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Creation of Beings Guide

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0% found this document useful (0 votes)
200 views38 pages

Creation of Beings Guide

Uploaded by

Matterm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Creation of Beings Guide

A fan-created compilation of the creature creation rules.


Disclaimer
This document is completely unofficial and is in no way endorsed by Anima Project Studio, Edge
Entertainment or Fantasy Flight Games.

All rights reserved by Anima Project Studio, Edge Entertainment.

Images used without permission. If you are the creator of any artwork featured in this document
and want it removed, please contact me and I will remove it. Please keep in mind that we give
sources for the images on the page they are used and/or in the Source Index on Page 38.

This document was created by fans of the Anima Roleplaying Game for other fans.

Warning
This is a supplement for the Role Playing Game Anima: Beyond Fantasy. To use it, you will need the
Anima: Beyond Fantasy rulebook. And may need the Game Master’s Toolkit, Gaia Vol. 1, Dominus
Exxet, Those Who Walked Amongst Us Vol. 1, Arcana Exxet and Prometheum Exxet.

Distribution
This supplement is a free, fan created document that can be hosted and distributed as freeware
un l we hear otherwise. If you have purchased this book, you have been vic m of a fraud.

Feel free to give it to anyone you want. While we cannot charge for this product, dona ons are
always appreciated.

0 0 2
Index
Page
Disclaimer 2
Introduction 4
Creation of Beings 5
Steps to Take 5
Types of Beings 6
Elementals 7
Damage Resistance 7
Essential Abilities 8
Advantages 8
Disadvantages 9
Magical and Psychic Advantages 10
Magical and Psychic Disadvantages 10
Base Creation 10
Table 82: The Creation of Beings 11
Powers 12
Offensive Abilities 12
Movement & Transport 19
Resistances & Regeneration 20
Special Immunities 21
Armor 22
Souls 23
Innate Supernatural Abilities 23
Special Perceptions 27
Divine Powers 28
Bonus Beings 30
Ghoul 31
Karridor 32
Harekawa 34
Gandalfhon 37
Source Index 38

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Introduction
Hello and welcome to the Anima: Beyond Fantasy fan-made Creation of Beings Guide.

So I don't know about all of you, but when I am building a creature or monster for Anima I
always find it such a pain to have to flip back and forth between the Core book and Those
Who Walked Amongst Us when trying to decide on its various Essential Abilities and Powers.
Eventually I just decided that I would compile all of the desired rule from the two into a single
file and from their this project was born.

Since then I have corrected any translation errors, added in most updates from Core Exxet,
as well as cleaned up a lot of the grammatical issues which will hopefully make some of the
rules make a little more sense than they did previously.

I was also lucky enough to be able to ask the great and wise Carlos B. García Aparício about
some clarifications to some of the rules and update the entries with them. For lending his time
I want to say a very big thank you to Carlos for all of his help with this project.
Thank You Carlos.

There is another important acknowledgement that I would like to make, and that is to Cathar
the Great of the fan community, while he did not have any direct involvement in this project,
it was his work on the Character Guidebook that inspired me to do this project, and to
honour him I have modelled the front page of this guide to imitate the style of his Guidebook.

I hope that people find this guide helpful, I have had quite an enjoyable time working on it and
having even one or two people finding it useful in their adventures into the world of Anima
would make it all the more worthwhile doing.

Thank You,

Black-Fox

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Creation of Beings
The sleep of reason produces monsters. -Goya
Both animals and supernatural creatures are governed by
rules slightly different to what normal characters use. In The Creation of Beings
addition to the generic NPC and the monster compendium
in the following chapter, in this section you will find all the
steps needed to create your own creatures so you can use
Through Magic
Some spells allows a caster to create magical beings using
them in your games. the rules from this chapter. However, there are two
important limitations that they must follow in comparison to

STEPS TO TAKE
the creatures that the GM creates. First, given that they are
magical creatures conceived from spells, they cannot
develop their Knowledge-related or Intellectual secondary
abilities above the value of their creator, and neither surpass
Developing a creature is similar to creating a character, him in Summoning abilities. Naturally, it is also not possible
although some modifications are introduced to the method for them to understand spells that their master does not
described in the Player’s Book. The first step is to decide know. Secondly, is the problem of their characteristics.
what type of entity you are going to conceive. For that, you Given that it is the warlock himself who decides its values,
will have to determine the amount of Gnosis it will have and instead of rolling dice or choosing them freely, he has to
classify it under one of the three general typologies: acquire them by investing DP in them, just as it is indicated
Natural, Between Worlds and Souls or Spirits. As we will in Table 81.
see later, each one of them has certain special peculiarities.
Now, give it a Level, choose its Class, and buy its Essential
Abilities. Finally, invest the DP that you consider Table 81: Characteristics in Magical Beings
appropriate to acquire its Powers and, from that point on,
Characteristic DP Cost Gnosis
develop it as if you were dealing with a normal character.
1 1

Creature Characteristics 2 2

As the GM, it is your job to decide what the 3 3


Characteristics of your creations are. Use your own criteria
4 4
to grant the value you consider appropriate to each
creature and character. Your only limitation is that you 5 5
cannot assign them a value greater than 10, given that to do
that you need to invest DP in some of the Essential Abilities 6 6
that allow you to exceed that amount.
7 7

Gnosis 8
9
8
10
Determining the Gnosis of the entity is very important.
You have to give it a certain amount depending on its innate 10 15
power. If you intend to create a natural being without
special abilities (like an exotic animal) the most logical thing 11 20
would be to give it 0, while if you are dealing with a 12 30
creature with mystical powers, you can assign it something
between 10 and 20. When you want it to possess a much 13 40 5
more powerful essence, give it even more points. The main
function of Gnosis in the creation of beings is to indicate 14 50 15
which powers it has access to and which ones it does not.
15 60 25

About Gnosis Values Unfortunately, a caster does not have the ability to choose
all of the abilities of their creation with complete accuracy,
It is important to remember that the Gnosis values given that magic normally tends to be unpredictable. When
discussed in this chapter, as well as in Anima: Beyond he casts one of these spells, the GM has the ability to freely
Fantasy, are intended only as a rough guide for creating a distribute between 100 and 200 DP of the creature. This
supernatural creature; none of the values are absolute. way, he can give it the Abilities, Advantages and
Thus, the Game Master is free to make whatever exceptions Disadvantages that he considers necessary.
or modifications he deems useful, as long as they will be
beneficial to the game. Only beings created by magic or
similar powers (such as the spell Create Being) are required
to follow the rules laid out here.

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Box XVIII: Creation of Beings
A construct is completely immune to Summoning Abilities,
since it exists outside the flow of souls and the rules that
govern summoners. However, if there was a supernatural
1-Decide on the type of being and its Gnosis element used in the creation of a construct, a person whose
essence “synchronizes” with the construct’s nature may
2-Grant it a level and select its Class ignore this rule. For example, a Jayan shaman may use
3-Choose its elemental tie Summoning Abilities on a Humbaba (see page 89 of
4-Acquire its Essential Abilities Those Who Walked Amongst Us), while someone
5-Choose its characteristics with Ancient Blood is able to synchronize with automatons
created by the Logias of Solomon. Naturally, those
6-Invest its DP in powers constructs built solely on a scientific basis are unable to
7-Spend the rest of the DP normally synchronize with anyone at all.

TYPES OF BEINGS Souls or Spirits


Contrary to what the name might suggest, the souls are
The creatures that populate the world can be separated not only ghosts or spirits of beings that have passed away,
into three different categories: Natural Beings, Beings but also entities that belong by their nature to the spiritual
Between Worlds and Souls or Spirits. At the same time, world and who lack a physical form. They are unique
each one of the them contains thousands of different creatures that cannot reproduce by any means and whose
entities, with their own Characteristics, Powers and birth is due to very specific events. This would be the case of
Abilities. Next we will describe each of those categories. many various entities — forest spirits, living nightmares,
banshees, etc. The creation of souls is the same to that of

Natural
Beings Between Worlds, although they possess certain
special features. First, the souls are intangible by nature and
they cannot touch or be touched by bodies that are not
These creatures are those that belong by their nature to based on energy or that cannot harm it. They are invisible to
the real world. We are dealing with all the races that live in everyone that does not have the ability to see spiritual
it and are able to reproduce on their own, like humans and beings or isn’t able to detect their energy, and they innately
animals. This is also the case of some supernatural races possess the Essential Ability Physical Exemption. Given
(Sylvain, Duk’zarist, Daimah, etc.) whose essence is mainly that they lack a material form, they use their Power
material, in spite of finding itself strongly linked to the spirit characteristic to calculate their Life Points instead of
world. To create these type of beings, you can choose two Constitution (or rather, both attributes are the same with
different methods: use the rules for player characters, or souls). Opposite to physical beings, they do not hold on to
use the ones from this chapter. If you intend to create a the State of Between Life and Death if their LP reach
human NPC or one of the playable races, use the general negative numbers: in this case, they are automatically
rules from Chapter 1. On the other hand, if you want to destroyed. As payment for these advantages, they must
develop animals or similar creatures, use the ones from this invest 100 DP by the simple fact of being a part of this type
chapter using their DP to access the Essential Abilities that of being; or what would be the same, they have an
you deem convenient and their list of powers. They can additional level because of it. Their minimum Gnosis is 10.
have any Gnosis, but the best thing would be to grant them

Living Dead
an amount between 0 and 10.

Between Worlds The living dead are a special category of entities. We are
dealing with beings that, for supernatural reasons, have
We are dealing with creatures and supernatural entities abandoned the flow of souls in body and soul, becoming
that find themselves half way between the real world and creatures that do not belong to the world. They are divided
that of the spirits. In spite of having a physical form, they are into two completely different types — animated bodies and
not truly a part of the material reality. They cannot spectres.
reproduce in a natural way, as its very essence requires a The first type are bodies that where alive before and held
special process to be born, such as specific events or magical a spirit, but that now walk the world without having a soul.
rituals. Some examples of this category would be They are not like golems or other animated creatures, given
elementals, demons and golems, although it may also be the even those beings possess the spirit of the material that they
case that certain exceptional mystical races are found here, are made up of, be that rocks, metals or even the essence of
like dragons. Any Being Between Worlds must have at least the elements themselves. On the contrary, the animated
a Gnosis of 10. They use their DP to acquire their Essential living dead completely lack a soul; empty husks, mere
Abilities and powers. If you want, you can make it so that shadows of their past life. The second type of living dead is
they depend on a certain element, granting them the the most powerful. These are departed souls that have been
advantages and penalties described in the section summoned by the flow, but that remain in the world
Elementals. escaping its call. Now, their essence has become completely
independent, and they no longer belong to reality. If for any

Constructs
reason they are destroyed, they disappear forever as if they
had never existed.
To develop living dead of the first type, that is to say,
Constructs are a special kind of Being Between Worlds. animated bodies without souls, the same rules for Beings
They have been artificially built, as automatons, puppets, or Between Worlds are used. However, they have two special
golems, using physical matter as a base. Developing a characteristics: they possess no physical needs (they gain for
construct uses the same rules as creating a normal being, free the Physical Exemption Essential Ability) and they
but constructs have no physical needs (thus, they obtain the start out with a level of Regeneration 0 (which means
Physical Exemption Essential Ability for free), and they that they never heal their wounds, except by supernatural
begin with Regeneration 0 (meaning they do not heal on means or gaining some form of Regeneration as a power).
their own, and any damage they suffer can only be
repaired).

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As for spectres, they use the same rules as Spiritual beings. For example, we create a record of a being with Damage
If they intend to acquire the Power Spectral Form, they Resistance of level three, which will give us 800 DP to
only have to spend 25 DP for it. spend. Given that we can only spend a fourth of the DP on
its Attack Ability, the maximum amount that we can invest
in it will be 200. In regards to its LP, that will depend on its

ELEMENTALS size and how many DP we use to increase it. If, for example,
we spend 300 DP and the being is of Medium Size, and
therefore has a Damage Resistance Multiplier of 5, he would
An elemental being is a supernatural creature whose have 1,500 (300 times 5) LP to add to his base. If on the
essence is based on an element. Therefore, there are certain other hand he was of Enormous Size, he would have 3,000
limitations on the list of Essential Abilities and powers that additional Life Points, given that his Damage Resistance
they can choose, described with each specific case. To Multiplier would be 10. The rest of the record would be
balance out this disadvantage, it is much easier for them to filled out normally.
acquire powers, therefore any power they choose costs 10
DP less than a being without elemental bounds. The powers
that are made up of various selections, like Added Mystical
Effect (that requires that Effect as well as Resistance is
Metamorphosis and Life Points
chosen), have their costs reduced only once and not every When a creature with Damage Resistance has the capacity
time that it is chosen. Elementals have a bonus of +20 to change size and decides to do so, its Life Points may
against any Resistance effects caused by the element which increase or decrease. To determine the new Life Point total,
they are attuned to, and a —20 against the one that is divide its current Life Points by its Damage Resistance
directly their opposite. Additionally, any damage based on Multiplier and then multiply that result by its new Damage
its opposite is automatically doubled. Resistance Multiplier. Thus, players can find out how many
Only the Beings Between Worlds and Souls can be Life Points a creature currently has if it has been injured in
elementals. Natural beings, no matter how attuned they are one form or another. If a creature that uses the normal
to one element or another, have too much of a terrestrial rules for defense is transformed into one with Damage
nature. Resistance, players should calculate the number of DP that
the creature spent on the Block and Dodge Abilities and

DAMAGE RESISTANCE
multiply that amount by the Damage Resistance Multiplier
corresponding to its new size. This total determines its Life
Points in the new form. Naturally, the same applies in
reverse if a creature with Damage Resistance transforms
As it has already been mentioned in Chapter 9 of into one that allows it to block or dodge (though it can
Anima: Beyond Fantasy, there are certain beings that never gain DP in those abilities beyond the normal limits
exist that use special rules for defense, named creatures allowed for Attack and Defense Abilities).
with Damage Resistance. We are dealing with beings that,
be that because of their size or whatever special condition,
do not defend themselves from attacks, but rather they face
them absorbing the damage they cause. Let us put as an
example a dragon. Although he can move to avoid attacks,
what would normally happen is that they would strike him,
but thanks to his size and protection, he would be able to
ignore the damage. Either way, do not confuse yourself;
enormous creatures are not the only ones who can have
Damage Resistance. Other beings, like zombies or golems,
can also be placed in this category. In the following
paragraph, we will list out the two special rules that are
used to distribute the DP of those creatures that have
Damage Resistance.
To begin with, they do not develop their LP like other
creatures do. They calculate their base LP normally by using
their Constitution (see Table 4 of Anima: Beyond
Fantasy), but they increase it through their Damage
Resistance Multiplier, an amount that directly multiplies the
DP that you invest. If, for example, a being has a Damage
Resistance Multiplier of 5 and spends 100 DP in his Life
Points, he adds 500 LP to his base. The Damage Resistance
Multiplier is determined by the size of the creature by the
method indicated in Table 82, and not by its Class
(although the innate bonuses that he gains by level continue
to be added). There is no limit to the amount of DP that
can be spent to increase the LP of a being with Damage
Resistance. Given that the amount of Life Points of the
creatures with Damage Resistance is far greater than those
of other beings, they multiply by five the speed of healing
that is indicated by their Regeneration, and the amount of
LP that they obtain through spells or supernatural abilities.
Secondly, they can only spend a fourth of their total DP on
their attack ability, given that their defense capabilities are
actually the great amount of the resistance that they
possess.

