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Anima

GameMaster Reference

Perception Skill (pg. 46)


Condition
Sight
Dimly Lit Area
Complete Darkness
Rain
Target partially visible
Target appropriately camoflaged
Observer alerted
Observer with height advantage
Hearing
Slightly noisy
People speaking
Loud noises
Smell
Obvious odor
Various smells present
Touch
Wearing gloves
Taste
Previously known taste
Inactive palate

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

Cold Intensities (pg. 217)

Fire Intensities (pg. 217)


Intensity
1
3
5
7
20
30
40
50

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

Equivalence Base Damage


Candle flame
5
Torch flame
15
Small bonfire
25
Big bonfire
35
House fire
100
Big furnace fire
150
Castle in flames
200
Volcano
250

Intensity
1
5
10
20
30
50

Equivalence Base Damage


Frost
5
Snow
25
Ice
50
Iceberg
100
Polar Storm
150
Glacial Area
250

Equivalence
Spark
Static
Small discharge
Electric eel discharge
Lightning
Heavy Electrical Storm

(Forging) Time Employed


(pg. 50)
Time Employed
1 hour
2 to 4 hours
1 day
2 to 3 days
1 week
2 weeks
1 month
2 to 3 months
6 months
1 year
3 to 4 years
10 years

Breakage
-4
-2
0
4
8
12
16

Bonus to
Breakage (pg. 86)
Strength
8-9
10
11 - 12
13 - 14
15+

Electricity Intensities (pg. 217)


Intensity
1
3
5
7
20
40

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

In Flames (pg. 216)


Quantity
140 179
180 239
240 299
>= 300

Modifier
-60
+0
+40
+80
-40
+40

Trap Concealment &


Complexity (pg. 214)
Level
10
20
30
40
50
60
70
80
90
100

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

Falls (pg. 212)

Breakage and Fortitude (pg. 286)


Size
Miniscule
Small
Medium:
Big
Enormous
Giant
Colossal

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

Trap Preparation (pg. 49)

Poison Levels (pg. 214)

Poison Creation (pg. 49)


Final Ability
40
80
120
140
180
240
280
320
440

Activation
Quick
Normal
Normal
Normal
Normal
Quick
Instantaneous
Normal
Normal
Retarded
Quick
Quick
Normal
Instantaneous

Modifier
-20
+20
-200
+20
+20
-20
-80

Traps (pg. 48)


Final Ability
20
40
80
120
140
180
240
280
320
440

Poisons (pg. 214)


Name
Curare
Atropine
Salt of Saturn
Muscarine
Royal Arsenic
Belladona
Cyanide
Cantaridine
Thallium
Aqua Toffana
Al-Baladin
Ramalen Sap
Snake
White Cobra

Modifier
-20
+20
+40
-40
-20
+20
+40

Hiding (pg. 48)


Situation

Diseases (pg. 216)

Withstand Pain (pg. 47)

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

Composure (pg. 47)

Treatment of Wounds (pg. 47)


Final Ability
40
80
120
140
180
240
280
320

Disguise (pg. 48)

Difficulty Ratings (pg. 44)

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

Characteristics in Magical Beings


(pg. 282)
Characteristic
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

DP Cost
1
2
3
4
5
6
7
8
10
15
20
30
40
50
60

The Creation of Beings (pg. 286)

Gnosis

Size

Size Value

Miniscule
Small
Medium
Big
Enormous
Giant
Colossal

Physical Attack Natural Weapon Base Initiative Action Area

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

Experience Reference (pg 219)

Combat Modifiers (pg. 220)

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

Special Combat Situations (pg. 83)


Block
-30
-80
-90
-30
-80

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

Difficulties in Magic Projection (pg. 110)


Difficulty
Routine
Easy
Medium
Difficult
Very Difficult
Absurd
Almost Impossible

Impossible

1
2
3
4
6
8
10
Presence
10 25
25 60
40 80

Carriages, large statues, hills, etc.


Mountains, lakes, major construction

80 120
120 180

Directed Attacks (pg. 85)

Max # Actions
1
2
3
4
5
6
8
10

Range x Strength (pg. 88)


Strength
3
4
5-6
7
80
9
10
11
12
13
14
15
16+

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

Projectile Modifiers (pg. 88)

+10
+10

-40

Armor

Examples
spoons, glasses, buttons, etc.
Watches, telescopes, etc.
Platinum, diamonds, large paintings, etc.

Actions (pg. 79)

Penalty to Defense (pg. 84)

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

Presences (pg. 218)


Elan Limit
50
50
40
50
20
10
0

Combat Experience (pg. 219)


Difficulty
Experience
Routine
0
Easy
1
Moderate
5
Difficult
10
Very Difficult
15
Absurd
20
Almost Impossible
30
Impossible
60
Situation
Flanked
From behind
Surprised
Vision Partially Obscured
Vision Totally Obscured
Higher Ground
Lower Ground
Partially Immobilized
Mostly Immobilized
Fully Immobilized
Put at Weapon's Point
Levitating
Flight Type 10-14
Flight Type 15+
Charging
Drawing Weapon
Crowded Space
Small Adversary
Tiny Adversary

NA
NA
NA
NA
5 feet
15 feet
60 feet

Elan (pg. 261)


Elan
<= 49
50 59
60 69
70 79
80 89
90 99
100

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

Firing Difficulty (pg. 88)


Range
Point Blank
Short
Medium
Long
Very Long
Extreme Distances
Unclassifiable

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

Defense against Projectiles (pg. 89)


Situation
Block
Dodge
Block w/ Mastery
Dodge w/Mastery
Block w/ Shield
Block w/ Mastery & Shield

Fired Projectile Thrown Projectile


-80
-50
-30
NA
-20
NA
NA
NA
-30
NA
NA
NA

Penalty vs. Humanoids


-80
-60
-60
-60
-60
-50
-40
-40
-20
-20
-20
-10
-10
-100
-40
-30

Anima

GameMaster Reference

Damage Barrier and Structural Points (pg. 218)


Element
Base PresenceStructural Points
Damage Barrier
Small stone
10
40
60
Huge stone
30
300
100
Table
20
60
20
Chair
15
50
20
Barrel
20
70
30
Chest
20
70
50
Reinforced Chest
25
150
80
Cart
40
300
40
Carriage
50
350
60
Log Wall
Stone Wall
Solid Stone Wall
Bridge
Solid Bridge

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

Wheel of Fortune (pg. 184)


Result
15
5 10
11 15
16 20
21 25
26 30
31 35
36 40
41 45
46 50
51 55
56 60
61 65
66 70
71 75
76 80
81 85
86 90
91 95
96 99
100

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

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