenceroll.Ifthedefenceissuccessful,thecharacterhasinterposedtheobjectinfrontofthe
attack.TheobjectsArmourRatingprovidesprotectiontothecharacter.Thus,aplankofwood
canbeusedtoblockapowerfulenergyblastbut,iftheattackdoesmoredamagethanthewoods
ArmourRating,itwillstillstrikethecharacter,inflictingreduceddamage.SeeBreakingObjects
forsuggestedArmourRatingsofcommonitemsorTable114:ArmourandProtectiveDevices
forshields.IftheattackdeliversfivetimestheobjectsArmourRating,theobjectisdestroyed.
CharactersmayonlyattempttoblockmeleeorunarmedattacksunlesstheyhavetheBlock
RangedAttackFeat.
IndefensibleAttacksandFlatFooted
Acharactermaynotattemptadefencecheckifheorsheiscompletelyunawareoftheattack,
unabletomove,orisstruckwithaCriticalHit.Ifacharacteriscaughtunpreparedbutwhois
awareoftheattack(suchaswhensurprised),however,heorsheisconsideredflatfootedand
maystillattemptadefencebutdoesnotgainanybonusesfromahighDexterityscore.
TotalDefence
Acharactercanelecttoforgoanyattempttoactandfocussolelyondefence.Insteadof
attackingorengaginginanotheractivity,heorsheconcentratescompletelyondefence.A

characterperformingaTotalDefencemaystillmovenormally,butmaynotattackortakenon
combatactions;thecharacterisdodgingandweaving,parryingfrantically,ducking,andhiding.
Thecharacterreceivesa+4bonustohisorherdefencerollfortheround,startingonthe
charactersInitiative,lastinguntilthecharacteractsagainnextround.TotalDefenceisagood
tacticforanyoneretreating,orsomeonebuyingtimeuntilhisorheralliesarrive.
Table126:DefenceSituationModifiers
DefenceSituation
Dodge/ParryDefence

DefenceRollModifier
NoModifier

BlockDefence

+2

TotalDefence

+4perattacksacrificed

DefendingAgainstMultipleAttacks

2peradditionalattack(cumulative)

DefendingAgainstUndetectableAssailant

DefendingWhenSurprisedorFlatFooted

NoDexBonus

DefendingAgainstCriticalHit

NoDefencePossible

DefendingOthers
Acharactercandefendthetargetofanattackinthreeways:bypushing/pullinghimorher
outoftheway,byinterposinganobject(suchasashield,orthecharactersbody)betweenthe
targetandtheattacker,orusinganAttribute.Thefirsttwomethodsaredescribed,whilethefinal
methodisdetailedunderDefendingWithanAttack.
Thefirstoption,pushingorpulling(orgrabbingatargetasthecharacterswingby),issimilar
toaDodge/ParryDefence.Thecharacterusesadefenceaction,androllsadefencecheck.Itis
difficulttodefendsomeoneelse,however,andtheattemptusuallysuffersasignificantpenalty
(seeTable127).Obviouslytheactionhastomakesenseifthecharacterhasnowaytoreach
atarget,heorshecannotdefendtheindividual.
ToshieldanotherpersonisakintoaBlockdefence.LikeanyotherBlockdefence,the
charactergainsa+2tohisorherAmourClass,andmusthavetheBlockRangedAttacksFeatin
ordertodefendagainstmissileweapons.AcharactercanBlockforanotherpersonwithaShield,
weapon,extendableForceField,orsimplybystandinginthewayandabsorbingthebruntofthe
attack.
Ifthecharacterisoutofdefenceactions,however,heorshenormallycannotattemptto
defendanother(althoughindiresituationsaGMmightallowthecharactertomakearollwith
thenormalcumulativepenaltyforadditionaldefences,plusanyothermodifiers).
Table127:DefendingOthers

DefenceSituation

Modifier

Targetiswithinreach

Targetisatmediumrange

Targetisatlongrange

Targetisinanawkwardposition

Defenderisinanawkwardposition

Targetconcealedbytreesorbush

Targetconcealedbydarkness,smoke

Defendingagainstadditionalattacks

4(cumulative)