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ESSENTIAL ABILITIES
Cost: The amount of DP that needs to be invested.
GN: Is the minimum Gnosis that a creature should possess
so as to have access to said ability.
The Essential Abilities are equal to the Advantages and
Disadvantages that players (as well as NPCs) gain using Essential Abilities Cost GN
Creation Points. They are the innate abilities of the Fatigue Resistance 10 0
creatures, the characteristics that define their own essence.
The Advantages are gained by investing the DP that its cost The Gift 30 5
indicates, while the Disadvantages provide additional DP Access to a Psychic Discipline 15 5
that can be used to acquire other Essential Abilities or
powers. There is no limit to the number of Advantages or Access to Psychic Disciplines 30 5
Disadvantages that one can choose for a creature. Acute Sense 10 0

Advantages
Attuned 10 5
Superhuman Physical Characteristics 20 0
Below is a list of Advantages that you can select for any Superhuman Spiritual Characteristics 20 5
type of creature. Unless its description states otherwise,
each Advantage can only be acquired once. They are made Supernatural Physical Characteristics 40 20
up of the following elements:
Supernatural Spiritual Characteristics 40 20
Fatigue Resistance: This Advantage grants two Divine Physical Characteristics 80 30
additional points to Fatigue. It can be acquired several times
to gain greater benefits. Divine Spiritual Characteristics 80 35
The Gift: The being is able to use magic. If we are Attribute Increased +1 20 0
dealing with an elemental, he possesses a bonus of +20 to
its MA on the path that he is attuned to, and a —20 on the Attribute Increased +2 40 5
opposite one. Attribute Increased +3 60 Variable
Access to a Psychic Discipline: The being can use its
PP to acquire an affinity to a single psychic discipline and use Unnatural Size 10 0
its powers. Fire elementals cannot use cryokinetic powers, Ambidextrous 30 0
and vice versa.
Access to Psychic Disciplines: Same as the one Inhumanity 10 0
before, except that it grants access to several disciplines.
Zen 20 25
Acute Sense: One of its five senses is especially
developed. Therefore, apply a bonus of +30 to any Aquatic Breathing 10 0
perception-based Secondary Ability Check that implies its
use. Physical needs
Attuned: The being is attuned to something specifically, Without Unconsciousness 10 5
from a type of being to an element. If it is an element, it
receives a bonus of +20 to any Resistance that is rolled Tireless 20 15
against effects caused by it. If, on the other hand, it is a kind Does Not Breath 10 15
of creature, any member of said species will feel some kind
of bond towards it, as if it belonged to the same race. Does Not Eat 10 15
Superhuman Physical Characteristics: It extends
the maximum limit you can choose for physical Does Not Sleep 10 15
Characteristics (STR, DEX, AGI, CON and PER) to a Immune to Natural Poisons 20 20
maximum of 13.
Superhuman Spiritual Characteristics: It extends Immune to Natural Diseases 10 20
the maximum limit you can choose for spiritual
Immune to Climactic Phenomena 10 15
Characteristics (STR, DEX, AGI, CON and PER) to a
maximum of 13. Immune to Pain 20 0
Supernatural Physical Characteristics: The same as
the previous ones, except that the maximum limit of the Physical Exemption 50 20
physical Characteristics is increased to 15. Natural Immunity to an Element
Supernatural Spiritual Characteristics: The same
as the previous ones, except that it affects the spiritual Half Damage 10 20
Characteristics. Complete Immunity 30 25
Divine Physical Characteristics: The GM can grant
any value to the physical Characteristic of the being. Psychological Immunity 20 10
Divine Spiritual Characteristics: The same as the Danger Sense 40 20
previous ones, except that it affects the spiritual
Characteristics. Ki Recovery 20 20
Attribute Increased +1: This ability can only be
To the Limit 5 20
acquired through the use of spells that grant monster
abilities or to create racial modifiers of a natural ethnicity. In Survivor 10 0
these cases, they grant a +1 to a Characteristic and it can be
acquired again to increase a different one. It cannot be Innate Power 5 20
chosen twice for the same Characteristic.
Attribute Increased +2: The same as the previous
ones, except that it grants a +2 to the Characteristic.

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Attribute Increased +3: The same as the previous Danger Sense, Ki Recovery, To the Limit,
ones, except that it grants a +3 to the Characteristic. This Survivor: All these powers are equivalent to the Creation
ability can be chosen again to increase even further the Advantages with the same names that appear in Anima:
same Characteristic, and in which case it grants a cumulative Beyond Fantasy and in the Game Master’s Toolkit.
+1 to the previous bonus. That is to say, it provides a +4 if Innate Power: When calculating Ki points, the creature
acquired twice, a +5 if it is chosen three times, etc. The base only uses its Power Characteristic (which it multiplies by
Gnosis of this ability is 15, but every time it is selected again six), as described in Dominus Exxet: The Dominion of
it increases its value by 5 points. Ki.
Unnatural size: The GM can increase or decrease the

Disadvantages
base Size of the being by a maximum of 5 points.
Ambidextrous: It works the same way as the Creation
Advantage of the same name.
Inhumanity: For all intents and purposes, it works the The following list describes the natural Disadvantages that
same way as the Ki Ability of the same name. provide additional DP to invest in other Powers and
Zen: The being can carry out naturally physical actions Essential Abilities. They are made up of the following
that have a difficulty of Zen and have the full benefits of its elements:
Characteristics. It works like the Ki Ability of the same
name. Bonus: The amount of DP that is gained from choosing that
Aquatic Breathing: The creature can breathe specific penalty.
underwater without difficulty. GN: Same as in Advantages.
Without Unconsciousness: The creature cannot
become unconscious, regardless of what critical results or Essential Disadvantages Bonus GN
supernatural effects indicate.
Tireless: The creature does not get tired regardless of Racial Vice 10 0
the amount of physical or mental effort exerted. However,
Atrophied Members 20 0
because of that, the being cannot use Fatigue points to
increase its physical abilities. Racial Fear 10 10
Does Not Breathe: The creature does not require air
to live. Racial Terror 20 10
Does Not Eat: Creature does not require food to live. Lack of a Sense 10 0
Does Not Sleep: The creature does not possess the
physical need to sleep. It can become unconscious as Blind 20 0
normal. Physical Need 10 0
Immune to Natural Poisons: No natural poison can
affect the creature. However, any harmful substance that Extreme Need 20 10
comes from a being with a Gnosis greater than 10, or that Natural Vulnerability to an Element
has been created through mystic means, will continue to
affect it normally. 50% More Damage 10 20
Immune to Natural Diseases: Just like the previous,
Double Damage 20 20
only that in this case its immune to any natural disease.
Immune to Climatic Phenomena: No matter how Vulnerable to a Type of Attack 20 10
extreme the climate is, the being does not suffer any type of
problem from being exposed to it. Vulnerable to Harm 30 0
Immune to Pain: The creature is completely insensible Additional Vulnerable Point 20 0
to pain. It ignores any All Action Penalties that it would
ordinarily suffer as the result of Criticals (except for those Racial Vice: The creature has some form of natural vice
caused by the loss or destruction of a limb) as well as similar that it cannot overcome by any means. Anytime that it has
conditions caused by supernatural effects. the opportunity to quench it and it does not, it causes the
Physical Exemption: This ability represents all of the being to suffer a —20 All Action Penalty.
other reduction of physical needs that have been explained. Atrophied Member: The being lacks useable
A being that possesses it can have any of the following extremities or the ones that it possesses cannot be used
advantages: Without Unconsciousness, Tireless, correctly, applying a penalty of —60 to any physical check
Does Not Breath, Does Not Eat, Does Not Sleep, that requires it. If the members are its legs, apply a —6
Immune to Natural Poisons, Immune to Natural penalty to its Movement Value. It can’t be selected by souls.
Diseases, Immune to Climatic Phenomena, and Racial Fear: The creature has an unsurpassable fear to
Immune to Pain. something specific, for which it suffers said state when found
Natural Immunity to an Element, Half Damage: in its presence.
The being is partially immune to the effects caused by a Racial Terror: Same as the previous, except apply the
specific element. Therefore, if it takes damage from this State of Terror.
type, it is reduced by half. This ability is not effective if the Lack of a Sense: The creature lacks a sense other than
element comes from, or is generated by, a being that sight, and it cannot make perception rolls that require it.
possesses a Gnosis greater than that of the creature. Nor Blind: It does not possess a sense of sight, and it does not
will it work against damage that is produced by Resistance have some supernatural way to see. It will always apply the
Checks (although in this case, it can apply a +40 to its rolls). penalty of Blindness.
Regarding elementals, the chosen one must be the element Physical Need: The being has a need of a physical
that it is attuned to. nature to survive. For example, it requires something
Natural Immunity to an Element, Complete: The specific, like consuming iron, within a determined time
same as the previous, except that the damage caused by the period or it suffers a cumulative All Action Penalty of —10. If
element is completely nullified. the need isn’t satisfied over a long period of time, it can
Psychological Immunity: The mind of the being is not even die.
able to feel any type of psychological State. Therefore, it is
completely immune to psychic effects, like Pain, Fear,
Terror, or Rage.

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Magical and Psychic Penalties
Extreme Need: Same as the previous, except that if
the being does not carry it out on time, it will die
automatically.
Natural Vulnerability to an Element, 50% More These penalties act exactly the same as the Creation
Damage: It is naturally vulnerable to the damage produced Disadvantages that have the same name. It is necessary for
by an element, that increases its damage by 50%. Regarding the being to possess the Gift or access to psychic abilities.
elemental beings, the chosen element has to be the opposite
of what its attuned to. Penalties Bonus GN
Natural Vulnerability to an Element, Double Oral Requirement (magical) 10 5
Damage: Same as the previous, except that it doubles the
damage taken. Require Gestures (magical) 10 5
Vulnerable to a Type of Attack: This means that a Slow Recovery of Magic (magical) 10 5
specific type of attack produces double damage to the
being, like for example, projectile or Impact weapons. Magic Blockage (magical) 30 5
Vulnerable to Harm: The creature is exceptionally Magical Exhaustion (magical) 10 5
vulnerable to massive damage in any form. If it suffers a
Critical, it is destroyed automatically. Action Requirement (magical) 20 5
Additional Vulnerable Point: The creature has an
additional vulnerable point (in addition to its head and No Concentration (psychic) 10 5
heart) that is easily accessible to attackers. Psychic Exhaustion (psychic) 10 5
Psychic Consumption (psychic) 20 5
Magical and Psychic Advantages
These abilities work exactly the same way as the Creation
Advantages that have the same name. All of them are the
equivalent to the more basic abilities that are gained by
BASE CREATION
Now that you have selected your characteristics,
investing points. They can only be chosen by creatures with
advantages and disadvantages for the creature, you will have
the Gift or with psychic powers, respectively.
an idea of what its going to be like. Next, given that you
know its Strength and Constitution, calculate its Size and
Effect Cost GN consult Table 82. The dimensions of the being are a very
Superior Magic Recovery (magical) 30 5 important element: it is not the same thing to face an
adversary with a human stature as it is to face another that
Natural Knowledge of a Path 20 (magical) 10 10 is as big as a mountain. Depending on its proportions, the
Natural Knowledge of a Path 40 (magical) 20 15 creature will find itself in one category or another in Table
82, that carries with it some modifications to its natural
Natural Knowledge of a Path 60 (magical) 30 20 abilities. As is described next, there are seven classifications
Natural Knowledge of a Path 80 (magical) 40 25 that exist:

Natural Knowledge of a Path 90 (magical) 50 30 Minuscule: Less than four inches tall.
Small: Beings with the approximate Size of a child
Gestureless Casting (magical) 20 5
younger than one year of age which, in any case, never
Unspoken Casting (magical) 20 5 exceed two feet.
Medium: Within this ample category are found all the
Improved Innate Magic (magical) 20 5 creatures whose Size is similar to that of a human, whether
Contested Spell Mastery (magical) 20 10 they are very small or very big. To have more of an
approximate idea, they are all beings that measure roughly
Opposite Magic (magical) 10 20 between two and six feet.
Natural Power (magical) 10 20 Big: This Size can be at the most double that of a tall
human. Generally this includes beings that measure between
Amplify Sustained Power (psychic) 30 5 eight and twelve feet, such as bears.
Psychic Fatigue Resistance (psychic) 30 5 Enormous: It represents beings that have measurements
similar to a small building or big tree. Generally, its height is
Psychic Point Recovery (psychic) 20 5 between 15 and 30 feet, and can include creatures such as
elephants, and young dragons.
Extreme Concentration (psychic) 30 5
Giant: This size describes creatures that can easily be
Focus (psychic) 20 5 compared to towers or small castles; it is a very broad
category that include anything from roughly 40 feet tall all
Psychic Inclination (psychic) 20 5 the way up to 300 feet tall.
Passive Concentration (psychic) 30 5 Colossal: The maximum size possible. They are beings as
big as mountains, capable of darkening the horizon. They
Psychic Ambivalence (psychic) 30 15 measure more than 300 hundred feet and they can reach
Increased Psychic Modifiers (psychic) 10 20 thousands of tons in weight.

Natural Knowledge of a Path: In elemental beings,


the natural knowledge has to be on that which they are
attuned to. This advantage cannot be chosen through spells
that allow the acquisition of abilities.

