Olivier Ergo Mundus
Olivier Ergo Mundus
Olivier Ergo Mundus
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Level
Name: Olivier Moira Armstrong Player: Kon
DP
500 DP +100/ Lv.
4 Class: Ergo's Bearer (Wizard) Race: Northner
Size: 11 Age: 23 Weight: 55kg Height: 1,70 Sex: F Origin: Rien
Max Percentage 50 % 60 % Sec % Eyes: Blue Hair: Blond Skin: Fair Social Class: Noble
Appearance: 8 Traits:
Max DP 900 450 540 NaN Pag 85 CE
Attributes Movement
1 2 3 ATHLETICS Total Attribute Natural Points Class Level Sp.
Acrobatics 15 A Agi x 5 + 10 + + + +
Score Modifier Score Modifier Ag m/T Ag m/T Athletics 15 Agi x 5 + 10 + + + +
A
STR 5 0 INT 10 15
1
2
1
4
11 40
12 50
Climb 15 Agi x 5 + + + + 10 +
Strength Intelligence
3 8 13 80 Jump 10 A Str x 5 + 10 + + + +
AGI 6 5 PER 9 10 4 15 14 150 Ride 15 A Agi x 5 + 10 + + + +
Agility Perception 5 20 15 250
Swim 10 Agi x 0 + 10 + + + +
6 22 16 500
DEX 8
A
Dexterity
10 POW 12 20 7 25 17 1 km 1 2 3 VIGOR Total Attribute Natural Points Class Level Sp.
Power
8 28 18 5 km
Composure
CON 7 Wil x 10 + 10 + + + +
Constitution
5 WIL 8 10 9
10
32
35
19 25 km
20 Sp. Feats of Strength
20
Str x + + + + +
Willpower 0 A
0
DR DISEASE
Constitution
50 = 45 + 5 + + Herbal lore 30 Int x 15 + + + + + 15
Poisons 15 Int x 10 + + + + +
2 3 Block Ability 10 = DEX 10 + + + + Stealth 10 Agi x 5 + + + + 5 +
A
2 3 Dodge Ability 5 = AGI 5 + + + + Theft 10 Dex x 10 + + + + +
Trap Lore Per x + + + + +
= STR
1 2 3 10 15
Wear Armor 0 0 + + + +
1 2 3 CREATIVE Total Attribute Natural Points Class Level Sp.
Defense: -90 surprised; -80 unless you get out of range; -80 blind; -120 for blocking energy.
-30 flanked; -80 from behind; -60 to substitute Block/Dodge. Alchemy + + + +
15 Int x 20 +
Multiple Defenses: 0, -30, -50, -70, -90.
Animisim 20 A Pow x 5 + + + + +
TOTAL Base AGI DEX Armor Special Class Level
Art Pow x + + + + +
Init.
20 10
55 = 20 + 5 + 10 + + + + 20 Clothier 30 Dex x 20 + + + + + 20
*Adds +20 to total for unarmed actions (including summoning and mentalism). Dance 15 Agi x 10 + 10 + + + +
Forging 10 Dex x 20 + + + + +
Dex x + + + + +
l Jewelcrafting
10 15
+ +
Ki Pp Zeon Ammo Music 30 Pow x 10 + 10 + +
Weapon Attack Defense Base Dmg. Final Dmg. Speed Init. Final Critical 1 Critical 2 (-10 At.) ROF Special
Skills Ergo (Willpower) 40ptos
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Init. Final Critical 1 Critical 2 (-10 At.) ROF Special
Paths of Wake (Perception) 10pts
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Advantages A red square signifies an advantage only available at character creation. CP Background Advantages
1 +1 to a Characteristic +1 To a characteristic, up to 11. Still subject to the limit of inhumanity. 2 Contacts Contacts within an organization that will help the player.
11/ 2/ 3 Access to Natural Psychic Powers You have a natural psi power usable 1/min DIF (1), VDF (2) or ABS (3). 1 2
1/ Cultural Roots Gain CR depending on Origin and SP (Gaia: BTD)
1 Access to One Psychic Discipline You can use 1 PP to buy a discipline matrix. 1 2
1/ Fame +45 (1) or +65 (2) to fame.
1 Acute Senses +1 PER on check,+50 To Notice and Search. 1 2/ 3
1/ Powerfull Ally In High favor and revered by a faction, Table33
1 Ambidextrous Additional attack with your off hand is -10 (-10 to initiative if positive, -20 if neg). 2 Saint The Inquisition will not pursue you ever.