Defenderissurprised

DefenceNotPossible

DefendingagainstUndetectableassailant

DefenceNotPossible

Damage
Characterssufferdamagethroughcombat,accidents,orotherhazards.Damageratings
indicatethedicerollrequiredtodeterminetheamountofdamageinflicted.Thetargetcharacter
subtractsanydamageinflictedfromhisorherHitPointsiftheattacksuccessfullypenetrates
Armour,ForceFields,andotherdefences.
AmountofDamageInflicted
Eachattackhasadamagerating,whichisequaltothebasedamageoftheattack(which
includesaweaponsdamagevalue)plusanybonusesfromMassiveDamageandStrength,asis
appropriatefortheattack.Whenthecharactersuccessfullystrikesanopponent,heorsherolls
thenumberofdiceindicated,plusanybonuses,todeterminetheamountofdamagetheattack
inflicts.
Charactersmaychoosetoinflictlessdamagethanthedicerollindicates,iftheydesire.Thus,
aheroiccharacterwhoscoresacrushingblowagainstheropponentonhislastlegscanreduce
thedamageinflictedtoensurethathedoesnotkillherfoebymistake,renderinghim
unconsciousinstead.Forexample,acharacterattackingwithan5d8SpecialAttackthatscores
32damagemayelecttoonlyinflict15damageifheorsheseesthetargetisabouttocollapse.
UnarmedCombat
Theattacksdamageisequalto1d3plusthecharactersbonusesforStrengthandMassive
Damage.
MeleeWeapons
Theattacksdamageisequaltotheweaponsdamagevalue,plusbonusesforStrengthand
MassiveDamage.IftheweaponhasAbilitiesorDisabilities,refertotherelevantsectionfor
theireffects.SeeTable112:Weaponsfordamagesdeliveredbyvariousmeleeweapons.
RangedWeapons

Theattacksdamageisequaltotheweaponsdamagevalue,plusbonusesforMassive
Damage.AStrengthbonusmayalsobeaddedwhenappropriate(suchasforthrownweapons).If
theweaponhasAbilitiesorDisabilities,refertotherelevantsectionfortheireffects.SeeTable
112:Weaponsfordamagesdeliveredbyvariousrangedweapons.
SpecialAttacks
TheattacksdamageisequaltotheSpecialAttacksdamagevalue,plusbonusesforStrength
(asappropriate)andMassiveDamage.
ImpactDamage
Damagemayalsoresultfromanoncombatactionsuchascrashingaspeedboatintolandor
fallingfromatree.Naturally,somenoncombatactionsmayresultinanNPCsdeath,butthese
eventsshouldonlykillaplayercharacterinexceptionalcircumstances.
Crashing
Duringthecourseofanadventure,acharactersvehiclemayaccidentally(ordeliberately)
crashintoobjectsalongtheroad,inthesky,inoronwater,orinspace.GMsshouldassess
whateverdamagetheydeemappropriateuponboththevehicleandoccupantsinacrash.The
ArmourandForceFieldAttributesmayprotectagainstthisdamage.Similardamagecanbe
appliedtoacharacterwhojumpsorispushedfromaspeedingvehicle,orisstruckbyone.
Table128:CrashingandFallingDamageassiststheGMindeterminingthedamagefor
hittingtheground,water,abuilding,orsomeotherimmovableobjectbasedonhowfastthe
vehiclewasmovingduringthatround.Ifaspeedfallsbetweentwodamagevalues,usethe
greaterofthetwo.
Falling
Acharacterwhofallsagreatdistancewillsufferdamagedependingontheheightheorshe
plummeted.HeorshemayalsomakeanAcrobaticsSkillcheckwithsuccesshalvingthe
sustaineddamagetoindicateaproperbreakfall(DCof15+1perfootfallenabove10feet).The
ArmourandForceFieldAttributesmayprotectagainstthisdamage(GMsdiscretion).
Table128:CrashingandFalling
Speed

FallingDistance

DamageDelivered

10mph

10ft

1d6

20mph

20ft

2d6

30mph

30ft

3d6

45mph

40ft

4d6

60mph

50ft

5d6

75mph

60ft

6d6

90mph

70ft

7d6

120mph

80ft

8d6

150mph

90ft

9d6

180mph

100ft

10d6

300mph

110ft

11d6

400mph

120ft

12d6

500mph

130ft

13d6

1,000mph

140ft

14d6

2,000mph

150ft

15d6

3,000mph

160ft

16d6

4,000mph

170ft

17d6

5,000mph

180ft

18d6

7,500mph

190ft

19d6

10,000mph

200ft

20d6

above200ft.

