Escolar Documentos
Profissional Documentos
Cultura Documentos
GameMaster Reference
Difficulty
Routine
Easy
Moderate
Difficult
Very Difficult
Absurd
Almost Impossible
Impossible
Inhuman
Zen
-30
-60
-20
-30
-40
+20
+30
-20
-40
-80
Difficulty
Easy
Moderate
Difficult
Very Difficult
Absurd
Almost Impossible
Impossible
Inhuman
Target Number
20
40
80
120
140
180
240
280
320
440
Final Ability
40
80
120
140
180
240
280
320
-30
-30
-40
+40
-40
Level
10
20
30
40
50
60
70
80
90
100
Difficulty
Resistance Bonus
Easy
+5
Moderate
+10
Difficult
+15
Very Difficult
+20
Absurd
+25
Almost Impossible
+30
Impossible
+35
Inhuman
+40
Final Ability
40
80
120
140
180
240
280
320
Difficulty
Penalty Reduction
Easy
-10
Moderate
-20
Difficult
-30
Very Difficult
-40
Absurd
-50
Almost Impossible
-60
Impossible
-70
Inhuman
-80
Resistance (DR)
20
40
60
80
100
120
140
160
180
200
>= Size 18
<= Size 9
Done in front of someone
Appropriate hiding place
Shadowy area
Well-lit area
Empty room or featureless area
Level
60
50
40
40
50
50
50
30
20
40
60
80
40
70
Effects/VR
Paralysis VR 80, Death VR 60
Hallucinations VR 80
Pain VR 60, Blindness VR 40
Hallucinations VR 60
Death VR 80
Unconsciousness VR 80
Death VR 60
Rage VR 60
Pain VR 40
Weakness VR 80, All Action Penalty VR 60
Damage VR 100, All Action Penalty VR 80
Terror VR 120, Blindness VR 100
Death VR 60
Death VR 100
Difficulty
Easy
Moderate
Difficult
Very Difficult
Absurd
Almost Impossible
Impossible
Inhuman
Zen
Level
10
20
30
40
50
60
70
80
90
100
Poison Level
10
20
30
40
50
60
70
80
90
Resistances (VR)
20
40
60
80
100
120
140
160
180
200
Duration
Normal
Normal
Long
Normal
Normal
Long
Normal
Normal
Normal
Long
Normal
Normal
Normal
Normal
Situation
< 1 minute prep
> 1 hour prep
One day prep
Weeks of prep
Improvised material
Specially prepared materials
Intensity
1
5
10
20
30
50
Equivalence
Spark
Static
Small discharge
Electric eel discharge
Lightning
Heavy Electrical Storm
Breakage
-4
-2
0
4
8
12
16
Bonus to
Breakage (pg. 86)
Strength
8-9
10
11 - 12
13 - 14
15+
Transmission
Blood
Contact
Ingestion
Through smell
Ingestion
Ingestion
Ingestion
Blood
Blood
Ingestion
Blood
Contact
Blood
Blood
Modifier
-60
-40
-20
-10
+0
+10
+20
+40
+60
+80
+100
+120
Base Damage
5
15
25
35
100
200
12
Trap Level
10
20
30
40
50
60
70
80
90
100
Bonus
+1
+2
+4
+6
+8
Fortitude
4
8
12
16
20
28
34
Distance
5 feet
15 feet
30 feet
50 feet
60 feet
100 feet
150 feet
> 150 feet
Modifier
-60
+0
+40
+80
-40
+40
Difficulty
Routine
Easy
Moderate
Difficult
Very Difficult
Absurd
Almost Impossible
Impossible
Inhuman
Zen
Difficulty
Routine
Easy
Moderate
Difficult
Very Difficult
Absurd
Almost Impossible
Impossible
Inhuman
Zen
Activation
Quick
Normal
Normal
Normal
Normal
Quick
Instantaneous
Normal
Normal
Retarded
Quick
Quick
Normal
Instantaneous
Modifier
-20
+20
-200
+20
+20
-20
-80
Modifier
-20
+20
+40
-40
-20
+20
+40
Recovery
Stops bleeding
Stabilized
+10% damage
+20% damage
+30% damage
+40% damage
+50% damage
+70% damage
Situation
< 1 minute prep
> 1 hour prep
Several hours prep
Without material
Improvised disguise material
Appropriate material
Prepared makeup and materials
Description
Normal, unthinking actions
Normal, thinking actions
Entry-level training required
Well trained and practiced
Expert level training and practice
Artisan level training and practice
Absolute mastery required
Possible, but seemingly miraculous
Super-powers required
Godlike
Modifier
State
Scorching
Burning
In Flames
Burning to Ashes
Difficulty
Base Damage
Easy
20
Moderate
40
Difficult
60
Very Difficult
80
Absurd
100
Almost Impossible
120
Impossible
140
Inhuman
160
Anima
GameMaster Reference
DP Cost
1
2
3
4
5
6
7
8
10
15
20
30
40
50
60
Gnosis
Size
Size Value
Miniscule
Small
Medium
Big
Enormous
Giant
Colossal
13
48
9 22
23 24
25 28
29 33
34 +
5
10
10
20
30
40
60
20
30
40
60
100
120
140
40
30
20
10
0
-10
-20
5
15
25
Synchronized
Unlimited
1000
500
100
10
3
1
Situation
Interpretation
Difficult Actions
Good Ideas or Plans
One-hour Session
Segment Closure
Victory
Complete Victory
