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Everything posted by F3nr1s

  1. I think the big problem is here: To activate a psychic shield you roll a psychic potential roll, not a psychic protection. To defense, after you have succeded the psychic potential roll, you use the psychic protection. If you don't maintain the shield with an inniate slot, you must roll every round the psychic potential roll, like as you activate the shield every round. Also: If you put the psychic shield into an inniate slot, it is possible that your shields starts to getting weaker. For example: you have a psychic potential of 80 and activate a psychokinteic shield with an final roll of 141 (which would be Very difficult, therefore 700 LP). After this you but the shield into your inniate slot. Now, inniate slots only maintain powers on the level of your psychic potential or lower (which would be 80, also Medium, therefore only 300 LP). Because of this, your shield loses 5 LP per round up to the moment, on which it only has 300 LP, than it will only lose LP from attacks. If you don't maintain the shield, every round a psychic potential roll is needed, therefore possible to get on round a stronger shield, the next round a weaker and another round no shield at all. So long,
  2. Okay, I will try to answer the questions HOW my groups rules them: To 1. and 2.: We are playing that everybody automaticly declares his maximum on active action. Reason is, that there is no penalty if you don't use them and the penalty for additional actions exists after an actions is taken (for the penalty for additional actions it isn't important to know how many actions are following, it is only important to know how many actions were used before). To 3.: an attack action and an attack are to different things in this system. Usually you can only use an action only one time per turn (you can only take one move action (because otherwise, you could run two or more times your maximum per round). But a character could have more than one attack per round. This aren't attack actions but attacks, which are used for counterattacks and for the attack action. For example, if a character has 2 attacks, he could use them for two counterattacks, or one counterattack and one attack or both for his attack action. To 4.: Now back to the difference between actions and attacks: For additional actions, every following action get a cumulative -25 penalty. Means: first action gets none, second action -25, thrid action -50 and so on. With additional attacks this is a little bit different: the penalty for additional attacks is on ALL attacks this round. So if he declares he will use two attacks, BOTH attacks get the -25. It doesn't matter if they are used for counterattacking or an attack action. You can also say, his attack ability is reduced by 25 points this round. To 5.:Similar to 4: The additional attack malus applies to all attacks. It applies also to second hand attacks. Therefore: His first attack would with -25, his second attack with -25 and his second hand attack with -65 (-25 for additional attacks and -40 for second hand). To 6.: To bows and throwing weapons: AFAIK yes. To weapons like crossbow: They have their own strength value for calculation of distance and damage modifier. There is also the rule that normal weapons can't use the modifiers of a strength of 11, because it would be to strong for the weapon/ammunition. Most was out of the memory and the answer to 1 and 2 was the houserule of my group. So long,
  3. To Cancer: In the description of cancer is the possible use of the characters hair described. And I think, nobody has "+5 Quality Hair". But now to the problem with the quality. Are there any monofilament weapons _without_ cancer? I don't think so. So, to say "it must be a monofilament weapon +5 qualtiy" would also say "there are monofilament weapons without qualtiy", which isn't the case. So, why the necessarily: I hope Black-Fox and Nurddude could agree with me, that the fibers of a normal or low quality hemp rope wouldn't be usable with cancer, because they wouldn't be "good" enough. The fibers of a +5 quality rope could be a different case (could be, if the fibers themself are +5 quality and not only the rope). But I don't think that the +5 quality is a must, because like said above: there are no +5 quality hairs. I think it is only meant, that the cancer-user can't take everything up and use it as cancer, it must be a higher standard as normal fibers. If it must be +5 quality, something like hair wouldn't be usable. And a second time: To say, it must be a +5 monofilament weapon would mean, that there must be +0 monofilament weapons, but only cancer could use monofilament weapons and to say "they must be +5" would be a odd. And to Umbra: Where have anyone read, that I can create items with umbra, so that I can use them with impossible weapon modules? So long,