2 Ancient Blood You can use the Lost Logias (technomagical relics of a bygone era). 11/ 2/ 3 Social Position Choose a title of prestige and class without rolling
1 Animal Affinity Animals react positively to you and you understand their emotions.
Organizations CP Fame Level of Recognition Dif
2 Aptitude in a Field Reduce the cost of a secondary ability field by 1 point.
1/
1 2 Aptitude in a Subject Reduce 1 point / (benefit level) the cost of a secondary skill. The Inquisition 2 0 Unknown 0
1/
1 2/ 3 Artifact You possess a magical artifact. The Church 1 10 Known -1
1 Artifact Affinity +5 Pow to calculate Notion of Use Affinity
Tol Rauko 2 20 Popular -3
1/
1 2/ 3 Been Around You start the game with +50 (1) +100 (2) or +150 (3) XP.
Table 34
Table 33
1 Charm Has a favorable first impression to most strangers. Wissenschaft 2 30 Renowned -5
3 Combat Senses +5 per level to Attack, Dodge or Block. (maximum +50). Selene 2 40 Famous -10
2 Danger Sense You can not be Surprised unless someone rolls 150 above your initiative. The Magus Order 50 Celebrated -15
2
1 Disquieting You can, at will, make others tense and nervous.
1 Dual Limit You can choose two limits instead of one. The Order of Yehudah 2 70 Legendary -25
1/
1 2/ 3 Elan You start with 25 (1), 45 (2) or 50 (3) points Elan with an entity. Black Sun 2 100 Beyond Legendary N/A
1 2
1/ Exceptional Magic Resistance +25 (1) or +50 (2) to the MR. High spheres of a country 2
1 2
1/ Exceptional Physical Resistance +25 (1) or +50 (2) to the PhR, VR and DR.
Underworld 1
1 2
1/ Exceptional Psychic Resistance +25 (1) or +50 (2) to the PsR.
1 3
2/ Familiar You start with a familiar of your level (2) or level +1 (3) bound. Local Nobility 1
1 Fortunate Your character does not suffer from random effects. Great Crime Lord 1
2 Free Access to Psychic Disciplines Gain Access to any Psychic Discipline.
1 Free Will +60 To MR and PsR against possession and mental domination. Background Disadvantages
1 Good Luck Reduce your fumble range by 1.
1 Code of conduct Follows a strict code of conduct related to Origin.
11/ 2/ 3 Hard to Kill +10 (1) +20 (2) or +30 (3) Life Points per character level.
1 Debts Has a debt worth 10,000gold or more.
1 Immunity to Pain and Fatigue The penalties for pain (critical) and fatigue are reduced to half.
1 Dirty Little Secret A secret so foul it would bring ruin if found out.
1 Imperceptible Ki +10 Ki Concealment per character level.
1 Pariah Automatically considered a pariah in all social circles
1 Incomplete Gift You can use magic if you exceed 10 +1 Pow diff per 10 lev. magic.
1 1/ 2 Powerful Enemy Despised and hated by a faction. Table 33
2 Increase a Characteristic to 9 Replaces a characteristic with a 9.
1 2
1/ Increase Ki Accumulation If you do not attack this turn, add +1 (per CP spent) to the accumulation of Ki. Disadvantages
2 Increased Natural Bonus Every time you level, you gain double natural bonuses.
1 Innate Power Calculate your Ki pool using only your Power x6. 1 -2 to One Characteristic -2 to a characteristic (minimum 3).
2 Jack of all trades +10 To all skills and not suffer the - 30 for not having a skill. 1 Addiction/Serious Vice -10 for each day not satisfied.
1 Ki Perception +10 Per level to Ki Detection. 1 Atrophied Limb -80 On rolls that require it.
11/ 2/ 3 Ki Recovery Recovers 1 Ki each min / 20 as (1), every 30 sec / 10 as (2), or 6 sec / 2 as (3). 1 Bad Luck +2% to fumble.
1/
1 2/ 3 Learning +3 (1), +6 (2), +9 (3) XP per game session. 2 Blind Always apply the blindness penalty.
1 Legacy of Blood (Page 74 Dominus Exxet), gain +1 level modifier per legacy. 1 Cowardice -60 In dangerous situations (Fri MDF = -20).