0 1 0
Damage Speed
If it does not use weapons, the base damage that the Like any player character, the Movement Value of the
creature produces depends on its Size and its fortitude. being is determined by its Agility characteristic.
Depending on the category that it finds itself in, the being Nevertheless, in the column Movement Value of Table
will cause one base damage or another, to which its 82 there is a modifier that appears that is added or
Strength bonus must be added to. In Table 82 there are subtracted to the base movement of the creature,
two columns that indicate the base damage that the being depending on its Size.
produces. If it does not possess natural weapons, using its

Damage Resistance
extremities or that with which it is provided to attack, it will
use the number indicated in the Physical Attack column.
On the contrary if it possesses natural weapons, use the
number in the Natural Weapons column, to which it will The last two columns of Table 82 are only used in those
add its attribute bonus. cases that the creatures possesses Damage Resistance. The
column Armor indicates the base AT that the creature
A being with Strength 10 and with a Big Size would cause possess, while the second sets its Damage Resistance
a final damage of 35 points if it attacked physically with its Multiplier, with which you will be able to calculate its life
body (20 base plus 15 for its characteristic bonus), and 75 points.
in the instance that it had a natural weapon (60 for the
weapon plus 15 because of its Strength).
Breakage and Fortitude of
Initiative Natural Weapons
If you are using the optional rules for Fortitude and
It is a fact that, the bigger that the creature is, the more it Breakage, you will need to know what they are for the
will cost it to react at the same speed than beings of a natural weapons of the beings created. In this case, you can
smaller size and vice versa. While that, as was seen in the use this reference to calculate it. If a being has Increase
Player’s book, all of the characters possess a base Initiative Damage as a power, increase by one point the Breakage
of 20 (which corresponds to a Medium being), that of value of its weapon for every +10 it has.
creatures can be modified depending on its Size. Therefore,
the being will have as a base Initiative of the amount
indicated in the column of Table 82. Table 83: Breakage and Fortitude
Size Breakage Fortitude
Action Area Miniscule -4 4
Some beings are so big that they can naturally attack with Small -2 8
an Area Attack. Their bodies have a dimension that is so
colossal that when it impacts it does not affect only one Medium 0 12
adversary, but rather all of those that are found within the
action radius of its strike. This ability is innate, and the being Big 4 16
does not need to declare any specific attack nor apply any
Enormous 8 20
penalty to its ability when executing it. In the column titled
Action Area on the Table 82, it is indicated if the being Giant 12 28
possesses the ability to cause Area Attacks and the range it
affects. Colossal 16 34

Table 82: The Creation of Beings


Size Physical Natural Base Action Movement Damage Resistance Armor
Attack Weapon Initiative Area Value Multiplier
Miniscule 1 to 3 5 20 40 NA -4 1 1
Small 4 to 8 10 30 30 NA -2 2 2
Medium 9 to 22 10 40 20 NA NA 5 3
Big 23 to 24 20 60 10 NA NA 5 4
Enormous 25 to 28 30 100 0 5-feet +1 10 6
Giant 29 to 33 40 120 -10 15-feet +2 15 8
Colossal 34+ 60 140 -20 60-feet +3 20 10

0 1 1
POWERS
Natural Weapon: Allows to use as a base damage that
which is indicated in the column Natural Weapon on Table
82.
Now there is only one more step to take before
developing the sheet as you would normally, and it is none IMPACT
other than deciding what its powers are. Powers are the The creature has the ability to overwhelm its opponents
special abilities that characterize the creature, the abilities with its blows. Consequently, any opponent who takes
that make them different from the rest. You can spend at damage from its natural attacks suffers an impact at the
maximum half of its total DP in the acquisition of powers. creature’s Strength.
Keep in mind that some of the powers listed here also
have penalties. This means, that choosing that specific Effect Cost GN
disadvantage, its cost is reduced by the amount indicated. It
Impact 50 15
is not possible to reduce the cost of a power by more than
half of its total value, no matter how many disadvantages Restrictions: None
are chosen. For example, if an Innate spell that costs 80 DP
has the penalties of Conditioned and Requires 10 Turns to
Prepare (which would subtract —50 and —30 DP BREAKAGE BONUS
respectively), they could only reduce the cost of the power The creature’s natural weapons are particularly effective in
to 40 DP, that is, half of its value. There are also some destroying objects.
direct disadvantages, like Degeneration of life. In said case,
Effect Cost GN
choosing it grants additional DP to the being, that you can
use to acquire other powers. When at some point you want +5 Breakage 10 5
to increase the powers that a creature possesses, it is not
necessary that you pay all of the DP that it costs you to +10 Breakage 20 10
acquire a new one, only the difference in points between +15 Breakage 40 15
that one and the one it already has. If, for example, the
entity possesses a Mystical Flight 6 (with a cost of 40 DP) +20 Breakage 60 30
and wants to increase it up to Mystical Flight 8 (60 DP), it +25 Breakage 80 35
would only need to pay 20 DP. This rule becomes especially
important in the case of familiars. Restrictions: None
Next you will be able to see a list of powers, their cost
and the minimum Gnosis that a creature must have to have +X Breakage: The Breakage of the creature’s natural
access to it. weapons increase by this amount.

Creating New Powers SHIELD


The creature’s natural weapons can be used as a physical
Naturally, it’s completely impossible to list all imaginable
powers that a creature could have. Surely, each Game or supernatural shield against blows.
Master will want to introduce his own ideas and concepts Effect Cost GN
that are not covered in these pages or in Anima: Beyond
Fantasy. If there is nothing to base a power on, at minimum Buckler 10 0
the power will need a cost in DP and a minimum Gnosis Shield 20 0
requirement. Although all costs are highly subjective, the
simplest powers should cost between 10 and 30 DP and the Full Shield 30 0
most powerful and unbalancing between 200 and 250 DP.
Mystical Shield 500 20 10

Offensive Abilities
Mystical Shield 1,000 40 15
Mystical Shield 1,500 60 20
Mystical Shield 2,000 80 25
NATURAL WEAPONS Mystical Shield (Unbreakable) 120 35
The creature is provided with natural weapons of some
type: claws, jaws, sharpened tail…or whatever we would Restrictions: None
like to imagine for it. In game terms, it allows the being to
use as a base damage that which is indicated in the column Buckler: The natural weapon acts exactly like a buckler
Natural Weapon, corresponding to its Size on Table for all defensive purposes, except that it cannot be
82, when it comes time to use any of its attacks. They can disarmed.
be Cut, Impact or Thrust, depending on what you deem Shield: The natural weapon acts exactly like a shield for
appropriate for its nature. Like in those cases of unarmed all defensive purposes, except that it cannot be disarmed.
combat, its Initiative is always +20. Full Shield: The natural weapon acts exactly like a full
shield for all defensive purposes, except that it cannot be
Effect Cost GN disarmed.
Natural Weapons 20 0 Mystical Shield X: The natural weapon acts like a
mystical shield capable of withstanding X damage before
Restrictions: None shattering.
Mystical Shield (Unbreakable): As above, except
that the shield can absorb an unlimited amount of damage
without shattering.

0 1 2
RANGED NATURAL WEAPON VARIABLE ADDITIONAL ATTACKS
The creature’s natural weapons allow it to attack at a The creature is endowed with chaotic mutations that give
distance with some type of projectile that can serve as it a variable number of attacks each turn. These mutations
ammunition, such as bones, nails, seeds, etc. For the can be extra hands, mouths, tentacles, or anything else that
purposes of penalties to defense, these are considered seems appropriate. The 1d5 or 1d10 power must be
Thrown projectiles. purchased, as well as an Attack -X or Full Attack power.

Effect Cost GN Effect Cost GN


Ranged Natural Weapon 20 5 1d5 120 20
Advanced Ammo 20 10 1d10 220 30
Unlimited Ammo 40 20 Attack -80 30 20
Long Distance 30 10 Attack -60 40 20
Fired 20 10 Attack -40 50 20
Restrictions: None Attack -20 60 20
Full Attack 80 20
Ranged Natural Weapon: The creature possesses
natural weapons that it can use to attack with a maximum Restrictions: None
range of 100 feet. Generally, it has enough natural
ammunition for two to five attacks. After firing, it needs at 1d5: The creature rolls a die at the beginning of each turn
least a week to generate a new projectile. to determine how many attacks it can make that turn. On a
Advanced Ammo: The creature has enough 1—2 it gains one attack, on a 3—4 two attacks, on a 5—6
ammunition available for 50 attacks, and it generates a new three attacks, on a 7—8 four attacks, and on a 9—10 five
projectile every hour. attacks.
Unlimited Ammo: The creature generates an 1d10: As above, but the number of attacks equals the
unlimited amount of ammunition. 1d10 roll.
Long Distance: The maximum range of the weapon is Attack -X: All the attacks after the first made using this
increased to 300 feet. ability have a -X to their Attack Ability.
Fired: When determining penalties to defense, the Full Attack: All the attacks made with this ability use the
ranged attack is considered to be Fired instead of Thrown. full Attack Ability of the creature.

ADDITIONAL ATTACKS INCREASED DAMAGE


The being can carry out an additional attack thanks to the It means that, for some reason, the being produces with
fact that it is gifted with secondary extremities or other one of its attack a greater deal of damage than would be
similar means. The attacks are carried out using the being’s normal for its size. It can be justified by any imaginable
own damage, be that what is indicated by its physical attack means, like that it has some disproportionate claws or it
or that of a natural weapon. This way, if it is gifted with the possesses a supernatural power. This ability must be bought
power of Natural Weapons, it will carry out its additional separately, so in the case that the being can carry out
attacks always using the damage of said weapons. That does additional attacks, the increased damage will only modify
not mean that the being that possesses this ability is using one of them.
the same type of attack all of the time. Lets imagine the case
of a dragon; if it has acquired Natural Weapons and Effect Cost GN
Additional Attacks it can be perfectly gifted with jaws, +10 to Damage 10 0
claws, tail… and each attack could represent the use of one
of these methods. +20 to Damage 20 0

Effect Cost GN +30 to Damage 30 0

Additional Attack with -60 to its Final Attack 20 0 +40 to Damage 40 0

Additional Attack with -50 to its Final Attack 30 0 +50 to Damage 50 5

Additional Attack with -40 to its Final Attack 40 0 +60 to Damage 60 10

Additional Attack with -30 to its Final Attack 50 5 +80 to Damage 80 20

Additional Attack with -20 to its Final Attack 60 5 +100 to Damage 100 25

Additional Attack with -10 to its Final Attack 80 10 +120 to Damage 120 30

Complete Additional Attack 100 15 Restrictions: None

Restrictions: None +X to Damage: Indicates the amount that is added to


the base damage of one of the beings attacks.
Additional Attack -X to its Final Attack: The
penalty that is indicated by the advantage is that which the
creature suffers to its base ability when carrying out its
additional attack. This way, a being with an offensive ability
of 100 that possesses an additional attack at -20, would
have two strikes per turn, one with ability 100 and the
second one with 80. Both of them will use the same base
damage.
Complete Additional Attack: The being can carry
out an additional attack without any penalties to its Final
Attack.

0 1 3
INCREASED REACTION Effect Cost GN
The beings reaction is faster than what would seem Distance
natural, for which it adds a bonus to its Initiative.
Up to a Distance of 80 feet 10 5
Effect Cost GN
Up to a Distance of 150 feet 20 10
+10 to the Natural Initiative 10 0
Up to a Distance of 300 feet 30 15
+20 to the Natural Initiative 20 10
Up to a Distance of 800 feet 40 20
+30 to the Natural Initiative 30 20
Up to a Distance of 1,500 feet 50 25
Restrictions: None
Up to a Distance of one mile 60 30
+X to the Natural Initiative: It indicates the amount Up to a Distance of five miles 70 35
that is added to the calculation of the initiative of the being
Up to Any Visible Distance 80 40
in combat, be that using its physical weapons, spells or
other special abilities. Damage
Base Damage 40 10 5
DAMAGE ENERGY
This allows for beings that are based on energy to be Base Damage 50 15 10
harmed the same as the Ki ability Presence Extrusion. It Base Damage 60 20 10
affects all the attacks it carries out.
Base Damage 80 25 10
Effect Cost GN
Base Damage 100 30 15
Damage Energy 10 10
Base Damage 120 50 20
Restrictions: None
Base Damage 150 60 20
ARMOR MODIFIER Base Damage 200 80 25
The natural weapons of the being are prepared to pierce Base Damage 250 100 30
with ease even the most resistant armor, for which the
defender applies a penalty to their AT. It only affects one of Area
the attacks carried out. 5-foot radius 10 10
Effect Cost GN 10-foot radius 20 10
-1 to the Defenders AT 10 0 15-foot radius 30 15
-2 to the Defenders AT 15 10 30-foot radius 40 20
-3 to the Defenders AT 20 15 80-foot radius 50 25
-4 to the Defenders AT 25 20 150-foot radius 60 30
-5 to the Defenders AT 30 25 300-foot radius 80 35
Restrictions: None An Additional Attack 5 10

-X to the Defenders AT: It is the penalty suffered by Without Limits 60 20


the defenders AT against one of the beings attack. Penalties
Requires 1 Turn to Prepare -10 5
SPECIAL ATTACK
The being has the ability to use a special attack, different Requires 2 Turns to Prepare -20 5
to the ones that it normally makes. It can be anything Requires 3 Turns to Prepare -30 5
imaginable: a supernatural breath in the shape of a cone, the
ability to throw explosive spores around itself or project Requires 5 Turns to Prepare -40 5
energy at a distance. It is considered an active action, for
Requires 10 Turns to Prepare -50 5
which the creature must have the ability to act and give up
one of its natural attacks during this turn, to use the special Restrictions: If the being is an elemental, the attack is
attack in its place. It uses the combat ability of the character carried out with the element that it is attuned to.
(or, in its absence, its Psychic or Magic Projection), but it
has an independent damage to those created by its other Distance: It indicates the distance that it can reach. For
attacks, that is acquired using the DP cost indicated in the all intent and purposes, it is equivalent to an Attack spell
section of Damage. It can only be used once per day, when it is time to calculate the penalties to defense.
except if more uses are obtained. Damage: It indicates the base damage that the attack
Each one of its possible effects are obtained separately, produces. This amount does not add any type of
and only need to acquire those that are of interest. An characteristic bonus.
attack can cause damage in as area centred around the Area: Indicates the attack radius that the special attack
being, or simply attack at a distance, it is even possible that effects. It can be centered on the being, explode at the end
it does not cause damage and that it creates some type of of its trajectory or posses a conic form.
mystical effect, such as trapping, or poisoning…
As GM, decide freely on what AT the attack will effect
depending on its characteristics: you can choose among Cut,
Thrust, Impact, Heat, Electricity, Cold or Energy.

0 1 4
An Additional Attack: The attack can be used one that the being has instead of one of its natural attacks.
additional time per day. It is possible to acquire this
advantage as many times as desired. Effect Cost GN
Without Limits: It can be performed a limitless Resistance
number of times a day.
Requires X Turns to Prepare (penalty): The being MR or PhR 40 20 5
cannot use the attack in an instantaneous way. The
MR or PhR 60 30 10
preparation is a passive action, for which it can be
performed while doing other actions. MR or PhR 80 40 15
MR or PhR 100 50 15
IMPROVED SPECIAL ATTACK
When using any of its special attacks, the creature has an MR or PhR 120 60 20
improved Attack Ability. MR or PhR 140 80 25
Effect Cost GN MR or PhR 160 100 30
Ability +10 10 5 MR or PhR 180 120 35
Ability +20 20 5 MR or PhR 200 140 40
Ability +30 30 10 Effect
Ability +40 40 15 Fear 20 10
Ability +50 50 25 Terror 60 20
Restrictions: None Pain 20 10

Ability +X: The creature gains +X to its Attack Ability Extreme Pain 40 20
when using its special attacks. Weakness 50 10
Partial Paralysis 40 20
POISONED ATTACK
The being has the ability to poison its adversaries when it Total Paralysis 80 20
causes them damage. If the character struck takes damage, Rage 20 20
they must immediately pass a VR so as not to be affected by
it. The poison can be put together freely, using the rules in Blindness 50 10
Chapter 14 of Anima: Beyond Fantasy. It only effects
Deafness 10 10
one of the attacks that being possesses, for which it will
have to be obtained several times if it wants to use it on Mute 10 10
additional attacks. If it is desired, it can be attached to one
of its Special attacks, instead of one of its physical strikes. Fascination 20 20

Effect Cost GN Simple Damage 30 10

Poison Level 10 10 0 Double Damage 60 20

Poison Level 20 20 0 Unconsciousness 100 20

Poison Level 30 30 0 Dominate 120 25

Poison Level 40 40 0 Death 140 25

Poison Level 50 50 0 Madness 20 20

Poison Level 60 60 0 Age 60 20

Poison Level 70 80 0 All Action Penalty 60 20

Poison Level 80 100 10 Destroy Characteristics 120 20

Poison Level 90 140 20 Possession 120 25

Poison Level 100 180 30 Drain

Restrictions: None Half 20 10


Complete 50 15
Poison Level X: Indicates the level of strength of the Double 100 20
poison.
Additional Effect 10 10
ADDED MYSTICAL EFFECT Penalties
The creature has supernatural powers that allows it to
Conditional Effect -20 10
submit its adversaries to various esoteric states, if it is able
to cause them damage with one of its attacks. When an Restrictions: None
individual is struck by an attack that causes damage and has
an added mystical effect, he will have to pass a Resistance Resistance: Indicates the value of the Resistance to be
check to avoid its effects. It is only added to one of the passed. One can choose to force a PhR or a MR roll,
attacks that the being possesses, for which it will have to be depending on if its origins are physical or supernatural.
acquired several times if it wants to be used with additional
attacks. If idesired, it can be attached to a Special Attack

