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79933 Posts in 5723 Topics- by 8206 Members - Latest Member: n2gxdJ9BHU

May 22, 2013, 02:46:34 PM
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1  Anima - Role Playing Game / Game Rules / Re: Question about PK Shield on: October 25, 2012, 01:46:29 PM
What exactly does Psychokinetic Shield block? Obviously physical attacks but does it affect Fire, Electricity, and Cold as well? Or do you have to gain the difficulties where Energy is blocked to affect those elemental damages?

It blocks everything that can be blocked with a physical shield. This would include most attacks based on the heat, cold, and ELE tables. anything specifically stated to be ENErgy based, or cannot be blocked without being able to block energy would be immune to that shield (or conversely, would not be blockable).
This means also that it would not normally block area attacks.
2  Anima - Role Playing Game / Game Rules / Re: Random questions thread on: October 24, 2012, 10:47:02 PM
Or you can do what I do and primarily play with humanities students who cannot minmax effectively due to their bad maths ^___^ (or have any interest to)

You have it lucky, I had to stop playing with engineering students for a while since they had the same math as me and could use it Sad.
3  Anima - Role Playing Game / Game Rules / Re: Breakage. When to use? on: October 22, 2012, 08:23:48 AM
I'd say you use it when either of the following two situations take place:

1)  The attacking weapon is significantly stronger and tougher than the defending weapon (e.g. a two-handed axe vs a staff).

2)  The attacker is specifically using an ability, skill (e.g. Dumah) or technique that boosts breakage.

Other than that, if you want to throw a check in from time-to-time, then fine.  But you're right - doing it on every block could get REEEEEEALLY tiresome.

These are the majority of the times I used breakage, but also when I had a player whose character was heavily invested in heavy armor, I would do breakage checks when their armor meant the difference between damage and just being put on the defensive. Granted field plate is pretty hard to break but it did happen once.

EDIT: also, having a mostly weaponless party makes breakage for unarmed blocking hilarious.
4  Anima - Role Playing Game / Game Rules / Re: Several questions concerning the rules on: October 21, 2012, 08:32:16 AM
Quote
Haha, did you show them a dictionary?
Yes, of course I did. I tried to explain that it's actually western RPG which just uses some cool schticks from anime, but I failed. So now I start every seduction with "Anima (which means soul, and NOT the Anime) is a very good quality western RPG". Smiley

At least you dont say your A's as Ah or Eh (as I do with my "accent") so if you overheard me it could often sound like playing the game of bums and bags.

also why has this thread spiraled out of control so much?
5  Anima - Role Playing Game / Game Rules / Re: Several questions concerning the rules on: October 18, 2012, 11:28:51 AM
Good day everyone.
I have recently started playing anima with a few of my friends and we found a few spots where we are not sure what to do.
Ok, lets see how we can help.

1. The level 50-60 free access acid cloud spell states that bodies that come into contact with the cloud must make a phr roll or lose life points equal to the fail. If 50 or more, they lose one level of quality. How do you decide the phr of weapons and clothing? (in our concrete example, the strings of bows and the steel of blades) Furthermore, would a weapon under the influence of presence extrusion follow the same rules?
For most spells and powers that use damage or quality loss on objects, use the object's presence as the base. For example, a rapier would use 20 as it's base, and the owner (or the GM) can roll d100 to determine the effects on the items. This also means that destroying a regular item with acid cloud is relatively easy (as it should be imo) but quality items, especially +10 or higher, are extremely hard to even decrease 1 level of quality.
Additionally, if the object only slightly fails, minor effects such as etching a blade may occur.

2. When using acrobatics to flank an enemy in battle, it says that you roll against the attack/acrobatics stat of the enemy. So the defender apparently doesn't have to make a roll. If he would, that kind of makes that ability moot, you'd need over 200 acrobatics to have a 50% chance, while with that kind of acrobatics you should easily be able to flank another person. My question to you is, do you limit the use of this ability? And if so, how? Do you let your npc's position theselves more tactical etc.

Heart of the Tiger had this pretty well down. You don't really need to limit this ability.
Furthermore, if a person has already lost his active action, we ruled that he could only use his acrobatics skill to stop the maneuver, not his attack(since it would not make sense for him to use the attack ability if he can't use it in other situations)
this might be interesting, and I shall try it before I say anything.