1 Light Sleeper Just a penalty of -20 to notice while you sleep. 21/ 2 Damned You suffer a terrible curse.
1 Natural Armor Gain 2 AT against all types of damage except energy. 1 Deafness You do not hear anything.
1 2/ 3
1/ Natural Learner +10 (1), +20 (2), +30 (3) per level to a secondary skill. 1 Deep Sleeper -200 AAP while asleep, -40 for first 10 rounds.
2 3
2/ Natural Learning in a Field +5 (2), +10 (3) per level to all the skills of a field. 1 Feeble If you fall below 1/3 of your LP, -30 AAP.
1 Night Vision Cancels the penalties for natural darkness and half those resulting from magic. 1 Exclusive Weapon -30 Weapons other than yours.
1 No Gestures Do not reduce the accumulation of Ki for Seals if you are omitting the gestures. 1 Easily Possessed -50 To PsR and MR vs domination.
1 Martial Learning Increase your Ki learning ability by 2 grades. 1 Exhausted -1 To fatigue.
1/
1 2/ 3 Martial Mastery +40 (1) +80 (2), +120 (3) to your Martial Knowledge (MK). 1 Insufferable Unbearable for others.
1/
1 2/ 3 Mass Summoner Counts as +1 level (level advantage) to summon creatures en masse. 1 Klutzy -30 In manual skills, -3 to Dex tests.
1 Masterful Seals Invoking using seals, you are considered to have +2 levels. 1 Mute You can not speak.
1/
1 2/ 3 Mutation 50DP (1) 100DP (2) 150DP (3) to spend on powers at Gnosis 20 in Chapter 26. 1 Nearsighted -50 Notice/Search and -3 to Perception.
1 Mystical Armor Gain AT 4 against energy. 1 Physical Weakness Reduce your DR by 1/2.
1 Psychic Immunity +60 To any composure check based on emotions checks. 1 Rookie -100 XP, you start at level 0 (400 DP).
11/ 2/ 3 Quick Reflexes +25 (1) +45 (2) or +60 (3) to Initiative. 1 Severe Allergy From -40 to -80 if it comes into contact.
11/ 2/ 3 Regeneration +2 (1), +4 (2), +6 (3) to your Regeneration level. 2 Serious Illness -10 To around a month (game time).
1 Repeat a Characteristic You can reroll a Characteristic. 1 Severe Phobia -60 AAP in the presence of the phobia.
1 2/ 3
1/ Supernatural Immunity Immune to spells with RM 80 - / 60 Z (1), 100 - / 90 Z (2), 120 - / 120 Z (3). 1 Sickly Halve your PhR.
1 Sheele Essence If you tie a Sheele, it gets +2 improvements. 1 Slow Healer You are healed at half rate.
1 Seducer +60 To Persuasion and style when trying to seduce someone. 1 1/ 2 Slow Learner -4 (1) or -8 (2) XP per game.
1 See Supernatural You can see magic, psychic matrices, and spiritual creatures. 1
1/ 2 Slow Reaction -30 (1) or -60 (2) to Initiative.
11/ 2/ 3 Starting Wealth 2000 GC (1), 5000 GC (2), or 10,000 GC (3). 1 Susceptible to Magic Reduce your MR by half.
1 Survivor You do not die until your LP is –CONx10, and a +40 to your PhR to stabilize. 1 Susceptible to Poisons Reduce your VR to half.
1 Talented +30 To sleight of hand and +3 to Dexterity checks. 1 Unattractive Set Appearance to 2 (Req. Roll App 7 or more)
2 Total Accumulation Performing an action does not halve your Ki accumulation. 1 Unfortunate You have very bad luck.
1 To the Limit When your Life Points are down to 1/4, +20 to all actions. 2 Unlucky Destiny No open rolls.
1 Touched by Destiny Once per session, you can retry a die roll and take the better result. 1 Vulnerable to Heat/Cold Resistance against temp -30, -80 in extreme.
2 The Gift +10 To MR and can see and use magic. 1 Vulnerable to Pain Double the pain and penalties from criticals.
1 Unconnected Techniques Dominion Techniques can develop without following a tree. 1 Without Natural Bonus No natural bonus each level.
2 Unlimited Familiars You are no longer limited to having a single magical familiar. Magic Disadvantages
1 Uncommon Size Adjusts to + / - 5 points your size.
11/ 2/ 3 Untiring +3 (1), +6 (2), or +9 (3) additional Fatigue Points. 1 Action Requirement Action X (eg Dance) at Difficult to cast.
11/ 2/ 3 Use of Armor +5 (1), +10 (2) or +15 (3) per character level to wear armor. 2 Magical Blockage No Zeon recovery.
