Jump to content


  • Content Count

  • Joined

  • Last visited

About CyrusRangue

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Sellersville, Pennsylvania, United States
  1. The rules for this are on page 93 in the corebook, toward the end of the combat section. If I remember correctly, only attacks that specifically say they damage energy or those that do Energy damage ignore damage barriers. Even spells that don't do Energy damage require the ability Energy Control from Arcana Exxet to damage energy and therefore ignore damage barriers. Hope that helps you out.
  2. Thanks for the correction Black-Fox, having gone back and reread the part about how the imbalance is created I agree that the reference to investing DP directly does just refer to buying the Magic Projection ability normally (as in not buying either Mystic Module). I didn't mean for my previous post to sound like offensive and defensive projection were bought seperately just that the imbalance was, which is not correct. Sorry for the confusion MoonShadow.
  3. Magic imbalance is pretty straight forward. By "investing development points directly" the game means at a 1 to 1 ratio. So if (using the example in the book) you purchase a magic projection of 60 (which costs you 120 DP as a wizard/warlock) then want to do a 10 point offensive imbalance you would spend another 10 DP and end up with 70 projection in offense and 50 in defense. You can only have a maximum imbalance of 30 points in either direction and can spend 10 points per level to either further imbalance yourself (still to max of 30, that is to say in this case 90 offensive and 30 defensive) or move back toward equal offense/defense. As for additional attacks and counterattacks, losing the right to active actions also removes your right to attack regardless of when it happens. In your example, if you make your first of three attacks and roll lower than the defender and recieve a counterattack, you roll defense as normal. If you end up "on the defensive" (the counterattack beats out your defense) you lose the rest of your attacks for the round even if the counter didn't actually do damage but fell in the blank area of the combat table. I hope that answered your questions.
  4. So I've been having this same conversation/argument with one of my players for about two weeks now regarding two metamagics that, depending on interpreation, have similar if not the same effects. The metamagic sphere Control Space states: "This ability allows a wizard to choose which people within the area of effect of one of this offensive spells are actually targets of it, even with those spells that explicitly state otherwise, such as Fire Ball or Dome of Destruction…" (Arcana Exxet pg 27 for the rest of the description, but that's what's related to the issue) Mystic Accuracy states: "Basic Level (One Sphere): The wizard's Attack spells gain the Precision trait. There is no effect on Area Attack spells." There's no problem here, called shots on non-AoE attack spells are at half penalty. The next sphere is the sticking point. "Arcane Level (Two Spheres): Area Attack spells also gain the Precision trait, and the wizard may designate specific targets in each spell's area." Specifically the second part is where my interpretation differs from that of my friend. I read that as meaning that the sphere not only allows AoEs to have the Precision trait but not every target in the AoE has to have a called shot applied to them nor do all of the called shots have to be at the same region or sub-target, but all bodies within the effected area are still targetted regardless. His interpretation is that it also grants the same effect as Control Space. I doubt there's some kind of official ruling somewhere, so what do you all think?
  5. Guards said: So we should add blacksmiths to the starving artist catergory? Because if you are selling things at the price it costs to make them you would have to sell everything you make to break even, granted supply and demand could give you some leeway but probly not enough to live off. Not by any means, my players only get things for those prices at character creation. They usually pay a good 15 to 20% more for something made by someone else and that's only considering that person's labor time in making it. For a longsword that comes out to about a gold piece for a week's labor (5G material +20%), most peasents in Anima would be elated to make a gold in a week. If the region has high tax or the materials are exceptionally rare, the price goes way up. If buying from a big trading conglomerate, you might get the sword for 5G or even less depending on how cheap they can get the steel or iron and how fast they can have them maufactured. Given that in Anima the average person who isn't a merchant lives on tens of gold per year rather than hundreds, I feel like it makes the fact that weapons and armor are a significant investment for most people more real to the player. Even smiths don't make a killing on each piece sold, especially since they wouldn't primarily sell weapons as a living that's just not realistic. Most smiths get by selling the everyday stuff, and probably only make a few silver on each set of horseshoes or whatever else the might sell. But that's more than enough to feed a family and pay for a house. Like I said before though, ultimately it depends on the style of the game. There isn't anything written anywhere in the books as to what this stuff should cost material-wise, even in prometheum exxet. Everything else is just my take on the game world and what my players feel is fair.
  6. The way I've been handling this in my game is that the prices listed in the core book are the material costs for those items, then they get raised according to region/taxes/supply & demand etc. once in-game. That gets you something plain though, if you want to buy gold and gems and stuff to decorate it that costs a bit more but usually comes with some kind of minor style bonus when using it. In the end it depends on who is running the game and if they feel like breaking down the costs for the individual materials you need/want to use. Naturally, material for an electra or even black steel sword will cost more than regular steel or iron for the same weapon.
  7. Healing is tough in Anima, that's true. With supernatural abilities you can find healing in the Light, Creation, and Essence books as well as one in free access I think. Psychics can boost their own regneration rate and can apply that to others using another power in conjunction. The medicine secondary ability can be used to heal some damage, but never all, the same is true with Ki using the Ki Healing ability.
