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Determine Calculated Values
Now that the majority of character creation is finished, you can determine your character's Calculated Values.

Base Attack Bonus
Every character has a Base Attack Bonus (even if the bonus is +0). The Base Attack Bonus is a representation of the character's skill in combat. It is determined by taking the characters Base Attack Bonus earned from character Level and adding any Ranks of the Attack Combat Mastery Attribute acquired during creation.

Armour Class Bonus (Optional Rule)

A character may decide, for each Level gained, whether he or she wants to use the Base Attack Bonus for that Level either as Base Attack Bonus or as an Armour Class Bonus. Once this is decided, the character may not change it. The character also does not gain any Character Points for choosing one way or the other. For example, when a character advances to a 3rd Level Samurai, gaining an additional +1 Base Attack Bonus, she could assign the +1 to her Armour Class Bonus rather than increase her Base Attack Bonus. If this option is selected, the GM may also award the character one free Character Point to keep the Points balanced.

Armour Class

Every character (and items in some circumstances) has an Armour Class (AC) that is a reflection of how hard a character is to hit in combat. Anime d20 uses the Defence Roll variant rule from the DMG. Armour Class is determined by adding the character's modifier from Dexterity, any Ranks of the Defence Combat Mastery Attribute, Size Modifier (see Table 10-1: Size Categories), and any other appropriate bonuses or penalties. When a character defends against an attack, his or her Defence Roll is equal to d20 + the character's Armour Class, plus any other applicable modifiers. Note that characters lose their Dexterity bonus to Armour Class when they are flatfooted, unaware of the attacker, or otherwise unable to fully benefit from their Dexterity bonus. If the character is not moving at all (by choice or because he or she is hindered), the character does not gain benefits from Dexterity or Defence Combat Mastery, and no d20 Defence Roll is made.

Hit Points
This value dictates the amount of physical damage your character's body can sustain before it ceases to function (for example, your character dies). Damage delivered in combat is subtracted from your character's current Hit Point total. If the total ever falls below zero, the character falls unconscious. If the total even drops to a negative number that is lower that the negative number of the characters total Hit Points (for example, a character has 45 HP and drops below -45 HP) then the character is dead. A characters' Hit Points are determined by the Hit Dice appropriate for their class Rank, plus any Ranks of Damn Healthy!, plus their Constitution modifier per die rolled, minus any modifier for the Not So Tough Defect, plus any other modifiers. For instance, a Level 5 Samurai (d10 Hit Dice) with a Con of 14 (+2 modifier) and 2 Ranks of Damn Healthy! (+2d8 + Con modifier) would have Hit Points equal to 5d10 + 2d8 + 14.

Anime d20 assumes character death is rare. Characters are more frequently knocked unconscious than killed, thought that may not suit the specific style of game the GM wishes to run. If character death should be more common, the GM may have characters die when they fall to -10 Hit Points, which is how most d20 System games handle death.

Energy Points
This value represents the personal reserves and fortitude your character has at his or her disposal when carrying out difficult or spiritual tasks. Energy Points are needed to fuels certain Attributes such as Dynamic Sorcery and Magic, but they can also be used to temporarily increase Ability Scores or Hit Points. This advantage only lasts for a few minutes - the duration of an important task.

Any Ability can be raised by 1 value for every 5 Energy Points drained from your character's total. Hit Points can also be increased by 2 for every 5 Energy Points sacrificed and may keep a character who has fallen deep into the negatives alive long enough to receive medical attention. Finally, your GM may decide that Energy Points can be used in other ways as well, such as altering game events or re-rolling dice. If your character's Energy Points total is ever reduced to 0, he or she will fall unconscious from exhaustion.

A character's Energy Point total is determined by taking the lowest modifier of Intelligence, Wisdom, or Charisma (the weakest aspect of the character determines his or her energy reserves) and adding 1d2 per character Level (with a minimum of 1 per Level). For example, a Level 8 character with an Int 12, Wis 16, and Cha 8 (the lowest modifier, Charisma, is -1) would have Energy Points equal to 8d2-8.

Characters with Ranks in the Dynamic Sorcery Attribute gains increased dice for Energy Points. Additionally, the Energy Bonus Attribute provides extra Points.

Saving Throws
When your character is subjected to an unusual attack such as Mind Control or an attempt to Teleport the character in front of a truck, he or she is allowed to make a saving throw to reduce or completely avoid the effects. A saving throw roll is d20 + the character's base save bonus + other modifiers due to equipment, active effects, environment, circumstance, etc. The saving throw succeeds if the total of the die roll plus modifiers equals or exceeds the DC.

The three different kinds of saving throws are these:

Fortitude

These saves measure a combatant's ability to stand up to massive physical trauma, or attacks against a character's vitality and health. Apply a character's Constitution modifier to Fortitude saving throws.

Reflex
These saves test a combatant's ability to evade attacks or otherwise avoid deadly situations. Apply the character's Dexterity modifier to Reflex Saving throws.

Willpower
These saves reflect a character's resistance to mental influence and domination. Apply the character's Wisdom modifier to Will saving throws.

Movement
To determine a character's base speed in feet per round, multiply the appropriate size movement modifier by his or her Dexterity (see Table 10-1: Size Categories).

Size Classes
Characters are classified into nine size categories, as outlined in Table 10-1: Size Categories. Creating a character at any size other than medium costs (or returns) the Character Points outlined in Table 10-1. Additionally, if a character changes sizes (perhaps using the Size Change Attribute), his or her Ability Scores, Natural Armour, Armour Class, and Base Attack Bonus may change as well. Table 10-2: Changing Sizes outlines the affects of increasing or decreasing size by one category. Should the character change more than one size category, all modifiers are cumulative.

Modifying Size
In some campaigns, characters who deviate from the average size of their companions will suffer societal disadvantages. The generalised inconveniences - the Marked Defect, standing out in a crowd, inability to easily find clothing and weapons of the right size, trouble entering certain buildings, etc. - are represented by awarding such characters Defect Bonus Points.

Determine the average size of the player characters. For every size category the character deviates from this average, he or she is awarded 1 to 3 Bonus Points, depending on the societal impact size has on the campaign (GM Discretion; see Table 10-3: Size Cost Modifiers).



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Seth Blevins