TEXT: Ki
  Magic
  Core
  Main Sheets
  Spells, Powers, Techniques, Summons and Invocations
  Summon
  Spells
  Psychic
  Powers
  Techniques
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  Inventory
  Advantages
  Creatures
  Character info
  
       Name:                                                                             Player:
          Class:                                                               Race:
  Size:           Age:      Weight:          Height:                Sex:              Origin:             
    Eyes:                       Hair:                           Skin:                          Social Class:
   Appearance:                  Traits:                        
  Acrobatics
  Agi x 
  +
  +
  +
  +
  +
  1  2  3   ATHLETICS
  Total          Attribute 
  Natural    Points        Class          Level        Sp.
  Athletics
  Agi x 
  +
  +
  +
  +
  +
  Ride
  Agi x 
  +
  +
  +
  +
  +
  Swim
  Agi x 
  +
  +
  +
  +
  +
  Climb
  Agi x 
  +
  +
  +
  +
  +
  Jump
  Str  x 
  +
  +
  +
  +
  +
  1  2  3   VIGOR
  Total          Attribute        Natural    Points       Class          Level        Sp.
  Composure
  Wil x 
  +
  +
  +
  +
  +
  Feats of Strength
  Str x 
  +
  +
  +
  +
  +
  Resist Pain
  Wil x 
  +
  +
  +
  +
  +
  1  2  3   PERCEPTIVE
  Total          Attribute        Natural    Points       Class          Level        Sp.
  Notice
  Per x 
  +
  +
  +
  +
  +
  Search
  Per x 
  +
  +
  +
  +
  +
  Tracking
  Per x 
  +
  +
  +
  +
  +
  Animals
  Int  x 
  +
  +
  +
  +
  +
  1  2  3   INTELLECTUAL
  Total          Attribute        Natural    Points       Class          Level        Sp.
  Science
  Int  x 
  +
  +
  +
  +
  +
  Herbal lore
  Int  x 
  +
  +
  +
  +
  +
  History
  Int  x 
  +
  +
  +
  +
  +
  Memorize
  Int  x 
  +
  +
  +
  +
  +
  Navigation
  Int  x 
  +
  +
  +
  +
  +
  Occult
  Int  x 
  +
  +
  +
  +
  +
  Appraisal
  Int  x 
  +
  +
  +
  +
  +
  1  2  3   SOCIAL
  Total          Attribute        Natural    Points       Class          Level        Sp.
  Intimidation
  Wil x 
  +
  +
  +
  +
  +
  Leadership
  Pow x 
  +
  +
  +
  +
  +
  Persuasion
  Int  x 
  +
  +
  +
  +
  +
  Lockpicking
  Dex x 
  +
  +
  +
  +
  +
  1  2  3   SUBTERFUGE
  Total          Attribute        Natural    Points       Class          Level        Sp.
  Disguise
  Dex x 
  +
  +
  +
  +
  +
  Hide
  Per x 
  +
  +
  +
  +
  +
  Theft
  Dex x 
  +
  +
  +
  +
  +
  Stealth
  Agi x 
  +
  +
  +
  +
  +
  Trap Lore
  Per x 
  +
  +
  +
  +
  +
  Poisons
  Int  x 
  +
  +
  +
  +
  +
  Art
  Pow x 
  +
  +
  +
  +
  +
  1  2  3   CREATIVE
  Total          Attribute        Natural    Points       Class          Level        Sp.
  Dance
  Agi  x 
  +
  +
  +
  +
  +
  Forging
  Dex x 
  +
  +
  +
  +
  +
  Music
  Pow x 
  +
  +
  +
  +
  +
  Sleight of Hand
  Dex  x 
  +
  +
  +
  +
  +
  Law
  Int  x 
  +
  +
  +
  +
  +
  Streetwise
  Int  x 
  +
  +
  +
  +
  +
  STR
  Strength
  INT
  Intelligence
  PER
  Perception
  DEX
  Dexterity
  POW
  Power
  WIL
  Willpower
  Ag
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  m/T
  1
  4
  8
  15
  20
  22
  25
  28
  32
  35
  Ag
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  m/T
  40
  50
  80
  150
  250
  500
  1 km
  5 km
  25 km
  Sp.
  CON
  Constitution
       Multiple Cost (GENERAL):
  10         15         20
    LP TOTALS
  PHYSICAL
  PhR
  Constitution
  DISEASE
  DR
  Constitution
  POISON
  VR
  Constitution
  PsR
  Willpower
  Psychic
  Attack Ability
  =                      +          +          +          +
  DEX
  2  3
              
   
   
   
  2  3
              
   
   
   
  2  3
   1   2  3
              
   
   
   
  Fatigue
  Recover: 1/ hour or 2/hr. if at rest.
  0      1    2   3   4   5      6    7   8   9  10     11  12  13  14 15 
      120        80 40 20 10    Penalty for fatigue 
  Init.
  *Adds +20 to total for unarmed actions (including summoning and mentalism).
  =          +          +          +          +          +          +
  20
  Life Points
  Armor and Combat
  Armor                  CUT  IMP  THR HOT  ELE  COL  ENE          Fort  Pres. Req.  Pen. 
  *Absorption= AT x 10 +20
  Resistances
  TOTAL  Presence*Attribute  Magic   Special
  =          +          +          +
  =          +          +          +
  =          +          +          +
  =          +          +          +
  =          +          +          +
  * Presence = 25+5 x Level
  Abilities  
   
   
        Actions
  Medicine
  Int  x 
  +
  +
  +
  +
  +
  Magic Appraisal
  Pow x 
  +
  +
  +
  +
  +
  Style
  Pow x 
  +
  +
  +
  +
  +
  Trade
  Int  x 
  +
  +
  +
  +
  +
  Tactics
  Int  x 
  +
  +
  +
  +
  +
  Etiquette
  Int  x 
  +
  +
  +
  +
  +
  Weapons
        Score           Modifier
       Score             Modifier
  AGI
  Agility
  Attributes
  Movement
  l
  TOTAL                   Attribute   Points   Special     Class       Level             
  Block Ability
  =         
  DEX
  +         +         +         + 
  Dodge Ability
  =         
  AGI
  +         +         +         + 
  Wear Armor
  =         
  STR
  +         +         +         + 
  Defense: -90 surprised; -80 unless you get out of range; -80 blind; -120 for blocking energy.
  -30 flanked; -80 from behind; -60 to substitute Block/Dodge. 
  Multiple Defenses: 0, -30, -50, -70, -90. 
  TOTAL         Base        AGI         DEX      Armor  Special       Class       Level
  Base    Multiples  Special     Class        Level
  Regen.    Healing      Neg.
  *Base = 20 + CON x 10 + Mod Con.
  1 Multiple = CON score.
  Wounds                                                                                         Criticals
  1 Fatigue = +15 to one check or MA, or +1 Ki accumulation.  
  You can use up to two points at once.
  MR
  Power
  Magic
  Weapon                                                 Attack        Defense     Base Dmg.  Final Dmg.     Speed       Init. Final           Critical 1              Critical 2 (-10 At.)         ROF                      Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude        Breakage            
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence          Fumble
  Weapon                                                 Attack        Defense     Base Dmg.  Final Dmg.     Speed       Init. Final           Critical 1              Critical 2 (-10 At.)        ROF                       Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude        Breakage            
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence          Fumble
  DP
  Max Percentage
  TOTAL   Combat    Magic    Psych
  Max DP
  DP Used
  Level
     500 DP +100/ Lv.
  A
  A
  A
  A
  A
  A
  Y
  A
  A
  A
  Pag. 59 CE
  Pag 85 CE
  Absorption:
  Armor Type (AT)
  Constitution
  Attribute
  Death= -CONx5
  %
  %
  %
          Penalty:
  *Each level adds a Natural Bonus to a Secondary Ability by the amount of the characteristics bonus.
  C
  C
  C
  C
  C
  C
  C
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  Animisim
  Alchemy
  Runes
  Clothier
  Jewelcrafting
  Ritual. Calligraphy
  Int   x 
  +
  Dex  x 
  +
  Dex  x 
  +
  Pow x 
  +
  Dex x 
  +
  Dex x 
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  Natura
  Gnosis
  Ki
  Psychic Points
  FREE PP
  Zeon
  Destiny Points
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  20
  20
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  
   
   
   
   
   
   
   
   
   
   
   