0 1 5
Effect: It is the effect that the target is submitted to, Conditional Effect (penalty): This means that the being
should it fail its Resistance check. The general states are can only cause the effect under an additional determined
those described in Chapter 14 of Anima: Beyond circumstance. The condition can be anything imaginable, like
Fantasy, while the more uncommon ones are as follows. only during the day, knowing the name of its opponent or
Dominate: The affected individual is completely under having immobilized it with a Trapping attack first.
the attackers control, for an hour for every 10 point
difference that the Resistance required was not passed by. If INCREASED CRITICAL
it is ordered to carry out an action that is completely against
The attacks of the being have the ability to cause
its nature, it will have the right to a new Resistance roll
additional consequences, for which the value of the critical is
against the original difficulty.
increased in the case that it is produced. It only affects one
Death: Should the Resistance check fail, the character
of the attacks it possesses, so it needs to be acquired several
dies immediately once the turn is over.
times if it wants to be used with additional attacks.
Age: The affected individual ages a number of years equal
to its level of failure. The consequences, although Effect Cost GN
supernatural, are permanent.
Madness: The affected losses their sanity if they fail their +10 to Critical 10 0
Resistance check. If the level of failure is less than 40, the +20 to Critical 20 0
madness lasts one day for each point difference on the roll.
If it is greater, the madness is permanent. It is possible for +30 to Critical 30 0
the affected to use their PsR to overcome its consequences. +40 to Critical 40 5
Destroy Characteristics: The affected losses a point in
one of its characteristics for every ten points that the +50 to Critical 50 5
Resistance check was failed by. It is necessary to choose
what attribute this effect will attack. The loss is permanent. +60 to Critical 60 10
Possession: The creature has the ability to possess a +70 to Critical 70 20
corporal form that is not its own and introduce itself into its
body, subjugating the will of the host. While it is found +80 to Critical 80 30
within it, it will be able to use its own abilities as well as that +90 to Critical 90 30
of its host, although it would need to use the physical
characteristics of the body. Its ability to take damage while +100 to Critical 100 40
within a physical form, depends on its nature. If we are
dealing with a Being Between Worlds, there is the possibility Restrictions: None
that a sharp strike in the place that it is located in can
+X to Critical: Indicates the amount that is added to
damage it normally. If it is a Soul or Spirit, it does not take
the amount calculated for the level of the critical.
damage under conventional means, but the physical form
that it possesses does. Any attacks based on energy will
effect the spirit as well as the individual possessed, AUTOMATIC CRITICAL
subtracting individually the LP of each one. Any attack that If one of the creature’s natural attacks inflicts damage, it
targets a creatures essence can be used against both at the causes an automatic Critical to the target. Only one of a
same time or just against one, if and when the person creature’s attacks per turn can cause an automatic Critical
casting it is aware of the situation. The possession is using this power. Beings with Damage Resistance do not
permanent, but the body has the right to a new Resistance suffer an automatic Critical, but their whole body counts as
check every day that goes by, or on any occasion in which a vulnerable point in resolving the attack.
an action is taken that is completely against its nature.
Drain: It allows the being to drain the life points that it Effect Cost GN
produces with its attack, if the affected individual does not Automatic Critical 100 30
pass a Resistance check.
Additional Effect: It permits to attach new effects to Restrictions: None
the same Resistance check, making it possible that a single
attack can produce various states at the same time. The SPECIAL TRAPPING
additional effects have a Resistance check 20 points less
The creature is provided with the natural ability to carry
than their initial value, though the defender only makes a
out a Trapping attack, be it because it has tentacles,
single roll against them, which allows resisting certain
extremities or any other supernatural power that allows it
consequences but not others. The order of the effects must
to. The attack uses the rules of Trapping maneuvers
be organized depending on their DP value, with those that
described in Chapter 9 of Anima: Beyond Fantasy on
possess a lesser cost being applied first.
combat, but does not apply any penalties to its offensive
abilities in carrying it out. It also does not use its natural
For example, one can acquire the effect Pain with a
characteristics, given that this power possesses its own
Resistance of 120, and then it is followed with the added
Strength value. This is not an additional attack, so they must
effect of Death in the same attack, using the ability of
have the ability to act and give up one of its natural attacks
Additional Effect. The entire process will only cost 270 DP
this turn so as to use the Trapping instead. Keep in mind
(40 for the effect Pain, 160 for Death, 60 for the Resistance
that this ability does not imply that the creatures cannot
and 10 for the Additional Effect). Given that the effect of
normally use a Trapping maneuver with its conventional
Death is more expensive in DP of the two, it will be
attacks.
considered a secondary effect. Therefore, if the creature is
able to cause damage with its attack, the defender will need
to pass a MR or PhR against 120 to avoid the effect of pain,
and against 100 to avoid the one for death. Therefore,
when rolling their check they obtain a 105, they will have
avoided the automatic death, but will find themself
submitted to terrible pain.

0 1 6
Effect Cost GN Effect Cost GN
Trapping 6 10 0 1 Turn 10 10
Trapping 8 20 0 3 Turns 20 20
Trapping 10 30 0 5 Turns 30 25
Trapping 12 40 10 10 Turns (30 seconds) 40 30
Trapping 14 60 20 Restrictions: None
Trapping 16 80 25
X Turns: Indicates the maximum time that the attacker
Restrictions: None may delay the attack. When the ability is activated, the
creature must declare when the attack will take effect.
Trapping X: This is the value of the characteristic that is
used to carry out the checks that are compared with the CAMOUFLAGED ATTACK
defender. A camouflaged attack is especially difficult to predict and
therefore requires the defender to pass a Notice or Search
SUPERNATURAL ATTACK check or suffer from the Blindness state when defending
This means that the method normally used for attacking against the attack. This power changes one of the creature’s
by the being is mystical in origin, which means that it can normal attacks into a camouflaged one. This power modifies
only be stopped by using weapons or means that are only one attack. It must be taken again for each additional
capable of stopping energy. It also allows the attacks to be attack to be modified (although the DP cost for attacks
carried out on the AT of ENErgy. This affects all the being’s beyond the first is reduced by half, provided the attacks are
attacks. of equal or lesser cost than the first).

Effect Cost GN Effect Cost GN


Supernatural Attack 60 20 Difficulty 120 / 40 20 5

Restrictions: None Difficulty 140 / 80 30 10


Difficulty 180 / 120 40 15
ELEMENTAL ATTACK Difficulty 240 / 140 60 25
The nature of the being causes its attacks to be carried
out by using a specific element. Those based on fire can Difficulty 280 / 180 80 30
attack on the AT of Heat, those based on Air can attack Restrictions: None
with Electricity, Cut or Impact, and those based on Water
on the AT of Cold or that of Impact. This option is not
obligatory, for which the being can continue to attack on Difficulty X / X: Indicates the Difficulty to overcome in a
the natural AT of its weapon regardless of being linked to a check using Notice (first value) or Search (second value) to
certain element. avoid suffering the Blindness state when defending against
the attack.
Effect Cost GN
Elemental Attack 10 10 MAINTAINED ATTACK
The creature can perform a chosen attack and maintain it
Restrictions: Elemental beings are obligated in using their for a number of turns. At the beginning of each turn,
own element. everyone in the radius of the effect must defend against it
before any actions are taken. This attack can acquire special
INDEPENDENT ATTACK modifiers, such as increased damage or the ability to affect
An independent attack is one that is not made directly by an area. A creature can only maintain a single attack at a
the creature, and thus takes place even when the creature is time and can stop maintaining it at the beginning of any turn,
on the defensive. This power changes one of the creature’s before its effects take place.
normal attacks into an independent one. This power Effect Cost GN
modifies only one attack. It must be taken again for each
additional attack to be modified. 1 Additional Turn 50 5

Effect Cost GN 2 Additional Turns 60 10


Independent Attack 20 5 3 Additional Turns 80 15
Restrictions: None 4 Additional Turns 100 25
5 Additional Turns 120 30
DELAYED ATTACK
Restrictions: None
This power allows a creature to launch an attack that will
not take effect until a number of turns have elapsed. For
X Additional Turns: Determines the maximum number
example, a creature might have the ability to launch balls of
of turns that the attack can be maintained for.
energy into the heavens that, after a few seconds, fall back
down on its enemies. To make a delayed attack, the
creature must be able to attack when this power is
activated, but the creature does not need to be able to
attack when the attack actually takes place — the attack
always takes effect at the end of the delay, regardless of the
actions of the attacker. A creature can only delay one attack
per turn.

0 1 7
UNSTOPPABLE Effect Cost GN
This power represents the ability of certain creatures to Ability
shrug off damage and keep fighting. Use of this power must
be declared before determining Initiative for the turn. Attack -60 10 5
When using this power, the creature takes a penalty to its Attack -40 20 10
Defense and Attack Abilities, but in return, it is able to take
an Active Action even if it has been hit by one or more Attack -20 30 20
attacks. However, if an attack causes a Critical to the Full Attack 40 30
creature, the creature does lose its right to an Active
Action. Condition
Effect Cost GN Minor Damage 40 20
-80 Defense / -20 Attack 20 0 Major Damage 20 10
-60 Defense / -10 Attack 40 10 Critical 30 15

-40 Defense 60 30 Upon Death 10 5

Restrictions: None Complex Condition 10 10


Simple Condition 40 20
-X Defense / -X Attack: The creature must apply
these penalties to its Defense and Attack Abilities while this Restrictions: None
power is in effect.
Attack -X: The creature uses an Attack Ability with a
REFLECT ATTACKS penalty to the attack roll equal to X. The Attack Ability of
this attack is not modified by any penalties resulting from
The creature can reflect attacks against it and redirect Pain, Criticals, or Fatigue.
them to strike other targets. To do this, the creature needs Full Attack: Same as above, except that the attack is
to have previously achieved a successful defense and must made at the creature’s full Attack Ability.
give up its subsequent counterattack, but it adds the Minor Damage: The attack is triggered each time the
counterattack bonus, if any, to the Final Attack of the attack creature loses 100 Life Points (or 1,000 if it has Damage
being reflected. No new attack roll is made; the Final Attack Resistance).
of the original attack is used. Major Damage: The attack is triggered each time the
Effect Cost GN creature loses 200 Life Points (or 2,500 points if it has
Damage Resistance).
Distance Attack 30 10 Critical: The attack is triggered when the creature suffers
Melee Attack 40 15 a Critical.
Upon Death: The attack is triggered when the creature
Choice of Target 60 30 dies.
Complex Condition: The attack is triggered when an
Unlimited Counterattacks 40 30
unusual and unique condition is satisfied, such as reciting a
Restrictions: None specific verse in the light of the full moon or eating fresh
meat from a virgin maiden.
Distance Attack: This power allows the creature to Simple Condition: The attack is triggered when a
redirect a ranged attack it successfully blocked back against simple condition is satisfied, such as when the creature kills
the attacker. To do so, the creature has to have the ability one of its opponents.
to counterattack and must give up one of its attacks.
Melee Attack: Same as above, except that the creature ACCUMULATION ATTACK
may reflect physical melee attacks as well as ranged attacks. This power represents a creature’s ability to accumulate
However the creature must be within melee range to do so. strength to increase the effectiveness of its attacks. The
Choice of Target: The creature can choose any target longer the creature prepares, the stronger the attack’s
within the attack’s reach (i.e., within melee range for melee effects. Because this is a natural power, it is not possible to
attacks and within the weapon’s range for ranged attacks) combine it with Ki Techniques.
as the target of the reflected attack. However, if a target
other than the original attacker is chosen, any counterattack Effect Cost GN
bonus is ignored.
Unlimited Counterattacks: The creature does not Damage
need to have the ability to counterattack in order to reflect Up to 50 10 10
the attack. Even if it has already used up all of its offensive
actions that turn, whenever it is attacked and makes a Up to 100 20 20
successful defense, it may reflect the attack. Ability

CONDITIONAL AUTOMATIC ATTACK Up to 50 20 15


This power allows the creature to automatically activate a Up to 100 40 25
special attack whenever certain conditions are met. Thus
Rapid Accumulation 10 15
regardless of its actions or attacks in a given turn, the
creature has an offensive action that will be performed Dual Accumulation 10 20
automatically when such a condition occurs. This attack may
have any other special modifier such as Increased Damage Multiple Actions 20 30
or Area Effect, but only one such attack can be triggered Restrictions: None
per turn. Choose one Ability and one Condition.

0 1 8
Up to 50 Damage: The creature may skip an attack to Aquatic Movement: It is the ability to move through
add 10 points to the damage of its next attack (up to a aquatic terrain with complete freedom. It can use its
maximum of five skipped attacks for a total of 50 points of Movement Value as if it where on land.
extra damage). The creature cannot make any offensive Movement Without Weight: The being moves
action while accumulating in this way. without difficulty over places where no physical creature
Up to 100 Damage: Same as above, except that the could pass, like to stand on a branch, walk on water or even
maximum damage increases to 100 points. on clouds.
Up to 50 Ability: The creature may skip an attack to Free Movement: Is the ability to move without
add 10 points to its Attack Ability (up to a maximum of five respecting any of the rules of gravity, as long as there is a
skipped attacks for a total of 50 points of Attack Ability). support point. It grants the ability to walk on walls or even
The creature cannot make any offensive action while on the ceiling.
accumulating in this way. Subterranean Movement: The being digs with ease
Up to 100 Ability: Same as above, except that the and it moves naturally under soft earth, like a mole or a
maximum Attack Ability increases to 100 points. worm.
Rapid Accumulation: This power allows the creature Superior Subterranean Movement: Same as the one
to increase its damage or Attack Ability by 20 points per before, only in this case the being can go through solid stone
attack skipped instead of 10. and reach more difficult areas.
Dual Accumulation: A creature that has this power Free Movement Through Nature: It is able to move
increases both its damage and its Attack Ability when it forward through jungle and forest areas without penalties to
accumulates strength (i.e., each attack skipped grants a +10 movement.
bonus to damage and Attack Ability).
Multiple Actions: The creature can attack normally AUTOMATIC TRANSPORT
while accumulating strength, choosing freely when to
In game terms, this ability is what allows a being to
unleash the accumulated damage or attack bonus.
instantly transport itself from one place to another. The only
limitation is that it cannot go through surfaces sealed by
NATURAL CHARGER energy or of supernatural origin. Its Active, for which it will
The creature is naturally adept at charging its enemies. have to have to ability to carry out an action to execute it. It
When it has enough space to move and declares a charge can only be used once per day.
against a particular enemy, double its Strength bonus for
calculating damage and add a +20 to its Attack Ability. Effect Cost GN
Distance
Effect Cost GN
60 feet 10 10
Natural Charger 20 0
150 feet 20 10
Restrictions: None
300 feet 40 15
DEFENSIVE STYLE 800 feet 60 15
This power allows a creature to use its attacks for defense
1,500 feet 80 20
without suffering a penalty for multiple defenses. It may
exchange as many attacks as it chooses per turn for extra 1 mile 100 20
defenses without penalty. Thus, if a creature with three
attacks decided to use two defensively, it could block the 3 miles 120 25
first three blows against it without suffering a penalty for 15 miles 140 30
multiple defenses.
60 miles 160 35
Effect Cost GN
Door 200 35
Defensive Style 20 5
An Additional Time 10 10
Restrictions: None
Unlimited Amount of Times 100 35
Penalties

Movement & Transport Requires 1 Turn to Prepare


Requires 5 Turns to Prepare
-10
-30
10
10

SPECIAL MOVEMENT Requires 10 Turns to Prepare -50 10


In this section are the gathered the abilities of some beings Through a Specific Terrain or Element -30 10
to move using unusual means.
Restrictions: None
Effect Cost GN
Distance X: Indicates the maximum distance that the
Aquatic Movement 20 0
being can transport itself.
Free Movement 20 5 Door: The entity has no special limits at the moment that
it transports itself. It is able to reach any place that he sets
Movement Without Weight 10 15 his mind to, even if it is not really found in the material
Subterranean Movement 10 0 world.
An Additional Time: It allows one more time to
Superior Subterranean Movement 30 20 transport itself per day. This advantage can be used as many
Free Movement Through Nature 10 10 times as is wanted to increase the number of daily uses.
Unlimited Amount of Times: It can be used
Restrictions: None whenever desired.