  4. I will try to answer some questions: 1. Yes, you can learn Nemesis and Ki at the same time. AFAIR, it is explicit stated somewhere in the book. 2. I don't think they stack, because Noth is a upgraded version of armor of emptiness 3. I don't excatly remember and don't have the time to look for it (maybe later this day) 4. AFAIR Umbra doesn't create objects from shadow (like sword or so), so I would say: No, you can't 5. For example one of the Shajad give every item a character wields the values of a +15 quality item (also weapons etc.), but in this case, I would say Umbra isn't a weapon. 6. I think the impossible weapons are not combinable (they are weapons, which needs special training, it would like to combine a katana with a bow) To your combinations: I would need to read the descriptions, but don't have the time at the moment. So long,
  5. I think, the anima book isn't using the term "steel" like I know it. Steel is an alloy from iron and other elements. Carbon is one of the other elements. Now, AFAR, if the carbon part of steel is higher, the it would getting darker (but not black) BUT it would also becoming softer and flexibler. Therefore I would say, that black steel isn't steel like definied above. But this says nothing, if black steel includes iron. Also white steel isn't described as alloy, but as metal. Now, steel is also a metal, because: metal can be an alloy, but it isn't necessary. Problem is here: black steel is described as alloy and white steel only as metal. Therefore one could say, that white steel isn't an alloy. But if you look at steel: Steel itself is only described as a metal. I would rule it so: Black steel is a subtype of steel, therefore, it would have an iron part. For white steel, I wouldn't say this, I would say, it is a "pure metal", therefore no iron. But this is only my opinion, which I couldn't say to must be true. In my ruling, Elektra would have iron, because of the black steel. So I think Nurddude and I agree in this points, or? So long,
  6. I think, Nurddude is correct. So "silver weapon", and so on, don't have special effect on Duk'zarist. And Duk'zarist don't use iron items (in the core book is a wood described, which can be forged to a sword, this was, for example, something Duk'zarist used). But: steel is a "iron-alloy" and AFAIK most cutting weapons are made out of steel (iron itself wouldn't be "flexible" enough and could break really fast or become blunt). But for example weapons from bones or unusually metal (which are some magical weapons), most maces, perhaps arrowheads and so on, wouldn't be made out of iron(-alloy). So long,
  7. Okay, at first: English isn't my mother tongue, therefore im far from perfect. I understand it like your player: The second sphere of Mystic Accuracy allows to decide which targets will be hit from an area attack (so, I could exclude friends from it). But this would render "Control Space" useless, therefore I would ignore my understanding and would use your ruling (Precision Trait for Area Attack spells and I could choose for every target in the area a different location (or no special hit location at all)). So long,
  8. I don't think, that a curved weapon, which is good to strike under the ribcage, should be a precise weapon because of this reason. Nearly every thrusting weapon is good to pierce the eye balls or pierce between the ribs to attack the heart or lung, also most cutting weapons are good to cut through the stomach or neck or windpipe. But all this doesn't mean, that his weapons are precision weapons. Also, there is an game-rule reason, why powerful weapons are not precise: To have a weapon with base damage 120, which as only half the malus to attack vulnerbility spots are really dead. Oh, I can attack the head with only -30, must only make "10% of life point" damage (which isn't this difficult, if the base damage is high enough, for example, my lvl 5 character has only 120 LP, so 12 LP damage on an vulnerbility spot would be a crit) and if the crit level is high enough the person is knocked out or instantly dead. This could be game breaking. Perhaps a style module to get the precise tag to the weapon, for around 60 DP, to represent his training to use his tusks as precision weapon, but to get it for free would be to mighty.