   
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  Access to Natural Psychic Powers
  Access to One Psychic Discipline
  Free Access to Psychic Disciplines
  Increase Ki Accumulation
  Total Accumulation
  Animal Affinity
  Fortunate
  To the Limit
  Ambidextrous
  Learning
  Natural Learner
  Martial Learning
  Natural Learning in a Field
  Aptitude in a Field
  Aptitude in a Subject
  Mystic Armor
  Natural Armor
  Artifact
  Increased Natural Bonus
  Good Luck
  Jack of all trades
  Mass Invocation
  Been Around
  Hard to Kill
  The Gift
  Incomplete Gift
  Elan
  Charm
  Sheele Essence
  Familiar
  Initial Funds
  Skilled
  Tireless
  Immunity to Pain and Fatigue
  Psychic Immunity
  Supernatural Immunity
  Disquieting
  Without Gestures
  Imperceptible 
  Legacy of Blood
  Free Will
  Dual Limit
  Martial Mastery
  Ki Perception
  Innate Power
  Recovery of Ki
  Rapid Reflexes
  Increased Regeneration
  Re-roll a Characteristic
  Exceptional Physical Resistance
  Exceptional Magic Resistance
  Exceptional Psychic Resistance
  Ancient Blood
  Seducer
  Masterful Seals
  Combat Senses
  Danger Sense
  Acute Senses
  Unlimited Familiars
  Light Sleeper
  +1 to a Characteristic
  Survivor
  Replace a Characteristic with a 9
  Unnatural Size
  Disconnected Techniques
  Touched by Destiny
  Use of Armor
  See Supernatural
  Versatile
  Night Vision
  Natural Magic Learning
  Aptitude for Magical Development
  Natural Knowledge of a Path
  Elemental Attunement
  Half-Attuned to the Tree
  Magic Diction
  Natural Sorceror
  Unspoken casting
  Gestureless Casting
  Better Innate Magic
  Opposite Magic
  Natural Magic
  Natural Power
  Contested Spell Mastery
  Superior Magic Recovery
  Versatile Metamagic
  Psychic Ambivalence
  Focus
  Extreme Concentration
  Passive Concentration
  Psychic Inclination
  Amplify Sustained Power
  Increase Psychic Modifier
  PP Recovery
  Psychic Fatigue Resistance
  You have a natural psi power usable 1/min DIF (1), VDF (2) or ABS (3).
  You can use 1 PP to buy  a discipline matrix.
  Gain Access to any Psychic Discipline.
  If you do not attack this turn, add +1 (per CP spent) to the accumulation of Ki.
  Performing an action does not halve your Ki accumulation.
  Animals react positively to you and you understand their emotions.
  Your character does not suffer from random effects.
  When your Life Points are down to 1/4, +20 to all actions.
  Additional attack with your off hand is -10 (-10 to initiative if positive, -20 if neg).
  +3 (1), +6 (2), +9 (3) XP per game session.
  +10 (1) or +20 (2) per level to a secondary skill.
  Increase your Ki learning ability by 2 grades.
  +5 (2), +10 (3) per level to all the skills of a field.
  Reduce the cost of a secondary ability field by 1 point.
  Reduce 1 point / (benefit level) the cost of a secondary skill.
  Gain AT 4 against energy.
  Gain 2 AT against all types of damage except energy.
  You possess a magical artifact.
  Every time you level, you gain an double natural  bonus.
  Reduce your fumble by 1%.
  +10 To all skills and not suffer the - 30 for not having a skill.
  Counts as +1 level (level advantage) to summon creatures en masse.
  You start the game with +50 (1) +100 (2) or +150 (3) XP.
  +10 (1) +20 (2) or +30 (3) Life Points per character level.
  +10 To MR and can see and use magic.
  You can use magic if you exceed 10 +1 Pow diff per 10 lev. magic.
  You start with 25 (1), 45 (2) or 60 (3) points Elan with an entity.
  Has a favorable first impression to most strangers.
  If you tie a Sheele, it gets +2 improvements.
  You start with a familiar of your level (2) or level +1 (3) bound.
  2000 GC (1), 5000 GC (2), or 10,000 GC (3).
  +30 To sleight of hand and +3 to Dexterity checks.
  +3 (1), +6 (2), or +9 (3) additional Fatigue Points.
  The penalties for pain (critical) and fatigue are reduced to half.
  +60 To any composure check based on emotions checks.
  Immune to spells with RM 80 - / 60 Z (1), 100 - / 90 Z (2), 120 - / 120 Z (3).
  You can, at will, make others tense and nervous.
  Do not reduce the accumulation of Ki for Seals if you are omitting the gestures.
  +10 Ki Concealment per character level.
  (Page 74 Dominus Exxet), gain +1 level modifier per legacy.
  +60 To MR and PsR against possession and mental domination.
  You can choose two limits instead of one.
  +40 (1) +80 (2), +120 (3) to your Martial Knowledge (MK).
  +10 Per level to Ki Detection.
  Calculate your Ki pool using only your Power x6.
  Recovers 1 Ki each min / 20 as (1), every 30 sec / 10 as (2), or 6 sec / 2 as (3).
  +25 (1) +45 (2) or +60 (3) to Initiative.
  +2 (1), +4 (2), +6 (3) to your Regeneration level.
  You can reroll a Characteristic.
  +25 (1) or +50 (2) to the PhR, VR and DR.
  +25 (1) or +50 (2) to the MR.
  +25 (1) or +50 (2) to the PsR.
  You can use the Lost Logias (technomagical relics of a bygone era).
  +60 To Persuasion and style when trying to seduce someone.
  Invoking using seals, you are considered to have +2 levels.
  +5 per level to Attack, Parry, or Evade (maximum +50).
  You can not be Surprised unless  someone rolls 150 above your initiative.
  +50 To Notice and Search.
  You are no longer limited to having a single magical familiar.
  Just a penalty of -20 to notice while you sleep.
  +1 To a characteristic, up to 11. Still subject to the limit of inhumanity.
  You do not die until your LP is –CONx10, and a +40 to your PhR to stabilize.
  Replaces a characteristic with a 9.
  Adjusts to + / - 5 points your size.
  Dominion Techniques can develop without following a tree.
  Once per session, you can retry a die roll and take the better result.
  +5 (1), +10 (2) or +15 (3) per character level to wear armor.
  You can see magic, psychic matrices, and spiritual creatures.
  Halves the cost for changing classes and you do not have to wait 2 levels.
  Cancels the penalties for natural darkness and half those resulting from magic.
  +5 To Magic level per character level.
  +3 To Int to calculate the max degree requirement of spells.
  You get level 40 in a path of your choice and start with all those spells.
  +20 To MA and MR with a path, but -20 to MA and MR with its opposite.
  +20 to MA and MR for 5 paths, but -20 to MA and MR in its opposite.
  Do not reduce your MA to cast spells from scrolls and grimoires.
  Increases by 2 levels your Grade for learning your spells (page 8 AE).
  You can cast spells silently without halving your MA.
  You can cast spells without gestures, halving your MA.
  Innate Spells have a +10 (1) +20 (2), or +30 (3) to their maximum Zeon.
  Learning an opposite Path costs you twice the normal magic level.
  +50 (1) +100 (2) or +150 (3) to Zeon per character level.
  Use Power instead of Intelligence degree requirement of spells.
  +50 On opposed rolls for collision spell results.
  Recover your MA x2 daily (1), x3 (2) or x4 (3) points of Zeon.
  You can choose from two different starting points in Arcane Sephirah.
  Dividing your psychic potential with various powers, add +5 for potential.
  The PP used to enhance psychic projection give +20 instead of +10.
  Concentration double bonuses.
  You can concentrate for a power boost but you keep your active action.
  In a discipline, the results are one level above obtained.
  The power to operate maintained 1 level above normal.
  Double natural modifiers you use in a mental discipline.
  Restores 1 PP every 10 min. (1), 5 min. (2), or 1 min. (3).
  Resist fatigue loss from failing level 1 and 2 powers.
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  -2 to One Characteristic
  Addiction/Serious Vice
  Serious Allergy
  Slow Learner
  Exclusive Weapon
  Blind
  Cowardly
  Physical Disability
  Unfortunate
  Unlucky Destiny
  Feeble
  Serious Disease
  Exhausted
  Atrophied Limb
  Easily Possessed
  Serious Phobia
  Insufferable
  Slow Healer
  Bad Luck
  Damned
  Nearsighted
  Mute
  Inexperienced
  Clumsy
  Slow Reaction
  Poor Health
  No Natural Bonus
  Deaf
  Deep Sleeper
  Vulnerable to Magic
  Vulnerable to Poisons
  Vulnerable to Pain
  Vulnerable to Heat/Cold
  Shamanism
  Magic Exhaustion
  Magical Ties
  Slow Recovery
  Action Requirement
  Magical Blockage
  Oral Requirement
  Gesture Requirement
  Psychic Consumption
  Psychic Exhaustion
  One Power
  No Concentration
  -2 to a characteristic (minimum 3).
  -10 for each day not satisfied.
  From -40 to -80 if it comes into contact.
  -4 (1) or -8 (2) XP per game.
  -30 Weapons other than yours.
  Always apply the blindness penalty.
  -60 In dangerous situations (Fri MDF = -20).
  Halve your PhR.
  You have very bad luck.
  No open rolls.
  If you fall below 1/3 of your LP, -30 AAP.
  -10 To around a month (game time).
  -1 To fatigue.
   -80 In rolls that require it.
  -50 To PsR and MR vs domination.
  -60 AAP in the presence of the phobia.
  Unbearable for others.
  You are healed at half rate.
  +2% to fumble.
  You suffer a terrible curse.
  -50 Notice/Search and -3 to Perception.
  You can not speak.
  -100 XP, you start at level 0 (400 DP).
  -30 In manual skills, -3 to Dex tests.
  -30 (1) or -60 (2) to Initiative.
  Reduce your DR by 1/2.
  No natural bonus each level.
  You do not hear anything.
  -200 AAP while asleep, -40 for first 10 rounds.
  Reduce your MR by half.
  Reduce your VR to half.
  Double the pain and penalties from criticals.
  Resistance against temp -30, -80 in extreme.
  Components needed to cast spells.
  Fatigue -1 Pot 100 +, 200 + 2 Pot, 3 Pot 300 +.
  No Free Access spells.
  Recover 1/2 of Zeon each day.
  Action X (eg Dance) at Difficult to cast.
  No Zeon recovery.
  You must speak to cast.
  You have to be able to move to cast.
  When you fail, you lose LP equal to failure.
  Lose twice the fatigue for failing.
  You can only use one power per turn.
  You can not concentrate.
  Magic Advantages
  Psychic Advantages
  Advantages
  Magic Disadvantages
  Psychic Disadvantages
      A red square  signifies an advantage only available at character creation. 
  