Partial Victory
Defeat
Points
5 to 25
1 to 5
1 to 5
1 to 3
5 to 30
Multiplier
x1
x1/2
x1/3
Equivalence
Small and simple objects
Complex objects
Gems, unusual materials, and
works of art
Large objects
Colossal objects
Attack #
2
3
4
5+
Dex + Agil
1 to 10
11 to 14
15 to 19
20 to 22
23 to 25
26 to 28
29 to 31
32 or more
Defensive Penalty
-30
-50
-70
-90
Dodge
-30
-80
-90
-15
-80
Initiative
Physical Action
NA
-90
-30
-90
-30
-20
-80
-200
-120
-20
+10
+10
-10
-25
-40*
-30
-40
-80
-200
-120
-40
+10
+20
-20
-10
-20
-30
-100
-50
-30
-40
-60
-200
-100
-60
-25
-20
-10
Impossible
1
2
3
4
6
8
10
Presence
10 25
25 60
40 80
80 120
120 180
Max # Actions
1
2
3
4
5
6
8
10
Distance
-100 feet
-30 feet
+0 feet
+30 feet
+60 feet
+100 feet
+150 feet
+300 feet
+800 feet
+1500 feet
+1 mile
+3 miles
+5 miles
Weapon Quality
Body Part
Neck
Head
Elbow
Heart
Groin
Foot
Hand
Knee
Abdomen
Arm
Thigh
Calf
Torso
Eye
Wrist
Shoulder
+5
+10
+10
+15
+15
+20
+10
+10
-40
Armor
Examples
spoons, glasses, buttons, etc.
Watches, telescopes, etc.
Platinum, diamonds, large paintings, etc.
Description
No challenge; able to achieve victory despite conditions and odds
Odds strongly in favor
Odds slightly in favor
Even odds
Odds slightly against
Odds strongly against
Likely TPK
Miracles needed
Attack
-10
-30
NA
-30
-100
+20
-30
-20
-80
-200
-20
-20
+10
+15
+10
-25
-40*
-10
-20
-4
-2
NA
NA
+1
+2
+3
Multiple
Damage
Resistance
1
2
5
5
10
15
20
NA
NA
NA
NA
5 feet
15 feet
60 feet
Movement
Description
Spell effects may be used on the spellcaster himself or on a person or
object the spellcaster is in contact with.
Projecting spells up to a maximum of 15 feet.
Projecting spells up to a maximum of 80 feet.
Projecting spells up to a maximum of 300 feet.
Projecting spells up to a maximum of 800 feet.
Projecting spells up to a maximum of 1500 feet.
This allows the spellcaster to hit targets out of direct eyesight if he has
perfectly determined their exact location. Some sort of supernatural
detection that will reveal the exact location is needed(e.g. a Spy of Light
spell). Coverage is 3000 feet.
This allows the caster to affect targets not within sight of the sorcerer with
only an approximate notion of their location. For instance, if the spellcaster
knows that his target is located in a house, he would be able to target the
spell even though he mat not know the precise address. Distance should
not exceed three miles.
13
Situation
Move > Movement Value
Run at Maximum Movement Value
Poor Visibility
Target Behind Cover
Change Target
Target moving > speed 8
Target moving == speed 10
Target moving > speed 10
After having defended that combat turn
Attacking beyond effective range
Large Target
Aiming for 1 Turn
Aiming for 2 Turns
Aiming for 3 Turns
Point-blank range
Modifiers
-10
-50
-20
-40
-10
-20
-40
-60
-40
-30
+30
+10
+20
+30
+30
Distance
< 5 feet
5 to 30 feet
31 to 160 feet
161 to 500 feet
501 to 1600 feet
1601 to 2500 feet
> 2500 feet
Difficulty
Easy
Moderate
Difficult
Very Difficult
Absurd
Almost Impossible
Impossible
Anima
GameMaster Reference
40
50
60
60
80
300
400
450
400
800
60
100
120
90
120
Regular Door
20
Wood and Iron Carved30
Door
Metallic Door
40
Portcullis
60
Metallic Bars
40
100
200
300
500
200
40
80
120
120
120
Small Tree
Big Tree
30
60
200
500
40
60
Shack
Cabin
Large House
Mansion
Palace
Castle
50
70
100
120
140
160
400
600
2000
3000
4000
5000
50
80
100
100
120
140
Town
City
Metropolis
140
160
200
NA
NA
NA
NA
NA
NA
Boat
Longship
Caravel
Galleon
40
80
100
120
200
600
1000
2000
40
70
80
80
Invocation
The Fool
The Magician
The High Priestess
The Empress
The Emperor
The Hierophant
The Lovers
The Chariot
The Strength
The Hermit
The Justice
The Hanged Man
The Death
The Temperance
The Devil
The Tower
The Star
The Moon
The Sun
The Judgement
The World
14
Adaptation of Characteristics
(pg. 313)
Characteristic
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
3 to 18
3
4
5
7
9
10
12
14
16
18
20
22
25
30
40
1 to 100
5
15
25
35
45
55
65
75
85
95
100
110
125
150
180