+3d6

eachadditional2,500mph

ArmourorForceFieldsandDamage
IfacharacterhasArmouroraForceField,thisreducesthedelivereddamagefromeach
successfulattackbyanamountequaltoitsrating.Thecharactersuffersanydamagenotnegated
bytheArmourorForceField,subtractingitfromhisorhercurrentHitPoints.SeeEffectsof
DamagetoaCharacterfortheresult.
CriticalHits
Intheeventofanaturalattackdicerollof20,theattackerinflictsacriticalstrike.Unlike
otherd20games,thecharacterisnotrequiredtomakeasecondtohitrolltoseeifthecriticalis,
infact,delivered.Arollof20alwaysinflictsadoubledamagecriticalhit,unlesstheGM
decidesotherwise.Forexample,a6d8attackinflicts12d8damagewhenacriticalisscored.
GMsmaywish,alternatively,tousethenormalrulesfromtraditionald20,requiringaplayer
torollasecondtohitrolltoseeiftheattackisacriticalhit.
EffectsofDamagetoaCharacter
TotallossofHitPointscancauseacharactertopassoutordie.ShouldacharacterorNPCs
HitPointseverdropbelowzero,heorshesufferedaseverewoundandisrenderedunconscious.
IfacharacterisreducedtothenegativevalueofhisorherHitPoints,heorshehassuffereda
mortalwoundandwilldie(orfallintoacoma,dependingonthetoneofthegame)unless
medicalattentionarrivesimmediately.TheGMmayallowthecharactertolingerlongenoughto
sayafewlastwordsorperformsomeotherfinal,heroicaction.

Unlikemostd20Systemgames,charactersinAnimed20donotdiewhentheyreach10Hit
Points(unlesstheyonlyhave10HitPointsnormally).Animed20isacinematicgamethatrarely
inflictslethalwounds.IftheGMwishestohaveagrittier,morerealisticgame,theymayusethe
standardd20ruleforHitPointswhenacharacterdropsto10HitPoints,theydie.
WoundDifficultyPenalties
TheGameMastermaywishtoassigndifficultypenaltiestocharacterswhohavebeen
injuredincombat.WhenthecharactersHitPointsarereducedto75%oftheiroriginalvalueor
less,alltaskssuffera2penalty.ThispenaltyappliestoallAbility,Skill,andcombatchecks.
At50%HitPoints,taskssuffera4penalty;at25%,taskssuffera6penalty.
SecondWind
Ifaneventoccursduringthecourseofcombatthatinducesanaffect(apowerfulemotional
response)withinadamagedcharacter,thecharacterisgivenanopportunitytorefocusonthe
combatandeliminatealldamagedifficultypenaltiesgettingasecondwind.TheGM
decideswhicheventsaresignificantenoughtoevokesuchareaction.Inthesesituations,the
penaltiesareremovedifthecharactermakesasuccessfulWillpowerorFortitudesave(players
choice)againstaDCof10.
Ifacharacterdropsbelowoneoftheremainingdamagetiers(50%or25%oforiginalHit
Points)aftergettingasecondwind,heorshewillimmediatelysufferfromthecorresponding
damagedifficultypenaltiesonceagain:4at50%or6at25%.Acharactercanonlygeta
secondwindonceduringanycombatscene.
Table129:DamageDifficultyPenalties
PercentageofOriginalHealthPoints

Modifier

10076%

75%51%

50%26%

25%0%

ShockValueandCriticalInjury(OptionalRule)
TherulesforShockValueandCriticalInjuriesareonlyappropriatefordarkandgrittyand
arenotrecommendedfortheaveragelightheartedanimegame.
IfacharactersuffersanamountofdamageequaltohisorherShockValue,thereisadanger
thatthecharacterwillbestunned.Iftheattackpenetratestheskin(suchasabulletorknife),the
ShockValuealsorepresentsthedamagenecessarytoinflictamajorwound,which,ifuntreated,
canresultinthecharacterbleedingtodeath.TheShockValueisequaltothecharacters
maximumHitPointsdividedby5.
Shock