3. Is it possible to make gunpowder and bullets with the creation tree of magic? It would make the life of our warlock a looot cheaper. And, could you conjure them in your gun, making the reloa a lot shorter? Furthermore, would you also be able to make bombs with it?

I have actually had to deal with this exact scenario in my game (alchemist wizard using creation magic i.e. fullmetal) so I at least know what worked for me.

When your player wishes to create an object, do double check that the object is within the presence limit (usually minor creation for them). Bullets and gunpowder are fine with the lower spells, but full bombs I would say take the level 66 creation spell for the increased presence limit.

Also when using creation to place said created objects, make them do a magic projection check to place the items accurately. For creating a bullet inside of a ready weapon I used the projection check of 180 to give the mage a fair challenge (wouldn't be able to do it every time, but was doable).

Finally, remember that casting these spells before the regular attack of your warlock causes the -25 penalty of additional actions.

4. How heavy is gold, silver and copper in your campaign? We solved this by acquiring a ledger with a bank and by having a few carts in which we put our stuff, but it's always interesting to see how others handle it. We thought about eliminating the weight of the coins, but it takes away the immersion if people can just walk around with 250 GP without barely anyone noticing.

As the characters acquire increasing amounts of money, they will probably need the help of a bank. In Gaia vol.1 it says that there are many international banks that have branches in several cities. In my games, nobles will make use of notes such as checks to get around purchases that would indeed take carts of money otherwise. It is a good thing to have characters carry about 1/10th of their entire free coin on them, whatever that may be (unless of course they are extremely wealthy or poor).

5. In a place where christianity rules, how would society react on someone with regen 9? Could they be convinced that it is not some kind of magic but rather an incredibly tough person?(which technically they are)

I have found that the best way to flavor high regeneration is with high metabolism. Make the character eat near his weight after a large fight and no one will be surprised.

However, in the more general sense the character just should explain themselves and showing how tough he is doesn't hurt.

Thank you for your time
no problem. I love answering questions as it reinforces my rules knowledge and keeps me sharp Smiley.
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6  Anima - Role Playing Game / Game Rules / Re: fusion on: October 07, 2012, 11:50:18 PM
I would like to point out that the Fusion spell has many offensive and defensive applications, such that it is much more useful to use in fights than what I have often heard.

Because of the fact that when you "fuse" 2 people, they retain the highest of each skill, you can take two city guards (as an example) and fuse them to produce.... 1 city guard. If you can take out this person in a few turns it is extremely zeon effective as opposed to using several attack spells.

Additionally, if the people you wish to fuse are player characters (or allies), you can fuse 2 people with any combination of skill sets (lets just say 2 warriors with the same stats) and have them fight for a few turns until they are moderately damaged. Once you realize they are hurt you can cancel the spell putting them back at full hp ( as per the spell description ).

Finally, though this one is a bit of a stretch, you can actively deny enemies their abilities with Fuse. If you take a mentalist and a warrior, and fuse them, you can chose to have the mental stats of the warrior (probably about 10 psy projection) and the physical stats of the mentalist (only points in dodge if that), as the spell description says the caster has control of which attributes are maintained from each person.

It is a wacky and hilarious spell, and it only takes a little imagination (as most of creation does) to do awesome things with it. GMs should also keep this in mind.
7  Anima - Role Playing Game / Game Rules / Re: Gnosis events mechanics on: October 04, 2012, 11:48:02 AM
I like the idea, but at the same time I have troubles with it.

The thing about Gnosis is, it is indeed about your reality bending powers and how much you personally shape destiny. Having the players dictate what destiny is overall and having the players dictate their own destiny are, at least to me, different ideas.

This is actually the same issue that bugs me with playing an ebudan character. Having a character choose what destiny they want to follow and having that character have a set destiny (I think I should vary my words, but I can't seem to think of anything else to call it) within the overall universe of the setting and your campaign is a bit of a hassle.

There is the one hand where the players are dictating everything that goes on, which in essence makes them gnosis 40+ beings, but then as a GM you are essentially one member of a senate.

Then there is the other end of the spectrum where the players are on a railroad adventure with a set beginning, path, and end.

Both of these extremes are what we want to avoid, and Gnosis helps do that, but in doing so it just creates a middle ground (as far as the PC's are concerned). I recommend instead of laying down rules for other gm's to follow concretely (lord knows there's enough of that already), there are general advice pieces and thematic ways to make the characters think their choices matter.

