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Krylancelo

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Everything posted by Krylancelo

  1. Hi all. So a problem I have run into a few times is how stacking penalties fully works. My hang up comes with multiple attacks and aiming. Case in point I have had a player that wanted to launch 3 attacks at the enemy's head. What I don't know for sure is if the character takes a -110,(-50 for attacks and -60 to aim at the head) for all three attacks or does it still stack further for each head shot meaning -110 for the first, -170 for the second, and -230 for the third attack?
  2. There is a rule in chapter 8 (pg 68) about character size and weapon sizes. Though it refers to enormous and giant versions of already existing weapons. It basically says that if a weapon is enormous, (2 - 5 times bigger than standard size) the wielder must be at least of large size to use it penalty free. Same goes with giant weapons but the wielder must be giant size or bigger. If a medium person attempts to use an enormous weapon he will suffer a -40 to initiative regardless of his strength. However this is with really BIG weapons. As long as your weapon is "standard" size even with big weapons such as the two-handed sword you should be able to wield it one-handed or two-handed just fine as long as the wielder has the required strength to do so.
  3. Hey all it's been a while and some problems have come up. So initiative is a pretty easy concept but it gets tricky when it comes to holding turns. For instance on more than one occasion I had a player hold their turn to wait for the enemy to attack so that they could attack the enemy instead. What I want to know is who goes first? On one hand I would say the player who held their turn does but on the other hand once it has been announced that the enemy is attacking they are physically attacking in that time frame so I would think that they both act at the same time. So basically I am trying to figure out time management. I understand that distance can play a factor but I am talking as if they are right next to each other. Is there rules on who's action goes through and who's doesn't? What about a direct clash? Say the enemy is attacking the player who held his turn and the player says he wants to attack that enemy right then. Is there special rules for the exchanges of attacks like each person rolling their attack ability and whoever has the highest punches through? Would the losers attack ability double as a defensive ability in terms of damage calculations? What about the scenario of both parties landing a hit at the same time? Okay so the other matter. I was wondering if movement value can be used for evasive manuevers. Say that a non combat type like a summoner holds his turn in anticipation of being attacked could he declared that he is using his full movement value to try to jump out of the way of melee attacks or running to avoid projectiles. Would that work? I realize that such a manuever would require the ability to make active actions. if it is allowable what are the rules for it? Okay lastly on ki techniques. In the core book there is a pregenerated tree of speed techniques and all of them give an initiative boost that is not maintained which seems pointless. Also in the descriptions it mentions that these techniques can sometimes cause the user to surprise his opponent. What that mean? is the initiative boost added to the users final initiative when activated even though they can't use it until it is there turn according to initiative. What is the point? Once intiative has been determined it doesn't change that round. Plus even if it is added to it since the user has to wait for his turn it wouldn't help him act before someone with a higher initiative. So what is the perk of the non maintained initiative boost?
  4. Yeah I know that gnosis should be kept secret from players but they are also the ones who help me improve the game and all of us were wondering. I am not entirely sure on the poison but I think it is by blood because it says that if the Red Ant his the player with it's stinger then they must make a VR check of 100.
  5. Hi all. It has been a while since I've been on this forum. I have a few questions. First off in regards to Gnosis is there any possible way to raise it or is it stuck at whatever it started at. I know that if you get a high enough elan with certain beryls and shahads you are reborn as a between worlds being with a gnosis of 25 but is there any other way? My players and I thought maybe we could do a gnosis to level ratio so that when they reach certain levels there gnosis would increase. Second when it comes to the burning check do the individual values add up? Such as if the first attack got up to 120 on the burn check which isn't enough for any state but then another attack gets 130 in the burn check does the two add up to 250 or do you reset to 0 with each attack so the attack has to do it all by itself and then you just wait turn by turn for it to get worse? Okay last thing. Amidst playing we ran into a rather annoying circumstance. A character was hit with a stinger from a red ant and managed to cut through his armor to score a hit of 9 damage; or at least it would have if he did not have a damage barrier. His damage barrier reduced it to 0 damage but the stinger also has a poison with a VR of 100 for the state of coma. The argument is whether that character has to make the VR check or not. He thinks that because he didn't take any damage he should not have to make that check. However by looking at similar examples such as the technique Manipura from the Sattyagraha tree in dominus exxet it says that all though the technique does not deal any damage if the dice say it should have then the opponent must still make the PhR check. When I cross-referenced that to the rules of poisoned attacks in creature powers it says that if it causes damage then they must make the VR check. So basically what I want to know is does the poison user have to actually damage the player after the barrier for them to make a VR check or does it only require that the dice say he would have dealt damage if the barrier was not there to force them to take the check?