  9. For the "negative final defense value": I have read in the other anima forum, that in core exxet it is stated, that no negative final values are possible. If you get a negative value it will be used like an final value of 0. Therefore I think, that the have forgotten this in the core book (like with the ki-effect "physical weapon": in the core book isn't stated, that the weapon to be created must be chosen the moment the technique is created, this is stated first time in the Domine Exxet). But my groups plays with negative values, therefore a negative defense value is possible (additional defenses, all action penalities and so on), but this is a house rule (and can be really deadly). For the counter against a counter: I can't find a rule against this. As a house rule, my group doesn't allow counterattacks against counterattack, to make a counterattack safe and to hinder "endless counter-orgies" (if both combatans have many attacks, they can have many counterattacks against counterattacks). So long,
  10. I would say, that this weren't precise. Okay, he "uses" his face to direct his attacks, but the enemy is also moving. Try to hit an arm with your face, if the enemy can turn sideway OR hit your face with his sword (a.k.a. block with his sword), can be rather difficult. Or the moment you lower your head and torso would be the perfect moment to strike the top of your head, without you seeing that (lowered head and torso means you are looking at the ground, ergo you can't see the strike to the top of your head) With claws, I would say, it would be possible, because, they would be like unarmed (in unarmed fighting you are using your hands, with claws it would also be your hands and unarmed is precise). Usually smaller weapons are precise, because you can react on the enemy movements. To change the path of your dagger is simpler, than to change the path of your sword. For a possible solution: Perhaps you could say, that the tusks are precise if you are not charging, if you are charging, they wouldn't be precise. So long,
  11. Like written in Dominus Exxet, obscured and from behind don't add fully. Also would I only give obscured, if the steahly char is camoflaged or invisible (or the area proved "obfuscated" like darkness or fog). From behind would I only give, if the stealhy char get attacked from behind. This is not automatic, because he could lean against a wall or something like this, but flanked could be the usual modifier. But the stealhy char would always get the suprise effect. And I think Kalis is right, you shouldn't force a person to take absorb hits, because he/she is surprised, because this would be double punishment for them (-90, perhaps more for positioning etc. and absorb hits would like hell). So long,
  12. I think, the Raven could look like the shuriken of Yuffie (perhaps not this big, perhaps the size of a eating plate), BUT isn't balanced for throwing. Reason: - The description sounds like a shuriken with a bigger hole in the middle. - For the "selfcutting"-problem: The weapon has the complex-tag, this should be the "selfcutting". I think, it is like the "starknife" from Pathfinder, but without the handle in the middle (because with this, it can't be spinned). I'm not exactly sure, if there was every a real weapon like this. So long,
  13. Nurddude said: Second: I can not find any stats for the scourge, so it may be a typo. This is what I thought the raven looked like (but it doesn't have the spinning hole): A Scourge is something like a "multi-whip" (if you have seen the movie "the passion of christ", Jesus is tortured with a scourge). http://en.wikipedia.org/wiki/Scourge I also can't find the other values for It. The weapon in the Picture from Wen-M is AFAIK a Katar. Usually katars had only one blade, but the made many different types, some with extendable side-blades and later some, with "pistols" an the side and a trigger in the handle. For the raven: I think, it is something like a big shuriken, with a hole in the middle, for spinning. But this is my opinion and I can't remember any references. So long,
  14. Yes, I think, that the unifaction of ki has made the domine-fighters stronger, but I think, they where rather weak, if compared with psychics or wizards. Usually, they had not many ki-points per characteristic, so they could only use all techniques with there primary attributes one or two times per fight. A wizard can fuel all his spells with his generic zeon and a psychic could improvise many psychic abilites with his free psychic points. But a domine-fighter could use his techniques not often, specialise of one art of technique (one set of attributes) or try to make him a general ki user, which would mean, he can many, but nothing got (jack of all trades, master of none), but wizards and psychics don't have this problem, they have one set of skills and can use all of their abilities with this. Okay, a psychic must pay for "access to all psychic disciplines", but to make an domine fighter, which could do something, they must take martial master, which costs around the same. They got stronger, but they weren't this strong from the beginning.