IfacharactersuffersmoredamagefromasingleattackthanhisorherShockValue,heor
shemustmakeaFortitudesavevsaDCof15+1per5damageinflictedabovethecharacters
ShockValue(rounddown).Ifthecheckfails,thecharacterisstunnedandwillcollapse.The
characterwillalsoletgoofanythingheorsheisholding.Thecharactersincapacitationwilllast
foranumberofroundsequaltotheamountbywhichthesavewasfailed.Anincapacitated
characteriseffectivelyoutofaction,eitherknockedoutorawakebutimmobilisedbypainor
shock.Heorshemaynottakeanyoffensive,defensive,ornoncombatactions.Thedurationof
incapacitationfrommultiplefailedsavesfromseveralinjuriesoccurringinashortperiodoftime
iscumulative.
CriticalInjury
AcharacterthatsuffersmoredamagethanhisorherShockValuefromanattackthatbreaks
theskin(suchasabullet,knife,arrow,grenadefragment,etc.)hastakenacriticalinjury.A
characterwhosuffersacriticalinjurylosesoneadditionalHitPointeveryround(everyminute,
ifoutofcombat)untilgivensuccessfulfirstaid.Juststoppingthebleedingthroughfirstaidis
notenough,howeveritonlyslowsthelossofHitPoints.Acriticallyinjuredcharacterthat
hasundergonesuccessfulfirstaidwillloseoneHitPointevery10minutesuntilheorshe
undergoessuccessfulsurgery(bestperformedinahospital)ormagicalhealing.Thus,acharacter
whoisbadlyhurtmightdiebecauseofshockandinternalinjuriesbeforeheorshecanbe
stabilised.Acharactercansuffermultiplecriticalinjuries.Ifso,eachmustbetreatedseparately,
andHitPointlossesarecumulative.
MedicalTreatmentforCriticalInjuries
Ifacharactersufferedacriticalinjury,heorshewillloseoneHitPointeveryround(orevery
minuteifoutofcombat)untiltreatedviafirstaid.ThisrequiresasuccessfulMedical
(EmergencyResponse)SkillcheckagainstaDCof15+1percriticalinjurysuffered.Each
attempttakes10rounds(oroneminute);severaltriescanbemadeuntilsuccessful.Ifthe
characteristryingtoperformfirstaidonhimorherself,applya2penalty.Ifthecharacterdoes
nothaveanactualfirstaidkithandybutisforcedtoimprovisedressings,etc.,applya2penalty.
Asmentionedbefore,acriticalinjurythatistreatedwillstillresultinthelossofone
additionalHitPointevery10minutesuntilthecharacterundergoessurgeryormagicalhealing.
ThisrequiresaMedical(Surgery)SkillcheckagainstaDCof15+1percriticalinjurysuffered.
Thereisnopenaltyifperformedwithafullstaffinamodernhospital,buta4penaltyappliesif
itisperformedwithlessadequatemedicalfacilities(forexample,inadoctorsofficeorapoor
thirdworldhospital)or8ifperformedwithcompletelyimprovisedequipment.Eachattempt
willtakeatleast10minutes.Successstabilisesthepatientwhilefailurecauseshimorhertolose
additionalHitPointsequaltotwicethemarginoffailure.Anothertryispossible,however.
Optionally,acharacterwhohasbeenbadlyinjured(negativeHitPoints)becauseof
cumulativeHitPointlossmayalsorequiretreatment,evenifheorshedidnotsufferacritical
injury.Thismaybedependentonthenatureoftheinjuriessomeonewhowasbadlyburned
maybeinworseconditionthansomeonewhowasbeatenup.TheGMcanrulethatkeepingthe
characteraliveuntiladequatemedicalattentionisavailablerequiresasuccessfulMedical
(EmergencyResponse)Skillcheckandthatfullrecovery(atdoubledhealingrate)willrequirea
Medical(Surgery)Skillcheck.