0 1 9
Requires X Turns to Prepare (penalty): The being Mystical Flight X: Indicates the Flight Value at which the
cannot instantaneously transport itself, but rather requires being can transport itself through supernatural means.
several turns of preparations to do it. The preparation is a Conditional Flight (penalty): The being can only fly if
passive action, for which it can be carried out while certain determined requirements are carried out.
performing other actions.
Through a Specific Terrain or Element (penalty): GLIDING
The transportation cannot just happen, but rather there
The creature, while unable to fly, has the ability to glide if
needs to be certain conditions met to be able to carry it
it jumps from a high altitude.
out. It is possible, for example, that a being can only
transport itself through mirrors, or that it has to do it when Effect Cost GN
no one can see it.
Gliding 20 0
INCREASED MOVEMENT Restrictions: None
The being has a Movement Value greater than what its
Agility indicates.

Effect Cost GN Resistances & Regeneration


Movement Value +1 10 0
Movement Value +2 20 5 INCREASED PHYSICAL RESISTANCE
The creature is especially prepared for withstanding
Movement Value +3 30 10 physical effects. Therefore, apply a bonus to its three
Movement Value +4 40 20 Physical resistances (PhR, VR, and DR).

Restrictions: None Effect Cost GN


+10 to Resistance 10 0
Movement Value +X: It is the amount that the being
adds to its base movement speed. +20 to Resistance 20 0
+30 to Resistance 30 10
NATURAL FLIGHT VALUE
The being is provided with extremities that function like +40 to Resistance 40 20
wings and allow it to fly. It has to keep them in a good state, +50 to Resistance 50 30
as well as having enough room to flap them and be able to
take off. If it receives a critical that produces some kind of Penalties
negative consequence, it is immediately knocked down. Only to One -20 10
Effect Cost GN Restrictions: None
Natural Flight 6 40 0
+X to Resistance: Is the amount that beings add to its
Natural Flight 8 60 0 PhR, VR and DR.
Natural Flight 10 80 0 Only to One (penalty): The bonus is only added to one
of the three.
Natural Flight 12 100 0
Natural Flight 14 120 0 MYSTICAL & PSYCHIC RESISTANCE
Restrictions: None It withstands the psychic and supernatural pretty well.
Therefore, apply a bonus to one of the two Resistances (PsR
Natural Flight X: Indicates the Flight Value at which or MR).
the being can transport itself. Effect Cost GN
+10 to Supernatural Resistance 10 10
MYSTICAL FLIGHT VALUE
Same as the previous one, except that the being can fly +20 to Supernatural Resistance 20 15
thanks to its supernatural powers. Therefore, it can elevate +30 to Supernatural Resistance 30 20
itself under any condition and is not knocked down, even if
it suffers a critical. +40 to Supernatural Resistance 40 25

Effect Cost GN +50 to Supernatural Resistance 50 35

Mystical Flight 4 20 10 Restrictions: None

Mystical Flight 6 40 15 +X to Supernatural Resistance: Is the amount that


beings add to its MR or PsR.
Mystical Flight 8 60 20
Mystical Flight 10 80 20 PENALTY TO MYSTIC RESISTANCE (Penalty)
Mystical Flight 12 100 25 It is vulnerable to psychic attacks or those magic in nature,
for which it possesses a penalty to its Resistances in one of
Mystical Flight 14 120 30 the two fields (PsR or MR).
Mystical Flight 16 140 35
Penalties
Conditional Flight -20 10
Restrictions: None

0 2 0
Penalty Bonus GN DEGENERATION (Penalty)
-10 to Magic or Psychic Resistance 10 10 Instead of regenerating, the beings physical form
degenerates daily and maintains any wounds that it has
-20 to Magic or Psychic Resistance 15 10 suffered.
-30 to Magic or Psychic Resistance 20 10
Degeneration Bonus GN
-40 to Magic or Psychic Resistance 25 20
Regeneration Zero 30 10
-50 to Magic or Psychic Resistance 30 20
-10 Life Points a Day 40 10
Restrictions: With elemental beings, the penalty to
-25 Life Points a Day 45 10
Resistances is doubled by effects caused by its opposing
element. -50 Life Points a Day 50 10
-X to the Resistances: This is the amount that the -100 Life Points a Day 60 10
being subtracts from one of the two Resistances.
Restrictions: None

REGENERATION Regeneration Zero: The being does not naturally


The creature has a different Regeneration than provided recover from the damage it suffers, needing to use
by its Constitution. This amount is not added to its base, but supernatural means to do so.
rather it substitutes it. -X Life Points a Day: Instead of recovering with the
passage of time, the being loses the amount of LP indicated
Effect Cost GN per day.
Regeneration 2 10 0
Regeneration 4 20 0 Special Immunities
Regeneration 6 30 0
Regeneration 8 40 5 IMMUNITY
Regeneration 10 60 10 It possesses a natural immunity against certain physical
attacks, some spells or psychic abilities.
Regeneration 12 100 15
Effect Cost GN
Regeneration 14 140 20
Physical Immunity
Regeneration 16 160 25
With Any Presence 40 15
Regeneration 18 180 35
Presence Less than 80 60 20
Regeneration 19 200 45
Presence Less than 100 80 20
Regeneration 20 220 50
Presence Less than 120 100 25
Penalties
Presence Less than 140 140 30
It Doesn’t Work against an Attack or Condition -10 0
Presence Less than 160 180 35
It Only Works under Certain Situations -40 10
Magical Immunity
Restrictions: With elemental beings, the Regeneration
does not work against wounds caused by their opposing Zeonic Value Less than 60 30 15
element. Zeonic Value Less than 80 40 15
Regeneration X: Indicates the level of Regeneration Zeonic Value Less than 100 50 20
that the creature possesses.
Zeonic Value Less than 150 75 20
It Doesn’t Work against an Attack or Condition
(penalty): Some type of attack or condition nullifies the Zeonic Value Less than 200 100 25
special Regeneration of the being, making it that it recovers
with a Regeneration of level 1 for the wounds that it Zeonic Value Less than 250 125 30
receives in this way. Zeonic Value Less than 300 150 35
It Only Works under Certain Situations (penalty):
The Regeneration only functions against a certain element Immunity to Matrices
or attack, or only if certain determined things occur. Very Difficult Potential 60 15
Absurd Potential 80 20
Almost Impossible Potential 120 25
Impossible Potential 140 30
Penalties
Conditions -30 15
Restrictions: Within elemental beings, the immunity does
not function against attacks or effects caused by their
opposing elements.

0 2 1
Physical Immunity: The being cannot be damaged by Vulnerable to: Here are listed the possible elements
physical attacks that are not based on energy. For some that the being can be vulnerable to. It is necessary that
supernatural reason, it is completely immune to afterwards the consequence that it produces is chosen. In
conventional attacks, though it will continue to receive the the case that several elements or conditions cause the same
force of the impacts and suffer the logical consequences that effect on the being, the consequence is only acquired once.
those involve. If, for example, a being with this ability is It is necessary that the chosen Resistance check value be
crushed by something collapsing on them, it can remain greater than what the creature naturally possesses.
trapped by the rocks even if these do not harm it in any A Specific Element: It means to be in direct contact
way. with one of the six elements: Light, Darkness, Earth, Water,
The second factor that influences this ability is the Fire or Air.
presence needed to harm these beings. Sometimes it is Against a Specific Object: It is in regards to a specific
necessary for the assailant or the weapon used to have a type of object, like sacred symbols, mirrors…
certain presence for it to be able to affect the creature. In A Word or Sound: If the being hears a type of sound
that case, the being will continue to be immune to the or a specific word, like a whistle, a child’s laughter, its
attacks based on energy if these do not have sufficient name…
presence. Attack spells that can harm energy, and any A Generic Material: Like iron, silver, wood…
supernatural ability that affects its Resistances, always A Rare Metal: A very specific one and very uncommon,
produce effects and normal damage on the being. like Star metal, Ghestal wood…
Magical Immunity: It is immune to spells that have a In a Specific Place: It suffers this if it finds itself in a
Zeonic value less than the one indicated. For example, if it is specific place, like a church, ship, underground…
to spells up to a value of 80, any spell with 90 or more A Personal Determined Condition: It suffers the
points of Zeon would affect it normally. The being can effect if it faces an individual that has a determined
ignore any effect caused by spells, be they directly against characteristic, like being a priest, a virgin woman…
them (like mystical attacks and effects), or those that affect Consequences: Here are listed the possible
its environment (like illusions or modifications to the consequences that the being will suffer when it faces that
temperature). Even so it is possible that certain secondary which it is vulnerable too. In these circumstances, it will need
consequences can affect it (a fireball can collapse the roof, to make a Resistance check so as to not find itself affected. If
causing it damage with the debris). it fails the roll, it would immediately suffer the consequences
Immunity to Matrices: Same as the previous one, only until what it is vulnerable to disappears. If it passes it but the
that in this case it is immune to any psychic disciplines that condition continues, it will have to repeat the check every
have a potential equal to or less than the one indicated. five turns. It is necessary to choose a Resistance check value
Conditions (penalty): There is some condition that for the condition. The general states are described in
exists that modifies the immunity of the being. It can be Chapter 14 of Anima: Beyond Fantasy.
anything imaginable, like only works at night, or that its
assailant does not use projectile weapons against it.
DAMAGE BARRIER
For some reason, the being is immune to physical
EXTREME VULNERABILITY (Penalty) weapons that produce a base damage that is low. In game
It is exceptionally weak or vulnerable against something terms, they apply the rules of damage barrier described in
that causes disastrous consequences to it. Chapter 14 of Anima: Beyond Fantasy. This ability
does not work against attacks capable of damaging energy.
Penalty Bonus GN
Vulnerable to Effect Cost GN
Damage Barrier 40 5 0
A Specific Element 20 15
Damage Barrier 60 10 0
Against a Specific Object 10 15
Damage Barrier 80 15 5
A Word or Sound 10 15
Damage Barrier 100 20 5
To a Generic Material 20 15
Damage Barrier 120 25 10
To a Rare Material 10 15
Damage Barrier 140 30 10
To a Specific Place 10 20
Damage Barrier 160 40 10
A Personal Determined Condition 10 25
Consequences Restrictions: None

Damage Equal to the Level of Failure 10 20 Damage Barrier X: It is the amount of base damage
that needs to be caused by weapons so as to harm the
Penalty Equal to the Level of Failure 10 20 being.
Unconsciousness 20 20
Total Paralysis
Weakness
15
10
20
20
Armor
Death 30 20 PHYSICAL ARMOR
Resistance to Consequences The being possesses a natural armor of some type, like
scales or plates, that protects it from physical impacts. It is
MR or PhR against 140 10 20 applied against all the types of attacks except those that are
MR or PhR against 160 15 20 applied to the AT of Energy. It protects the same across the
entire body. This class of armor can be used in combination
MR or PhR against 180 20 20 with other layers of constructed armor, but it does not
produce any type of added penalty to Initiative.
MR or PhR against 200 25 20
Restrictions: None

0 2 2
Effect Cost GN Effect Cost GN
AT 1 10 0 Damage -10 30 10
AT 2 20 0 Damage -20 50 20
AT 3 30 0 Damage -30 80 25
AT 4 40 5 Damage -40 110 30
AT 5 50 10 Damage -50 140 35
AT 6 60 15 Penalties
AT 7 80 20 Limited -15 10
AT 8 100 25 Restrictions: Elementals do not gain the benefits of
Damage Reduction when struck by their opposite element.
AT 9 120 30
AT 10 140 35 Damage -X: The creature automatically takes X less
damage from any attack.
AT 12 180 40 Limited (penalty): The reduction does not work against
Penalties a certain type of attack (e.g., impact weapons, spells, etc.).
Limited -10 0
Open -10 0 Souls
Restrictions: With elementals they do not have protection
against their opposing element. SPIRITUAL ABILITIES
The following list gathers a series of powers that can only
AT X: It is the type of natural armor that the being be acquired by souls or spirits.
possesses against attacks that are Cut, Impact, Thrust, Heat,
Electricity and Cold. Effect Cost GN
Limited (penalty): It does not protect against a
Interaction with the World 30 30
determined attack type. If, for example, it is limited against
attacks that are Cut, the AT would not be able to be used Manifestation 20 20
against it. This penalty can be chosen more than once.
Open (penalty): The armor has an unprotected area. Incarnation 60 30
Therefore, attacks aimed at that area do no enjoy its Restrictions: None
benefits.
Interaction with the World: In spite of being
MYSTICAL ARMOR immaterial, if it wishes it can touch things in the physical
Same as the previous, except in this case the being world. It is even able to attack, using its natural weapons or
possesses a supernatural aura that especially protects it employing material objects.
against magic and mystical effects. Manifestation: It can manifest itself freely when it
desires, being seen and heard by any type of person, not
only by those that have the ability to see spirits.
Effect Cost GN Incarnation: The spirit can materialize in the world at
will, taking when it desires a corporal form and interacting
AT 1 10 5 like a physical being. Even if it manifests itself, it still is
AT 2 20 10 invulnerable to any type of attack that would not be able to
damage energy.
AT 3 30 15
AT 4
AT 5
40
50
20
25
Innate Supernatural Abilities
AT 6 60 30
ELEMENTAL OR IMMATERIAL FORM
AT 7 70 35 The being holds certain innate supernatural physical
AT 8 80 40 conditions. In the case that it possesses an elemental form,
the creature uses the abilities described in the spells of
Restrictions: With elementals they do not possess physical transformation that appear in the magic level 52 of
protection against spells of their opposing element. each elemental magic path. Many of these spells cause
damage received by the opposing element to be doubled,
AT X: It is the type of natural armor that the being but if the being is already an elemental that suffers
possesses against attacks that are of Energy. aggravated damage against these attacks, it does not increase
the amount of life points that are lost for a second time.
DAMAGE REDUCTION Keep in mind that an elemental form is not really a spell, so
it cannot be magically detected, nor affected by the abilities
The creature is unnaturally tough or otherwise protected,
that influence spells.
so any attack that strikes it does less damage than usual. An
attack causing 80 damage to a creature with Damage
Reduction -30 only does 50 damage to the creature.