1 Versatile Halves the cost for changing classes and you do not have to wait 2 levels. 1 Magical Exhaustion Fatigue -1 Pot 100 +, 200 + 2 Pot, 3 Pot 300 +.
1 Magical Ties No Free Access spells.
Magic Advantages 1 Oral Requirement You must speak to cast.
1 Aptitude for Magical Development +3 To Int to calculate the max degree requirement of spells. 1 Require Gestures You have to be able to move to cast.
1 Born Wizard Increases by 2 levels your Grade for learning your spells (page 8 AE). 2 Wizardry Components needed to cast spells.
1 Contested Spell Mastery +50 On opposed rolls for collision spell results. 1 Slow Recovery of Magic Recover 1/2 of Zeon each day.
1
1
Elemental Compatibility
Gestureless Casting
+20 To MA and MR with a path, but -20 to MA and MR with its opposite.
You can cast spells without gestures, halving your MA.
Psychic Disadvantages
2 Gradual Magic Learning +5 To Magic level per character level. 1 No Concentration You can not concentrate.
2 Half-Attuned to the Tree +20 to MA and MR for 5 paths, but -20 to MA and MR in its opposite. 1 One Power You can only use one power per turn.
1/
1 2/ 3 Improved Innate Magic Innate Spells have a +10 (1) +20 (2), or +30 (3) to their maximum Zeon. 2 Psychic Consumption When you fail, you lose LP equal to failure.
1 Magic Diction Do not reduce your MA to cast spells from scrolls and grimoires. 1 Psychic Exhaustion Lose twice the fatigue for failing.
1/
1 2/ 3 Magic Nature +50 (1) +100 (2) or +150 (3) to Zeon per character level.
1 Natural Knowledge of a Path You get level 40 in a path of your choice and start with all those spells. Custom Advantages
1 Natural Power Use Power instead of Intelligence degree requirement of spells.
1 Opposite Magic ___
Learning an opposite Path doesn’t costs you twice the normal magic level.
1 2/ 3
1/ Superior Magic Recovery ___
Recover your MA x2 daily (1), x3 (2) or x4 (3) points of Zeon.
1 Unspoken Casting ___
You can cast spells silently without halving your MA.
1 Versatile Metamagic ___
You can choose from two different starting points in Arcane Sephirah.
Psychic Advantages
___
___
2 Amplify Sustained Power The power to operate maintained one level above normal. ___
2 Extreme Concentration Concentration double bonuses. ___
1 Focus The PP used to enhance psychic projection give +20 instead of +10. ___
1 Increase Psychic Modifier Double natural modifiers you use in a mental discipline. ___
2 Passive Concentration You can concentrate for a power boost but you keep your active action. ___
11/ 2/ 3
1
PP Recovery
Psychic Ambivalence
Restores 1 PP every 10 min. (1), 5 min. (2), or 1 min. (3).
Dividing your psychic potential with various powers, add +5 for potential.
Custom Disadvantages
2 Psychic Fatigue Resistance Resist fatigue loss from failing level 1 and 2 powers. ___
2 Psychic Inclination In a discipline, the results are one level above obtained. ___
Languages Pág. 14 Gaia ___
___
Experience
XP NEEDED Latín Kannawa Nepranus (Occult 40, History 40) ___
Dead Languages
XP NEEDED Arkes Sheeham Elium lacrimae (Ocult 40, Hist 40, Music 40) ___
Hermital Irula Legameton (History 60, Science 40) ___
Tarazv Kola Ultwe´alariel (Occult 40, History 40) ___
Ailish Yamato Dael (History 80) ___
XP ACTUAL
XP ACTUAL Modifier: Ogashima Yamato shun Kamyu (Occult 40, History 20) ___
Jashú Lileth (Occult 80) ___
133 Initial Languages: by region
and +1 for each +5 INT bonus.
Yvah (Occult 40, History 40)
S´lish (Occult 120)
___
___
Elan Character Description
Racial Abilities
Equipment
Object Pres Object Pres Object Pres Object Pres
Contacts
On Character
Gold Silver Copper
1 GC = 100 SC 1 SC = 10 CC
1 GC = 1000 CC
In Bank
Gold Silver Copper
1 GC = 100 SC 1 SC = 10 CC
1 GC = 1000 CC
Total from Martial Martial MK TOTAL MK Actual
Levels Arts Mastery
Martial Knowledge MK per Level 50 30 25 20 10 Advantage
MK
nemesis abilities
70 Use of Nemesis - This ability is the prerequisite necessary to be able to access the other Nemesis abilities. Page referances are for the Dominus Exxet book.