  Latín
  Arkes
  Hermital
  Tarazv
  Ailish
  Ogashima
  Jashú
  Kannawa
  Sheeham
  Irula
  Kola
  Yamato
  Yamato shun
  Nepranus (Occult 40, History 40)
  Elium lacrimae (Ocult 40, Hist 40, Music 40)
  Legameton (History 60, Science 40)
  Ultwe´alariel (Occult 40, History 40)
  Dael (History 80)
  Kamyu (Occult 40, History 20)
  Lileth (Occult 80)
  Yvah (Occult 40, History 40)
  S´lish (Occult 120)
  Languages
  XP NEEDED
  XP ACTUAL
  Dead Languages
  Pág. 14 Gaia
  Initial Languages: by region
  and +1 for each +5 INT bonus.
  XP NEEDED
  XP ACTUAL
         Modifier:
  Experience
  Background Advantages
   2
   
   1/2
   1/2
   1
   1 /2/3
   1 /2/3
  Saint
  Social Position
  Fame
  Cultural Roots
  Contacts
  Powerfull Ally
  You're a saint of the church and the Inquisition will 
  not pursue you ever.
  Have a title of prestige and class without special 
  die roll.
  Player character is famous, +45 (1) or +65(2) to 
  fame if you are using the optional fame rule.
  Grants a bonus to secondary abilities according to 
  the characters social status and country of origin.
  See Gaia: Beyond the Dreams.
  Contacts that the player can use for information 
  or assistance. The more points spent the better aid 
  can be provided. See Table 33 Contacts for 
   recomended costs.
  There is someone of significant power or influence 
  that is willing to help the character at all times. 
  He/she would stop at nothing to support the 
  character when he requires assistance.
                   Organizations            CP
                  The Inquisition             2
                     The Church                 1
                      Tol Rauko                  2
                   Wissenschaft               
                         Selene                     
                The Magus Order          
            The Order of Yehudah
                      Black Sun
          High spheres of a country
                    Underworld
                   Local Nobility
                Great Crime Lord
   Fame   Level of Recognition    Dif
      0              Unknown                  0
      10               Known                    -1
      20              Popular                  -3
     30            Renowned                -5
     40               Famous                 -10
     50            Celebrated              -15
     70             Legendary              -25
    100      Beyond Legendary   N/A
  2
  2
  2
  2
  2
  2
  1
  1
  1
  Table 33
  Table 34
   
      
        
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Background Disadvantages 
    1
  Pariah                     The character is automatically considered a pariah in all social circles. 
    1
  Debts                       Massive debts to pay, either 500 gold per month or 10,000 gold in 
  total. 
    1
  Code of Conduct
  The character must follow a strict code of conduct, in 
  someway related to his country of origin.
       P-Enemy        
  Extremely hated and hunted by a faction, crime-lord, 
  Wizard etc, refer to Table 33 
   1
  Dirty Little Secret The player and the Game Master must determine, 
  together, the nature of the secret and the consequences 
  that arise from it. 
  Disadvantages
  1
  1
  1
  1
  1
  1
  2
  1
  1
  1
  1
  1
  1
  1
  1
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment
  Elan
  Racial Abilities
  Gold
  1 GC = 100 SC
  1 GC = 1000 CC
  Silver
  1 SC = 10 CC
  Copper
  Gold
  1 GC = 100 SC
  1 GC = 1000 CC
  Silver
  1 SC = 10 CC
  Copper
  In Bank
  On Character
  Character Description
  Object 
   
