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80060 Posts in 5730 Topics- by 8215 Members - Latest Member: drop4isidro

May 25, 2013, 12:07:40 PM
The Official Anima ForumsAnima - Role Playing GameGame RulesSome questions from the French official forum
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Author Topic: Some questions from the French official forum  (Read 58226 times)
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« Reply #480 on: February 25, 2010, 10:15:47 AM »

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1)   psychic powers that you can maintain, Telepathy ones in particular (my character's forte).

I'd suppose  they last 1 round only, the one  you "activated" them in, and if you want longer duration you have to maintain them period.
Correct.

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But I remember reading on a FAQ by the aithors on the spanish boards (that I can no longer find, dammit!)stating that "natural" ,non maintained psychic powers last  five rounds...so I was hoping for the same regard "normal". The "5 rounds before resistance throw" on the Mind Reading power had me hoping...

It is refered to the magic section, not psi powers.

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2) Area power applied to Telepathy stuff.
Yes?

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2a) is it subject to the limits imposed by psychic projection? Let's say I'm maintaining a 300 feet Area power, but my Psychic projection rol only reaches 15 feet away. Are the people further than 15 feet but closer than 300 affected? I'd say absolutely yes by the wording in the Area Power, but just to be sure...
Nope; the Area power tells you your max limit, but how many you can "take inside" is decided by your Psy Projection.

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2b) let's say I'm touching the target of one of my telepathy powers, thus giving my Psychic potential +20, while having Area active...is that increased potential applied against all the possible targets or only the one I'm touching?
Just your target.

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3)Hide Matrices power against  "See the Supernatural" advantage.

I would personally rule this as the Hide skill rules:

if the character with See the Supernatural passes an Easy test with an active Search action, with degrees of success Passively diminished

by th Hide Matrices power, he sees them. If he wants to do a Passive Notice test, he's at -80.


Hide Matix only works against psy powers.

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4)Physical Increase powers. When they say the growth is cut in half over scores of 10, how do we round? Starting 9 strenght and adding +2 results in 10 or 11?
Nope; it starts on 10. I mean, you you get 10 and one +1, you will still have 10. If you have +2 / 11, +3 / 11, +4 / 12... and so on.

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5) Ki Abilities. It isn't specified anywhere, so for game balance Purpose I suppose they're all Passive Actions?
Unless stated otherwise, yeah.
 
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6)Weight Elimination Ki Ability: it should be nice to know how it affects Acrobatics, Jumping and Running skills. Ideas?
Lower one level the dificulty check.
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« Reply #481 on: February 25, 2010, 05:28:08 PM »

Very good. Thanks a bunch.
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« Reply #482 on: February 26, 2010, 09:53:19 AM »

No problem. That's why we are here.
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« Reply #483 on: July 29, 2011, 02:11:48 PM »

Sorry, i'm going to rebirth this old topic but it's for the good cause ^^ i need officials answers  Cheesy

To begin, i want to apologize for my poor english, but it's difficult to traduce french book rules. and thank you very much for answers   Cheesy

first subject convocation (precisly pet rules):

1) To make the link, master (A) and pet (B) need to have maximum 5 point of presence (or one level) of difference, but it's just for the creation of the link, after they can have  more difference (if not suspend's rules can't be using? )

2) Temporary lvl up like "life lvl 94 way of knowledge", affect pet ? temporarily ?

3) If master loose lvl, pet loose it to ?

4) if pet gain lvl (temporarily or permanently), master gain it to (temporarily and permanently ?

5) master A and pet B can make a double link like A ==> B and B==> A (if they are not "natural" of course), if it works, what happening exactly ? if B gain one lvl, A gain a lvl and they can cast spells over the other every two ?
« Last Edit: July 29, 2011, 02:13:30 PM by slay » Logged
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« Reply #484 on: July 29, 2011, 02:45:23 PM »

Second subject, way of "essence"( i don't know if it's correct traduction, the way opposite to illusion.

1) Spell lvl 72 share "essence", there is no limit of distance ?

2)Spell lvl 86 Linking "essence" vitale, the corpse, is "immortal" but if he lose more life than he have, he won't die but he will be unconsious until his hit point come back to positif ?

3) A et B are "share essence" linked, A or B (or twice) can be linked by Linking Essence Vitale" ? in the same item ?

4) Spell lvl 76 Soul Transfer, the traduction in french, is "retaining only
intellectual and spiritual skills", if a player transfert his soul, except physicals caracteristics, what does he lose ? (martial, mystique, psy capabilities ? secaondary skills ? monster capabilities ? (all or only those related to body) ? can you make me a list of what is exactely lose please ?

Thank you  !! More questions in a few time =)
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« Reply #485 on: September 15, 2011, 10:56:17 PM »

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In chapter 24, creatures with Gnosis of 30 (or higher) receive extra 'Creation Points' (to buy advantages) or 'Development Points' (to buy special abilities or power). The ratio is  "1 CP : 50 DP"
Now... some of the advantages that you can buy for 1 CP are cheaper to but as special abilities. Example : giving "Ambidexterity" to a creature would cost 1CP, or only 10DP (leaving it with 40DP). All the magic/psychic advantages are also far cheaper if you buy them as abilities instead.
How do you handle that ?
Very simple; it is the way it should be. Choosing them as DP is much more cheaper, but are always "cuted" to just the 1º level Addvantage.
Ah, good to know. I assumed I should just multiply the cost to get to the higher advancement (using the english translation).
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3)Do summoning skills affect creatures born from magic ?
Sure; they are Between World creatures.
So, could you turn such creatures into Familiars, or do you need to find a way to give them a soul first (as the ritual creates a link between the spirits of both familiar and master) ?
Hmm, could an Wizard who casted Chimera on himself be a familiar.
Or better, an Wizard casts Chimera on an Fighter and binds him as familiar.
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Can a Defence Test end up being lower than 0 ?
That could happen when someone is suffering for really important penalties to his test (blind + surprise + backstab). But if something inanimate (table, door) has a Defence total of 0, is it logical that someone who is actively defending would have less than 0.... ?
No. The lower result is always zero (of course, after counting the roll).
Just fumbles allows you to drop bellow zero.
Hmm, is that an general rule? Like can you have negative Initiative?



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