  6. Ah I see. Yeah adding the psychic projection module does make it better. I rearranged the points and now Raziel has an attack ability of 230, a dodge ability of 215 and a psychic projection of 180. I didn't intend on giving Raziel a high projection because he primarily uses physical combat but I like the 180 projection more. Ah daijoubu. I only plan on giving my brood transformation: Eliodon. I was just looking at rupture of destiny and the question popped up.
  7. The main reason I wanted to know about the flight value is if it affects the damage dealt. How much does the strength affect the damage of a weapon. The reason is I want to know is because in the "shadows within dreams" it mentions that a knife is thrown at the characters with a strength 11 in the Marques Mansion. Yeah I do plan to play a raziel character in one of my campaigns. I want to put him in the bottom of some ruins that my players will be exploring. I am going to have him sealed up and have the players solve a list of puzzles to release him. Though they will have no idea that they will be releasing him. I have made a prototype of him and would like some input about him. Raziel Level 10 Living dead Specter Gnosis 30 Class: Warrior Mentalist STR 13 DEX 11 AGI 12 WP 10 POW10 INT 8 CON 9 PER 9 Essential: Physical exemption, access to a psychic discipline, inhumanity, Superhuman Physical Characteristics, uncommon size psychic inclination, physical need(souls) Powers: Soul Reaver +5,(Supernatural attack, +20 damage, +20 critical), Ghoul Claws,(natural weapon, damage energy, -2AT), Dark hunger (conditioned Regeneration 16(devouring souls)) Regeneration 0, Wraith form(Spectral form, spiritual invisibility,conditioned) Physical form at will conditioned, see spirits LP 235 Initiative: 130 Attack ability: 210 Dodge ability: 210 Damage: 65 Ghoul Claws (Cut), 105 Soul Reaver +5(Energy) AT: Physical 2 Size 17 Regen 0/16(conditioned) Fatigue: Tireless Movement: 12 Special: Different class module (Soul Reaver) PP 1/10 Psychic Projection 120 Innate slots: 1 Psychic Potential: 80 Psychic Powers: Psychokinesis(minor psychokinesis, Psychokinetic impact, Psychokinetic trap, organic psychokinesis) Secondary: Stealth 70, Hide 70, Notice 60, Climb 65, Jump 65, Composure 35, Swim 55, History 40 Wraith Form: Being as Raziel's nature is a wraith his normal form is as a specter that cannot be seen except for those with the ability to see spirits. Despite being a specter he cannot interact with the physical world. Though it is said that a cold chill can felt whenever Raziel passes by a living being in this form. However if Raziel is at full health he can don a physical form via possession of a nearby corpse. In exchange for interaction with the physical plane he is susceptible to physical attacks while he is tangible. He can maintain his physical body as long as he has more than 1/4 if his health left, Should his health drop below 1/4 he is reverted back to his wraith form cannot materialize until he fully recovers. Dark Hunger: Due to Raziel being a vampire in his previous life he still retains his hunger. However after being reborn as a Wraith his hunger for blood has changed to a hunger for souls. Therefore if he does not indulge himself he will suffer a cumulative -10 all action penalty for every 6 hours that he does not feed up to a max of -100. When the penalty is -50 or greater he can no longer maintain his physical form and will revert back to a specter. The penalty is reduced 10 points for each soul he devours until it disappears completely. Also since Raziel is no longer "living" he lacks the ability to regenerate naturally and can only heal his wounds by devouring souls. For every soul that he devours he recovers 30 LP (it takes him 3 turns or 9 seconds to devour a soul) He can only devour souls that have not returned to the flow of souls. After killing a living person or creature Raziel only has a window of 1 combat turn to ****** the soul and prevent it from returning to the flow of souls. Free roaming souls that have yet to return however are fair