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Everything posted by Ysalaine

  1. Akitoscorpio said: The first one's pretty simple, do Summoner's need to buy "The gift" To summon? The second one is about Elementaly charge weapons, I saw ae few art examples in the book of flaming swords and what looked like a "Light" Katana, but there's no hard rules for magic weapons? How would one go about making something like these? 1) No. The Gift isn't required, but, a summoner with the Gift could get the Zeon Recovery advantages, etc. And they can decide to do magic as well, as they will increase their MA and their zeon pool anyway. 2) We translated a fan-made artifact creation rule, and Anima Studio said it was quite good. More info here. Hope it helps ^^ I advice you to go to the other Anima forum (check my link), there are more people and more infos there.
  2. Warhammer minis are smaller than the Anima Tactics one. Warhammer (fantasy minis) are on a square base, Anima Tactics on a circle base. But if you want to use the minis for Warhammer RPG, I don't think these differences are important.
  3. Gaia is wide and complex enough for you to find the style you prefer. Final Fantasy is one of the inspirations, but a lot of manga too, other video games, books, etc. I don't really like mangas (and I don't know it very well), but I love the setting anyway ! If you don't like the FF style, it doesn't matter
  4. Yes, but, the combat is still long with level 0 characters, as you'll roll everything. These house-rules are made for spending less time on these fights.
  5. Maybe this will help you. Browse on the website if you want some documents to help you through Anima. My english version of the site isn't as full as the french one, but there are some interesting things. Everyone, remember, if you register, you can submit your own documents for upload, if you want my website to be better for english speakers ^^
  6. Nightchilde said: Cool. I'll take those suggestions into consideration. I haven't actually run a session of Anima yet (this Saturday, though, is the plan) so I'm not 100% sure of how it would work out. I normally don't drop in houserules before playing at least once, but I wanted to get *these* in place before the campaign started. If I can give you an advice, just try the game with all the rules once in combat, just because if you apply these houserules now, your players can maybe get a wrong idea of the scale of power and balance of the game, thinking they are better than they really are. I imagine that if a players thinks that 50 in attack is enough because henchmen didn't get any open rolls and never rolled their defense, he can be really disappointed when he will notice that it's not enough for a combat-oriented character in a "real" encounter. These rules are great in order to make your players feel that they are quite good in front of henchmen, and to make real encounters more difficult. But if they build their idea of the game scales of powers on it, maybe they will get a wrong idea, so, when they will get a real encounter, they will feel weak... and you'll get the opposite of what you wanted. I don't know your players so I can't tell how they will react, just an advice
  7. Nightchilde said: 2. Henchmen rolls are never open-ended. And, it's logical, as in Gaia we have new rules about gnosis and people with gnosis 0 can't get open rolls.
  8. Nightchilde said: Has anyone applied any henchmen/mook/minion rules for their Anima games? Here are the rules I'm considering... 1. Henchmen do not roll their Defense. Whatever their score is, that's what their defense is. 2. Henchmen rolls are never open-ended. 3. Any attack that would deal a critical on a henchman instead instantly kills or knocks him/her unconcious (player's choice). The point of these ideas are threefold. First, it should speed up combat with no-name thugs to get to the more important battles. Secondly, it should make the PCs feel even more like bad mambajambas than they already are. Thirdly, in contrast, it'll make the "real" encounters seem that much *more* dangerous. Thoughts? 1. I like it, but I'd rather say "add 50 to their defense and don't roll it". I'm afraid it can be really to easy if they have always a 0 + their defense. 2. I like it ^^ 3. I think it's too strong, they could die too fast IMO. I like the idea of henchmen still fighting with haemorraghies and broken bones ^^ But these are really good ideas I think I will take the 1. and 2. I've said. During my last game friday night I had a fight that lasted for 2h with only level 1 warriors (my PC are level 2) because everyone rolled only average checks... I was thinking about such rules so, thank you
  9. Omnicrazzy said: lozano_ said: I tell you the same as in the spanish forum... be patient. I didn't even know there were other language forums. Anima is a spanish game, released in 2005 in Spain. It has been translated since the end of 2007 in french, and only at the end of 2008 in english.
  10. Ok, I'll credit you ASAP ^^ When I upload documents myself, I'm credited of its creation by default. I'll change it ! But if someone uploads himself his documents, he's of course credited for it. And, you're right, I need to activate new accounts myself (to prevent bot-created accounts), and it's done, you're activated ^^
  11. Here is the table with calculted % of damages, and here is the combat table. Enjoy
  12. Yes, dividing will cause some problems with such numbers (that ends with 5). IMO I won't advice it. It's not a real problem to have a 100 based system... substracting 143-32 is not a lot more difficult than 14-3... and it prevents you to change a lot of things (turn bonus/malus of weapons, etc.) And, remember, there are no rolls for damages... the result of attack-defense gives you a % of your weapon base damages, and in the best case, it's already calculated on your character sheet.
  13. If you want to divide everything by 10 you can. Your players only need to raise their competences 10 points by 10 points. It's not a big deal to convert. Maybe for fumbles, as they work on 01, 02, 03 ?