20 Armor Of Emptiness - Reduces Base Damage suffered by 10 points, if the damage becomes 0, the attack does not cause any damage.
30 Noth - Upgraded version of the armor of emptiness, reduce Base Damage by 30 points.
30 Ki Cancellation - Lowers the Ki Accumalation of people around you, including allies. Maint. cost 2 per turn (aoe) or 5 per turn on a single target. Table 10 and 11. Page 22-23.
20 Greater Ki Cancellation - Upgrades the Cancellation values to the “Greater” tab and increases the Maint. cost to 5 per turn or 10 per turn on a single target. Table 10 and 11. Page 22-23.
30 Magic Cancellation - Cancels out Magic in the area, either active or being cast if reduced bellow their base cost. Maint 2 per turn or 10 per turn for a single target. Table 10 and 12. Page 22-23
20 Greater Magic Cancellation - Upgrades the Cancellation values to the “Greater” tab and increases the Maint. cost to 5 per turn or 10 per turn on a single target. Table 10 and 12. Page 22-23.
30 Matrices Cancellation - Cancels out Innate or Active Psychic powers if reduced bellow the powers base value. Maint 2 per turn or 10 per turn for a single target. Table 10 and 13. Page 22-24
20 Greates Matrices Cancellation - Upgrades the Cancellation values to the “Greater” tab and increases the Maint. cost to 5 per turn or 10 per turn on a single target. Table 10 and 13. Page 22-24.
30 Binding Cancellation - Cancels the summoning, binding, banishing and control of NEW summons. Does not effect already summoned beings. Table 10 and 14. Page 22-24
30 Emptiness Extrusion - Allows the user to attack and defend against Energy and Immaterial beings. Sets primary damage to Energy and secondary to cold. Damage = Presence x2
10 Body of Emptiness - +20 to all Resistances and can no longer suffer the effects of bleeding.
10 No Needs - Removes all physical needs, however a character with psychological addictions such as food or dreaming or something similar will need to indulge in those or suffer exhaustion.
20 Movement of Emptiness - Allows the user to move according to his POW. This ability allows movement above 10 without Inhuman or Zen. In addition he no longer suffers penalty -80 to stealth for running.
30 Form of Emptiness* - Allows the user to use a spectral form, can only be damaged or blocked by things that can damage energy. Passive activation cost 1 point and Maint. 1 Ki per 5 turn.
20 Essence of Emptiness - The user no longer suffers penalties from pain and fatigue, does not suffer the effect of criticals that do not cause true physical deficiences, such as amputations.
40 One with Nothing - Annuls all criticals instantly, can suffer any amount of physical damage. Regrow lost limbs of pure energy. Doesn’t work against, magic, psychic, Ars Magnus or Legacys of blood
30 Aura of Emptiness - Any living being in users presence must pass a PhR of (User Presence x2) or suffer -20 to all actions. Size according to POW. Table 10. Page 22
10 Undetectable - Applies a bonus of (User Presence x2) to MR, PsR against super natural detection. Ki users apply a similar (User Presence x2) penalty to their Ki detection against the user.
20 Inhumanity - You may reach 320 on die rolls, and use the full extent of what his Characteristics allow.
40 Zen - You may reach 440 on die rolls.
DP COST (COMBAT)
Ki +1 Ki Point:
1 2 3
Ki below 10: -1 fatigue every 5 min.
Ki 0: -1 fatigue every 5 turns.
+1 Accumulation Point
Accumulations: 10 15 20 25 30
STR AGI DEX CON POW WIL
*If you make other actions, accumulation is reduced to half unless the total Ki cost can be accumulated in a single turn.
Style Modules
Recovery: 1 point of Ki per 10 Min. 1 Min. (20 turns) 30 sec. (10 turns) 6 sec. (2 turns)
DP COST (COMBAT) Halve the cost if you choose it at Level 1. 30 Movement in Confined Spaces(DE)
Martial Arts Basic, Base Basic, Advanced Basic, Supreme Advanced, Base/Arcane Halve the penalties for being in small spaces.
20 Tao 10 +30 Tao +10 +50 Tao +20 50/+50 Tao 20/+20 40 Unusual Traps (DE)
The character can use Trapping attacks with a weapon that does
Martial Art: Martial Art: not have that rule. These Traps are at -60 ATK and -3 DEX.