MindCombat
Mindcombatisaspecialtypeofconflict,thatusestheTelepathyAttributetoforciblyinvade
anothersmind.MosttelepathsmakementalattacksusingtheSpecialAttackAttributewiththe
MindAttackAbility.Thismentalconflict,however,isaclashingoftwopsyches,eachstruggling
tosubduetheotheritisakintotwopeoplegettingintoamentalfistfight.Mentalcombatcan
becomelethalifeitherpersonbeginstearingdownneuralpathways,erasingmemories,or
destroyingbraincells.Physicalstrengthdoesnotplayaroleinthisbattle,onlythepowerofthe
mind.Eachroundofmindcombatcovers6secondsoftimefromthecharactersperspectives,
thesameamountoftimeasoneroundofphysicalcombat.
Mindcombatcanonlybecarriedoutoncementalcontacthasbeenestablished,usuallyusing
theTelepathyAttribute.Oncetwomindshavetouched,theinitiatorofthecontactmaywithdraw
atanytime.Alternatively,physicaldamagetotheinitiatororperhapsuseofanappropriateItem
ofPowercanbreakthecontact.Forthetargettobreakunwantedmindcontact,theplayercannot
initiateanyotheractionsforoneroundandmustmakeasuccessfulWillpowersaveagainstaDC
of15plustheattackersTelepathyAttributeRank.Ifthecheckissuccessful,theaggressoris
forcedfromthecharactersmindandthemindcombatendsimmediately.
Ifanycharacterinmentalcontactforfeitsallphysicalactionsfortheround,heorshecan
attackthroughmindcombat.Asuccessfulattackrequirestheplayertomakeasuccessful
WisdomcheckagainstaDCof10plusthetargetsWisdommodifier(plusanybonusesfrom
MindShieldorotherappropriateabilities).TheGMhastheoptionofmodifyingtheDCshould
theattackbeparticularlyeasyordifficult.
ThepsychicdamageofasuccessfulattackisequaltotheattackersIntelligencemodifier
(thus,onlycharacterswithapositiveIntelligencemodifiercaninflictdamageinmindcombat).
ThedamageisremovedfromthetargetsHitPoints.Ifacharacteriseverreducedtoorbelow
zeroHitPointswhileinmindcombat,hisorhermindhasbeenbrokenandisnowatthemercy
oftheopponent.Thevictorcanendthecharacterslife,searchthroughmemories,plantpowerful
suggestions,erasethoughts,orsimplyrenderthecharacterunconscious.Anychangestoa
charactersmind(otherthandeath)willremainuntilreversedbyanothercharacterskilledinthe
TelepathyAttribute.TheGMshoulddecideexactlyhowthismustbeaccomplished.Role
playingacharacterwhosemindhasbeenalteredischallengingbutcanalsobeveryrewarding
whenplayedwithconsistency.
Atelepathwhowishestoalteratargetsmindafterwinningamindcombatbattlemustspend
agreatdealoftimetoalterit.Minorchangessuchasremovingunimportantmemoriesor
implantingunessentialfalsememoriescantakeacoupleofhours.Massivechanges,suchas
instilling(orremoving)aprejudiceorphobia,rebuildingalargeportionofthetargets
memories,orsimilarlargescaleremodellingshouldtakedaystocomplete.Charactersmayrush
theprocedure,ifpressed,butthereisariskofthealterationfailingovertime.Thetargetmay
noticeagapinhisorhermemoryandquestionwhathappened,orapersonalityadjustment(new
phobia,forexample)mayweakenovertime.Ifthecharacterwishestoperformachangequickly,
thecharactermayperformminorchangesinamatterofroundswhilethecharactercan
accomplishmassivechangesinaboutanhour.

Whenacharacterattemptstoalteratargetsmind,heorshemustmakeaKnowledge:Social
Sciences(Psychology)SkillcheckagainstaDCappropriatefortheextentofthechange;10for
minorchanges,20formajorchanges,30+formassivechanges.TheGMmayincreasetheDC
furtherifthealterationisparticularlysevereordrastic.Thecharactersmarginofsuccess
determineshowlongthemodificationlasts,measuredinyearsifthecharactertookhisorher
timewiththeprocedureormeasuredindaysifthecharacterrushedthings.GMsshouldmake
thisSkillchecksecretlyandnotinformtheplayeroftheresultunlessitisafailureheorshe
willnotknowhowlongthechangewillhold,onlythatithasoccurredornot.
TheMindShieldAttributeprovidesabonustothecharactersattempttoresistmindcombat
andmentalalterations,aswellasArmouragainstmindcombatdamage.
Recovery
AcharacterwhosufferslostHitPointsduetodamagemayhealnaturally(orberepaired,for
mechanicalcharacters).
RecoveringHitPoints
HitPointsregenerateatarateequaltooneHitPointpercharacterLevelforeachday(or
eachhourforlessrealisticcampaigns)ofrest.Forexample,aLevel5characterrejuvenates5
HitPointseverydaywhileresting.Thehealingratedoublesifthecharacterisinthecareof
someonewithMedicalSkillbuthalvedifheorshedoesnotspendtimeresting.
RecoveringEnergyPoints
ThehighestofthecharactersIntelligence,Wisdom,orCharismamodifiersequalsthe
numberofEnergyPointsthecharacterrecoverseveryhourwhetherthecharacterrestsornot.
RepairingEquipment
Equipment,suchasweapons,vehicles,orothergadgetscanbecomedamagedinthecourse
offightingcrime.CharacterscanrepairdamagetoequipmentbymakingaKnowledge:
MechanicsSkillcheck.IftheobjecthasHitPoints,eachsuccessfulSkillcheckrepairs10Hit
Points.EachSkillcheckshouldtakeapproximatelyonedayofwork(approximatelysixtoten
hours),dependingontheextentoftherepairsrequired.
UsingAttributesinCombat
Insomesituations,playerswillwanttousevariousAttributesininventivewaysinthe
middleofafight.ThefollowingrulesoutlinetheuseofAttributesincombat.Inmanyinstances,
theappropriatePowerUsageSkillcaninfluencethechancesofsuccess.
UsingAttributesAgainstOpponents
CreativecharacterscanuseanumberofseeminglyinoffensiveAttributesinveryeffective
waysinthemiddleofcombat.SpecialAttacksareobviouslydesignedforoffensiveuseagainst
anopponent,butwhataboutTeleportation?Couldacharacternotteleportanopponentinfront
ofamovingtruckorsimplyoutofafightentirely?
WhenacharacterwishestouseanormallyinoffensiveAttributeagainstanunwilling
opponent,thecharactermustuseanoncombatactiontomakeaPowerUsageSkillcheck.Ifthe
checkissuccessful,thetargetisallowedasave(whichevertypeofsaveismostappropriate)to

