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Anima - Role Playing Game / Modules and Adventures / Re: Crazy lv 1 builds?
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on: June 16, 2013, 01:59:55 AM
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well in the core book it states that unless specifically stated all advantages or disadvantages are open to all without restriction. what you stating is an implied rule not an actual one. on top of all that each of the magical and psionic groups state their limitations in the the paragraphs before each one i.e. ... specifically stated none of the others have that limitation.
All social disadvantages are open to all, you just can only use the points you get from them to buy social advantages. you are right it says only background advantages but not background social advantages i have that book too
now on the case of goren I have admit I have fiddled with his numbers repeatedly adjusting them to fit my back story better I will go back and double check the math.
If only you would fiddle with the build so it would follow the actual rules.
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Anima - Role Playing Game / Game Rules / Re: How avoid to cast
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on: June 14, 2013, 09:15:49 PM
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Destroy Powers spell. Especially with the Core Exxet update that changes it to daily maintenance. He makes a 120/140/180/220 MR check and if he fails he can not cast for as long as you maintain the spell.
Or hit them with The Tower invocation.
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Anima - Role Playing Game / Game Rules / Re: Advantages and Disadvantages.
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on: June 14, 2013, 08:06:09 AM
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Third, it depends on advantages taken for flaws in question. For example one of my current players took some lame disadvantages but in the same turn he took Unnatural Size because he didn't wanted to be bodybuilder-like. I find it to be fair.
However many of the "power game" options seem perfectly viable to me. The first character I played was a blind wizard who just used shared senses and had ki erudition, then had aptitude in notice and almost all his secondary points into that, he was better then anyone else at sensing when enemies where near even though he was blind. My friend was complaining that my guy wasn't being effected by blind at all. However i disagree, he was effected by being blind plenty after all; i know if i was blind and knew about the mystical world i would try my best to find out how to see and get by without my eyes, if i knew there was legit people who could see using their inner energy and sensing the world around them i would do my very best to find these people and learn the ability, same with a spell that allowed my to share my friends senses. See, I have no problem with the Blind wizard or swordmaster who invests so heavily in notice and ki erudition to overcome the penalty(especially if you are also taking aptitude in notice), because you hare spending a ton of dp to overcome your disadvantage. Big deal, you gain 2 cp(really just one if you take aptitude in notice) but spent all of your development points to overcome the disadvantage while everybody else gets to learn how to hide/heal people/withstand torture/etc. If you spend 170 points in notice(so 170 skill + 15 perception+15 natural bonus) at first level.
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Anima - Role Playing Game / Game Rules / Re: The "Damned" Thread
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on: June 07, 2013, 02:11:06 AM
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On the subject, I just would not allow any of my players to actually take Damned 2. That is mostly because the players I have(aside from my brother) are totally unable to make an Anima character on their own(mechanics-wise).
So basically if they die due to Damned that means that either the rest of the session or the next session are just going to be helping them create a new character.
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Anima - Role Playing Game / Game Rules / Re: The "Damned" Thread
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on: June 06, 2013, 05:53:46 PM
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What about a party member casting wardrobe on her(or casting it herself)? She still has her own clothes, they just change into super fashionable appearance.
Ah, but it's not an illusion, is it? The clothes really do change. Therefore she'd burn. At least.... I think so. But if you stop maintaining the spell the next day, they turn back to rags. It is basically Cinderella-ing her up.
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7
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Anima - Role Playing Game / Game Rules / Re: Best bodyguard and gun slinger
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on: May 24, 2013, 09:50:05 PM
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I think Acrobatic Warrior is one of the best choices for the gunslinger. High mk/level, high initiative and decent life points per level. They also get sleight of hand per level to lower reload times. Along with some flashy acrobatics and stuff for showy rolls and shoot stuff. Shadow can also work if the character is more of the sneaky type. Ranger could do in a pinch, but just about everything ranger does(from a combat perspective), shadow or acrobatic warrior do better. One of my character ideas was to make a character based off the male ranger or female ranger from Dungeon & Fighter, so I put some thought into it.
And Tao is the best option for hand-to-hand combat as mentioned earlier.
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Anima - Role Playing Game / Game Rules / Re: Self-granting yourself Gnosis 45.
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on: May 06, 2013, 01:56:14 AM
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Finally, I think 9th level D&D spells are probably more over the top than high level Anima spells, but I might be wrong here (I'll look for examples later).