game. Side note* He hates soul less entities like zombies, slayers, and homunculus because they are a real pain and he nothing for killing them. Soul Reaver: Although Raziel has claws from back when he was a vampire his preferred weapon is the ethereal blade that is forever wrapped around his right arm. This "Soul Reaver" is actually the soul of the legendary blade which Raziel's master Kain wields. During an encounter with Kain Raziel was defeated but as Kain tried to finish Raziel off instead of killing Raziel the blade was destroyed upon impact and the soul of the blade attached itself to Raziel. The blade is considered a wraith blade and follows the same rules as Raziel does for his Wraith Form. Raziel does posses limited psychokinesis which he uses as support in combat.
  8. Ah crap one other thing. How does flight value work► Is it the same as movement value or does it have it''s own values► Does the value change for flying up or down► Also why is it important to know the flight value of thrown objects when using something like minor psychokinesis► On that note how does strength apply to it as well. I know that strength can affect how far something can go but what does that matter if it misses► These are just questions that popped into my head when I was going over psychic abilities.
  9. Ah I see. Yeah he wouldn''t be much of a specter without abilities. Thanks for clarification and yeah regen 0 works best. I tried degeneration but it did not work with some aspects. I did give him a condition regen of 16 when he is devouring a soul. Anyhow thanks for the help and for clarifying about the DP. I always thought you had to spend it all when you leveled but if you can save it that will be very helpful. Anyway thanks again.
  10. Hello all I've been reading up on the Ars Magnus,( I'm trying to make a brood from breath of fire by using blood of the great beast and transformation: Eliodon) and I decided to reread on Transformation: Rupture of Destiny. It is a really cool ability but there is something I noticed that has confused me. The DP cost of this ability is 100DP and must come out of the Primary ability limit. The Primary limit at most is 60% and since this is a major ars magnus it can not be bought at level 1 because of the requirements. Therefore it must be bought later but with the limit you can only spend up to 60 DP which is not enough to get the ability. So my question is how is a character supposed to get this ability if it cost 100DP and the max you can use for primary each level is 60DP max? Also as I have been playing I have had to create a few creatures for summoning and the stats look okay but I just don't know if I have been doing them completely correct. The main thing I want to know is for making a between worlds creature do you use the development points of it's level to buy essential abilities, powers and base stats, or do you use the level DP for the base stats and the essential and powers are bought with something else? I have been using the DP given by the level,(so a level 1 creature has 600) and have been using them to buy everything which causes that the more essential abilities and powers you purchase the lower the base stats of the creature become. Am I doing this correctly or is there something I am missing? I am also having trouble with creating a specter. I want to make Raziel from Soul reaver and thought that a specter with the ability to be incarnated but with the disadvantage of degeneration would be the best way. However when I read on how to make a specter it says to use the rules of souls and spirits which say that I have to invest 100 DP just because it is a spirit or in other words they would have another level because of it. What does this mean? Do I have to spend 100DP on something? Does the specter start with 100DP less then it should for it's level? Do I apply a level modifier to him? It is really confusing me and I need some help because I want to put him in the bottom of some discovered ruins with puzzles to unseal him but I want to be sure that he is made correctly.
