0% found this document useful (0 votes)
309 views2 pages

Anime 5e - Game Screen

The document provides a detailed overview of character attributes, proficiency levels, and skill proficiencies relevant to a role-playing game. It includes various tables that outline hit dice, ability score modifiers, weapon damage, and experience points required for level advancement. Additionally, it describes the effects of success and failure in skill checks, as well as movement speeds and attack roll advantages and disadvantages.

Uploaded by

Brandie Lynch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
309 views2 pages

Anime 5e - Game Screen

The document provides a detailed overview of character attributes, proficiency levels, and skill proficiencies relevant to a role-playing game. It includes various tables that outline hit dice, ability score modifiers, weapon damage, and experience points required for level advancement. Additionally, it describes the effects of success and failure in skill checks, as well as movement speeds and attack roll advantages and disadvantages.

Uploaded by

Brandie Lynch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

TABLE 10 • 1ST-LEVEL BASE POINTS TABLE 13: SKILL PROFICIENCIES TABLE 21: MARGIN OF SUCCESS TABLE 23: RANGE

TABLE 21: MARGIN OF SUCCESS TABLE 23: RANGE PENALTIES TABLE 27: CHALLENGE RATING XP TABLE A: MOVEMENT SPEED
CLASS BENEFIT POINT VALUE SKILL ASSOCIATED ABILITY TOTAL ROLL RESULT RANGE EFFECTIVE INTERMEDIATE REMOTE CR POINTS XP CR POINTS XP TERM SPEED (FEET) MAINTAINING
MARGIN OF SUCCESS
Hit Dice – d4 (Points each Level) 2 Academia Intelligence VS. DC OR AC RANK RANGE RANGE RANGE 0 Up to 50 0 or 10 14 261-280 11,500 Walk 30 Great distances
Hit Dice – d6 (Points each Level) 3 Acrobatics Dexterity Roll exceeds target by 15+ Outrageous success 1 — — — ⅛ 51-65 25 15 281-300 13,000 Jog 45 Extended distances
Hit Dice – d8 (Points each Level) 4 Agriculture Wisdom Roll exceeds target by 11-14 Extreme success 2 — — — ¼ 66-80 50 16 301-320 15,000 Dash 60 Moderate distances
Hit Dice – d10 (Points each Level) 5 Alchemy Intelligence Roll exceeds target by 8-10 Major success 3 Up to 30’ 30’ - 50’ 50’ - 100’ ½ 81-95 100 17 321-340 18,000 Sprint 150 Short distances
Hit Dice – d12 (Points each Level) 6 Roll exceeds target by 5-7 Significant success 4 Up to 300’ 300’ - 500’ 500’ - 1,000’ 1 96-110 200 18 341-360 20,000 Swim/Crawl 15 Extended distances
Animal Handling Wisdom
Proficiency – Shields 1 Roll exceeds target by 3-4 Moderate success 5 Up to 1,500’ 1,500’ - 2,500’ 2,500’ - 1 mile 2 111-120 450 19 361-380 22,000 Swim/Crawl 30 Short distances
Arcana Intelligence
Proficiency – Light Armour 1 Roll exceeds target by 1-2 Slight success 6 Up to 3 miles 3 - 5 miles 5 - 10 miles 3 121-130 700 20 381-400 25,000
Architecture Intelligence
Roll equals target Tie or slim success
TABLE 01 • CHARACTER BENCHMARKS
Proficiency – Medium Armour 1
Area Knowledge Intelligence NO MODIFIER DISADVANTAGE
NO DEXTERITY 4 131-140 1,100 21 401-425 33,000 TABLE B: JUMPING DISTANCE
Proficiency – Heavy Armour 1 Roll misses target by 1-2 Slight failure DAMAGE 5 141-150 1,800 22 426-450 41,000
Artisan Dexterity Roll misses target by 3-4 Moderate failure
Proficiency – All Martial Weapons 4 6 151-160 2,300 23 451-475 50,000 DIRECTION START POSITION DISTANCE (FEET)
MAXIMUM MAXIMUM Athletics Strength