One way that I recommend to all GMs is to actually ask players what they want. Too many GMs come into the session thinking "this is the game I want and it will be this way!" when many of the players don't get the atmosphere or the style of play you want. If you get enough choice for a certain style of game, go for it and place it within the setting (or your own) where it fits best. Work with your players' characters to get story ideas from the people they are playing. These types of things overall give the players a much more enjoyable time as well as the feeling that they are shaping destiny.

Aside from my personal feelings on the matter, If you would like to use these rules, there are only a few things you wish to consider:

  • Why non story related, as story questing is what many GM's limit their games to
  • How much Gnosis do you eventually want players to end up at, since there are several lengths of time a GM can run their campaigns (i personally ran one for four years with levels 1-10)
  • How do you want this to interact with abilities/spells/advantages that give monster powers? Buffing their gnosis might have unintended consequences to someone who took chimera at level 2

Sorry for the rant but these are all of the points I would commit to this type of rules change.
8  Anima - Role Playing Game / Game Rules / Re: Magical Ties disadvantage on: September 27, 2012, 10:32:57 AM
I was hoping that maybe I got it wrong, but apparently it really is so disadvantageous.

Maybe I'll make it a 2 point disadvantage for characters with full Gift... I'll think on that

and as Limited Gift goes - before I got my hands on Arcana Exxet I created my own version of Limited Gifted - costs only 1 point but only allows you to learn only 1 path of magic which you have to choose when purchasing this advantage (kindo' like the psychic access to only 1 Domain advantage)

For many games (mine included) use of magical disadvantages to purchase "the gift" advantage is an ok house rule. It doesn't allow them to shift CP into things they aren't using, but it does allow for strictly limited mages without the limited gift advantage.

My personal favorite on that note is
Gift (2cp)
No zeonic regeneration(-2cp)
9  Anima - Role Playing Game / Game Rules / Re: Newbie trying to make a caster! on: September 26, 2012, 10:00:40 PM
First of all, welcome to the forums Cheesy.

Great question, and honestly Tasuret covered a lot of issues people have when making magic users for the first time. However, I think there are still some areas I could put my two bits towards.

When building a character using magical abilities, there are a few things you can consider even before picking up a character sheet. One is what kind of caster you want to play, which can often translate to what path or what spells you want. If you have access to arcana exxet (which i do highly recommend) this question becomes even more important as sub-paths and metamagic is available. This can help you especially in the next part.

Once you know how you want to play your character, you must balance your projection, zeon pool, and MA. If you play specialized characters such as illusion mages (though not necessarily the illusionist class) you can simply ignore projection, as most of their spells are automatic. In general it is good to have a few spells in your path  be castable within 1 turn (that is to say, needing no more than 1 turn of preparation). It is also a good idea to have about 40-50% of your magic allotment of DP spent in projection, to make your spells almost always effective. Being able to instant cast everything with as much projection as a warrior has attack would be nice, but it just isn't feasible.

On the note of projection, do not worry if it is a few points shorter than your fighters and domines' attack/defense, as this is how it works mathematically. They are allowed to spend 50% of their total DP on attack/defense, while casters at most get 30% total DP to spend on projection (half of their magic allotment, as stated in the book). This is adjusted by the fact that all attack spells cast with magic are counted as fired projectiles, and thus incur HUGE penalties on the defenders (usually). Adding that if the spell is "spiritual" type, it can be invisible, making most opponents take the blinded (-90) penalty on top of that.

When a caster does have to charge for an extended period of time, it is with support and protection from other party members to do extraordinary things. Casting a fireball for example would usually take a fire mage 1 turn, but some of the later spells like automatic critical and heat wave are exceptional at finishing opponents and your party members know this, and they will help you. Also remember that the spell you are casting is not necessarily your opponent's knowledge, and they wont know if you are casting a fireball or shield of light.

As to how many spells you cast, again that is a balancing issue. I have had players range from using only innate magic (and thus no real need for a zeon pool) to ones with large pools and slow regen (the disadvantage). Part of this is the GM's pacing of the adventure. Many mages and summoners require heavy action parts followed by long exploration and intrigue, or even just rest. Don't be surprised if the party has to wait a week to let you recharge. Anima isn't supremely "dungeon crawl" like many adventures of D&D are, and pacing for the sake of the story and the characters is welcome here.