              Pres  Object                                    Pres
  Object 
   
              Pres  Object                                    Pres
  Object 
   
              Pres  Object                                    Pres
  Object 
   
              Pres  Object                                    Pres
  Contacts
  
  Ki Control
       Detection of Ki
            Erudition
  Elimination of Weight
       Levitation
            Object Motion
                 *Mass Movement
            Flight
  Presence Extrusion
       *Absorption of Energy
       Energy Armor
            *Greater Energy Armor
                 *Arcane Energy Armor
       *Physical Shield
       Aura Extension
            *Increased Reach
            *Elemental Attack
            *Increased Damage
            *Increased Speed
       Destruction by Ki
  Ki Transmission
       Ki Healing
            *Superior Healing
            *Stabilize
       *Vital Sacrifice
  Use of Necessary Energy
       Ki Concealment
            *Aura of Concealment
            False Death
       Elimination of Necessities
            *Elemental Immunity:
       Elimination of Penalties
            Recovery
                 *Restore Others
       Characteristic Augmentation
            *Superior Char. Aug.
  *Improvised Techniques
  *Technique Pushing
  *Combat Aura
  *Physical Dominion
       *Physical Change
            *Superior Change
       *Multiplication of Bodies
            *Greater Mult. of Bodies
                 *Arcane Mult. of Bod.
            *Magnitude
                 *Arcane Magnitude
       *Age Control
  *Technique Imitation
  Inhumanity
       Zen
   30 
   20
   10
   10
   20
   10
   20
   20
   10
   30
   10
   10
   10
   10
   10
   10
   10
   10 
   10
   20
   10
   10
   10 
   10
   10
   10
   10 
   10
   10
   10
   20 
   20
   20 
   10
   20
   20 
   50
   20
   40
   10
   30
   20
   30
   30 
   40
   30 
   40 
   20 
   50
   30
   50
  -
  -
  -
  1* tn
  1* min
  1 x 5 Kg tn
  1 x 50 Kg tn
  1* min
  -
  -
  -
  1 each 5 tn
  1 each 5 tn
  -
  -
  -
  -
  -
  -
  1+
  -
  1+
  1+
  2+
  -
  -
  -
  -
  -
  -
  -/ 1+ tn
  -
  5
  5
  1+/ 1 tn
  1+/ 1 each 10 tn
  -
   Acumul. x2
  1 each 5 tn
  -
  10/ 1 min
  20/ 2 min
  4+/ 1+ each 5 tn
  2+/ 1+ each 5 tn
  1+/ 1+ each 5 tn
  +3+
  +6+
  -
  -
  -
  -
  You can use Dominion techniques.
  Detect the energy of those around you. (Ability = (Notice + MK total)/2 =_____ ).
  As Detection, but you also pick up intensities and shapes. Permits searching for Ki sources.
  Allows you to walk on walls or water. The first turn has no Ki cost.
  Allows flight with MV equivalent to ¼ of your base MV. The Ki cost is equal to the desired MV.
  Allows the user to move small objects. The cost is 1 Ki for 5kg.
  Allows the user to move multiple objects, up to 50kg per Ki point spent.
  Permits flight at your full MV. The Ki cost is equal to the desired MV.
  Allows you to physically touch energy or elemental sources.
  Allows you to absorb 5 points of supernatural or energy damage for each Ki point spent.
  Add +2 to the Energy AT.
  Add another +2 to the Energy AT for 1 Ki point per 5 turns it is active.
  Energy AT is 4 automatically, and can be increased to 6 for 1 Ki point per 5 turns.
  Obtain a Damage Barrier equal to your Base Presence.
  You can use Presence Extrusion with a weapon. Additionally, add +10 to the Base Damage, 10 to its Fortitude and 5 to its Breakage.
  Double your reach on Area Attacks. (Small 6, Medium 8, Large 10).
  Select an element, your weapon uses it as a Secondary Critical. If it is Earth, the type is IMP. If it was already IMP, add +10 to IMP damage.
  +10 to Base Damage of all physical attacks, including Ki attacks and projectiles.
  +10 to Initiative.
  Destroy objects with a touch. DMG = failure of a PhR Check against your Presence + (5 for 1 Ki, max Pres x2). If the number is > 40, the object is destroyed.
  Ki points can be exchanged with an individual, at a rate of the lowest Accumulation.
  Heal up to half of the damage suffered. 1 Ki for 2 LP. Physical contact necessary.
  Heal up to half of the damage suffered. 1 Ki for 5 LP. Physical contact necessary.
  For between 2 and 5 Ki points, stabilize another individual. Each additional 2 Ki points offers +5 to the PhR check.
  Recover 1 Ki for 2 LP sacrificed. Those LP are recovered as Sacrifice.
  Multiply the time you can do an activity by 10x before you are tired. You can also use 5 Fatigue points at once.
  Hide your presence from Detection.  (Ability = (MK total + Hide) / 2 = ______). -10x Ki accumulated.
  Use Ki Concealment on others at -40 if there is contact, or -120 up to a few feet away. -10 for each additional Ki source you hide.
  You go into a state of apparent death (although you are aware). Medicine 280 check to find that you're still alive. Need 1 full turn to recover.
  You need to eat, sleep, and drink 1/10 of what a normal person does.
  Choose one: Heat, Cold, or Electricity. You may resist 5 intensities of that element, or +5 intensities for 1 Ki/turn. You may take this 3 times.
  Reduce by ½ the penalties from criticals and Fatigue, unless caused by amputation, magic, or psychic abilities.
  Recover 1 point of Fatigue.
  Touching another person recovers 1 point of Fatigue for them.
  Raise an attribute by up to 3 points. The cost is the final value of that Characteristic.
  Raise an attribute by up to 4 points. The cost is the final value of that Characteristic.
  You may improvise Techniques according to page 47 of DE.
  Accumulating twice for a technique: increased by 50% of the bonus / number of attacks, +1 multiple of damage (if any) and +40 to its Resistance difficulty.
  Your aura extends (Presence x 5)m. It can cause fear and paralysis, on pg 19 of DE. (Aura Diff = _______)
  +10 to PhR.
  You can slightly alter your appearance. Notice 280, Search 180, or Det. Ki 100 to notice. -80 To Hide your Ki when you keep the change.
  As Physical Change, but you can change by 50% your size, and even take on nonhuman features.
  As a full turn action, you create POW / 3 copies. They have a -80 AAP, and -4 to characteristics. They have no special abilities. They disappear when hit.
  As Multiplication of Bodies, but reduce the cost, and you can make POW copies.
  As Greater Multiplication of Bodies, but you may create POWx5 copies.
  Investing 3 Ki per copy, reduce their penalties to -60 and -3.
  Investing 6 Ki per copy, reduce their penalties to -20 and -1.
  Quadruple your life expectancy, and halve old age penalties.
  With enough MK, you may learn any Ki technique you see, at reduced cost (-10 per Lv).
  You may reach 320 on die rolls, and raise your physical characteristics above 11.
  You may reach 440 on die rolls, and raise your physical characteristics above 13.
  Martial Knowledge
  Legacys of Blood 
  Ki Abilities
  MK
   40 Use of Ki
  -
  Permits use of Ki Abilities.
  MK per Level
  50
  30
  25
  20
  10
  Martial
  Arts
  Martial
  Mastery
  MK TOTAL
  MK Actual
  Total from
  Levels
               DP Cost (COMBAT):   5 DP for 5 MK  
  Maximum = 10% of total DP.
        Bought:
  Advantage
  Armor Of Emptiness
        Noth
  Ki Cancellation
        Greater Ki Cancellation
  Magic Cancellation
       Greater Magic Cancellation
  Matrices Cancellation
      Greates Matrices Cancellation
   Binding Cancellation
   Emptiness Extrusion
   Body of Emptiness
       No Needs
       Movement of Emptiness
       Form of Emptiness*
       Essence of Emptiness
            One with Nothing
   Aura of Emptiness
   Undetectable
   Inhumanity
       Zen
   20
   30
   30
   20
   30
   20
   30
   20
   30
   30
   10
   10
   20
   30
   20
   40    
   30
   10 
   20
   40
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  You may reach 320 on die rolls, and use the full extent of what his Characteristics allow.
  nemesis abilities
  MK
  -
  70   Use of Nemesis
  Reduces Base Damage suffered by 10 points, if the damage becomes 0, the attack does not cause any damage. 
  Upgraded version of the armor of emptiness, reduce Base Damage by 30 points.
  Lowers the Ki Accumalation of people around you, including allies. Maint. cost 2 per turn (aoe) or 5 per turn on a single target. 
  Table 10 and 11. Page 22-23.
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  NNeeem
  m
  meeesssiiisss   aaabbbiiillliiitttiiieeesss...                                                                           PPPaaagggeee   rrreeefffeeerrraaannnccceeesss   aaarrreee   fffooorrr   ttthhheee   DDDooom
  m
  miiinnnuuusss   EEExxxxxxeeettt   bbbooooookkk...
  You may reach 440 on die rolls.
  Upgrades the Cancellation values to the “Greater” tab and increases the Maint. cost to 5 per turn or 10 per turn on a single target. 
  Table 10 and 11. Page 22-23.
  Cancels out Magic in the area, either active or being cast if reduced bellow their base cost. Maint 2 per turn or 10 per turn for a single target. Table 10 and 12. Page 22-23
  Upgrades the Cancellation values to the “Greater” tab and increases the Maint. cost to 5 per turn or 10 per turn on a single target.
   Table 10 and 12. Page 22-23.
  Cancels out Innate or Active Psychic powers if reduced bellow the powers base value. Maint 2 per turn or 10 per turn for a single target. 
   Table 10 and 13. Page 22-24
  Upgrades the Cancellation values to the “Greater” tab and increases the Maint. cost to 5 per turn or 10 per turn on a single target.
   Table 10 and 13. Page 22-24.
  Cancels the summoning, binding, banishing and control of NEW summons. Does not effect already summoned beings. 
   Table 10 and 14. Page 22-24
  Allows the user to attack and defend against Energy and Immaterial beings. Sets primary damage to Energy and secondary to cold. Damage = Presence x2
  +20 to all Resistances and can no longer suffer the effects of bleeding.
  Removes all physical needs, however a character with psychological addictions such as food or dreaming or something similar will need to indulge in those or suffer exhaustion.
  Allows the user to move according to his POW. This ability allows movement above 10 without Inhuman or Zen. In addition he no longer suffers penalty -80 to stealth for running.
  *Form of Emptiness also Requires Emptiness Extrusion
  Allows the user to use a spectral form, can only be damaged or blocked by things that can damage energy. Passive activation cost 1 point and Maint. 1 Ki per 5 turn.
  The user no longer suffers penalties from pain and fatigue, does not suffer the effect of criticals that do not cause true physical deficiences, such as amputations.
  Annuls all criticals instantly, can suffer any amount of physical damage. Regrow lost limbs of pure energy. Doesn’t work against, magic, psychic, Ars Magnus or Legacys of blood
  Any living being in users presence must pass a PhR of (User Presence x2) or suffer -20 to all actions. Size according to POW.
  Table 10. Page 22
  Applies a bonus of (User Presence x2) to MR, PsR against super natural detection. Ki users apply a similar (User Presence x2) penalty to their Ki detection against the user.
  Ars Magnus & Impossible arms 
  Ars Magnus/ Wpn:
  DP Cost                                               MK Cost
  Ars Magnus/ Wpn:
  DP Cost                                               MK Cost
  Ars Magnus/ Wpn:
  DP Cost                                               MK Cost
  
  STR
  AGI
  DEX
  CON
  POW
  WIL
  20      Tao 10
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
   20 Accumulation of Projectiles (DE)
  You can throw or shoot up +3 additional projectiles at once,
  adding +10 to dmg. and penalizing the Initiative -10 each.
   40 Additional Attack
  You can make an additional attack (if sm -20, -30 med, -40 large.)
   50 Precision Attack
  You can use Put at Weapon’s Point at -50.
   50 Area Attack
  Make an area attack at a -25 penalty affecting numerous targets
  based on your weapon’s size: 3 (small), 4 (medium), or 5 (large).
   20 Unusual Attack(DE)
  Ignore the -10 penalty for using a Secondary Attack Type.
   30 Batto Jutsu/ Iaijutsu
  You can ignore the -25 penalty for attacking and unsheathing.
   50 Moving Target
  Reduce the Moving Target penalty by half.
   40 Blind Fighting
  Halve blindness penalties.
   20 Critical Increment (DE)
  Add +10 to the Critical Level when you score a Critical.
   40 Projectile Defense
  You can use a Two-Handed weapon to block any projectile at -30.
   40 Disarm
  You only take -20 to the Disarm maneuver.
   30 Deflect
  Add your DEX bonus to weapon Fortitude.
   40 Running Shot
  -10 to Attack if you move 1/4 of your Movement, or -25 at full.
   50 Chained Attacks
  Treat a weapon’s Additional Attack Penalty as if it were one size
  category smaller; a Large weapon is -30, and Medium is -20.
   30 Dodging with Shield (DE)
  A character applies a shield’s Block bonus instead of Dodge.
   30 Bodyguard (DE)
  Reduce the penalty for Push Aside to -10. This does not grant any
  advantage to characters with supernatural shields.
   30 Movement in Confined Spaces(DE)
  Halve the penalties for being in small spaces.
   40 Unusual Traps (DE)
  The character can use Trapping attacks with a weapon that does
  not have that rule. These Traps are at -60 ATK and -3 DEX.
   40 Reduction of Armor
  Ignore 1 point of armor on the target.
   30 Second Weapon: Defensive Style (DE)
  A character with two weapons can use it for a “free” defense,
  ignoring the multiple Defense penalty. The third is at -30, etc.
   10
  Firm Grip (DE)
  The character adds +3 to checks to prevent Disarming.
   40 Multiple Targets
  Ignore the -10 penalty for switching targets.
   0
  Initial Weapon:
   15
  Mixed Weapon:
   10
  Similar Weapon:
   20 Different/No Weapon:
   50 Group  (p.63):
   50 Group (p.63):
  