0 2 3
Effect Cost GN Effect Cost GN
Immaterial Form 80 20 Innate Spell 20+ Variable
Elemental Form 100 20 An Additional Use 5 10
Spectral Form 100 20 Unlimited 100 30
Greater Form 20 30 Penalties
Physical Form at Will 10 20 Conditioned -30 10
Penalties Requires a Full Turn to Prepare -10 10
Conditioned -20 20 Requires 2 Full Turns to Prepare -20 10
Restrictions: Only the Living Dead can enter a spectral Requires 3 Full Turns to Prepare -30 10
form. In the case of elementals, they must always choose a
Requires 5 Full Turns to Prepare -40 10
form that is in accord with their nature.
Requires 10 Full Turns to Prepare -50 10
Immaterial Form: It is naturally intangible and,
therefore, it cannot touch or be touched by physical bodies Restrictions: In the case of elemental beings, the spell
that are not based on energy or that are not able to damage needs to be of the path that corresponds to its element, or
it. Naturally, it is immune to any type of attack that is in defect, one of free access that is not closed off to it. If this
unable to impact it. ability is chosen through a spell of Acquire Powers or Create
Elemental Form: The being has the abilities described Being, it is only possible to choose spells that the warlock is
in the spells for elemental forms of the magical paths. It capable of using, and he will have to pay its Zeonic cost as
gains the abilities as though it had cast the spell at the well, as an added value to the spell that he has cast.
Intermediate grade.
Spectral Form: The being has the abilities described in If a warlock wants to create a water elemental with the
the spell of Necromancy of level 52. It gains the abilities as spell Create Undine of level 82, that will be able to be cast
though it had cast the spell at the Intermediate grade. an innate spell of Protection Bubble, apart from the value of
Greater Form: This power must be taken in the spell he will have pay the 40 Zeon points that the Bubble
combination with any other form described in this section. costs.
In doing so, the being's obtained form is equivalent to the
corresponding spell cast at the Advanced grade, rather than Innate Spell: To calculate its cost, add 20 points to the
Intermediate. Zeonic value of the spell and the maintenance that you want
Physical form at Will: Although the natural state of it to have.
the creature is as described, if it wishes it can assume a An Additional Use: The spell can be cast an additional
physical form whenever it desires. time per day. This advantage can be chosen as many times as
Conditioned (penalty): It only works under a is needed to increase the amount of uses for the spell.
determined situation or if certain requisites are met. Unlimited: The spell can be cast as many times as
needed.
Conditioned (penalty): The being is not free to use the
INNATE MAGIC spell whenever it wants, but rather it needs certain
The being has the ability to innately cast a spell without conditions to be able to use it. It is possible, for example,
the need of paying its Zeonic value and having the Gift. that it can only be cast at night, or that it needs to know the
These spells are linked to its essence, for which it does not name of the person that its going to be used on.
need to recite incantations nor make gestures to use them. Requires X Full Turns to Prepare (penalty): The being
In this case, the cost in DP varies depending on the Zeonic cannot use the spell in an instantaneous way, but rather it
value that you want the spell to have. To calculate it, add 20 needs to prepare it for several turns. The preparation is a
points to the spells Zeonic cost and to the maintenance that passive action, therefore during that time other actions can
you want it to have, and the resulting sum is the cost of DP be performed.
needed to acquire the ability. Its casting can be an active
action or passive, depending on the spells own nature. The
Gnosis needed is also variable, and is calculated by dividing
MASTER OF THE SUPERNATURAL
by two the level of magic for the spell, and rounded up to The creature has a natural affinity for magic that allows it
the nearest group of five. For example, a spell that is level to increase the effects of all spells of a particular type it casts.
70 would require a Gnosis of 35 to be able to be cast This power increases the number of Added Effects of certain
innately. Each spell is acquired separately and can only be spells without having to spend points of Zeon.
used once per day.
Effect Cost GN
We want a being that can innately cast the spell Banish
Negative Emotions. Although the base cost for the spell is Added +1 20 10
only 80, we are going to have it cast with a Zeonic value of
Added +2 30 20
120, which added to the 20 points that this ability costs,
gets a total cost of 140 DP. Given that the spell is level 40, Added +3 40 25
the being will need to have a Gnosis of 20 to be able to use
it. Added +4 60 30
Added +5 80 35
If you desire the spell to be able to be maintained by the
creature, then first decide for how many turns you would Penalties
like it to be able to maintain the spell, then calculate the Lesser Magic -20 10
Zeonic value needed to be spent over the entire maintained
period and add that sum to the total DP cost of the power. Restrictions: Elemental beings only modify spells for the
Path of Magic they are affiliated with.

0 2 4
Added +X: The creature adds up to this many Added An Additional Use: The power can be cast an
Effects to the spells it casts. additional time per day, or maintained during five additional
Lesser Magic (penalty): Only spells of level 40 or lower turns. This advantage can be chosen as many times as is
are affected by this power. needed to increase the amount of times that it can be used.
Unlimited: The power can be used as many times as
NATURAL MAGIC needed.
Conditioned (penalty): The being is not free to use the
Magic naturally responds to the creature, so it can cast
power whenever it wants, but rather it needs certain
spells like innate actions, even if the creature is otherwise
conditions to be able to use. It is possible, for example, that
unable to act.
it can only be used at night, or that it needs to know the
Effect Cost GN name of the person that its going to be used on.
Requires X Turns to Prepare (penalty): The being
Effect Spells 100 30 cannot use the power in an instantaneous way, but rather it
All Kinds of Spells 150 35 needs to prepare it for several turns. The preparation is a
passive action, therefore during that time other actions can
Restrictions: Elemental beings can only cast spells using be performed.
this power from Paths related to their nature.

Effect Spells: The creature can cast Effect spells, even if


SYSTEMATIC MIND
it was put on the defensive or suffered damage. This power The creature has the innate ability to use Psychic Powers
does not work during a turn in which the creature suffers a even when it cannot otherwise act.
Critical.
Effect Cost GN
All Kinds of Spells: The creature can cast any kind of
spell, even if it has been put on the defensive or suffered Systematic Mind 150 30
damage. This power does not work during a turn in which
the creature suffers a Critical. Restrictions: None

Systematic Mind: The creature can activate any type of


INNATE PSYCHIC ABILITIES Psychic Power with the appropriate action, even if it has
The being possesses an innate psychic power that does been put on the defensive or suffered damage. This power
not use the general rules for mental abilities. The power does not work during a turn in which the creature suffers a
chosen acts directly with a determined Potential, which Critical.
means that it does not roll dice nor can it spend PP to
increase its value. Like in Innate magic, the cost in DP would
vary depending on the Potential with which the power is
METAMORPHOSIS
intended to be used at. To calculate it, you must also add 20 The creature possesses the ability to change its appearance
to half of the final value of the Potential you wish the innate freely.
psychic power to possess, and the final result is the amount
of DP that is needed to be invested. The Gnosis required Effect Cost GN
varies depending on the level of the psychic power. Those Basic Metamorphosis 40 15
of first level require a Gnosis of 5, 15 for those of second
level and 25 for third level. Its use as an active or passive Metamorphosis 60 20
action depends on its own nature. Each power is acquired Advanced Metamorphosis 100 25
separately and can only be used once per day, unless
additional uses are purchased. In the case that the power Penalties
has a maintenance cost, its natural duration is five turns, Conditioned -20 20
after which an additional use would be required to make it
last another five more. Restrictions: None
Effect Cost GN Basic Metamorphosis: It allows the modification of
Innate Power 20+ Variable certain bodily traits in a limited way, like facial features or
the color of its skin.
An Additional Use 5 10 Metamorphosis: It grants the ability to freely modify its
Unlimited 80 25 physical form up to double or half of its original size.
Nevertheless, the transformation will not be able to
Penalties completely ignore the original nature of the being.
Therefore, nothing that needs to breath can become a table,
Conditioned -30 10
given that it would lack the means to survive in that form,
Requires a Turn to Prepare -10 10 but could perfectly become a dog. It does not grant any of
the qualities of the imitated form.
Requires 2 Turns to Prepare -20 10 Advanced Metamorphosis: It confers the ability to
Requires 3 Turns to Prepare -30 10 take any shape that the creature can imagine, as long as it is
not ten times bigger or smaller than its original size.
Requires 5 Turns to Prepare -40 10 Although it does not gain the abilities of the imitated form,
Requires 10 Turns to Prepare -50 10 the creature does gain the advantages that its size gives it,
that which is indicated on Table 82.
Restrictions: Water elemental beings cannot use Conditioned (penalty): It only works under a
pyrokinetic powers, the same way that those made of fire determined situation or if certain requirements are met, like
will not have access to the cryokinetic ones. having previously seen that in which it is going to transform
into.
Innate Power: To calculate its cost, add 20 points to
half the Potential that you wish it to possess.

0 2 4
TRANSFORMATION / EVOLUTION INVISIBILITY AND UNDETECTABLE
This power represents a creature’s ability to modify its These are the powers that allow creatures to avoid being
body to adopt a form appropriate to its situation. The detected by others, be that by natural or mystical means.
creature has two or more independent sets of statistics and
can “transform” from one form to another in certain Effect Cost GN
circumstances. The length of time it normally takes to Mystically Undetectable
transform is from one to five turns, as determined by the
GM. Each form has its own Life Point total, and damage to +50 to Resistances 10 10
one form is tracked separately from damage to other forms. +100 to Resistances 20 20
The creature can fall unconscious or die in one form while it
still has positive Life Points in other forms. Each form can +150 to Resistances 40 20
have different levels, but all must have the power of
Transformation paid for with their own DP. +200 to Resistances 80 25
Chameleonic Camouflage 50 10
Effect Cost GN
Spiritual Invisibility 80 20
Transform when Damaged 40 20
Invisibility 100 25
Voluntary Transformation 60 25
Complete Invisibility 150 30
Invulnerable 50 30
Undetectable to a Sense 50 10
Penalties
Penalties
Chrysalis -20 20
Only Works under a Certain Situation -30 20
Transferred Damage -20 20
Restrictions: None
Restrictions: None
Mystically Undetectable: It permits it to add the
Transform when Damaged: The transformation
amount indicated to Resistance checks against any type of
begins when the creature has suffered a certain amount of
detection, be they of a magical or psychic nature.
damage or has reached negative Life Points.
Chameleonic Camouflage: To see the creature, if it
Voluntary Transformation: The creature can initiate
finds itself completely still, requires a check of Absurd in
the transformation at any time.
Search and Almost Impossible in Notice. If it moves, the
Invulnerable: During the transformation, the creature is
difficulty drops down to Very Difficult in Search and Absurd
completely invulnerable; it cannot be damaged or affected
in Notice.
by harmful abilities until the change has ended. Beings
Spiritual Invisibility: It is completely invisible, except
whose Gnosis exceeds that of the creature are able to
for those beings that posses the ability to see spirits or that
ignore this rule.
reach a difficulty of Inhuman in their Search check, or Zen in
Chrysalis (penalty): The transformation is exceptionally
Notice.
slow, requiring that the creature remain still for one to five
Invisibility: In order to see the creature it is necessary to
minutes to complete the change.
reach a difficulty of Inhuman in a Notice or Search check.
Transferred Damage (penalty): Damage is not tracked
Complete Invisibility: The being cannot be seen by any
completely separately for the creature’s forms. When the
means.
creature changes form, it maintains the same percentage of
Undetectable to a Sense: It is not possible to detect
damage suffered in other forms. That is, if a creature with
the being by a specific sense other than sight, that is to say,
250 Life Points had lost 125 LP (50% of total) and
with ears, nose, taste or touch. It could perfectly signify that
transformed into a creature with 800 Life Points, the new
it produces no noise or that it does not expel any smell. Any
creature would have 400 Life Points remaining.
perception check used to detect the creature using only that
sense, would suffer a -140 penalty and would require the
ability to make checks of Inhuman Difficulty.
The Level of Transforming Creatures Conditioned (penalty): It only works under determined
Beings capable of transforming can have different levels in situations, or if certain requirements are met.
each form. If for some reason it is important to calculate the
level of a being as a whole (for example, to determine the AURA
difficulty of Summoning Abilities), start with the level of the The creature irradiates a strong magical aura, which
highest-level form and add one for each lower-level form or automatically influences anyone that comes near it. This
two for every equal-level form. That is, a creature with two ability is similar to Added Mystical Effects gathered in
forms of level 7 and one of level 5 would be equivalent to a Offensive abilities, except in this case it is not necessary to
level 10 creature (7 (base) +2 (equal-level form) +1 (lower- strike and cause damage to affect those that are found within
level form). its area of effect. In game terms, this power functions the
same way as an automatic spell whose condition consists of
being within the area. If the Resistance is passed, it is not
necessary to make another check until it leaves the area and
then enters it again.

0 2 6
Effect Cost GN Effects: It is the state that someone is submitted to if they
are not able to pass the aura’s Resistance check. Its
Area consequences are the same as those described in Chapter
5-foot radius 40 20 14 of Anima: Beyond Fantasy or in the power Added
Mystical Effects.
15-foot radius 60 20 Additional Effects: The same as with Added Mystical
30-foot radius 80 25 Effects, this allows you to link new effects to the same
Resistance allowing the aura to produce various states at the
80-foot radius 100 25 same time. The additional effects have a Resistance of 20
150-foot radius 120 30 points below their initial value, although the defender only
needs to carry out one check against them, which permits
300-foot radius 140 35 the affected to withstand some effects and not others. The
order of effects must be made depending on the DP value,
Resistance
placing the ones with a lower cost first.
MR or PhR against 40 20 20 Additional Condition (penalty): It is not enough to just
be within the aura to find oneself forced to make a
MR or PhR against 60 30 20 Resistance check, but rather another condition must be
MR or PhR against 80 40 25 fulfilled. Maybe it is necessary to look directly at the
creature, or even attack it, to have to pass the Resistance
MR or PhR against 100 50 25 check.
MR or PhR against 120 60 30
MR or PhR against 140 80 35
PERMANENT EFFECT
This power allows the creature to maintain one of its
Effect effects indefinitely, without allowing the target to repeat its
Resistance check on a regular basis (although the target may
Fear 60 20
still make additional checks for reasons other than simply the
Terror 80 30 passage of time). The effect to be made permanent must be
chosen when this power is purchased. This power can be
Pain 60 20 purchased multiple times, each time to make a different
Extreme Pain 80 25 effect permanent. To use this power, the creature has to be
alive and has to want to maintain the effect.
Weakness 100 20
Effect Cost GN
Partial Paralysis 80 20
One Target 30 15
Total Paralysis 120 30
Any Number of Targets 60 30
Rage 60 20
Restrictions: None
Blindness 80 20
Deafness 40 20 One Target: The creature can maintain the permanent
effect on a single target. If the creature wants to maintain the
Mute 40 20 effect on a different target, the creature must end the
Fascination 40 20 previous effect. (Note: A creature who has bought
Permanent Effect for two different powers can make each
Simple Damage 60 20 power permanent on one target at a time. One target can
Double Damage 100 30 have both effects on it, or two targets can have one effect
each.)
Unconsciousness 120 20 Any Number of Targets: As above, but the creature
can maintain the effect on an unlimited number of targets.
Dominate 140 30 The effect can be placed on targets one by one or on several
Death 160 35 targets at a time (for example, by affecting an area).
Madness 40 20
Age 80 25 Special Perceptions
Petrification 140 30
All Action Penalty 100 20 SPECIAL MEANS OF VISION
This ability grants creatures advantages when using their
Link an Additional Effect to the 10 20 sense of sight.
same Resistance
Penalties Effect Cost GN

Additional Condition -30 20 Nightvision 10 0


Complete Nightvision 20 10
Restrictions: None
Extrasensorial Vision 30 10
Area: Indicates the radius of effect of the ability, take as
the centred on the creature. See Magic 10 10
Resistance: Sets the Resistance check that is needed to See Matrices 10 10
pass so as to avoid the effect of the aura. You must choose
if the being forces a MR or PhR check. See Spirits 10 10
See the Supernatural 30 20
Restrictions: None