40 Reduction of Armor
Ignore 1 point of armor on the target.
Attack: Defense: Dmg.: MK: Attack: Defense: Dmg.: MK: 30 Second Weapon: Defensive Style (DE)
A character with two weapons can use it for a “free” defense,
Martial Art: Martial Art: ignoring the multiple Defense penalty. The third is at -30, etc.
10 Firm Grip (DE)
The character adds +3 to checks to prevent Disarming.
40 Multiple Targets
Attack: Defense: Dmg.: MK: Attack: Defense: Dmg.: MK:
Ignore the -10 penalty for switching targets.
Martial Art: Martial Art:
Weapon Tables
Attack: Defense: Dmg.: MK: Attack: Defense: Dmg.: MK:
0 Initial Weapon: Ergo's book
Martial Art: Martial Art:
10 Similar Weapon:
15 Mixed Weapon:
20 Different/No Weapon:
Attack: Defense: Dmg.: MK: Attack: Defense: Dmg.: MK: 50 Group (p.63):
Martial Art: Martial Art:
50 Group (p.63):
COST IN DP (PSYCHIC)
Psychic Points +1 PP:
10 15 20
PP used: Total Base Level Sp Points
FREE PP 1
+1 point per levels
If taking multiple actions this turn, apply a -25 to
Recover: 1 PP per hour 10 min 5 min 1 min your Psychic Potential, but not your Projection.
PP
Psychic Potential Bonuses to Psychic Potential
TOTAL Base Points Crystals Special Time of Concentration: 1 turn 3 turns 5 turns 1 minute 1 hour
Psychic Potential = + + + Bonus to Potential: +10 +20 +30 +40 +50
*Concentration is a Full Turn action, and doing anything else breaks your concentration.
*Base: Page 193 Core Edition.
+10 to WIL 5, +10 per point until 14. Each point over 15 raises it +20. Dividing Potential: A mentalist can use more than one power in a turn by dividing
PP Cost: 1 2 (3) 3 (6) 4 (10) 5 (15) 6 (21) 7 (28) 8 (36) 9 (48) 10 (55) his potential between them. For instance, put +40 in one power and +20 in another, if
Points: +10 +20 +30 +40 +50 +60 +70 +80 +90 +100 your potential is +60. The minimum amount you can put in any one power is +10.
*The number in parenthesis is the total number of PPs invested.
Mental Patterns
Pág. 100 AE.
Penalty:
Penalty:
Penalty:
PP
Psychic Powers
Energy Intensities
FIRE Heat Damage: roll 1d100 + damage
Intensity Equivalence Dmg
1 Candle Flame 5 140 to 179: SCORCHING.
3 Torch Flame 15 No extra damage, but the character must put out the fire. You can suppress
5 Small Bonfire 25 the flames by making a DEX or AGI check. Subtract that result from the
7 Large Bonfire 35 Heat Level; once it’s below 140, the character doesn’t have to roll anymore.
20 House Fire 100 Each turn the fire is not suppressed, the Heat Level rises by 10. Maintainable Powers
30 Large Furnace 150 180 to 239: BURNING.
40 Burning Castle 200
50 Volcano 250
10 damage every turn. Every Heat AT decreases the damage by 2. Power Level Maintained
240 to 299: IN FLAMES.
As above, but 25 damage each turn. Removing clothing or armor reduces
COLD the Heat Level by 60.
Intensity Equivalence Dmg 300+: BURNING TO ASHES.
1 Frost 5 As above, but take 50 damage per turn.
5 Snow 25
10 Ice 50 Cold Damage:
20 Iceberg 100
Make a PhR check against the damage dealt. If you fail, the amount you
30 Polar Storm 150
50 Glacial Zone 250 failed by is an AAP that decreases at -5 per turn.
Advantage
50 60 70
+1 Regen Multiple:
25 30 35
*Added to your Regeneration Multiple.
*MA Base: page. 109 Core Edition.
Modifier
Innate Magic
advantage
MA: - - - - - - - -
No Zeon cost under the specified amount 10 20 30 40 50 60 70 80 90
The spells work with the potential indicated in the table (ie, someone with MA 60 launched an innate spell cost 20 Zeon with that potential). You can only keep one Innate spell at once.