  Martial Arts Weapons (p.43 DE):
  Technique:
  MK Cost
  STR
  Level
  AGI
  DEX
  CON POW
  WIL
  GEN
  Technique:
  MK Cost
  STR
  Level
  AGI
  DEX
  CON POW
  WIL
  GEN
  Technique:
  MK Cost
  STR
  Level
  AGI
  DEX
  CON POW
  WIL
  GEN
  Technique:
  MK Cost
  STR
  Level
  AGI
  DEX
  CON POW
  WIL
  GEN
  Technique:
  MK Cost
  STR
  Level
  AGI
  DEX
  CON POW
  WIL
  GEN
  Technique:
  MK Cost
  STR
  Level
  AGI
  DEX
  CON POW
  WIL
  GEN
  Technique:
  MK Cost
  STR
  Level
  AGI
  DEX
  CON POW
  WIL
  GEN
  Martial Art:
  Attack:            Defense:            Dmg.:           MK:
  Weapon Tables
  Martial Arts
  Ki
      Accumulations:
  +1 Ki Point:
  1      2      3
  +1 Accumulation Point
  10      15      20      25     30
  DP COST (COMBAT)
  Recovery: 1 point of Ki per                           10 Min.            1 Min. (20 turns)            30 sec. (10 turns)               6 sec. (2 turns)
     Limit
                       
   Character:
  Dominion Techniques
  MK
                                                                                                                                                                                                                                 Player:    
  MK Cost
  Basic, Base
  Basic, Advanced
  +30      Tao +10
  Basic, Supreme
  +50      Tao +20
  Advanced, Base/Arcane
  50/+50      Tao 20/+20
  DP COST (COMBAT)
  Halve the cost if you choose it at Level 1.
  *You may take 1 Martial Art for every 40 points of Attack + Defense.
  Style Modules
  *Weaponsmasters pay only half the DP cost on Style Modules
  and weapon tables.
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200                   
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400    
  Weapon Groups: Type (eg swords), Projectile,
  Thrown Improvised, Assassin, Barbarian, Knight,
  Nomad, Gladiator, Hunter, Soldier, Ninja, Duelist, Aboriginal,
  Pirate, Bandit.
  Ac
  Ma
  Ac
  Ma
  Ac
  Ma
  Ac
  Ma
  Ac
  Ma
  Ac
  Ma
  Ac
  Ma
  Ki used:
  The accumulation is visible
  to all after 20 points.
  *If you make other actions, accumulation is reduced to half unless the total Ki cost can be accumulated in a single turn.
  Ki below 10: -1 fatigue every 5 min.
  Ki 0: -1 fatigue every 5 turns.
     Inhuman
  
  Using Free Psychic Points
  Character:                                                                                                                                                                                                                 Player:
  Psychic Points
  +1 PP:
  10      15      20
  COST IN DP (PSYCHIC)
  PP used:
  Base    Level     Sp      Points
  1
  +1 point per                levels
  Total
  Bonus to Projection: Add +10 to Projection per PP used (maximum +50).
  Bonus to Psychic Potential: during your turn, add +20 to the Potential for a power; the maximum it
  +100, or 5 PP
  Eliminate Fatigue: Use PP in lieu of Fatigue when you fail to use a Power.
  Temporary Access to a Power: Use 1 PP to use an unknown power for 1 turn, instead of permanently
  investing 1 PP to learn the power
  Augment Innate Slot: As the Bonus to Potential, but applied to a Maintained power. Points spent in this 
  way do not recover until the power is no longer maintained.
  Psychic Projection
  Psychic Projection
  TOTAL                     Bonus     Points    Special          
  =                      +          +          
  DEX
  2  3
  Cost
  Projection Difficulty
  DIFFICULTY
  20
  40
  80
  120
  140
  180
  240
  280     
  RANGE
  Requires Physical Contact.
  5m
  20m
  100m
  250m
  500m
  1km*
  10km.*
       
  * You don’t need Line of Sight, but you need some way
  to see the target.
  Style Tables
   100 Psychic Projection as Attack and Defense.
  You can use Attack or Defense abilities as 
  Psychic Projection. Bonuses from Class and
  Characteristics don’t count.
  Attack with Projection
  *Shield other is an active action. The penalty is -40 defense.
  Defense with Projection
  Psychic Potential
  PP
  Psychic Potential
  =           +          +          +          
  TOTAL         Base      Points    Crystals  Special          
  *The number in parenthesis is the total number of PPs invested.
  Bonuses to Psychic Potential
  PP Cost:        1        2 (3)    3 (6)   4 (10)   5 (15)   6 (21)  7 (28) 8 (36)  9 (48)   10 (55)
  Points:        +10      +20      +30      +40      +50      +60      +70      +80      +90      +100
  *Base: Page 193 Core Edition. 
  +10 to WIL 5, +10 per point until 14. Each point over 15 raises it +20.
  Time of Concentration:         1 turn      3 turns      5 turns     1 minute   1 hour
  Bonus to Potential:                  +10           +20           +30            +40        +50
  Dividing Potential: A mentalist can use more than one power in a turn by dividing
  his potential between them. For instance, put +40 in one power and +20 in another, if
  your potential is +60. The minimum amount you can put in any one power is +10.
  Mental Patterns
  *Concentration is a Full Turn action, and doing anything else breaks your concentration.
  Pág. 100 AE.
  Pattern:
  Opposite Pattern:                                                                  Cost (Psychic):              Cancellation:                 
  Bonus:
  Penalty:
  Pattern:
  Bonus:
  Penalty:
  Pattern:
  Bonus:
  Penalty:
  If taking multiple actions this turn, apply a -25 to
  your Psychic Potential, but not your Projection.
  Unless otherwise specified, AT does not count against
  Psychic attacks.
  You must have at least a 10% margin of sucess on your
  Projection roll to affect a target.
  Unless otherwise specified, an opponent without
  See Matrices takes the Blind penalty when defending
  against a Psychic power.
  Unless otherwise specified, an opponent must be able
  to Block Energy to defend against a psychic attack.
  FREE PP
  Recover: 1 PP per
  hour        10 min         5 min         1 min
  Opposite Pattern:                                                                  Cost (Psychic):              Cancellation:                  
  Opposite Pattern:                                                                  Cost (Psychic):              Cancellation:                  
  
  Energy Intensities
  Intensity                 Equivalence                   Dmg
  1
  3
  5
  7
  20
  30
  40
  50
  Candle Flame
  Torch Flame
  Small Bonfire
  Large Bonfire
  House Fire
  Large Furnace
  Burning Castle
  Volcano
  5
  15
  25
  35
  100
  150
  200
  250
  FIRE
  Intensity                  Equivalence                  Dmg
  1
  5
  10
  20
  30
  50
  Frost
  Snow
  Ice
  Iceberg
  Polar Storm
  Glacial Zone
  5
  25
  50
  100
  150
  250
  COLD
  Intensity                  Equivalence                  Dmg
  1
  3
  5
  7
  20
  40
  Spark
  Static
  Small Discharge
  Electric Eel
  Lightning
  Electrical Storm
  5
  15
  25
  35
  100
  200
  ELECTRICITY
  Heat Damage: roll 1d100 + damage
  140 to 179:  SCORCHING.
  No extra damage, but the character must put out the fire. You can suppress
  the flames by making a DEX or AGI check. Subtract that result from the
  Heat Level; once it’s below 140, the character doesn’t have to roll anymore.
  Each turn the fire is not suppressed, the Heat Level rises by 10.
  180 to 239: BURNING.
  10 damage every turn. Every Heat AT decreases the damage by 2.
  240 to 299: IN FLAMES.
  As above, but 25 damage each turn. Removing clothing or armor reduces
  the Heat Level by 60.
  300+: BURNING TO ASHES.
  As above, but take 50 damage per turn.
  Cold Damage:
  Make a PhR check against the damage dealt. If you fail, the amount you
  failed by is an AAP that decreases at -5 per turn.
  Electrical Damage:
  As Cold Damage, but it decreases by 10 points per turn. If you fail by over
  60 points, however, you fall unconscious.
  Psychic Powers
  PP
  Disciplines Known
  Maintainable Powers
  *For each PP invested in a power, you can raise its Potential by +10. A maximum of +100 is
  allowed, so you may not put more than 10 PP into a given Power.
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurdo
  Almost Imposs.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintainable:
  Power                                                                  Level Maintained
  