  15. Hi, done :-) http://ultramegabit.com/file/details/qD56-jio3NE So long,
  16. Thanks for the "AddEverypagehook", it sounds perfect for my needs. For the backgrounds: I don't know how fast the siteowner is, but I had a copy of this files on my laptop: http://ultramegabit.com/file/details/uWd4oLc9eRc So long, EDIT: If you need the fonts, I have also a copy on my laptop
  17. Hi, for fonts and page-backgrounds: I have found some on an german anima fan pages (http://hokuwo.de/?page_id=53). I don't know, if the download-links are still working or not, but you can try it. The backgrounds are called "Seitenhintergründe" and the fonts "Schriftarten/Fonts". I can't say, if they are official provided and what license is useable. If you find a way, to get LaTeX to choose different page-backgrounds for even and uneven pages, I would be happy, if you share your wisdom with me ;-) (because I tried it, but never found a working way). So long,
  18. This sounds like, that an mixed class usually takes the better of his two archtypes, which I must disagree: The ranger (fighter/prowler) has a cost of 3 in the vigor group. Also is the costs of 3 in attack and block "weird", because the technican and Tao both have there costs of 2 (which usually means, that the dominion class could be an allround fighter class, but this sage build only focused on dodge). Than, this "Can use magic level or martial knowledge": ATM, I'm playing an technican, who started with 170 MK … okay, this would mean, that this character could learn magic like she had and magic level of 170. I can't look at the magic learning level table, but I think, this would mean, that she could learn very high spells in no time. Also, the Illusionist class (which is an mixed mystic/prowler) has cost of 60 for MA. I can't point my finger at a particular point, but I have the feeling, this class is somewhere broken. Perhaps there was always a balacing problem with a mixed mystic/domine class and therefore, there where no such class be published. So long,
  19. At the moment, I don't have any books at my hands, but I try to answer some questions out of my memory. 1.: Legacy of Dragon Bloodline: If you use the "wording", the GM was the only person, who decides, what this legacy does (except of the gates). But usually the GM should talk with his players and try to find a "compromise". Reason: You are playing with your friends and you all (GM and players) should have a great time. So, everyone should play, that _everyone_ have his fun. 2.: I can't remember to have read this spell, but I would think, it is similar to the level 100 free access. With this spell, you can make a "rule" (for exmaple, the first son of a family will be killed by wolves). The "family" has only one MR-check and after this, they can't change their destiny. But every person, who isn't included in this "spell" can break it. For example, some funny lucky "dudes", which a speaking some weird english and are using words like "lol" (a.k.a. the PCs) could appear and stop the wolves from killing the firstborn. So, I think it could be possible with the other spell. With observe: I don't have the book at hand, but it could mean more thinks: Wizard must observe him, the moment he is casting the spell OR he must observed him before hand. Now, "observe" is more than "look at", it could mean "to study" him, to try to understand his destiny (so, to know how to change it). 3.: The eyes of ending all existings is the most broken advanteges I know, but it wouldn't ignore magic/psychic shields. Reason: It only can use its powers, if the attacker has successful attacked, but the shields are against it. It is like to block with a shield or a sword. They aren't useless either. To the "one player is using the rules for the maximum": Like I said, the rule is, to play that everybody has fun. My group has said "good bye" to some players, who have only played for their own fun, at minimized the fun of others. So long,
  20. My copy of Arcana Exxet is on the way, so I haven't read the incarnation-chapter and only know the information, which where posted at this forum. But some ideas for real persons (only some ideas, I'm not sure, if they have all cleared the "three goals): - Genghis Khan - Vlad Tepes a.k.a. Vlad the Impaler - Sun Tsu /Sunzi (Author of Art of War) - Miyamoto Mushashi - Oda Nobunaga - Joan d'Arc, the "Maid of Orléans" Some people from legends: - Sigurd/Siegfried, the dragon slayer (one of the heros of "Nibelungenlied"/"Nibelungensage") - King Arthur - Beowulf - Hercules So long,
  21. Nurddude said: I just have two questions about active actions from the core rulebook. It says that after you take a move action, you take a -25 to an attack made afterwards. My question is, if you were to attack first, and THEN move, would you take a -25 to your move (which makes absolutely no sense) or is it just not possible to move afterwards. Yes, you can attack and afterwards move AND you get the -25 penalty to movement IF you need to make a check. For example, you kill something, which explodes, after it is kill. Now, you think it is a good idea to get as far away as possible, before it explodes. Therefore, you take your second active action to actually run. This would be an athleticsm check, to get a higher movement and/or to run longer. This check would be penalized with the -25. Also, if you would move into "difficult terrain" (there is a spell, who makes an area "slippery" and everyone in this terrain must make a acrobatics or athleticsm check or falling prone), they penalty would count in my group (because the movement was the second action and the movement made the check nessecary). Also, your GM could ask for a check, if you try something like "parcour" through a city or wood (it would be a movement action, but with a check). But usually, the penalty on movement doesn't change much. So long,