defendagainsttheAttributeseffect.TheDCofthesaveisequalto10+1perRankofthe
Attributebeingusedagainsthimorher.
SphereofControl
IfacharacterattemptstouseanAttributeonanobjectwithinthesphereofcontrolofa
character,thecharacterisallowedtomakeasavetoresisttheeffectasthoughheorshewasthe
targetoftheattack.Forexample,ateleporterwhowishedtoteleportthebulletsoutofan
opponentsgunwouldstillberequiredtomakeanIntelligencecheckagainstthetargetsAC(the
appropriateDCfortheaction)andthepersonholdingthegunwouldbeallowedaWillpower
savetoresisttheeffect.Othercommonobjectsusuallyinatargetssphereofcontrolinclude:the
groundbeneaththetarget,airaroundthetarget,objectsthetargetholdsorcarries,etc.TheGM
determineswhatobjectsareunderthedefenderssphereofcontrol.
AllorNothingorPartialEffects
WhenanAttributeisusedagainstagroupoftargets,GMsmayuseoneoftwooptionsfor
resolvingtheresistancecheck.Whenalargegroupofpeopleattempttoresisttheeffectofa
Power,theGMmakesonesave,usingtheaveragesavemodifierofthetargets.Important
characters(playercharactersorkeyNPCs)shouldbeallowedtomakeindividualrollsfor
themselvestopreventvillainsfromteleportingagroupof50people,includingtheplayers
characters,therebyusingthemorevulnerablecitizenstoavoidtheplayercharactershigher
saves.Inthisway,eitherallofthetargetsareaffectedbytheAttribute(onafailedsave)ornone
areaffected(onasuccessfulsave).
Alternatively,theGMmaywishtouseonedicerollwhichisusedasthesamerollforeach
characterscheckcharacterswithhighsavesbonuseswithinthegroupmaysuccessfullyresist
theeffectsoftheAttributewhilecharacterswithlowsavesareaffected.
Attributevs.Attribute
WhentwocharacterspittheirAttributesagainsteachother,whowins?Inmostsituations,the
characterwiththehighestRankwins.Forexample,acriminalalienisattemptingtomakehis
getawaybyFlight.TheherograbsthealienwithTelekinesisandtriestoholdthecharacter
back,preventinghimfromflyingaway.TheherohasTelekinesisatRank5whilethealienhas
FlightatRank3.Thehero,therefore,isstrongenoughtopreventthealienfromescaping.
IfthetwoAttributesarecloseinRank(usuallythesameordifferingbyoneRank),theGM
mayrequestanopposedchecktoseewhowinsthecontestedaction.Usingtheaboveexample,if
thealiensFlightRankwas4,insteadof3,theGMcouldrequestanopposedcheck.Thealien
makesaDexteritycheck(sinceDexterityistherelevantAbilityforFlight)andscoresaresultof
16.TheheromustnowmakeanIntelligencecheck(sinceIntelligenceistherelevantAbilityfor
Telekinesis)andscorearesultof16orhighertopreventthealienfromescaping.
WhatifacharacterhastwoormoreAttributesthatcanbeusedintheopposedcheck?What
ifthealien,inthefirstexample,alsohasTelekinesisatRank4?Inasituationlikethis,theGM
shouldsimplyaddthetwoAttributeRankstogethertodeterminewhowinstheopposedaction.
Thus,thealienhasFlightatRank3andTelekinesisatRank4foratotalof7whichismuch
higherthantheherosTelekinesisRankof5.Thealienisthereforeabletomakehisescape