  Innate Magic
  Mágic Projection
  Zeon
  Base   Points   Class   Level Special
  *Zeon Base = 20 + (Povv x10) + POVV Mod
  +5 Points of Zeon:
  1       2         3
  +1 MA Multiple*:
  50     60      70 
  COSTE EN PD (SOBRENATURAL)
  ACT
   Base     Multi.(x1) Special                                                        
          Base    Mult (x1)   Mod.       Maint
  Character:                                                                                                                                                                                                                               Player:
  Zeon usage:                                                                           
  *MA Base: page. 109 Core Edition.
  If you perform more actions in the same turn, your MA is halved.
  If you accumulate pure magic and plenty of Zeon or you do not use it,
  you lose 10 points.
  If you accumulate for a given spell, you can “hold it” for as many
  rounds as you attribute power. If you do not release it, lose 10 Zeon .
  If you get hit while you accumulateing, you must overcome Resist Pain
  dif. Damage suffered x2 or lose Zeon accumulated.
  Bonus +40 to the roll if accumilating for a specifc spell.
  After accumulateing 150 zeon, visual effects manifests.
  Proyección 
  Mágica
  TOTAL                   Attribute Points  Special          
  =Dex            +        
  2  3
  Desequilibrio 
  Ofensivo
  Desequilibrio 
  Defensivo
  Styles Table
  � 75
  Magic Projection as Attack.
  Can use attack instead of Mag Proj when casting offensive 
  spells. Does not add Class/level or weapon quality.
  � 75
  Magic Projection as Defense.
  Can use Defense instead of Mag Proj when casting defensive 
  and passive spells. Does not add Class/level or armor quality. 
  Desequilibrio 
  elemental
  The maximum difference
  between offensive and de-
  fensive imbalance is
  30 points.
  DifficultyinProjection
  DIFICULTAD
  20
  40
  80
  120
  140
  180
  240
  280     
  ALCANCE
  Requires Physical Touch
  5 m.
  25 m.
  100 m.
  250 m.
  500 m.
  1 Km.*
  5 Km.*
  Cost
  If you meditate for half a day, add your Willpower mod to recovery.
  If you meditate for a day, double the Willpower mod adds.
  MA
  ACTIVE sPELLS
  MA:
        
  Modifier
  * Doesnotrequire directline ofsight,onlyan aproximate
  location.ThisappliestoDif240and higher.
  Essence
  Earth
  Water
  Creation
  Light
  Darkness
  Destruction
  Fire
  Air
  Illusion
  Necromancy
  Theories of Magic
  Zeon 50 or less: -2 points fatigue. -10 all actions.
  Zeon 0:  Fatigue 1/2, -30 all actions.
  +1 Regen Multiple:
  25     30      35 
  Opposite Paths doubles the
  Magic Level Cost for those
  paths.
  Necromancy opposes all
  paths.
  =
  *Added to your Regeneration Multiple.
  * Shielding others isan active action. The defense applies a-40.
  * Useing a non active spell offensivlyhalfs projection.
  Paths of Magic
  NdM
  Mod.
  Cooonjur        
          
    
    
  Zeon    
  Pág.       
  Cooonjur
  Zeon     
  Pág. 
  * Subtract the total daily amount
  of Zeon.
  Total Zeon:
  -
  advantage
  x
  x
  x
  Advantage
  The spells work with the potential indicated in the table (ie, someone with MA 60 launched an innate spell cost 20 Zeon with that potential). You can only keep one Innate spell at once.
  No Zeon cost under the specified amount
               10           20               30           40          50              60              70              80                 90
  Accumalation;
  Recovery / Day;
  Magic Projection
  Offensive Projection
  Defensive Projection
  +
  Elemental Imbalance
  Difficulty
  Distance
  Spells
  Zeon
  Page
  Spells
  Zeon
  Page
  Cost in DP (Supernatural)
  Cooonjur          
            
    
    
  Zeon    
  Pág.          
  Cooonjur
  Zeon     
  Pág. 
  Spells
  Zeon
  Page
  Spells
  Zeon
  Page
  
  50
  30
  25
  20
  10
  Natural
  Knowledge
  MagLv per
  Inteligence
  Total MagLv
  Actual MagLv
  Natural
  Magical Learning
  5DP per 5 MagLv
  Maximum = 10% of total DP.
  Total gained
  by levels
  Advantage
  Advantage
  Advantage
  Increased
  Destruction
  10
  Empowered
  Shields
  5
  Remove
  Protection
  5
  Defensive
  Expertise
  10
  Expanded
  Area
  10
  3
  Mystic
  Accuracy
  5
  2
  Offensive
  Expertise
  10
  4
  Mystic
  Accuracy
  10
  6
  Defensive
  Expertise
  10
  6
  Expanded
  Area
  10
  6
  Offensive
  Expertise
  10
  7
  Double
  Damage
  20
  10
  High
  Magic
  20
  10
  Natural
  Maintainance
  20
  10
  Unlimited
  Zeon
  20
  10
  Double
  Innate Spells
  20
  7
  Avatar
  20
  9
  Superior
  Innate Spells
  20
  9
  Advanced
  Zeon Regen
  5
  8
  Defined
  Mag Proj
  5
  10
  Elevation
  5
  6
  Defined
  Mag Proj
  5
  6
  Combined
  Magic
  5
  3
  Persistant
  Effect
  5
  3
  Defined
  Mag Proj
  5
  Advanced
  Zeon Regen
  5
  Explotation
  ofnatural Energies
  5
  Defined
  MagProj
  5
  Double
  Spells
  20
  7
  Spell Spc. 
  Lv. 80
  5
  8
  Bind
  Spells
  25
  8
  Maximize
  Spell
  10
  5
  Spell Spc. 
  Lv. 60
  5
  3
  Increased
  Range
  5
  Pierce
  Resistances
  5
  2
  Spell Spc. 
  Lv. 30
  5
  Mystic
  Concentration
  5
  Spell Spc. 
  Lv. 30
  5
  Spirtual
  Loop
  15
  6
  Control
  Space
  10
  6
  Spirtual
  Loop
  25
  9
  Secure
  Defense
  5
  Energy
  Control
  10
  Force
  Speed
  5
  Transfer
  magic
  10
  3
  Life
  Magic
  5
  3
  Endure
  SprN Dmg
  10
  3
  Pierce
  Resistances
  5
  4
  Spell Spc. 
  Lv. 60
  5
  3
  Spell Spc. 
  Lv. 70
  5
  5
  Explotation
  of naturalEnergies
  5
  3
  Defined
  Mag Proj
  5
  3
  Hidden
  Magic
  5
  Force
  Speed
  5
  2
  Defined
  Mag Proj
  5
  5
  Advanced
  Zeon Regen
  5
  5
  Defined
  Mag Proj
  5
  4
  Magic levels 
  *you can find your inteligence value on page 112 in the Core BooK 
  Arcana Shepirah 
  4 
  Empowered
  Remove 
  Shields
  Protection 
  5
  5 
  5 
  Defensive 
  Expertise 
  10 
  2 
  Feel
  Force 
  Magic
  Speed 
  5
  5
  Increased
  Destruction
  10
  4
  Remove
  Protection
  5
  Offensive
  Expertise
  10
  5
  Spell Spc. 
  Lv. 50
  5
  2
  Increased
  Range
  5
  Life
  Magic
  5
                 
  Equivalencia             
  1
  3
  5
  7
  20
  30
  40
  50
  Flame of a candle
  Flame of a torch
  A Small Bonfire
  A Big Bonfire
     House burning down
  Big Furnace fire
  Castle in flames
  Volcano
  5
  15
  25
  35
  100
  150
  200
  250
  GO
  1
  5
  10
  20
  30
  50
  Frost
  Snow
  Ice
  Iceberg
  Polar Storm
  Glacial Area
  5
  25
  50
  100
  150
  250
  FRÍO
  Intensidad               Equivalencia              
  1
  3
  5
  7
  20
  40
  Spark
  Static
  Small Disscharge
  Electrical Eel Discharge
  Lightning
  Heavy Electrical Storm
  5
  15
  25
  35
  100
  200
  ELECTRICIDAD
  Damage per Heat: Roll 1d100+Dmg
  (divide by 5 ifyou have Damage Re-
  sistance).
  100 to 179: Scorching.No extradamage,you
  can suppressthe fire byrolling (1d10+Dex or
  Agi, Subtract the resultfrom the level of heat.)
  Othervvise add 10 levelsto the heat table.Page
  216 Core.
  180 to 239: Burning.
  As before, lose 10hpeveryturn, -2 per
  HeatAT
  (50 for Dmg Resistance, -5 per AT).
  240 to299: In flames.
  Asbefore, burningcharacter loses 25hp
  per turn (125 Dmg Res). Stripping removes
  60 points from the Heat Table.
  300+: Burning to ashes.
  Asbefore, 50damage per turn (250 DmgRes).
  Damage Per Cold:
  PHR equal to cold damage to amount. All
  action Penalty equal to the degree of failure.
  Decreasesat 5 points per turn. (Dmg Res
  divide by5)
  Damage per Electricity:
  PHR equal to Elec damage to amount.
  All action Penalty equal to the degree of
  failure. Decreasesat 10points per turn. 
  Ifthe roll fails by over 60 points the character
  falls unconcious.
  Metamagic Effects
  Energies
  Cost in DP
  (Supernatural)
  Bought:
  Intensities
  Fire
  Equivalence
  Dmg
  Cold
  Intensities
  Intensities
  Equivalence
  Equivalence
  Dmg
  Dmg
  
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200        
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400          
      Spell
  Base Dmg.
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200        
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400          
      Spell
  Base Dmg.
       