MAXIMUM ABILITY MAXIMUM MAXIMUM Proficiency – 5-6 Martial Weapons 3 Roll misses target by 5-7 Significant failure 7 161-170 2,900 24 475-500 62,000
CHARACTER LEVEL PROFICIENCY ARMOUR Up/Back Standing 3 + Strength Modifier
SCORES ATTRIBUTE RANKS NORMAL DAMAGE Business Intelligence Roll misses target by 8-10 Major failure
BONUS CLASS Proficiency – 3-4 Martial Weapons 2 8 171-180 3,900 25 501-525 75,000
Novice (1st Level) 1 @ 18 | 1 @ 17 4 +3 20 25 Proficiency – 1-2 Martial Weapons 1 Climbing Dexterity Roll misses target by 11-14 Extreme failure
TABLE 24: ATTACK ROLL ADVANTAGES Forward Standing ½ Strength Score
9 181-190 5,000 26 526-550 90,000 Forward Running Strength Score
Capable (2nd - 4th Level) 1 @ 19 | 1 @ 18 5 +4 22 40 Proficiency – Simple Weapons (Any Number) 0 Controlled Breathing Constitution Roll misses target by 15+ Outrageous failure Attacker has aimed a ranged weapon (page 162) 10 191-200 5,900 27 551-575 105,000
Culture Intelligence
Seasoned (5th - 10th Level) 1 @ 20 | 1 @ 19 6 +5 24 60 Proficiency – Saving Throw for Specific Ability 2 Attacker has been waiting for an opening in melee (page 162) 11 201-220 7,200 28 575-500 120,000 TABLE C: ENHANCEMENTS
Veteran (11th - 16th Level) 1 @ 22 | 2 @ 20 8 +7 26 100 Proficiency – Skill (each) 1 Deception Charisma Attacker is flanking the opponent (page 161) 12 221-240 8,400 29 501-550 135,000
Mythical (17th - 20th Level) 1 @ 24 | 2 @ 22 10 +10 30 200 Proficiency – Tool (each) 1 Disguise Charisma TABLE 22: CRITICAL FAILURE Attacker is only attempting to touch the target (page 168) 13 241-260 10,000 30 551-600 155,000 RANK AREA DURATION RANGE TARGETS
Proficiency Bonus (each +1 bonus) 2 Domestic Arts Wisdom Attacker is Undetectable to sight (page 120) As Attribute
DICE 0 Single person Touch 1
CRITICAL FAILURE DESCRIPTION
TABLE 02 • ABILITY SCORE MODIFIERS TABLE 08 • LEVEL ADVANCEMENT
Background Proficiencies and/or Languages 4 Empathy Charisma ROLL Attacker or their opponent is using a total attack (page 167) TABLE 28: ENCOUNTER THREAT indicates
Engineering Intelligence Attacker’s Weapon has the Accurate Enhancement (page 125) 1 10’ radius 10 min 10’ 1 or 2
Character overextends their reach and rips their
Etiquette Charisma 2 Opponent is surprised by the attack (page 168) ENCOUNTER AVERAGE CR DEVIATION 2 30’ radius 1 hour 30’ Up to 5
SCORE MODIFIER DESCRIPTION EXPERIENCE POINTS LEVEL PROFICIENCY BONUS clothing (perhaps even in a compromising location)
THREAT DIFFICULTY FROM THREAT SCORE 3 100’ radius 1 day 100’ Up to 10
1 -5 Inept 0 1st +2 Focus Wisdom Character loses focus in combat and drops to
3
Forgery Dexterity Initiative 1 for the remainder of the battle Trivial 3+ CR lower than Threat Score 4 1,000’ radius 1 week 1,000’ Up to 25
2-3 -4 Infant 300 2nd +2
4-5 -3 Child 900 3rd +2 TABLE 14: WEAPON DAMAGE DICE Gaming Wisdom
4
Character overexerts themselves and pulls a muscle,
suffering a disadvantage on all Strength-related dice
TABLE 25: ATTACK ROLL DISADVANTAGES Simple 2 CR lower than Threat Score 5 1 mile radius 1 month 1 mile Up to 50
Easy 1 CR lower than Threat Score 6 10 mile radius 1 season 10 miles Up to 100
6-7 -2 Significantly below adult human; youth 2,700 4th +2 Helming Dexterity rolls during the next 24 hours
RANK BASE DAMAGE ALTERNATE DAMAGE DICE Attacker has been Tangled by a Weapon (page 128) Medium CR equal to Threat Score 7 100 mile radius 1 year 100 miles Up to 250