Increased
Destruction
10
Empowered Remove
Shields Protection
5 5
Defensive
Expertise
4 3
10 2 4
Empowered Remove Expanded Mystic Increased Remove
Shields Protection Area Accuracy Destruction Protection
5 5 10 4
5 10 5
Offensive
Expertise
5 5
Defensive 10 Offensive
Expertise Expertise
10 10
2 2
Feel Force 6 Spell Spc. Increased
Magic Speed Mystic Lv. 50 Range
Accuracy
5 5 10 5 5
6 6
Defensive Expanded
Expertise Area
10 10
7
Offensive
Expertise
3 6 10 10 10 7 3
Secure Transfer Control Double High Double Spell Spc. Spell Spc.
Defense magic Space Spells Lv. 60 Lv. 30
Damage Magic
5 10 10 20 5 5
Life Energy
3
Life
6
Spirtual
7
Double
20 20 9
Superior
8
Spell Spc.
5
Maximize Increased Mystic
Magic Control Magic Loop Innate Spells Innate Spells Lv. 80 Spell Range Concentration
5 10 5 15 9
20 10 10 20 5 10 5 5
3 8 2
Force Endure Spirtual Natural Unlimited Bind Pierce Spell Spc.
Speed SprN Dmg Loop Maintainance Zeon Spells Resistances Lv. 30
5 10 25 20 9 20 25 5 5
Avatar
20
8 10
Advanced Defined
Zeon Regen Mag Proj
5 5
6
2 4 3
Hidden Force Elevation Pierce Spell Spc.
Magic Speed Resistances Lv. 60
5 5 5 5 5
5 5
Defined Spell Spc.
Mag Proj 6 Lv. 70
5 Defined
Mag Proj
5
5 4 3
5 3 3 3
Advanced Defined Combined Persistant Explotation Defined
Zeon Regen Mag Proj Magic Effect of natural Energies Mag Proj
5 5 5 5 5 5
Defined
Mag Proj
5
Damage per Heat: Roll 1d100+Dmg
Advanced Explotation
(divide by 5 if you have Damage Re-
Metamagic Effects Zeon Regen
5
of natural Energies
5 sistance).
Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane
Zeon Zeon Zeon
Int R. Int R. Int R.
Maint. Maint. Maint.
Base: Base: Base:
Intermed: Intermed: Intermed:
Advanced: Advanced: Advanced:
Arcane: Arcane: Arcane:
Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane
Zeon Zeon Zeon
Int R. Int R. Int R.
Maint. Maint. Maint.
Base: Base: Base:
Intermed: Intermed: Intermed:
Advanced: Advanced: Advanced:
Arcane: Arcane: Arcane:
Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane
Zeon Zeon Zeon
Int R. Int R. Int R.
Maint. Maint. Maint.
Base: Base: Base:
Intermed: Intermed: Intermed:
Advanced: Advanced: Advanced:
Arcane: Arcane: Arcane:
Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane
Zeon Zeon Zeon
Int R. Int R. Int R.
Maint. Maint. Maint.
Base: Base: Base:
Intermed: Intermed: Intermed:
Advanced: Advanced: Advanced:
Arcane: Arcane: Arcane:
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Spell
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Spell
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Spell: Path: Spell: Path: Spell: Path:
Level: Action: Type: Level: Action: Type: Level: Action: Type:
Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane
Zeon Zeon Zeon
Int R. Int R. Int R.
Maint. Maint. Maint.
Base: Base: Base:
Intermed: Intermed: Intermed:
Advanced: Advanced: Advanced:
Arcane: Arcane: Arcane:
Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane
Zeon Zeon Zeon
Int R. Int R. Int R.
Maint. Maint. Maint.
Base: Base: Base:
Intermed: Intermed: Intermed:
Advanced: Advanced: Advanced:
Arcane: Arcane: Arcane:
Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane
Zeon Zeon Zeon
Int R. Int R. Int R.
Maint. Maint. Maint.
Base: Base: Base:
Intermed: Intermed: Intermed:
Advanced: Advanced: Advanced:
Arcane: Arcane: Arcane:
Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane Grade Base Intermed Advanced Arcane
Zeon Zeon Zeon
Int R. Int R. Int R.
Maint. Maint. Maint.
Base: Base: Base:
Intermed: Intermed: Intermed:
Advanced: Advanced: Advanced:
Arcane: Arcane: Arcane:
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Spell
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Spell
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Spell
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Character: Player:
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Power
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Power: Pot: Power: Pot: Power: Pot:
Level: Action: Maintenance: Level: Action: Maintenance: Level: Action: Maintenance:
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Power
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Power
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Is it power you seek?
I am Jabberwock!