  22. Nurddude said: If anything, a third player should make a campaign more interesting. Think of it this way. Two points (characters) make a line. A line isn't very interesting, now is it. Add a third point, and you got yourself a full-fledged triangle! I'm not sure about you, but personally, triangle seem just a tad bit more interesting. Definitely make sure your players are comfortable with the new player, but I say that the more (to a certain extent) the merrier! Woah, I like this example :-) IMO, only two players are rather uninteresting. All groups I have played with, tried to have at least 3 players, for various reaons (one, that is more interesting and second, to solve "ties" in discussions, what to do now (if both players want to take different actions, but can't settle to one action, a third player can solve this with is "vote"). For the other part, with the player, who can only fight, and the player who can "only roleplay": I wouldn't give the "weaker" person a bonus, because it would be unfair against the stronger person. The fighter has an high attack skill, but the "weaker person" hits, because you give him an advantage, it would be rather demotivational for the fighter (vice versa for an "social bonus" for the fighter, because the "social person" don't get this bonus). One thing, I would do: Don't play nice with them. If the "not-fighter" is showing some "danger potential" in a fight (he has drawn a weapon or shown some supernatural abilities), he will also be attacked, like his comrade. And because of his bad stats, he will get hit and will lose life points and will fear about his characters life. Also, don't let the "social character" make all the social rolls. Perhaps an NPC will hear the opinion of the fighter (because he looks stronger, and the NPC will hear an advice from someone who knows to fight). Also, sometimes seperate the characters. In this case, both can only be using their own skills, and both should have some decent values in some "standard abilities". This all said: You should allow, that the characters have some distinctions, in which the one character is better and the other is worse. If an character is planed to be a sneaky, lock-picking theft, it wouldn't be okay, to have two such characters, because both thefts would only argue, who should pick this lock. But all characters could have some value in stealth (because if only one character has stealth, he couldn't often use it, because the other characters would ne left behind OR they would make enough noise, to wake everyone). So long,
  23. I can't remember, that "small weapons" had a different malus for additional attacks, than normal-sized or large weapons. I thought this malus was the same for everything (the used weapon doesn't matter), Therefore, it wouldn't nessecary to determine this. But for area attacks it can be necessary, because: Bigger weapons can attack more enemies with an attack. AFAIK unarmed is for this a "normal sized weapon" (AFAIK with capoeira, you could make an area attack, like with a large weapon). And natural weapon are normaled counted as something similar to unarmed, but there, I would count the creature sized into it. If the creature is small, the natural weapon is also small, if it is normal sized, the natural weapon will be the same, and so on. (I would stop using this ruling, if the creature is so big, that all his attacks count as area attacks). So long,
  24. Juanzarabozo said: I was trying to get a couple of gauntlets for my tao (the ones described in page 30 of dominus exxet), i was told that for the ones that do +10 damage i should pay 3 Gold Coins (price based on the cestus) and for the ones that do +20 damage i should pay 60 (like a cestus +5). I thought that the last one (coincidentally the one i wanted hahaha) is really expensive as it doesn´t say in the book that it should be a weapon of exceptional quality, just that no quality bonus the item gives should add to the tao´s attack and defense by any means. Do you think i´m overreacting and the price is right or that it should cost as an expensive, but fairly normal weapon? You shouldn't only think about the "boni" you get, but also about the weapon. How many combat-gauntlets for "weaponless fighting" are know? Not many. Therefore, they are rare and therefore, they are expensive. Look at a Katana and a Longsword. AFAIK both weapons a nearly the same (except presence, and that a katana can be used with two hands), but a katana costs about 10 times more. This is, because katanas are rare (except in Lannet und perhaps Shivat). So long,
  25. I think the "the sacrifice can be anything living" is to "easy". One hour "ritual bug stomping" isn't this much of a disadvantage. But, for example, a minimal presence for the sacrifice, which a single sacrifice must have OR all the sacrifice combined must have, sounds more like a disadvantage.
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