  14. No, it's not that bad You only need one chart : the combat table. You can download it on my website (it's in french, but french numbers are the same ^^) and give it to your players if you want. And, on the character sheet you can download here or on my website, there is a scale to pre-calculate % of damages for 2 weapons. It's enough, most of the time. So : roll attack-roll defense=difference -> look on the combat table. If attack>defense=%(on the character sheet), if defense>attack=counter-attack (same as beginning). Is it really worst than roll attack -> look at the AC -> roll damages ? (DD3) You only need to be able to substract one number to another. Some people would rather use a calculator (especially for long time games at the middle of the night ^^) but I never used one and it's not long. The critical table is not longer useful when you've understood how it works : 1-50=malus equal to failure, 51-75=same localised (beware of critical points of anatomy), 75+=same with destruction of the member. And this rule is easy to change if you want to. Psychic characters can have some character sheets with pre-made tables to copy their powers. It's the same as copying your spells on your sheet or looking always at the books for spells in every RPG. Ki characters won't use the table anymore since their technics are made during chargen. Summoners characters won't summon anything during combat most of the time (unless they are able to handle a -100 to summon in 1 round ) and should't know difficulties. Most of the tables are only useful during chargen. I understand chargen could be a little difficult at first time, that's why on my website there is a good translation of the chargen tutorial (thanks to the translator ^^). Did I say that the adress of my website was on my signature ?
  15. It's quite frightening at first look but the mechanic works well. The only thing I've changed is about fumbles. The check about Failure Level is useless IMO, so, I've decided to use 01=-75, 02=-50, 03=-25 (average checks) to the competence. Then there are a lot of optionnal rules (for breaking weapons during block, for ex). I just don't use it except for very big hits, and only if it is relevant for a scenaristic purpose. It's not harder than some other games... what's cool about Anima is the huge possibilities to do everything you want. Don't like the psy system ? Don't use it. Don't want to be disturbed by summoners and all the creatures you need to create for them ? Forbid it. Ki technics can seem to be a large set of rules but in fact it's easy to manage, as most of it is about creating technics. Same as chargen, it's something you only do once at beginning (you can need some time to create another technic as your character gets more experience), but in game, it's not a big deal. Same for summoners... they need some time to work on creatures outside the game time.
  16. You need the Gift. And you need the advantage to gain access to 1/all psychic powers. It would be unbalanced either. Remember classes are only patterns for spending points in Anima, if a wizard could do magic without the Gift it would mean that his class gave him a monstrously huge power for free... compare to the Assassin for example...
  17. A non-official quick start kit with rules and an adventure.
  18. First, the Illusionist doesn't need to do Illusion Magic. It sounds silly but it's true and a lot of people make this mistake. So, the Illusionist is only a "able in secondary habilities/wizard" class. You'll be a little less efficient in Magic than a pure Wizard. But you'll get bonuses in some skills. You'll earn less zeon per level, and you'll have a MA multiple more expensive. I'll advice you to choose well your advantages/disavantages to fit your character concept, keeping in mind that you won't be as good a wizard as a pure wizard. It's an "hybrid", so, depending of your character concept, you'll need to focus a little on one of its sides (magic or competences), or, you'll need to keep a balance between the two sides. I can't say more without knowing more about your character.
  19. Sorry, english isn't my first langage so when I'm not sure, I prefer re-explaining everything than giving a wrong answer to your question ^^ No, it's not permanent at all. When you want to fly (you've bought the power by spending MK permanently), you'll need to spend 1 of your Ki points (from any characteristic) per minute you want to fly. It's the same for technics : the cost is the price you need to pay each time you want to use the technic. Look in the Ki chapter (sorry I can't give you a page number as I don't have the english book), there is a paragraph about Ki points recovery. So, Ki points are a kind of pool, and you pump into it to get some powers (levitate, fly or technics). In case of technics, these points don't just go out of the pool to be spent, you need to accumulate them in order to use a technic. If you have 8 Ki points in DEX, 1 in Ki Accumulation DEX, and you want to use a technic worth 3 DEX, it means that you need to accumulate for 3 rounds, then use your technic and substract 3 points to your Ki points pool. After, you will recover your Ki points at the rate of 1 points for each characteristic / hour, so, in my example, your Ki pool will be full 3 hours later as you spend 3 Ki points. If you spend 5 Ki DEX points to fly for 5 minutes, you'll need to wait for 5 hours to recover the 5 points. (but you don't need to accumulate, they just go out of your pool) Ok ? Don't know if I'm clear ?