As you have sought,
So shall you recieve.
Character: Player:
COSTE EN
Cost in DPPD (SOBRENATURAL)
(Supernatural)
Base Points Class Level Special +5 Points of Zeon:
Zeon 1 2 3
+1 MA Multiple*:
MA 50 60 70
*Zeon Base = 20 + (Povv x10) + POVV Mod
+1 Regen Multiple:
x
Advantage 25 30 35
*Added
*Addedtotoyour
yourRegeneration
RegenerationMultiple.
*MA Base: page. 109 Core Edition. Multiple.
DP COST (COMBAT)
Ki +1 Ki Point:
1 2 3
Ki below 10: -1 fatigue every 5 min.
Ki 0: -1 fatigue every 5 turns.
+1 Accumulation Point
Accumulations: 10 15 20 25 30
STR AGI DEX CON POW WIL
*If you make other actions, accumulation is reduced to half unless the total Ki cost can be accumulated in a single turn.
Recovery: 1 point of Ki per 10 Min. 1 Min. (20 turns) 30 sec. (10 turns) 6 sec. (2 turns)
Limit MK Cost
Seals of Invocación
Pacts of Blood: In order to summon a creature, you must draw
Known Seals Pacts of Blood Level Required Seals the invocation circles and perform a Summoning check against
Minor Major* +30 the difficulty and pay twice the Ki cost.
Once invoked, you must convince the creature to accept a pact.
Air If you encounter the creature, you do not have to make an inv-
ocation to make a pact.
Test of Invocation: 1d100 (without bonus) against a difficulty of
Water 10 for each level difference the creature has over the Invoker.
Each additional minor seal (of the correct element) add a +5 to
Fire the Invoker’s check A Major seal adds +25.
Creatures of lower level do not have a Difficulty, and are succe-
ssful as long as the Invoker does not Fumble.
Wood Invokable Creature Types: Only creatures of Between Worlds or
of the Samsara (spirits, elementals, etc.) can be called. Undead
Metal are off limits, as are Natural creatures and anything with 35+
in Gnosis.
Ki Cost: 5 15
MK Cost: 30 60
* You need the Minor seal before you can purchase the Major version. Also, a Major seal counts for 5 Minor seals.
Character: Player:
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Character: Player:
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Base Dmg.
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400
Name: Level: Abilities
Type of Creature: Class: Gnosis:
Wounds Criticals
Pag. 59 CE
Death = -CONx5
Movement:
PhR: DR: VR: MR: PsR:
Ki STR Zeon PP
Attack Ability: AGI
Block Ability: DEX
Dodge Ability:
CON Ki/ Zeon/ PP used
Magic Projection:
Psychic Projection: POW MA Potential
WIL
Natural
Armor CUT IMP THR HOT ELE COL ENE Fatigue
AT: Initiative
ABSORPTION
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Wounds Criticals
Pag. 59 CE
Death = -CONx5
Movement:
PhR: DR: VR: MR: PsR:
Ki STR Zeon PP
Attack Ability: AGI
Block Ability: DEX
Dodge Ability:
CON Ki/ Zeon/ PP used
Magic Projection:
Psychic Projection: POW MA Potential
WIL
Natural
Armor CUT IMP THR HOT ELE COL ENE Fatigue
AT: Initiative
ABSORPTION
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Wounds Criticals
Pag. 59 CE
Death = -CONx5
Movement:
PhR: DR: VR: MR: PsR:
Ki STR Zeon PP
Attack Ability: AGI
Block Ability: DEX
Dodge Ability:
CON Ki/ Zeon/ PP used
Magic Projection:
Psychic Projection: POW MA Potential
WIL
Natural
Armor CUT IMP THR HOT ELE COL ENE Fatigue
AT: Initiative
ABSORPTION
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Wounds Criticals
Pag. 59 CE
Death = -CONx5
Movement:
PhR: DR: VR: MR: PsR:
Ki STR Zeon PP
Attack Ability: AGI
Block Ability: DEX
Dodge Ability:
CON Ki/ Zeon/ PP used
Magic Projection:
Psychic Projection: POW MA Potential
WIL
Natural
Armor CUT IMP THR HOT ELE COL ENE Fatigue
AT: Initiative
ABSORPTION
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble
Weapon Attack Defense Base Dmg. Final Dmg. Speed Final Initiative Critical 1 Critical 2 (-10 At.) Firing Rate Special
10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 Fortitude Breakage
210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 Presence Fumble