0 2 7
Nightvision: It allows to reduce by half any penalty that Effect Cost GN
is applied due to natural darkness.
Area
Complete Nightvision: Completely nullifies any
penalty that is caused by natural darkness. For all intents 15 feet 10 10
and purposes, it sees the same in total darkness as in light.
Extrasensorial Vision: The being does not need eyes 30 feet 20 10
to perceive that which is around it. For all intents and 80 feet 30 15
purposes, it “feels” its surroundings as if it could see
normally, for which it does not apply penalties to its checks 150 feet 40 15
that use vision like conditions of darkness or angle of vision.
200 feet 50 20
Nevertheless, it still cannot see through walls or similar
physical objects. 1,500 feet 60 20
See Magic: It possesses the ability to see magic.
See Matrices: It grants the ability to see psychic One mile 80 25
matrices. Resistance
See Spirits: It allows it to see spirits.
See the Supernatural: This ability functions the same MR against 100 10 10
way as the creation Advantage of the same name. MR against 140 20 10

SPECIAL SENSES MR against 180 40 15


These abilities give creatures a multitude of different MR against 220 80 20
benefits when using their senses.
MR against 260 120 25
Effect Cost GN 20 10
Detect Life
Radial Vision 20 5
Detect Something Specific 30 20
Gnosis Vision 30 20
Restrictions: None
Eyes of Truth 10 15
Area: Indicates the radius of effect of the ability, taking
Restrictions: None the creature as the center.
Resistance: Sets the MR that is needed to be passed to
Radial Vision: A creature with Radial Vision has eyes
avoid being detected.
(or a similar means of vision) on all parts of its body,
Detect Life: Detects any source of life that is found
allowing it to “look” in all directions at once. Therefore, it is
within the area.
not penalized when it is attacked from the flanks, and
Detect Something Specific: It grants the ability to
anyone who tries to use the Hide Ability to get close to it
locate a determined characteristic of something. To give an
must apply the penalties for hiding done in front of
example, the being could locate generic objects, like
someone (—200, as per Table 13: Hiding in Anima:
precious stones, or a certain quality in things or people, like
Beyond Fantasy). This power is weaker than
members of royal families. This ability can be acquired
Extrasensorial Vision, since the creature needs to have eyes
several times taking advantage of the same area and
(or a similar specific directional sense) to use it.
resistance that it already possesses.
Gnosis Vision: This power represents a creature’s
ability to look “beyond” the mere flesh or spirit of the
people it sees and measure the potential of their existence.
The creature automatically has a rough idea of the type of Divine Powers
being and Gnosis of anyone it looks at. The powers of this section refer to those unique abilities
Eyes of Truth: The creature can see through lies and that quasi—divine entities have to affect existence. Their
illusions, and ignores attempts to cast veils over its eyes. costs in DP are never very high, as opposed to their Gnosis
Therefore, it receives a bonus of +100 to Magic Resistance requirements.
when faced with visual illusions and supernatural invisibility
(but it cannot see Spirits, Magic, or Psychic Powers).
CRITICAL IMMUNITY
Due to its great power over reality, the creature is
SUPERNATURAL DETECTION completely immune to Criticals, except those caused by
This means that the creature has the supernatural ability creatures with higher Gnosis than it.
to locate things or people that are found around it, if they
meet certain determined conditions. This ability is equivalent Effect Cost GN
to Detection spells. It is necessary to acquire the area of
Critical Immunity 40 35
detection, the Resistance and the characteristics of those
that are detected. Restrictions: None

0 2 8
COMPACT EXISTENCE SPIRITUAL BARRIER
This power allows a creature with Damage Resistance to The creature has a “life barrier” that prevents it from
ignore the normal rules for determining its Damage dropping below a certain amount of LP in a single attack.
Resistance Multiplier by size. Its power over reality is such Some creatures are simply incapable of being destroyed by a
that regardless of its actual size, it receives the same single attack no matter how powerful the attack is. Once the
bonuses as the largest beings. creature suffers sufficient damage to activate its barriers, it
cannot do anything until the current attack is complete.
Effect Cost GN However, during that time, it is completely invulnerable and
ignores any kind of Resistance checks. For example, if a
Giant 40 35
creature with 500 Life Points and a 200 point Spiritual
Colossal 60 40 Barrier suffers an attack that deals 380 points of damage, it
loses 300 of them, but completely ignores the 80 points left
Restrictions: None over. Beings with a Gnosis equal to or greater than the
creature’s may ignore this power.
Giant: The entity applies the Damage Resistance
Multiplier for Giant beings (x15) to calculate its Life Points. Effect Cost GN
Colossal: The entity applies the Damage Resistance
Multiplier for Colossal beings (x20) to calculate its Life Spiritual Barrier 50 35
Points. Restrictions: None

CLOSED WORLD Spiritual Barrier: The creature sets an LP value when


An entity possessing this power is able to create a bubble acquiring the barrier. This power can be purchased multiple
of reality around itself, a sort of “private world” that grants times, with each barrier set at a different Life Point value.
it various unique powers and abilities. When the power is Creatures with Gnosis 35 or more may have two barriers,
activated, all beings with a lower Gnosis than the creator of those with Gnosis 40 or more up to three, and those with
the Closed World who are inside the bubble are trapped Gnosis 45 or more up to five.
within, and all those outside with a lower Gnosis are unable
to enter. The Closed World remains stationary and can be SPIRITUAL DAMAGE
entered and exited at will by the creator. Within its Closed The attacks this creature makes against its enemies’ bodies
World, the creature doubles the amount of additional DP weaken their very resolve to continue living. The damage
that its Gnosis grants, allowing it to acquire new powers. the creature causes heals at the rate of a Sacrifice at best
Once these new powers are selected, they cannot be (i.e., 10 LP per day).
changed unless the creature permanently loses or gains
Gnosis. Effect Cost GN
Effect Cost GN Spiritual Damage 40 30
Temporary Space 40 35 Restrictions: None
Eternal Space 40 35
Major Zone 20 40
Restrictions: A being can only have one Closed World at
a time.

Temporary Space: The Closed World is active for only


a short period of time (usually around 20 minutes) in an
area whose radius is equal to the creator’s Gnosis x30 in
feet (or less if it so chooses). After deactivating the power,
the creature has to wait at least an hour before it can
recreate the space.
Eternal Space: The Closed World lasts forever (or until
its creator dies, at the GM’s discretion) and spans an area
whose radius is equal to its creator’s Gnosis x30 in feet (or
less if it so chooses). The creature can never dismiss the
Closed World or create another one once the creature has
created its Closed World.
Major Zone: When purchased, this effect increases the
maximum size of a Closed World to its creator’s Gnosis
x300 in feet.

0 2 9
Extra Beings
“In the past, humans hesitated when they took lives, even non-human lives. But society had changed,
and they no longer felt that way. As humans grew stronger, I think that we became quite arrogant,
losing the sorrow of 'we have no other choice.' I think that in the essence of human civilization, we
have the desire to become rich without limit, by taking the lives of other creatures.”
-Hayao Miyazaki

In this section I have included translations of the creatures


that were included in the first Web Supplement released by
Anima Project Studios, as only the Gaira Dragon has ever
been included in any officially translated product, although
some of the others are mentioned by name in a couple of
the books.
I will just note that only the art for the Karridor and the
Gandalfhon are actually official artwork representing those
creatures. The others are just art that, in my opinion, give
the best depiction of what the creature looks like based on
its description.
In the future I think it would be nice to expand this
section with some interesting community made monsters
and creatures, so if anyone is interested in submitting a
creation to appear in this guide then please feel free to
contact me.

Artwork by © Maxa-Art

0 3 0
Ghoul
Devourer of corpses
Level: 2 Modus operandi
Category: Between Worlds, Undead 10
The Ghouls combat methodology quite variable. If they
Life Points: 95
are forced to leave their burrows, often they take advantage
Class: Assassin
of their excellent skills of subterfuge with which they are
Str: 7 Dex: 7 Agi: 8 Con: 6 endowed, attacking from the shadows with their claws and
Pow: 5 Int: 4 Will: 5 Per: 6 jaws. On the contrary, when in their lairs they usually act in
PhR: 40 MR: 35 PsR: 35 VR: 40 DR: 40 large groups, trying to kill their enemies thanks to the
accumulation of their many attacks. Despite being an undead
Initiative: 75 creature, its head is a vulnerable point.
Attack Ability: 90 Claws and Jaw
Defense Ability: 80 Dodge Craving for meat: Ghouls need to feed on dead flesh
Damage: 45 Claws to survive. Although they do not require large amounts each
AT: None day, if they do not get sustenance regularly they begin to
feel anxious and lose control. After one week, they enter a
Essential Abilities: Acute Sense (Smell), Immune to state of frenzy which drives them out of their lairs and to kill
Natural Diseases, Does Not Breath, Racial Vice, Physical everything in their path. If a Ghoul goes more than two
Need, Racial Fear, Natural Vulnerability to an Element: weeks without food it begins devouring its own body, until it
Double Damage (Fire). kills itself.
Powers: Natural Weapons: Claws and Jaw, Subterranean Regeneration: Because Ghouls are undead they are
Movement, Regeneration 14 (Conditional), Nightvision. unable to heal their bodies naturally, however during the
time that it is feeding on rotting flesh their wounds begin to
Size: 13 Medium Regeneration: 0 / 14 close with great speed. Thus, each turn while they are eating
Movement Value: 8 Fatigue: Tireless they regain one life point.
Weakness to Fire: Fire is the natural enemy of the
Secondary Abilities: Notice 70 (100 Smell), Search 50 ghouls. These creatures feel terrified while in its presence,
(80 Smell), Hide 50, Stealth 70, Climb 50, Athleticism 30, and so while being in front of any flames at least the size of a
Jump 30. torch or greater, they suffer from the state of Fear. In
addition, any damage based on that element automatically
A Ghoul is the result of a human being who is exposed to deals double damage to them.
powerful necromantic energies over a long period of time.
Gradually, these people begin to suffer physical changes,
until finally they cease to be truly alive and become undead
creatures.
Generally ghouls maintain a vaguely human aspect, but
with a body much more fibrous and full of deformities. Its
arms and legs are disproportionately long and thin, but also
with vary pronounced muscles. They have sharp claws on
both their hands and feet, as well as monstrous jaws whose
massive teeth protrude through her lips. They are also
characterized by a swollen torso and a tiny abdomen.
These creatures, unlike other lesser undead, have a great
sense of unity, and tend to gather in numerous groups.
They often establish underground burrows, usually near
cemeteries or places surrounded by death, where they
Artwork by © kelsm

wont have too much trouble finding food.


Sometimes, when one or more humans are forced to feed
on decomposing bodies for years on end, they just gradually
end up becoming ghouls, although this is not the only way
to for it to happen. There have also been cases in some of
the Black Sun's secret bases belonging to the Delacroix
family, where necromantic experiments are performed to
obtain new and sophisticated weapons, in which ghouls have
appeared amongst the workers. On the three occasions in
which one of these bases has suffered an "accident" and the
creations took control of the facility, some of the survivors
who were trapped in security chambers became ghouls, and
they ended up swarming along with the other undead
beings through the hallways in search of food.

0 3 1
Karridor
Plague Bearers
Level: 8 terrible of its capabilities is the power to make their victims
Category: Between Worlds, Undead 25 rise from the dead into its service, with which they can even
Life Points: 1,710 Damage Resistance create small armies that help to extend their legacy.
Class: Warrior At times, they may produce a special disease which they
Str: 8 Dex: 6 Agi: 6 Con: 10 call "Plagun Vitae" with the intention to create another
Pow: 12 Int: 8 Will: 10 Per: 6 Karridor. In such cases, they can only affect a single
PhR: 80 MR: 85 PsR: 80 VR: 80 DR: 80 individual, who is not always able to withstand the change
and dies before suffering any transformation.
Initiative: 90 Natural All Karridor have an intense hatred for all forms of life and
Attack Ability: 200 Corrupting Touch enjoy watching them die in spasms of suffering with the
Defense Ability: Damage Resistance diseases they cause. However, that does not mean
Damage: 50 Corrupting Touch whatsoever that they are foolish creatures. They know very
AT: Reinforced Bones + Natural (Cut 6, Impact 6, Thrust well when to act and when they should remain in darkness.
6, Heat 6, Electric 6, Cold 6, Energy 3) In recent years, two or three of these creatures have been
manifested in places very far apart. In some circles it is
Essential Abilities: Physical Exemption, Superhuman rumoured that the Black Sun could have something to do
Spiritual Characteristics, Psychological Immunity, Immune to with it, but it seems unlikely that the organization is really
All Diseases, Natural Vulnerability to an Element: Double the culprit. In all cases, the Inquisition was responsible for
Damage (Fire). ending the danger and its consequences, but not before a
Powers: Natural Weapon: Corrupting Touch (Energy considerable number of people had died. In one of the
Damage) Natural Armor, Regeneration, Weakness to Holy cases, the Bearer managed to escape, and its whereabouts
Water, See the Supernatural, Breath of Disease, Master of are still unknown.
the Dead.
Modus operandi
Size: 13 Medium Regeneration: 15 Usually the Karridor never need enter combat, since their
Movement Value: 8 Fatigue: Tireless mere presence is enough to make anyone flee. It is also
possible that it is surrounded by an undetermined number
Secondary Abilities: Notice 80, Search 40, Poisons 120, of zombies, either by their side or in the vicinity of its
Persuasion 30. location. To kill their victims, usually they prefer to use their
breath, since it is highly unlikely that any of them constitutes
This undead nightmare is certainly one of the most a real danger for the bearer. Nevertheless, and since they
dangerous necromantic creatures that have populated Gaïa. are creatures of terrifying capabilities, when faced with a
It is a terrible being who carries corruption and disease with suitable challenge they demonstrate their incredible ability.
it, debasing all who cross its path and leaving behind a legion Generally, they advance towards their opponents enveloping
of animated dead. them within their Cloud of Insects to weaken them, after
At first glance it appears to be a simple rotting corpses which it attempts to finish them with its Corrupting Touch.
with greenish skin and hair, but around them is an aura of
supernatural power that even individuals without mystical Immune to All Diseases: They Plague bearers are
abilities are able to sense. They are always surrounded by a immune to any natural or mystical disease of level 90 or
cloud of dark infectious insects that flows directly from their lower.
bodies. This swarm takes the shape of a horrible face, as if it Psychological Immunity: Except hatred and anger,
were a mere extension of its host's body. Karridor are immune to all psychological states.
Although their origins are uncertain, it is said that all Cloud of Insects: The body of a plague bearer is
Karridor were born from twelve men during the Age of populated by a swarm of insects that flies around it forming
Chaos. During that time of turmoil and war, broke out a an infectious cloud. The mass can extend a between five and
terrible infection that devastated like the plague a huge area twenty meter radius, protecting its host from anyone who
of land of what is now known as Kashmir and Salazar. comes near. Anyone exposed to their bites must
While thousands and thousands of sufferers tried to find automatically pass a DR check against 140, or otherwise be
help, the Pharaohs who at that time dominated the territory infected by a disease that has the effect of Weakness over a
ordered their armies to kill and incinerate all the people period of four turns. There are some methods to avoid
infected with the aim of containing the epidemic. The few bites. A supernatural shield would serve to keep insects
survivors were forced to take refuge in the mountains, until separate if a Defense check against Absurd difficulty is
one after another all eventually succumbed to the disease. overcome, like using some sort of airtight suit that prevents
Only twelve resisted the effects of the plague... but no them from reaching the skin. You can also use an area
longer as living beings. The disease ate away at their bodies attack to open space. In this case, the swarm can endure
and souls until death, but somehow, it was not the end for 1,000 points of damage, although it regenerates at a rate of
them. 50 per turn due to new insects emerging out of the body of
The Plague Bearers earned their name from their ability the Karridor. Insects only affect living organisms, so they do
to spread disease wherever they go. Usually they spend not produce consequences for inorganic or immaterial
most of their time mired in long slumbers, but upon creatures.
awakening begin their terrible symphony of death. When
they arrive at an inhabited place the first thing they do is
look for an elevated place and let the strong winds drag
their infectious breath down onto the people. Then, when
the masses has already been affected, let themselves be seen
to spread fear and rejoice in its work. But perhaps the most

0 3 2
Corrupting Touch: Its touch corrupts and degrades.
Anyone who receives a successful attack from a plague
bearer must pass a DR check against 160 or be the victim
of a supernatural disease that will make them lose 10 life
points per turn (50 if they have accumulation). This
affliction is not able to kill, but leaves the victim with a single
point of life.
Breath of Disease: The Karridor use their breath to
spread diseases and plagues. Wherever they go they will
Illustrated by © Luis NCT

leave behind a stinking cloud that poisons everything it


touches like a plague. The infection is equivalent to a
supernatural disease of level 80, whose effects may vary
depending on the objectives of undead.
Regeneration: Despite being undead creatures,
Karridor heal their wounds at high speed. Therefore, they
recover 25 LP per turn, unless the damage is caused by a
sacred weapon.
Master of the Dead: All the victims who died from a
disease caused by a Karridor rise within a few hours as
zombies at its service.
Plagun Vitae: This is a terrible disease that the Karridor
used for creating another being like them. To do this, they
look for an appropriate victim and make them eat some of
its flesh, which is then immediately affected if it fails to
overcome a DR check against 140. Within a period of a
couple of weeks that person begins to feel sick and lose
weight, until the vital functions of their body cease. At that
moment, they must perform a DR check against 140. If
overcome, it will become a plague bearer. If not, it will be
lucky and die.
Weakness to Holy Water: Holy water consumes the
impure bodies of plague bearers. If they comes into contact
with it, they must pass a PhR check against 140 or suffer
damage equivalent to twice their level of failure.
Vulnerability: Because of its undead nature and the
insects that inhabit its body, fire will produce double
damage to them.