8-9 -1 Below adult human average; teenager 6,500 5th +3 History Intelligence Character is off balance; opponents gain an advantage Attacker has been grabbed while grappling (page 161)
1 1d4 – Hard 1 CR higher than Threat Score 8 1K mile radius 10 years 1K miles Up to 500
10-11 0 Adult human average 14,000 6th +3 Insight Wisdom 5 when attacking the character until the character’s Attacker is prone or fighting from the ground (page 161)
2 2d4 1d6; 1d8 Initiative next round Excessive 2 CR higher than Threat Score 9 10K mile radius 100 years 10K miles Up to 1K
12-13 +1 Above adult human average 23,000 7th +3 Interrogation Wisdom Attacker has fewer than ¼ max Hit Points remaining (page 173)
3 3d4 2d6; 1d10; 1d12 Character stumbles and twists their ankle, cutting their Deadly 3+ CR higher than Threat Score 10 100K mile radius Permanent 100K miles Up to 2.5K
14-15 +2 Significantly above adult human average 34,000 8th +3 Intimidation Charisma Attacker is fighting with two weapons (each roll; page 167)
4 4d4 3d6; 2d8 6 movement speed in half until they rest for several
16-17 +3 Highly capable 48,000 9th +4 Investigation Intelligence
18-19 +4 Extremely capable; normal maximum 64,000 10th +4
5 5d4 2d10 hours or are otherwise healed Attacker is firing a weapon beyond its effective range (page 171) TABLE 33: ALLIES AND ENEMIES
Law Intelligence 7 Character drops their weapon Attacker is moving at dash speed (page 163)
6 6d4 4d6; 3d8; 2d12
20-21 +5 Best in the region; adventurer maximum 85,000 11th +4 Leadership Charisma Attacker is on a fast-moving mount (page 168) NPC CLASS STR DEX CON INT WIS CHA PROF SAVES AC HP DAM CR
7 7d4 5d6; 3d10 Character’s grip on their weapon weakens and they
22-23 +6 Best in the country 100,000 12th +4 8
Medicine Wisdom suffer a disadvantage on attack rolls during the next round Attacker is throwing an unbalanced melee weapon (page 160) Apprentice Wizard 1 10 (+0) 10 (+0) 11 (+0) 15 (+2) 13 (+1) 10 (+0) +2 INT, WIS 10 6 1d6 1
8 8d4 4d8
24-25 +7 World-class capability; human maximum 120,000 13th +5 Character hits a nearby solid surface and damages Attacker is using a called shot (page 166)
9 9d4 6d6; 3d12 Mining Intelligence 9 Assassin Rogue 3 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) +2 DEX, INT 15 22 1d6 3
26-27 +8 Excessive capability 140,000 14th +5 or breaks their weapon (DM discretion) Attacker is using one attack against multiple targets (page 167)
10 10d4 7d6; 5d8; 4d10 Nature Intelligence Commoner — 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) +1 – 10 4 1d4 ¼
28-29 +9 Legendary capability 165,000 15th +5 Character hits a nearby ally instead of their intended Attacker’s Weapon has the Inaccurate Limiter (page 130)
Navigation Intelligence 10 Cultist — 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 14 (+2) +1 WIS 11 8 1d6 ½
30 +10 Cosmic capability 195,000 16th +5 target, automatically inflicting half damage
Perception Wisdom Opponent is Undetectable to sight (page 120) Elementalist Spellbinder 1 10 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 12 (+1) +2 INT 11 6 1d6 1
225,000 17th +6 Character hits themselves instead, automatically
11 Opponent is using a total defence (page 162) Guard Fighter 1 14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0) +2 STR, CON 16 11 1d6+2 1
Performance Charisma inflicting half damage
265,000 18th +6