   Character:                                                                                                                                                                                                                          Player:
  
    
    
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                        Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
  Maint.
  Base:
   Intermed:
  Advanced:
  Arcane:
      Spell:                                                         Path:
  Level:           Action:                       Type:
  Base          Intermed    Advanced     Arcane
  Grade
  Zeon
  Int R.
   Maint.
  Base:
  Intermed:
  Advanced:
  Arcane:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200         
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400          
      Spell
  Base Dmg.
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200         
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400          
      Spell
  Base Dmg.
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200         
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400          
      Spell
  Base Dmg.
  
   Character:                                                                                                                                                                                                                              Player:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200        
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400         
  Power
  Base Dmg.
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200        
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400         
  Power
  Base Dmg.
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  
     
     
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200       
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400        
  Power
  Base Dmg.
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200       
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400        
  Power
  Base Dmg.
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200      
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400        
  Power
  Base Dmg.
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  Power:                                                           Pot:
  20
  40
  80
  120
  140
  180
  240
  280
  320
  440
  Routine
  Easy
  Average
  Difficult
  Very Difficult
  Absurd
  Almost Impos.
  Impossible
  Inhuman
  Zen
  Level:           Action:                        Maintenance:
  
   
   
   
   
   
   
   
   
   
   
   
   
  Is it power you seek?
   I am Jabberwock!
     As you have sought,
       So shall you recieve.
  
   
   
  TABLE 2: MASS SUMMONING
  Summoning
  TOTAL                   Attribute   Points  Special     Class       Level          
  Convocar
  =POW
  1  2  3
  Cost
  Domiiinnnacó
  =WP
  1  2  3
  Cost
  Atadura
  =Pow
  1  2  3
  Cost
  Desconvocar
  =Pow
  1  2  3
  Summoning Difficulties Table
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  140
  160
  180
  200
  220
  240
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  10
  20
  40
  60
  80
  100
  120
  140
  160
  180
  200
  220
  240
  260
  280
  300
  180
  200
  220
  240
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
  480
  20
  40
  80
  120
  160
  200
  240
  280
  320
  360
  400
  440
  480
  520
  560
  600
  160
  180
  200
  220
  240
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
  5
  10
  20
  30
  40
  50
  60
  70
  80
  90
  100
  120
  140
  160
  180
  200
  100
  120
  140
  160
  180
  200
  220
  240
  260
  280
  300
  320
  340
  360
  380
  400
  5
  5
  10
  15
  20
  25
  30
  40
  50
  60
  80
  100
  120
  140
  160
  180
  Tiempo convoca 
  Immidiate
  A complete turn
  Three Turns
  Five Turns
  One Minute
  One hour
  Six hours
  One day
  Seven Days
  One Month
  Six Month
  A year
  Five years
  Ten years
  More than fifty years
  -100
  -50
  -20
  0
  +10
  +20
  +30
  +40
  +50
  +60
  +70
  +80
  +90
  +100
  +120
  Cost
  * If you decide to specialize in invocations, you can not Summon, but the cost of Zeon Invocations, aeons, arcane, etc., is reduced to half.
  Not knowing the type of creature
  Possess an object that belongs to it
  -50
  +10
  Posses a part of it
  Know the beings true name
  +20
  +20
  Mod.
  +          +          +          +    
  +          +          +          +    
  +          +          +          +  
  +          +          +          +  
  Summoning
  Control
  Bind
  Banish
  Level
  Summon
  Zeon
  Control
  Zeon
  Bind    Zeon      Banish     Zeon            
    Time Spent            Modifier
  s
       Summoning factors
  Mod.
  Summoning factors
  Mod.
  Zeon
  Base   Points   Class   Level Special
  *Zeon Base = 20 + (Povv x10) + POVV Mod
  ACT
   Base     Multi.(x1) Special                                                        
          Base    Mult (x1)   Mod.       Maint
  *MA Base: page. 109 Core Edition.
  Desequilibrio 
  elemental
  If you meditate for half a day, add your Willpower mod to recovery.
  If you meditate for a day, double the Willpower mod adds.
  MA
  *Added to your Regeneration Multiple.
  -
  x
  x
  x
  Advantage
  Accumalation;
  Recovery / Day;
  Elemental Imbalance
  Character:                                                                                                                                                                                                                               Player:
  +5 Points of Zeon:
  1       2         3
  +1 MA Multiple*:
  50     60      70 
  COSTE EN PD (SOBRENATURAL)
  +1 Regen Multiple:
  25     30      35 
  *Added to your Regeneration Multiple.
  Cost in DP (Supernatural)
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  160
  180
  200
  220
  240
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
   2
  2
  2
    2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  180
  200
  220
  240
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
  480
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  200
  220
  240
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
  480
  500
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  220
  240
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
  480
  500
  520
  25
  25
  25
  25
  25
  25
  25
  25
  25
  25
  25
  25
  25
  25
  25
  25
  Level
  Summon      NR
  Summon      NR
   Summon NR          
  Summon        NR
  10
  10
  10
  10
  10
  10
   
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  240
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
  480
  500
  520
  540
  50
  50
  50
    50
  50
  50
  50
  50
  50
  50
  50
  50
  50
  50
  50
  50
  260
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
  480
  500
  520
  540
  560
  100
  100
  100
  100
  100
  100
  100
  100
  100
  100
  100
  100
  100
  100
  100
  100
  280
  300
  320
  340
  360
  380
  400
  420
  440
  460
  480
  500
  520
  540
  560
  580
  250
  250
  250
  250
  250
  250
  250
  250
  250
  250
  300
  320
  340
  360
  380
  400
  420
  440
  460
  480
  500
  520
  540
  560
  580
  600
  500
  500
  500
  500
  500
  500
  500
  500
  500
  500
  500
  500
  500
  500
  500
  500
  Level
  Summon      NR
  Summon      NR
   Summon NR          
  Summon        NR
  250
  250
  250
  250
  250
  250
  TABLE 13-14: SHEELE SUMMONING 
   
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  320
  340
  360
  380
  400
  420
  440
  460
  480
  500
  520
  540
  560
  580
  600
  620
  1000
  1000
  1000
     1000
  1000
  1000
  1000
  1000
  1000
  1000
  1000
  1000
  1000
  1000
  1000
  1000
  Level
  Summon      NR
  A character can enchance the actions of his sheele with large 
  amounts of supernatural power.  Therefore, he can give it a 
  bonus to any particular action equal to the amount of Zeon he 
  chooses to spend for that purpose, up to a maximum deter-
  mined by the Control Ability of the master (TTTaaabbbllleee   111444). If the 
  sheele is in Soul Form, this improvment is reduced to half the 
  Zeon spent (rounded down to the nearest 5)
  Summoning a Sheele has the same requirements as summoning a
  being of the summoners level +1 and costs 10 times the normal
  amount of Zeon.
  If the summoner is trying to call it for another individual, the diffi-
  culty is that persons level +2 and the cost must be fully paid by both 
  the summoner and the other person, since the summoner needs to 
  attract the Sheele and then the other person must create its essence.
  Like any other supernatural creature, a Sheele may be bound as a 
  Familiar. In this case, add the levels of difficulty for summoning and 
  binding a Sheele (Table13) to the difficulty of binding a Familiar (+2 
  lvl diff.) That is, binding a Sheele is done as if it had (+3 lvl diff) for 
  the summoner or (+4 lvl diff) for another person. Zeon cost does not 
  increase from the normal cost of summoning a Sheele.
  
   
   
   
   
   
   
   
   
   
   
   
   
  STR
  AGI
  DEX
  CON
  POW
  WIL
  Ki
      Accumulations:
  +1 Ki Point:
  1      2      3
  +1 Accumulation Point
  10      15      20      25     30
  DP COST (COMBAT)
  Recovery: 1 point of Ki per                           10 Min.            1 Min. (20 turns)            30 sec. (10 turns)               6 sec. (2 turns)
     Limit
                       
  MK Cost
  Ki used:
  The accumulation is visible
  to all after 20 points.
  *If you make other actions, accumulation is reduced to half unless the total Ki cost can be accumulated in a single turn.
  Ki below 10: -1 fatigue every 5 min.
  Ki 0: -1 fatigue every 5 turns.
  Ki Summoning
  Seals of Invocación 
  Known Seals
  Minor        Major*
  Air
  Water
  Fire
  Wood
  Metal
  MK Cost:       30            60  
  Ki Cost:            5              15  
  Pacts of Blood                                     Level   Required Seals
  * You need the Minor seal before you can purchase the Major version. Also, a Major seal counts for 5 Minor seals.
  Pacts of Blood: In order to summon a creature, you must draw
  the invocation circles and perform a Summoning check against
  +30 the difficulty and pay twice the Ki cost.
  Once invoked, you must convince the creature to accept a pact.
  If you encounter the creature, you do not have to make an inv-
  ocation to make a pact.
  Test of Invocation: 1d100 (without bonus) against a difficulty of
  10 for each level difference the creature has over the Invoker.
  Each additional minor seal (of the correct element) add a +5 to
  the Invoker’s check A Major seal adds +25.
  Creatures of lower level do not have a Difficulty, and are succe-
  ssful as long as the Invoker does not Fumble.
  Invokable Creature Types: Only creatures of Between Worlds or
  of the Samsara (spirits, elementals, etc.) can be called. Undead 
  are off limits, as are Natural creatures and anything with 35+
  in Gnosis.
  