(possiblyliftingtheherointotheairorsimplybreakingfreeofhishold,dependingontheGMs
discretion).
UsingAttributesasAttacks
InanimemoviesandTVseries,charactersregularlyuseseeminglypassive,nonhostile
Attributestoattackopponents,causingharm.Acharacterwhocanteleportmaydisorientfoesby
teleportingthemrepeatedlywithinonecombatroundorselectivelyteleportingportionsofnon
livingfoesaway,causingmassivetrauma,forexample.Thelistofpossibleattackapplicationsof
anAttributeisendlessanimecharactersarewellknownforpushingtheboundsofinnovation.
MostAttributes,however,donotaccountfortheseoffensivetricksandstuntstheyare
accomplishedusingSpecialAttacks.ASpecialAttackisnotlimitedsimplytopowerfulenergy
blastsitcanbeanyattackthatcausesharmordetrimenttoanopponent.Theteleporterwho
repeatedlyteleportsatargetinacombatroundmayhaveaSpecialAttackwiththeDrainBody
AbilityandtheNoDamageDisability,reflectingthesuddendisorientationthetargetfeelsafter
theattackandthefactthatnorealphysicalharmisinflictedontheopponent.Alternatively,ifthe
teleporteriscapableofteleportingjustaselectportionofatargetawaycausingharmtothe
target,theSpecialAttackmaybedesignedtodoanincredibleamountofdamage.Byusingthe
AttackAbilitiesandDisabilities,playerscancreateanysortofattack,whichwillaccountforthe
numerousandcreativewaysthatcharactersutilisetheirabilities.SomeSpecialAttacksdesigned
thiswaywillhavetheLinked(Attribute)orDependentDefect.
UsingAttributesDefensively
JustascharacterscanfindimaginativewaystousetheirAttributesagainstopponents,they
arejustaslikelytothinkofwaystousetheirAttributestodefendthemselvesfromharm.Fora
charactertoutilisesuchaAttributedefensively,heorshemustselectthePowerDefence
Attribute.IfthecharacterdoesnotselectthisAttribute,heorshedoesnothavetheexperience
requiredtousethePowerdefensively.Thus,acharacterwithTeleportationwhodoesnothave
thePowerDefence:TeleportationAttributemaybeabletoteleportbuthedoesnothavethe
trainingorknowledgeneededtoteleportatamomentsnoticeandavoidanincomingattack.
DefendingwithanAttack
Byholdinganactionuntilattackedbyanopponent,acharactercandefendhimorherself
withtheoffensiveuseofanAttribute.Thissimultaneousattackanddefenceoptioncombinesthe
adviceunderUsingAttributesAgainstOpponentsandUsingAttributesDefensivelyintoasingle
action.Tosucceed,thecharactermustactivatetheAttributewithanappropriatecheckandalso
makeasuccessfulsave(forthePowerDefenceAttribute)toactivatetheeffectproperly.For
instance,whenacharacterattacksacriminalwhohasaheldactionremaining,thecriminalmight
attempttouseTeleportationtoplaceabystanderbetweenhimandthecharacterskiblast.The
criminalmustfirstmakeasuccessfulIntelligencechecktoseeiftheTeleportationworks.Ifthe
attemptissuccessful,andthebystanderfailstoresist,aReflexsavedeterminesifthecriminal
activatestheTeleportationintime.
ThismethodcanalsobeusedtodefendotherswithanAttribute.Ifanally(orinnocent
bystander,etc.)isattacked,thecharactercanattempttoTeleport(forexample)thetargetoutof
thewayoftheattackwithasuccessfuluseofTeleportationandPowerDefence.