You mean like the high level War spell which allows all allies to continue fighting for an additional 2 rounds after death, the last spell of the Death sub path allowing you to force a save or die on any creature within 6 miles as an automatic effect and maintains it for at least a day? Or maybe allowing you to make up to 4 people per cast immune to all non-energy damage for at least a day. Maintaining portals with 50 m openings that allow travel of any distance for any number of beings/objects that is maintained on a daily basis. low level regen spells that go up in power as you level such that you can get 18 regen(the highest mere mortals can get) with a couple spell casts. Seeing everything that happened at the current location in the past 1000 years. Low level ki techniques that allow users to just walk through walls. Ki/Nemesis abilities that allow shapeshifting, mook immunity, healing the injured, wall running, regrowing limbs as energy, slowing your own aging, going days without food or sleep and more. Yeah 3.x wizards are good at a variety of stuff, but ki, magic, and psychic powers are not really slouches. And very rarely are characters so skill deprived as the 3.x fighter, since the limits on combat expenditures and natural bonus mean that everybody has a bit of skill in areas that aren't related to fancy ways to kill dudes. Silliness of the gnosis method is being ignored for the moment.
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Anima - Role Playing Game / Game Rules / Re: Self-granting yourself Gnosis 45.
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on: May 06, 2013, 12:32:16 AM
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Ugh, guys. One question. Do anyone really believes that a player using this mmorpg-style combo (assuming it is even legal in the first place) will receive a Gnosis 45 character instead of insta-house rule or even direct point to the door?
No, and thank you for stating this. you all keep forgetting that if you can do these things, then the bad guys can too.
But then the game ceases to be about Final Fantasy style swordfights in the Opera house or whatever it was that we originally wanted to do, and becomes about D&D 3.x. I don't quite understand what you mean. Anima is already operating on a power level for martial types that D&D only wishes they had. Powerful mages can already cast weaker spells from nothing without expending any Zeon at all. Anima is a world where even a single member of Les Jaeger is able to slay hundreds of imperial soldiers in minutes without taking a scratch(almost like Terra from FFVI). Romeo and Nero were able to casually win against a battalion of Inquisitors while still in training. The power level of Anima is already supposed to be through the roof. If everybody is enacting plans to become divine beings to thwart other people doing the same, what exactly changes about the game that turns it into D&D 3.5?
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Anima - Role Playing Game / Game Rules / Re: Self-granting yourself Gnosis 45.
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on: May 03, 2013, 10:35:04 PM
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Actually your half right, the rules on pages 276-277 cover what is what and at what gnosis. On page 276 under "Gnosis in Player Characters" if look at the last paragraph it clearly states that at a certain point you stop being "truely human(or Nephilim). But to specifics on page 277 gnosis 25 covers powerful spirits AND BBW's, sooo a gnosis 25 creature that can't be controlled still applies. Now at 30 and above it is different. Let take your Dragon for example, on page 306 of the same book is has the minor and major as natural ... but on the next page the ancient is listed as BBW. The rules for summoners still apply, at that point the new rules apply but it is still freaking hard as hell to do it.
Yeah, the rules still apply, but when the dragon goes to an ancient dragon and becomes a BBW, it is 30 gnosis and can't be Controlled(unless you have a higher gnosis. Gnosis 25 does cover a lot of creatures that are bbw or spirits, but some creatures can still be natural at that level. A natura 20 Duk'zarist for example.
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Anima - Role Playing Game / Game Rules / Re: Self-granting yourself Gnosis 45.
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on: May 03, 2013, 07:02:19 PM
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then there is the rule that stats at a certain gnosis rating you become bbw and then subject to binding, banishing and ect ...
Do you have a page number and quote for that for that? Adult dragons are gnosis 25 and natural beings(presumably to stop summoners from controlling them).
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Anima - Role Playing Game / Game Rules / Re: Persuasion/Intimidate and Resisting it?
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on: May 02, 2013, 03:51:46 AM
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So simplest solution is to stop using actual rolls of social skills against PC's. Social skills are only really used on npc's.
How about attack rolls being used on NPC's only and PC's deing governed on DRAMA and such? Sounds like how some people actually play, but a silly strawman all the same. Persuasion is not mind control. It is not charm person, suggestion, Exalted social charms or anything like that. It is basically an attempt to make a compelling case for whatever cause you are trying to do(peace treaty, seducing the local barmaid, world domination etc). Batman does not care that Ra's Al Ghul has a nice speech on the excesses and rot of Gotham, he still fights against the League of Shadows. Plenty of cops all over the world find the big huge biker making trouble and waving a gun around to be a scary guy, but they still tell him to put the weapon down, step away from it and interlock his fingers behind his head, because "Damnit Jim, I have a job to do". Particularly stubborn minded people(PC and NPC alike) may still elect not to do what the persuasion asks them to do, but most people, when persuaded something is a good idea, tend to follow the suggestion. It is possible, if the person just asks an adventurer to deliver a chest to a city on the other side of the continent for a small fortune in gold, that the adventurer may just decide something rubs him wrong about the job and that he doesn't want to do it. The request is pretty reasonable, and the character was making the trip anyway, but the adventurer just won't take the job. Also a difference of 660 could still probably persuade somebody that doesn't understand your language. It is better than shooting a 17 on an 18 hole golf course, after all.
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