  20. I'm not really sure to understand what are your problems so I will try to explain everything : First, with Ki, are the 'Ki Points' you get those granted by your characteristics (Strength, Dexterity etc)? That seems what was intended, but I wasn't exactly sure. You'll get a pool of Ki points granted by your characteristics, and you can improve it by spending DPs (see class description, 1 Ki point = DP for Technicians). There are also Accumulation numbers in another column. The base is granted by your characteristics, then you can improve it by spending DP (1=10 for a technician). Also, if you spend these points for abilities (eg. levitate and flight), are they permanently spent? If so, is the only way to get more to level and spend DP? I couldn't really find the information I needed amidst the rules. These powers are bought by spending Martial Knowledge points. You need to spend the permanently to buy these powers or technics. The only way to get more MK is to level up (+50 for a Technician) or to get more Martial Arts (some of them give MK). At chargen, you can choose an advantage that gives you more MK (don't know the name in english). Then, to use Levitate or Flight, it's said that you need to spend one Ki point / minute. So it's not permanent. I don't have the english book... this "1/min" is in the french description of Levitate. Finally, with Ki Techniques, the various costs related to characteristics: do you have to spend Ki points associated with that characteristic? For example, if 'Dexterity 3' was written, would you therefore need to spend 3 Ki points provided by your Dexterity pool to use that ability? Yes. If a technics needs to spend 2 DEX, 3 STR, it means that to use this technic, you'll need to accumulate and spend 2 DEX Ki points and 3 STR Ki points. It says you learn 1 spell per 2 Magic Level you have. I noticed under the 'books' that the spells had levels, and in one case had (in this order) a Level 2, a Free Access, and then a Level 6... Does this mean at Magic Level 2 you learn the Level 2 spell, Magic Level 4 the Free Access spell, and Magic Level 6 the Level 6 spell? For example, if you have 10 in Magic Level, and you decide to spend these 10 points in the Fire path : you'll get the first 10/2=5 spells or, and it's the same, the spells until level 10. So, you will have spells level 2, free access 1-10, level 6, free access 1-10, level 10. So, you're right. Sorry if these seem really obvious questions, but the sections that detailed these things don't seem to me to be as clearly written as other sections. Maybe I've skipped parts, or hadn't read along far enough? You'll find more questions, more answers, more people and Anima Studio here. It can be easier as a lot of people already asked for a lot of things Thank you for your replies in advance. You're welcome
  21. Here it is... Projet Anima JDR is now in english too !!! Just set the langage with the little "languages" box on the left. You only need to register to upload your own documents, easy, fast, free (max 2 Mo sorry) Please give me your download links by e mail ( ysalaine AT gmail DOT com) if your files are bigger than 2 Mo, I will add them on the website.
  22. If you agree to send me one, I could put in on my website and put the download link here, of course, if it's ok for you ysalaine AT gmail DOT com
  23. 20 classes. But classes aren't like in DD at all. There are almost only patterns of costs for different habilities. Character are created by spending points in these habilities, cheaper or more expensive depending of the class. Some classes also give bonuses/level to some habilities, and all of them give bonuses/level in Health Points (but you can increase HP with points), Turn, and a few other things about supernatural powers. When you choose a class, you only choose a development pattern. There are no RP obligations as in DD. Someone from the "Paladin" class is only a good warrior who is good in social skills (Command, etc.), there are not Sacred warriors with codes of conducts. Your RP character concept, behaviour, social position, job are only up to you, not decided by your class. Some class samples : Warrior, Acrobatic warrior, Paladin and Dark Paladin (bad names, just two different versions of the same thing, not "a good" and "a bad" one), Shadow (furtive warrior), Explorer (not sure about the english name), Wizard, Warlock (fighter wizard), Tao (martial arts mainly), Technician (specialist about Ki), Mentalist, Warrior Mentalist, Summoner, Warrior summoner, Wizard mentalist, Rogue, Illusionist (bad name again, just a furtive wizard, not linked to illusions), Novel (no specialisation) etc. Anima is a very different game than DD, you'll see... Don't have if you had a lot of other experiences in RPG, but you'll need to change a lot of points of view ^^ For example, there are no Priest class, and the game don't need any. If you want to play a priest, you can choose every class depending of your character concept : a little village priest ? Explorer, Novel. A big town bishop ? Novel, Paladin. A pious knight ? Paladin, warrior, Weapon Master. A Saint (someone with supernatural powers recognized by the Church as Divine Gift) ? Wizard, Mentalist, Wizard mentalist, Warlock, etc.
  24. Arcanaman said: I have read in many threads that character creation is a long process how much longer is then a normal 3.5 dnd character sheet ? A "normal" creation doesn't really exist, you know... It depends a lot of the person and of your experience with the game, as Exarkfr said. Some friends and I can create a DD3.5 level 15 warrior in only 5 minutes without any book, knowing the tables and most of the feats by heart. Some other people can barely create the same lv15 warrior in a full afternoon, because they're not familiar with the game and/or want to make it very well. Create your first character alone, with your book, just to try it. When you'll get the logic of it, you can make your players create their own character. My first Anima chargen were quite long, but know, it's easy and fast (about 30 min - 1h), except if I want to create a character who uses some powers I never used before (a magic path, etc.).
  25. NO. There's no strict RP obligations for the character from class or something else, interpretation is totally free. In my opinion, a general inclination of the setting is to be "grey" instead of "black or white". There are not so much real vilains, and even heroes can be not so good. Anima is not a manichean game. There are Light/Darkness and Creation/Destruction magic paths, they are opposed, but none is "good" or "bad" : they are just different parts of the Magic.
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