Persuasion Charisma Character trips and falls; opponents gain an advantage Highway Bandit Fighter 1, Rogue 1 14 (+2) 13 (+1) 13 (+1) 10 (+0) 10 (+0) 10 (+0) +2 STR, CON 13 28 1d8+2 2
305,000 19th +6
355,000 20th +6 TABLE 20: DIFFICULTY CLASS Physics Intelligence 12
when attacking the character until the character’s Hired Sword Fighter 3 14 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) +2 STR, CON 15 26 1d10+2 3
Religion Intelligence
Initiative next round (character doesn’t gain any TABLE 26: DEPRIVATION Informant — 10 (+0) 13 (+1) 10 (+0) 12 (+1) 14 (+2) 13 (+1) +2 CHA 12 6 1d6 1
TABLE 05 • SIZE MODIFIERS DESCRIPTION DC INTERPRETATION
positive Dexterity modifiers on their AC either)
Knight Samurai 4 16 (+3) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 13 (+1) +2 STR, WIS 16 25 1d8+3 4
Riding Dexterity
Very Easy 5 Characters will very rarely fail TYPE OF DEPRIVATION HIT POINT LOSS INTERVAL Merchant Broker 1 10 (+0) 10 (+0) 10 (+0) 13 (+1) 15 (+2) 14 (+2) +2 WIS 10 6 1d4 1
TYPICAL LIFT & DAMAGE DAMAGE AC & RANGE & Seduction Charisma
TYPICAL STRENGTH STRENGTH Starvation 1 per 8 hours
DYSKAMI
SIZE HEIGHT/ CARRY INFLICTED RECEIVED ATTACK SPEED Success often requires moderate Mind Spy Psionicist 1 10 (+0) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 16 (+3) +2 INT, CHA 11 6 1d6 1
WEIGHT BONUS CHECK Easy 10 Sleight of Hand Dexterity
LENGTH CAPACITY MODIFIER MODIFIER MODIFIER MULTIPLIER talent or training Hunger (minimal food) 1 per day Noble Adventurer 2 10 (+0) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 16 (+3) +2 DEX, CON, WIS 12 10 1d8 2
Success often requires above- Stealth Dexterity
Diminutive 6” to 1’ Up to 1 lb ÷125 -8 Disadvantage -6 +6 +6 ÷8 Inadequate Nutrition 1 per week Protector Magical Girl 1 10 (+0) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 16 (+2) +2 WIS, CHA 8 10 1d6 1
Medium 15
average talent or training Street Sense Charisma Publishing Company Total Dehydration 1 per 2 hours
Tiny 1’ to 2’ 1 - 8 lb ÷25 -4 Disadvantage -4 +4 +4 ÷4 Scout Hunter 1 14 (+1) 14 (+2) 10 (+0) 13 (+1) 10 (+0) 10 (+0) +2 STR, INT 13 10 1d6+2 1
Success often requires significant Survival Wisdom © 2021 Dyskami Publishing Company Partial Dehydration 1 per 8 hours
Small 2’ to 4’ 8 - 60 lb ÷5 0 Disadvantage -2 +2 +2 ÷2 Hard 20 Soldier Fighter 3 14 (+2) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) +2 STR, CON 16 26 1d10+2 3
talent or training Swimming Dexterity Production #JPG817 Printed in China. First Printing – July 2021
Medium 4’ to 8’ 60 - 500 lb — — — — — — — Overheating 1 per 4 hours Street Urchin — 6 (-2) 13 (+1) 6 (-2) 9 (-1) 14 (+2) 8 (-1) +1 – 11 2 1d4-2 ⅛
Success requires exceptional
Large 8’ to 16’ 500 lb - 2 tons x5 0 Advantage +2 -2 -2 x2 Very Hard 25 Traps Dexterity Freezing Cold 1 per hour Thug Adventurer 3 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) +2 DEX, CON, WIS 12 18 1d6+2 3

Anime5E.com
talent or training
Huge 16’ to 32’ 2 - 16 tons x25 +4 Advantage +4 -4 -4 x4 Success requires unparalleled Visual Arts Wisdom Freezing Water 1 per minute Village Guardian Warder 2 12 (+1) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0) +2 CON 13 9 1d8+2 2
Nearly Impossible 30 Warfare Wisdom
Gargantuan 32’ to 64’ 16 - 125 tons x125 +8 Advantage +6 -6 -6 x8 talent or training Drowning 1 per second Zombie — 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) +2 WIS 8 22 1d4+1 ¼

© 2021 Dyskami Publishing Comapny • www.dyskami.ca

You might also like