  11. I was looking over the advantages for magic and I saw the one for half attuned to the tree and it sounds really cool with the MA bonus for 5 paths but what I don't get is how do you determine what those 5 paths are? All the book says that it affects 5 paths that make up a segment of the tree. I was looking at the "tree" and first I noticed it should be called the web. Anyhow I was thinking that you pick one path and you get the bonus for any path that is directly attached to the one you chose but that is more than 5 so I am a little lost in translation. Can you guys clarify how this works because it sounds really cool but I don't get it.
  12. Thanks for clarifying. That link really helped with understanding summoning rules. In answer to your question my player is level 1 but she has insanely good luck which is why she rolls so high. I thought her dice were loaded but I gave them a try and they are normal dice.
  13. Hey you guys I have some more questions. This time it is about magic summoning. I've been having trouble understanding how summoning works. Do you have to accumulate magic to perform summoning or do you do something else and just pay the cost from your reserve at the time of summoning? Also do gestureless and unspoken casting affect summoning? When is the best time to perform a summoning? Is it in battle or before hand? What about for the arcana? How do rituals work exactly? Do you apply the penalty for all summoning abilities or do you have to do separate rituals for each one? If the latter how are you supposed to keep the creature there while the summoner is doing their ritual? Do you have to control a being before you can bind it? After a successful binding is the creature still under your control when you let him about but now set him free? All right now for the nick knack. I've ask about limits with attack and defense but does it also apply to initiative? I have a player with extremely good luck and keeps rolling into the 400 and 500 range for initiative so I was wondering if it had a limit? Cause with initiative that high she always surprises the enemy. Also does magic projection have a limit as well?
  14. That helps a lot. I need to remember about the partial blindness during the last turn. I read up on the additional attacks rule and it does not say whether or not it needs to be declared before initiative rolls. It says that is necessary for additional Active actions but not additional attacks. Also in the example of ceila and the three guards she announced two attacks after the initiative was rolled because all the guards would go before her. So I think it can be announced after initiative rolls be must be before the first person acts. One thing since counterattacking was brought up. Since ceila declared two attacks to anticipate the guards attacks she would take a -25 penalty to her attack ability. Does that penalty also apply to her attack ability when she is launching a counterattack? Also if you announce two attacks could she use both attacks in her counter against the first guy if she wanted to? Thanks for clearing up which final attack the book is talking about. It does beget a question though. For the attacker that uses 3 attacks and has a attack ability of 250 which will drop to 200 does he roll for each attack so attack one is 200 + dice roll, then attack two is 200 + dice roll, then attack 3 is 200 + dice roll,(assuming no interruptions) or does he just roll once and whatever the total is is the constant value that all 3 attacks are at? The healing explanation makes sense and will be very handy later. Thanks for the help. No sight check for blinds. If it is specified for hearing, smell, touch, taste, then normal value. If general using all five senses then it is halved. Physical action needs character to actual physically move. Okay cool got it. I've made an Excel table for battle that includes places for initiative, turn order, number of defenses for additional defense modifiers, Life points, damage of weapon, all ATs, States, action penalties and special advantages and disadvantages for combat. I does not do anything automatically for me but it does put everything right there so that I can easily access and use it. Plus I'm pretty quick with numbers. I really like that idea of 5 second turns because it prevents people from just wasting time because they don't know what they want,(or weren't paying attention) and also it gives more of a realism to the battle because if it were real you wouldn't have 30 minutes to just stand there and think about it. Anyway thanks for answering. You guys are awesome!