Sorry for the long winded post but I do want to address issues that you expressed concern over and without just saying "balance your MA,Zeon,and proj."
Hopefully this helps and if you have any more questions just ask Smiley
10  Anima - Role Playing Game / Game Rules / Re: Sheele and Power points (Arcana Exxet) on: September 24, 2012, 10:46:27 AM
Like ilovecheese1 said, I think Sheele take just the 1 point of Power. If it dies, well, that point goes its merry way into the beyond. But only the point you spent. The rest of the disadvantages are the various negatives AND the usual familiar issue which may lose you a point of power. So, normally, 1, at worst, possibly 2 on the Familiar thing. Although considering Sheele seem to match your level, I don't think the 'frayed bond' scenario can happen with them, but that's what I understand at the moment, could be wrong.

Since the sheele is a familiar, the bond could be broken by someone denying the zeon from the summoner to the sheele. The most common example is that the master is completely dry of zeon and has 0 regeneration due to some mystical effect.
Normally in this case and from the fluff of it the sheele would most likely die, but if it was exceptionally powerful it might live.
11  Anima - Role Playing Game / Game Rules / Re: Sheele and Power points (Arcana Exxet) on: September 23, 2012, 09:13:58 PM
From reading the section again, I believe the most correct interpretation is as follows:

Page 88 describes the binding process as requiring a point of POW. This is as you said clear.

Page 89 describes sheeles as familiars with the saying that if the sheele dies, the point of pow previously invested is permanently lost, and cannot be recovered even by supernatural means. This is in addition to any consequences of the familiar dying from the core book.

A familiar dying does not automatically cause an additional loss of POW. It says in the core book that only if a familiar bond is broken by denying the cost of the binding for over a week does the master lose POW.

Page 90 does say "during the summoning". However, I am reasonably sure from the way page 88 words the entire ritual that this is only in reference to the point described in that section.

So normally it only takes the 1 pow. Hopefully Smiley.
12  Anima - Role Playing Game / Game Rules / Re: another stupid question on: September 23, 2012, 08:55:41 PM
So here is a bit more verbose explanation.

With Arcana Exxet, there is a mention at the beginning that it uses the core exxet spell rules. In actuality, it uses the comprehensive rules changes presented in core exxet. This is due to them being written very close together in the original spanish version.

One of the new rules that is a change from the core book is that ability checks are made using a roll-over system instead of the original roll-under system.

For the game purposes, this means that your attacker with the fireball will need to roll 1d10 and add their willpower characteristic. If this number is greater than or equal to 16 then it is a successful check. If the character rolls a 10, the roll is counted as 13, and a roll of 1 is counted as -2 (as per the 10&1 rule which remained unchanged). Note that this is a good thing now to roll that 10.

Hopefully that helps Smiley
13  Anima - Role Playing Game / Game Rules / Re: simple summoning question on: September 23, 2012, 09:49:39 AM
1 other than element compatibility and DP is there any other war to raise your MA

Raising Power.
certain Artifacts can also raise MA

In the core book it also recommends giving minor artifacts that increase MA, but not your daily regeneration. Very powerful ones of this type (can't remember the name) do increase your daily regeneration, but not normally to the full extent of the MA bonus (example in book has +30 MA, +10 daily zeon).
14  Anima - Role Playing Game / News / Re: books? on: September 18, 2012, 08:14:41 AM
psychics from what I've seen can be quite powerful, and extremely broken if built right I personally would love to see a Matrices Exxet.

This was mostly covered in Arcana with new psychic disciplines and "mental patterns" which makes psychics more varied (in weird ways) and some options. Mental patterns especially make psychics able to stack projection past magicians.
15  Anima - Role Playing Game / Game Rules / Re: quick question about sheeles and character creation on: September 16, 2012, 04:41:01 PM
One common note I would like to point out is that before you start spending their DP and such, you must choose their category and sub-category (if appropriate) which include the following:

Natural Creature (automatic 0 gnosis)

Being Between Worlds(5-25 gnosis recommended)
   -Elemental (follow the elemental rules)
   -Undead (follow the corporeal undead rules)
   -Construct (from Those Who walked among us)

Spirit(10-30 gnosis recommended) (cost of 100DP)
  -Incorporeal Spirit (follow the spiritual undead rules)

And you must chose if they are a DR creature!
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