  8. Kilburn's got it from how I read the book. If you suceesfully block with a superntaural shield, be it from magic, psi, or ki, the shield eats base damage of the attack. The idea is that the projection roll is to get the shield in the way of the attack, it's not just a bubble so much as a point defense system if you get my meaning. In your scenario all of them take 25 damage, 50% of 50. If the Paladin succeeds, it's up to you if he needs to check breakage. It's an intersting mechanic for building drama in a fight but constant checks get old and might make the player feel like you're trying to take his shield away. Generally, I look at the odds of the attack breaking the shield if it's more than 50/50 I make the check. If the shield doesn't break I only check again after the player fails a block If the warlock or the psychic succeed, their shield loses 50 points of life and they take no damage. The advantage of these shields is that they are capable of 360 degreee protection and you don't have to be aware of the attack to attempt the block, your soul/mind does it for you with your projection score. That's my interpretation from reading the core book.
  9. Huh, I must have missed that rule. Anyway, I was more referring to situations where you simply can't dodge or block either because there's no room or because you can't get anything in the way, that may just have more to do with how I run games than anything else. Also, I've never really played the game beyond level 4 or 5, so scores were just clearing 100 except for extremely specialized characters. Thank you for the help clarifying that stuff.
  10. I like the knight, a good flavor change from weapon master like hellgeist said. One other thing that might set him apart would be an innate bonus to the etiquitte secondary ability from the setting book. Style makes you look cool but knights are typically very well accustomed to behaving in the higher circles of their cultures. I liked your perfectionist class too, I never did understand why the rest of the combination classes weren't in the core rules. I'd offer any of these to players in my game, probably will if any of them get cut down.
  11. Alright, most of that makes sense, and that's kinda what I figured. I wasn't sure because some of the martial arts were specific i.e. "master of block" and some were defense. As for your answer regarding attack I knew about the penalty for being untrained in one and/or the other. I meant more what if "unarmed attack" were purchased as a weapon module rather than learning a martial art. It doesn't offer any benefits that the martial arts would but being able to fight without a weapon is a good idea anyway. I assume at that point it would use the same attack score as any melee weapons you were trained with, I just wanted to ask because I've never been clear on it personally. I've had this conversation with my players because someone was trained with a cestus and though he should qualify for trained with unarmed too, which I shot down since that's only for fists and "unarmed" would at least imply enough brawling experience to do grabs and simple kicking. I guess my actual question is would you consider "unarmed attack" a weapon module trainable for generic barefisted fighting and would that then use the full attack score? Also, some training in both defenses isn't a terrible idea since you can't always block and you can't always dodge and untrained is a big penalty.
  12. I've got another question about defense as a stat, this seemed to be the appropriate place to put it. Most things in the books reference a character's "defense" but near as I can tell there are two defenses. For example some martial arts require X attack (unarmed) and Y defense before you can learn them but then add to block or dodge. So when it references "defense" instead of block or dodge does that refer to the sum of the two? And further, if something requires mastery in defense is that a score of 200 in BOTH or just when they sum to 200? I've had the books for a year or so now and I can't find any indication. Also, since this has to do with scores too, when something requires X attack (unarmed) does this imply that your unarmed attack score is different than your attack score with other weapons or does it just mean that you need to be trained in some kind of unarmed combat and have that much attack? Thanks in advance.
  13. From a purely statistical point of view, you're sort of right. dodge has less penalties against ranged attacks than block when you're shieldless. The GM Toolkit added a style module that lets you treat a twohander as a shield. As for dual wield, the character is probably a hit and run type and the two weapons means that you don't necessarily need high str to do decent damage, so you could build high dex and high agi. That kind of character would focus on hitting well and often rather than devastatingly. Also, as it was stated before, there are situations where I would say dodge wouldn't work as well. I assume that excepting for at very high rolls of dodge you need to have space to get out of the way of an attack, you aren't matrix graze-dodging everything that comes at you. Where with block you can stand there and attempt to stop the attack dead, no need to move.
  14. While this may be the case, there is nonetheless a reference to an "Impact Table" that must exist somewhere, and there still does not appear to be enough information given in the description of "Psychokinetic Impact" in order to determine what effect its strength bonus has. I would appreciate it if someone could assist me in determining exactly what information I am missing in being able to use these powers, and if some table called The Impact Table exists, either within the book or as some sort of supplimental information.
  15. Greetings to everyone. I recently purchased Anima and have so far been very pleased with the game. However, during our first combat testplay, we quickly came about an issue that my friends and I could not surmount. One player, whose character is a psychic, attemped to use "Psychokinetic Impact", which seems to be lacking important information regarding its functionality regarding how its strength bonus plays into its knockback effect. The spell "Water Impact" references an "Impact Table", which we surmised might be related. Even if this is so, however, we could not locate this table. It quickly brought out play-session to an end as we searched the book many times over for an "Impact Table" without success. As a criticism, we all agree that the lack of an index is very harmful to the core book's ease of use. Would anyone be able to assist us in finding this "Impact Table", or whatever else we might actually need for spells and abilities such as "Water Impact" or "Psychokinetic Impact"?
  • Create New...