CharacterAdvancement
Characteradvancementisunnecessaryinashortadventure,butduringalengthycampaign,
playersmaywishtoimprovetheircharacters.Advancementisnotarequirement,butitcan
reflectthecharacterslearnedknowledgethroughconflictswiththeenvironment,withother
charactersorNPCs,orevenwiththemselves.
TheGMisencouragedtoawardallcharactersExperiencePoints(XP)attheendofeach
gamesession.Theamountoftheawardshoulddependontheeventsofthegamesessionaswell
asthequalityoftheroleplayingoftheplayer.Usethefollowingasaguidelinefordetermining
theXPawardforeachplayer:
SeethePHBforrulesontheapplicationofXP.
TABLE1210:XPAwards
BaseAward=100timestheaveragecharacterLeveloftheplayergroup
Addhalfthebaseawardifthecharactersovercameweak/inferiorconflict
Addthebaseawardifthecharactersovercamemoderate/comparableconflict
Add1.5to2timesthebaseawardifthecharactersovercamestrong/superiorconflict
Add10%ofthebaseawardifthecharactersfailtoovercomeminor/inferiorconflict
Add20%ofthebaseawardifthecharactersfailtomoderate/comparableconflict
Add30%ofthebaseawardifthecharactersfailtoovercomestrong/superiorconflict
Addhalftheawardforgood,heroic,incharacterroleplaying
Addthebaseawardforstrong,heroic,incharacterroleplaying
Add1.5to2timesthebaseawardforexceptional,heroic,incharacterroleplaying
BaseAward
AllplayerswhoparticipateinagamesessionshouldearnanumberofXPequalto100times
theaveragecharacterLevel(notclassLevel)ofthecharactersinthegroup.
OvercomingConflict
WhendeterminingtheXPawardsforconflict,GMsmustrememberthatconflictdoesnot
necessarilymeancombat.Whilecombatisatypeofconflict,itisnottheonlyform.Solvinga
mystery,savingsomeonefromaragingfire,escapingamagiciansdeathtrap,negotiatingthe
releaseofhostages,orothersimilarsituationswherethecharacterispittedagainstanopposing

force,isconsideredconflict.Anysituationwherethereisaconsequenceforthecharacterfailing
hisorherattemptedcourseofactionisconflict.
Forconflictsofnote,GMsshouldawardanumberofXP,whichrepresentsthecharacters
learningfromtheevents.AllcharactersinvolvedinaconflictearntheXP,regardlessoftheir
involvement.Forexample,theSamuraiwhowenttoetotoewiththemainvillainwhilehisTech
Geniusallyattemptedtodiffusethebombwhilethethirdmemberoftheteamflewtheinnocent
bystanderstosafetyallearnthesamenumberofXPfortheconflict.Eachcharacterplayedarole
insuccessfullyresolvingthesituation.
Thequantityoftheawarddependsonhowmuchofachallengeitwasforthecharactersto
overcome.Ifthecharactersarevirtuallyguaranteedofsuccess,theGMshouldnotprovidean
XPbonusitisessentiallyamundaneactivityandissubsumedinthebaseXPaward.Ifthe
conflictpresentsaminorchallengetothecharactersbutonetheyarelikelytoovercome,suchas
theskilledGunBunnythwartingasimplebankrobberyorateamofcharacterssavingresidents
fromaburningbuilding,theGMshouldprovideabonusofonehalfthebaseaward.Ifthe
conflictiscomparabletothecharacters,suchasthecharactersdefeatingagroupofcriminalsof
similarlevelorsolvingacomplexmystery,theGMshouldprovideabonusawardequaltothe
baseaward.Lastly,iftheconflictissuperiortothecharacters,suchasdefeatingapowerful
archmagiinherlair,thwartingaworldthreateningplot,orsomethingsimilar,thecharacters
shouldearnabonusawardequalto1.5to2timesthebaseaward.
ThisawardshouldbeprovidedperconflictovercomebutGMsshouldkeepinmindthatthe
average4to6hourgamesessionusuallyhasoneortwoconflictsofnotemostsituationsare
coveredthroughthebaseXPaward.
FailinginConflict
Characterscanlearnsomethingevenwhentheyfailwhatnottodo.Whencharactersfail
toovercomeconflict,GMsshouldprovideabonusequalto10%ofthebaseawardforaminor
conflict,20%ofthebaseawardforamoderateconflict,or30%forasuperiorconflict(round
down).
ExceptionalRolePlaying
Exceptionallytalentedoractiveplayers(thosewhoremaintruetocharacter,encourageother
playerstoparticipate,helpadvancetheplotofthegame,etc.)mayearnabonusXPaward.
Whenaplayerdoesagoodjobroleplayinghisorhercharacter,theGMshouldprovideabonus
equaltohalfthebaseaward.Forstrongroleplaying,abonusequaltothebaseawardshouldbe
provided.Forexceptionalroleplaying,abonusequalto1.5to2timesthebaseawardshouldbe
provided.GMsshouldnotfeelobligedtoprovidethisawarditisonlyforroleplayingthat
standsout.Thebaseawardcoversplayerswhosimplyshowupforthegameandroleplay
adequately.

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