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80004 Posts in 5726 Topics- by 8209 Members - Latest Member: altoash08

May 24, 2013, 12:28:00 AM
The Official Anima ForumsAnima - Role Playing GameGame Rulesjust starting and need some rule clarifications
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vytzka
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« Reply #15 on: June 16, 2012, 03:53:09 PM »

Unashamed fan of gunblades here *^_^* I wish there were some prices for them (I think regular ammo can be adapted to fit them at least).

As for no Inhumanity at level one I haven't seen any rules against that, just the regular half MK at the start thing. I think if you're not allowing people to take Inhumanity out of the gate you should also not allow them to develop spells past level 50 or something.
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Lizbeth
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« Reply #16 on: June 16, 2012, 04:44:06 PM »

Unashamed fan of gunblades here *^_^* I wish there were some prices for them (I think regular ammo can be adapted to fit them at least).
No they can't. Regular ammo is some rifdicilous renaissance stuff and gunblade uses modern-type ammo.
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As for no Inhumanity at level one I haven't seen any rules against that, just the regular half MK at the start thing. I think if you're not allowing people to take Inhumanity out of the gate you should also not allow them to develop spells past level 50 or something.
There was general rule that gm may not allow to learn something just because the character have enough poitns, with the Inhumanity as the example.
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artent
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« Reply #17 on: June 16, 2012, 10:45:56 PM »

I allow inhumanity at lvl 1, it just isn't that big a deal since they rarely roll high enough for it to matter at level 1.   I find at level 3 they start hitting caps, and many of my players try to get inhumanity by level 4.
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vytzka
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« Reply #18 on: June 17, 2012, 02:12:29 AM »

Unashamed fan of gunblades here *^_^* I wish there were some prices for them (I think regular ammo can be adapted to fit them at least).
No they can't. Regular ammo is some rifdicilous renaissance stuff and gunblade uses modern-type ammo.
Quote
As for no Inhumanity at level one I haven't seen any rules against that, just the regular half MK at the start thing. I think if you're not allowing people to take Inhumanity out of the gate you should also not allow them to develop spells past level 50 or something.
There was general rule that gm may not allow to learn something just because the character have enough poitns, with the Inhumanity as the example.

Fair enough on both counts.
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Lizbeth
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« Reply #19 on: June 17, 2012, 03:12:15 AM »

Fair enough on both counts.
Anyway I suppose that ammo are perfectly craftable with proper ranks in Forgery and Science so I never considered this as a big problem.

And GM may prohibit everything.
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vytzka
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« Reply #20 on: June 17, 2012, 04:23:37 AM »

That is certainly true. But if they do prohibit *everything*, the sessions tend to be rather short and repetitive. 

"I... do nothing?"

"Okay."
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Spirit_Crusher
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« Reply #21 on: June 17, 2012, 05:24:43 AM »

Unashamed fan of gunblades here *^_^* I wish there were some prices for them (I think regular ammo can be adapted to fit them at least).

As for no Inhumanity at level one I haven't seen any rules against that, just the regular half MK at the start thing. I think if you're not allowing people to take Inhumanity out of the gate you should also not allow them to develop spells past level 50 or something.

You can always "simulate" Gunblades with Ki Tecnique or Magic Weapon.
+20 Gunblades at that.
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Podtxt
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« Reply #22 on: August 19, 2012, 01:30:12 PM »

Hi! I want to ask some mechanic questions.

1. How exactly fumbleson Initiative work? When i have +60 initiative and roll 2 on Initiative check, how mnuch do i got?

2. Psychic power Ice Shield - when i cast it ones, it remains indefinitely, losing only 5 hp per turn? What happens when i put htis power into Innate Slot?

3. And, when i have this shield cast and someone attacks me, do i defend with dodge or block, or rely only on shield and treat my defense as 0? It is a question about all shields, i dont get how they work.
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Pneumonica
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« Reply #23 on: August 19, 2012, 08:14:36 PM »

In that book are also "superior animated corpse"s that are used by Black Sun that are also a form of technomancy. From the Type-005 description: "The process for developing them is similar to that used for creating zombies, althought it is much more detailed and costly, because the skeleton recieves alchemical modifications and the brain is modified with the installation of a control system."

It's also made more expensive because the sixaxis controllers have to be specially ordered from Sony.  (/joking)

Most of the technomancy we've seen have taken the form of very minor manifestations, usually expressed as ki techniques mingled with bizarre technologies (the impossible weapons) and creatures constructed with the monster creation rules.  You can use that as your baseline.  If you want something particularly weird, keep in mind that there is no explicit rules for designing magical items, so you can treat them as that.  (There is a system buried somewhere in the forum, but there's a number of issues with it.)
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Raybras
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« Reply #24 on: August 19, 2012, 09:05:07 PM »

Hi! I want to ask some mechanic questions.

1. How exactly fumbleson Initiative work? When i have +60 initiative and roll 2 on Initiative check, how mnuch do i got?

2. Psychic power Ice Shield - when i cast it ones, it remains indefinitely, losing only 5 hp per turn? What happens when i put htis power into Innate Slot?

3. And, when i have this shield cast and someone attacks me, do i defend with dodge or block, or rely only on shield and treat my defense as 0? It is a question about all shields, i dont get how they work.
hey Podtxt here are the answers you are looking for
1)you can get the full answer to this on page 91 of the core book, but in general you lose a certain number of init and act last no matter what. the amount of initiative lost depends on your fumble: 1) -125  2) -100  3) -75  so rolling a 2 with 60 init brings you to -40.

2) All supernatural shields(magic or psychic) must be put in maintenance/innate slot to be effective for more than one round. so if you use Ice Shield from the cryokinesis discipline, you will roll potential to see how strong it is and when you put it in innate slot, it will lose 5 lp per round until it reaches the value dependent on your potential. so say you have a potential of 130 and your power you rolled 180, the shield will start at 1200 lp but will lose 5 hp per round until it reaches 600 lp (your potential is considered 120 since you dont have 140 to determine innate) lp will not regenerate if it takes damage, you will have to make a new one.

3) You defend using your projection as if it were a combat stat. so say someone attacks you with a value of 150 and you roll projection of 115, they will deal damage to you in % as if it were normal combat, if you roll higher than their attack, your shield takes damage equal to the base damage of the weapon + str mod.
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bonreu
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« Reply #25 on: August 20, 2012, 12:00:01 AM »

Can i get a quick clarification, when the Ebudan finishes there set purpose they become immune to natural attacks, that means everything that is not supernatural right? swords, ballistic, knifes, mountain falling on top of them. all that right? or just unarmed attacks?
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vytzka
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« Reply #26 on: August 20, 2012, 12:10:22 AM »

Attacks that cannot damage energy. I'm not sure but I think it should include falling mountains, and it definitely includes attacks with melee weapons not backed by special skills like Presence Extrusion or other things that specify they damage energy.
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