0 3 3
Harekawa
Lord of the Forests
Level: 9 all necromantic entities and those beings who carry decay
Category: Spirit 30 and corruption. If any manage to penetrates their domain,
Life Points: 180 they will receive a terse warning, and then will have to face
Class: Wizard the unbridled wrath of the lord of the forest.
Str: 8 Dex: 8 Agi: 10 Con: - On very rare occasions some lords of the forests,
Pow: 14 Int: 12 Will: 12 Per: 10 considering that their realms are in danger because of
PhR: 85 MR: 120 PsR: 95 VR: 85 DR: 85 human actions, have declared small-scale wars against some
nearby towns.
Initiative: 110 Natural There is a legend which says that consuming the blood of
Attack Ability: 40 Natural Weapons a Lord of the Forest supernaturally prolongs life and
Defense Ability: 40 Dodge restores part of lost youth. For this reason, they are more
Damage: 50 Natural Weapons than a few who have tried to capture one to kill and feed on
AT: None them.
In many large forests of Gaïa there are still some
MA: 90 Harekawa, living unmolested by men. Not even
Zeon: 1,000 organizations such as the Inquisition have a real interest in
Magic Projection: 200 them, either because of the incredible difficulty involved in
Magic Level: 90 Essence killing them or their low participation in mortal affairs.

Essential Abilities: The Gift, Gestureless Casting, Modus operandi


Unspoken Casting, Supernatural Spiritual Characteristics, They are not at all peaceful beings, but it is very rare for
Attuned. them to have a reason to be forced to engage in combat.
Powers: Spirit of the Woods, Metamorphosis, Soul of the However, since their powers are staggering, having them as
Forest, Transport through nature, Regeneration. enemies can be a real nightmare. As a part of the forest
itself it is practically impossible to kill a Harekawa while
Size: 18 Medium (Variable) Regeneration: 17 within its kingdom. Their usual style of combat is to project
Movement Value: 8 Fatigue: Tireless their consciousness through plants and animals to cast spells
while their true forms are kept several kilometres away.
Secondary Abilities: Animals 200, Herbal Lore 200, Their understanding of magic is not like that possessed by
Notice 120. witches and warlocks. They feel the spells of nature itself,
and are able to use them instinctively. Therefore, a
The Harekawa are considered to be ancient spirits of the Harekawa never applies penalties or reduce their MA when
forest, although it may be more appropriate to call them using spells.
incarnations of nature. Endowed with considerable It can also attack using its dominance over certain animals,
supernatural gifts, they live in the larger forests, which are usually large predators, which act as its guards and agents. In
its home and its kingdom. They do not have a definite form, the event they feel that the forest is in real in danger, they
but usually take the appearance of large deer with which a will call upon all the animals that inhabit the forest to act as
diverse characteristics of various animals are combined at an extension of their own desires.
once. The existence of these creatures is tied to the forest;
they are born, they grow and they die with it. When the Attuned: A Harekawa is akin to all natural animals that
forest burns they feel pain, when something corrupts the populate the world. They instinctively recognize him as their
greenery, they feel sick, and if it is destroyed, they Lord and feel an ancestral reverence for him.
completely disappear. Therefore, they love and protect it Spirit of the Forests: By its nature the lord of the
with all their strength. forest is a spiritual creature, so it is invisible to the human
All animals consider the Harekawa as their lords and eye and receives no damage from attacks that are not
instinctively obey it. Also other mystical creatures with a mystical in nature. At will, the Harekawa can become
natural affinity, such as elves or nymphs, share this feeling. physical and visible, while retaining its invulnerability to
Solitary beings by nature, Harekawa traditionally do not conventional attacks.
meddle in human affairs. Only on rare occasions have they Metamorphosis: A lord of the woods never has a
contacted some people to ask them to find something that definite shape. Whenever it want to manifest before mortals
would be beyond their means, mainly due to it being found it can take a different appearance, but will usually always
beyond the borders of its kingdom. have features of various animals.
They only live in the largest and liveliest forests, although Soul of the Forest: Within their realm a lord of the
it is also possible to find them in smaller forests if they have forest is aware of everything that happens. At will, it may
some mystical nature. There are never two in one location. unite their consciousness with that of any animal or plant
A Harekawa is unable to leave their forest, to which it is and use it as a temporary avatar. The Harekawa can cast
tied to spiritually. If for any reason it is obliged to do so, it spells through these avatars as if it were present in that
becomes corporeal and remains trapped in the earthly form place.
which it had chosen until it returns to the forest. In the
process it loses almost all of its supernatural abilities and
their ability to cast spells also suffers greatly.
They commonly uses its powers to monitor people
crossing though their territories. Generally they do not
often act, but there may be the possibility that they aid
them or hinder them slightly, depending on the treatment
they give to the forest. Above all else they absolutely detest

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Transport through nature: The power of the lord of
the forest allows it to move freely within the extent of its
kingdom. If it wishes, it can automatically be transported to
any place which does not exceed the boundary of the forest
and appear in person. Although there is no limit to the
number of times that it is able to make use of this ability,
the alteration which occurs in nature forces it to have to
wait about a minute before it can do it again.
Regeneration: Long as it is inside their forest the
Harekawa thrives on the vitality of the greenery, recovering
instantly from any injury suffered. Therefore it heals at a
rate of 25 points per turn. In the event that the forest is
damaged or corrupted, this power may diminish its effects
or even disappear altogether.
Artwork by © Enijoi

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Gandalfhon
Ogre of Despair
Level: 6 They usually dwell in the Wake where they wander at
Category: Between Worlds 25 ease in search of victims to have fun with, although
Life Points: 250 whenever they can they always try sneaking into our plane
Class: Warrior of existence for a limited time. There is also a small number
Str: 13 Dex: 6 Agi: 4 Con: 12 living in the real world, mainly in eastern territories. In these
Pow: 8 Int: 6 Will: 10 Per: 8 cases, they hide in uninhabited areas and every so often seek
PhR: 75 MR: 65 PsR: 70 VR: 75 DR: 75 some populated area, appear before the terrified villagers
and announce that within seven moons they will devastate
Initiative: 50 Natural, 15 Angurolax the whole village. Sometimes they fulfil their promises and
Attack Ability: 170 Claw Blades + 175 Angurolax, or other times not, but one way or another, always have so
145 Grab + 175 Angurolax, or 175 Lightning much fun watching the desperate reaction of the people. It is
Defense Ability: 175 Angurolax, 150 Claw Blades known that the Lady of Nightmares ruling in the East,
Damage: 130 Angurolax (Impact / Electricity), 120 Claw Tsukiyomi, has several of these entities in her army as elite
Blades (Thrust) + 100 Lightning (Electricity) soldiers.
AT: Fragment + Natural (Cut 6, Impact 5, Thrust 5, Heat
5, Electric 0, Cold 5) Modus operandi
Despite its incredible brutality and savagery, the
Ki Abilities: Use of Ki, Ki Control. Gandalfhon are creatures endowed with an unexpected skill
Ki Accumulations: STR 3 DEX 1 AGI 1 CON 2 POW for combat. Natural born martial artists, combining manual
1 WILL 2 Total: 10 dexterity with the use of their hulking combat weapons.
Ki Points: STR 16 DEX 6 AGI 4 CON 14 POW 8 During battle they make two attacks per turn; they always
WILL 10 Total: 58 start by hitting with a fist (covered with huge metal blades)
Ki Techniques: Shatterer. and then finish off by using its heavy mace. Their favourite
strategy is to grab one of their opponents with its huge
Essential Abilities: Superhuman Physical Characteristics, hand, lift him in the air and then crush him in one blow. If
Inhumanity, Ambidextrous, Without Unconsciousness, they face a considerable number of enemies or someone of
Natural Immunity to an Element: Half Damage (Electricity). prodigious skill, they will use their ability to summon
Powers: Claw Blades (Armor -2, Increased Critical +20, lightning or Ki Technique to make things easier. Their
Damage Energy), Angurolax, Summon Lightning, Damage vulnerable point is their head, as they have no heart.
Barrier 60, Physical Armor 4, Eyes of Despair (See the
Supernatural, Extrasensorial Vision.) Angurolax, Mace of Despair: The weapon that the
Special: Grabbing Module, Unarmed Combat. Gandalfhon always carry is equivalent to an enormous heavy
battle-mace of +5 quality, except that it can only used one-
Size: 25 Enormous Regeneration: 4 handed. It can attack interchangeably on both the Impact
Movement Value: 5 Fatigue: 12 and Electricity AT, but one way or the another, all the
damage it causes is electrical in nature and therefore
Secondary Abilities: Notice 50, Search 30, Track 15, produces a shock. In combat, they usually always attack with
Jump 70, Feats of Strength 110, Withstand Pain 50. Angurolax after being hit or grabbed and opponent with
their fists. If the ogre dies, the weapon can be used by
A Gandalfhon is a terrible kind of oriental ogre that feeds someone else, but loses its electrical abilities. Angurolax has
on the desperation of mortals. Physically, it is a huge bulky a Fortitude of19 and a Breakage of 32.
humanoid five or six meters tall, with long arms and a body Claw Blades: Generally the Gandalfhon begins its
full of sharp spines and blades. They have no eyes, but feel attacks by thrown a punch with one of its limbs full of sharp
everything around thanks to a strange extrasensory blades. By their very nature, these impacts reduce by two
perception. It is said that these creatures are born from the points the defenders Armor and applies a modifier of +20
union between a woman and another of them, although it is for calculating the level of the critical. Despite its size, it is
not known where the original one came from. In any case, not considered an area attack action. The claws have a
for thousands of years, they have been roaming around the natural Breakage of 14.
world and wreaking havoc wherever they go. Grab: Because of its size and methodology of combat, a
They are solitary monsters in nature, that are unrelated to Gandalfhon tends to try to grab its enemies with one hand
each other nor interested in interacting with other beings to then crush them with its mace. The grab is a specialized
unless it is to have fun and fill them with despair. They are Trapping attack, using the general rules for the Trapping the
not too smart, but are known to have the ability to speak maneuver with the Ogre using its Strength of 13. However,
several languages of man, although it is rare that they do. given its enormous size, it can keep the opponent
Oddly enough, they feel an insurmountable fascination for immobilized without suffering the Partially Immobilized
enigmas, and are known to on many occasions to have penalty itself, since after all, it is only using its hand. This rule
forgiven their victims if they proposed the ogre an applies only to opponents of Medium or smaller size.
interesting conundrum that it was unable to answer.
Despite not being elementals, they have some affinity with
lightning and electricity. They always carry a huge metal
mace built using the metal spines emerging from their
bodies. To make them, they gather a large number of these
sharp blades, bath them in blood and raise it into the air
during a storm until a large number of lightning bolts strike
it. The result is a supernatural artifact they call Angurolax.

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Summon Lightning: Focusing its energies, the ogre can SHATTERER
trigger a powerful electric bolt from the Angurolax which, Level: 1 MK: 25
after hitting the first designated target, it starts to leap again A Gandalfhon uses this technique to destroy its most
and again to nearby individuals. The bolt bounces up to powerful opponents. These creatures innately know it from
three times up to a distance not exceeding 15 meters. the moment they are born without the need for anyone to
Summon lightning requires a turn of preparation, during teach it to them. When they are preparing to use it the
which the mace is covered with blue runes. The Gandalfhon Angurolax glows with a reddish hue while all its runes
may also continue fighting during that turn, but applies a -20 crackle with power. By striking, they produce a huge
to his offensive ability if it does so. This ability can not be explosion that literally shatters almost everything it touches.
used more than three or four times each day. The Shatterer doubles the base damage of Angurolax up to
Eyes of despair: Despite having no eyes, these 260 and adds a bonus of 25 to the attack ability of the
creatures have the supernatural ability to see within their Gandalfhon. The ogre requires both their hands on their
vicinity. This power, commonly called the Eyes of Despair, weapon to perform this technique.
lets them sense their environment as well as perceive STR 6 CON 6 WP 6
spiritual entities. Effects: Attack Ability +25, Damage Multiplier x2
Damage Barrier: The creature has a natural damage Disadvantages: Determined Condition
barrier of 60 points.
Immunity: Electricity-based attacks produce only half
damage to Gandalfhon.
Illustrated by © Wen-M

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Source Index
Books

Anima: Beyond Fantasy – Roleplaying Game Rulebook

Anima: Beyond Fantasy – Game Master’s Toolkit

Anima: Beyond Fantasy – Gaia: Beyond the Dreams, Volume I

Anima: Beyond Fantasy – Dominus Exxet

Anima: Beyond Fantasy – Arcana Exxet

Anima: Beyond Fantasy – Prometheum Exxet

All © by Anima Project Studio and Edge Entertainment

Images
Page Name Full URL Artist Website

30 Party in the http://portbaron.deviantart.com/art/Party-in-the- Maxa-art http://maxa-art.deviantart.com/


Imperial City Imperial-City-287002492
31 Ghoul http://kelsm.deviantart.com/art/Ghoul-181436715 kelsm http://kelsm.deviantart.com/

33 Karridor Luis NCT http://www.luisnct.com/

35 Forest Spirit http://enijoi.deviantart.com/art/Forest-Spirit- Enijoi http://enijoi.deviantart.com/


398162494
37 Dispair http://wen-m.deviantart.com/art/Despair-13369296 Wen-M http://wen-m.deviantart.com/

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