  Character:                                                                                                                                                                                                                             Player:
  Duration:                
  Invocation:                                                    
  Difficulty:                    Action:                                                Zeon:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200          
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400            
  Base Dmg.
  Attack
  Defense
  Effect:
   Pact:
  Appearance:
  Duration:                
  Invocation:                                                    
  Difficulty:                    Action:                                                Zeon:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200           
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400            
  Base Dmg.
  Attack
  Defense
  Effect:
   Pact:
  Appearance:
  Duration:                
  Invocation:                                                    
  Difficulty:                    Action:                                                Zeon:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200           
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400            
  Base Dmg.
  Attack
  Defense
  Effect:
   Pact:
  Appearance:
  Duration:                
  Invocation:                                                    
  Difficulty:                    Action:                                                Zeon:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200           
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400            
  Base Dmg.
  Attack
  Defense
  Effect:
   Pact:
  Appearance:
  Duration:                
  Invocation:                                                    
  Difficulty:                    Action:                                                Zeon:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200           
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400            
  Base Dmg.
  Attack
  Defense
  Effect:
   Pact:
  Appearance:
  Duration:                
  Invocation:                                                    
  Difficulty:                    Action:                                                Zeon:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200           
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400            
  Base Dmg.
  Attack
  Defense
  Effect:
   Pact:
  Appearance:
  Duration:                
  Invocation:                                                    
  Difficulty:                    Action:                                                Zeon:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200          
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400            
  Base Dmg.
  Attack
  Defense
  Effect:
   Pact:
  Appearance:
  
    
    
    
   
   
   
    
  -50
  -25
  0
  +40
  +80
  +120
  Incarnation:                                                    
  Generic Powers:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200                 
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              
  Base Dmg.
  Attack:                      Defense                       :                             Init.:                                                    
  MINOR AFFINITY      Level:                Difficulty:                     Zeon:
  Arma:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200                 
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              
  Base Dmg.
  Attack:                      Defense                       :                             Init.:                                                    
  INTERMED. AFFINITY         Level:                Difficulty:                     Zeon:
  Arma:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200                 
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              
  Base Dmg.
  Attack:                      Defense                       :                             Init.:                                                    
  MAJOR AFFINITY     Level:                Difficulty:                     Zeon:
  Arma:
  5  Turns
  10 Turns
  1 Minute
  10 Minutes
  1/2 Hour
  1 Hour
  Bonuses to Difficulty
        Penalties to Difficulty                      Synchronization
  Incarnation:                                                    
  Generic Powers:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200                 
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              
  Base Dmg.
  Attack:                      Defense                       :                             Init.:                                                    
  MINOR AFFINITY      Level:                Difficulty:                     Zeon:
  Arma:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200                 
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              
  Base Dmg.
  Attack:                      Defense                       :                             Init.:                                                    
  INTERMED. AFFINITY         Level:                Difficulty:                     Zeon:
  Arma:
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200                 
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              
  Base Dmg.
  Attack:                      Defense                       :                             Init.:                                                    
  MAJOR AFFINITY      Level:                Difficulty:                     Zeon:
  Arma:
  5  Turns
  10 Turns
  1 Minute
  10 Minutes
  1/2 Hour
  1 Hour
  Bonuses to Difficulty
        Penalties to Difficulty                      Synchronization
  Character:                                                                                                                                                                                                                               Player:
  -50
  -25
  0
  +40
  +80
  +120
  *+50 if you lack info.
  *+50 if you lack info.
  
      Name:                                                                                Level:
  Type of Creature:                                             Class:                               Gnosis:
  Regen.     Healing     Neg.
  LP TOTAL
  Wounds                                                                                                                               Criticals
  Pag. 59 CE
  Death = -CONx5
  STR:
  AGI:
  DEX:
  CON:
  INT:
  PER:
  POW:
  WIL:
      PhR:
  DR:
  VR:
  MR:
  PsR:
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.     Speed    Final Initiative           Critical 1         Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.      Speed     Final Initiative           Critical 1      Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.      Speed    Final Initiative           Critical 1       Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Armor                  CUT  IMP THR   HOT ELE  COL          ENE 
  ABSORPTION
  AT:
  Natural
  Initiative
  Abilities
  Fatigue
  Size       
  Movement:    
  Attack Ability:
  Block Ability:
  Dodge Ability:
  Magic Projection:
  Psychic Projection:
  Ki
  STR
  AGI
  DEX
  CON
  POW
  WIL
  Zeon
  MA
  PP
  Potential
  Ki/ Zeon/ PP used      
  Special Abilities and Powers         
  Big thanks to everyone who posted in the thread with feedback:
  vytzka
  EvilChildren
  ilovecheese
  tasuret
  
   
   
   
   
   
   
   
   
   
   
   
   
      Name:                                                                                Level:
  Type of Creature:                                             Class:                               Gnosis:
  Regen.     Healing     Neg.
  LP TOTAL
  Wounds                                                                                                                               Criticals
  Pag. 59 CE
  Death = -CONx5
  STR:
  AGI:
  DEX:
  CON:
  INT:
  PER:
  POW:
  WIL:
      PhR:
  DR:
  VR:
  MR:
  PsR:
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.     Speed    Final Initiative           Critical 1         Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.      Speed     Final Initiative           Critical 1      Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.      Speed    Final Initiative           Critical 1       Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Armor                  CUT  IMP THR   HOT ELE  COL          ENE 
  ABSORPTION
  AT:
  Natural
  Initiative
  Abilities
  Fatigue
  Size       
  Movement:    
  Attack Ability:
  Block Ability:
  Dodge Ability:
  Magic Projection:
  Psychic Projection:
  Ki
  STR
  AGI
  DEX
  CON
  POW
  WIL
  Zeon
  MA
  PP
  Potential
  Ki/ Zeon/ PP used      
  Special Abilities and Powers         
  
   
   
   
   
   
   
   
   
   
   
   
   
      Name:                                                                                Level:
  Type of Creature:                                             Class:                               Gnosis:
  Regen.     Healing     Neg.
  LP TOTAL
  Wounds                                                                                                                               Criticals
  Pag. 59 CE
  Death = -CONx5
  STR:
  AGI:
  DEX:
  CON:
  INT:
  PER:
  POW:
  WIL:
      PhR:
  DR:
  VR:
  MR:
  PsR:
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.     Speed    Final Initiative           Critical 1         Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.      Speed     Final Initiative           Critical 1      Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.      Speed    Final Initiative           Critical 1       Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Armor                  CUT  IMP THR   HOT ELE  COL          ENE 
  ABSORPTION
  AT:
  Natural
  Initiative
  Abilities
  Fatigue
  Size       
  Movement:    
  Attack Ability:
  Block Ability:
  Dodge Ability:
  Magic Projection:
  Psychic Projection:
  Ki
  STR
  AGI
  DEX
  CON
  POW
  WIL
  Zeon
  MA
  PP
  Potential
  Ki/ Zeon/ PP used      
  Special Abilities and Powers         
  
   
   
   
   
   
   
   
   
   
   
   
   
      Name:                                                                                Level:
  Type of Creature:                                             Class:                               Gnosis:
  Regen.     Healing     Neg.
  LP TOTAL
  Wounds                                                                                                                               Criticals
  Pag. 59 CE
  Death = -CONx5
  STR:
  AGI:
  DEX:
  CON:
  INT:
  PER:
  POW:
  WIL:
      PhR:
  DR:
  VR:
  MR:
  PsR:
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.     Speed    Final Initiative           Critical 1         Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.      Speed     Final Initiative           Critical 1      Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Weapon                                               Attack        Defense     Base Dmg.  Final Dmg.      Speed    Final Initiative           Critical 1       Critical 2 (-10 At.)   Firing Rate  Special
  10           20            30            40           50          60            70           80            90          100          110          120          130         140          150         160           170          180         190          200              Fortitude      Breakage               
  210          220         230         240         250         260         270          280        290         300          310         320         330         340         350        360          370         380         390        400              Presence        Fumble
  Armor                  CUT  IMP THR   HOT ELE  COL          ENE 
  ABSORPTION
  AT:
  Natural
  Initiative
  Abilities
  Fatigue
  Size       
  Movement:    
  Attack Ability:
  Block Ability:
  Dodge Ability:
  Magic Projection:
  Psychic Projection:
  Ki
  STR
  AGI
  DEX
  CON
  POW
  WIL
  Zeon
  MA
  PP
  Potential
  Ki/ Zeon/ PP used      
  Special Abilities and Powers         
  
SOURCE: textdata/thevault/Anima. Beyond Fantasy System [multi]/Anima - Fillable Character Sheet.pdf