  15. Actually I really like the idea of recording some of the funny happenings of the game. First off F3nr1s I can imagine that look. It is freaking hilarious. I got a similar look the first time I explained the aftermath of a critical of 100. My players were fighting the two wolves in the Erebus Cathedral and during one of the wolves turn he inflicted a critical against my psychic resulting in the loss of one of her kidneys. She was used to playing D and D and was not ready for that amount of realness in the fight. So when I told the party that she lost her kidney the look on her and the warlock's face........priceless. Best part was that in the night attack that occurred later the psychic inflicted a critical against one of the darklings and as chance would have it she ruptured one of his kidneys. Oh the irony! As she did it she was yelling at the guy "Hah! now you know my pain" The group had a good laugh at it. Second during the night attack our warlock decided to be greedy and barred one of the darklings into his room. The ranger was trying to help but he wouldn't let her in the room. After some diplomacy she decides to kick him out of the way. Sadly though she fumbled her attack and ended up launching herself against the wall since she lost her balance by accidentally pushing herself back instead of moving him with the kick. Well the next day they were out and about in the town and I remembered that the warlock had gone 5 days without satisfying his vice,(since he took the disadvantage). Well he chose for his vice that he has to draw adult magazines. So he ask if anybody in the party was wearing a skirt. The ranger said she was. He then asked how short it was. She said very short. So he decides to kick her over and draw. Afterwards he closes his book and says "Payback!" I think that is all the really good ones. There were minor ones like the ranger throwing her plate at the marques during the dinner, Catherine immobilizing the shadow character with bonds of light after he tried to take a swing at her, The ranger spilling pie all over a noble on the zepplin, the warlock being on the can for 4 and half hours, the shadow being chased by 20 guards all over chaville before boarding the zepplin, etc.
  16. Alright so here is the deal. There have been a few issues that have popped up during the sessions I have run and played and I haven't been able to find the answers for them. First off. From what I can understand a character cannot take full advantage of a Final ability score that is 320+.(Inhuman) or 440+(Zen) without the corresponding abilities of inhumanity and zen. First off does this also apply to attack and defense abilities in combat? If a character achieves a score within inhuman to zen range without the abilities do I drop the score to 280(Impossible)? I know the core book says that without supernatural influence that all projectiles can have a max of 280 but does it apply to hand to hand as well? Second off another question about additional attacks. The "final" attack ability used to determine possible additional attacks,(without ki abilities) that the book mentions; is it the attack score before or after the dice are rolled and they are added together? So if a character has a attack ability of 120 before he rolls do I use that number to decide how many attacks he can try for,(which would allow him 2 at 95) or do I wait until the die roll has been added to the attack and use that new number to decide how many attacks can be done,(say he rolls 102 which adds up to 222 which would allow 3 attacks at most at a 172)? Of course with kempo is it -10 but that isn't the issue. Third when a character's life falls below 0 but not enough to kill him I know he has to try to stabilize so he doesn't die and the book mentions that if he does he gets reset to 0 and is conscious but with a -60 all action penalty. So what is the ruling if someone brings back into the positive life range by healing with medicine or ki? Does the character wake up? Do they get any penalties? If they do how long do the penalties last? Also with medicine and ki it says a % of the damage. Does that mean a % of the characters total life or of the amount of damage inflicted by the last hit they took? So if a character has 150LP and suffers a 90LP hit and I use ki healing to heal him which says 50% is it 50% of 150 which would be 75 or 50% of the 90 which would be 45? Fourth, One of my players is a wizard and she loves to use blinding flash to cripple the enemies,(and sometimes us) and I've been a bit confused on which special combat modifier I should be using for those that fail the check. The spell says that they suffer blindness for failing the check but there are two kind of blindness. I have been using vision totally obscured or absolute blindness for those affected by the spell but since it is only a flash of light I have been wondering if I should be using vision partially obscured or partial blindness? Lastly and this kind of ties in with the number 4. Are the Perceptive and Social secondary abilities considered physical actions? I want to know because I have a character who is blind and it says -90 Action penalty,(45 with the blind fighting module) . I know he takes a cut in general notice and search because of his lack of sight but does the -45 also affect his notice and search as well as social. I myself don't really consider social a physical action. Also I was wondering if you guys had any general tips on how I can make combat go a bit quicker. My players seem to have fun with the story but once we are in a battle they start to become disinterested due to how long combat can take,(It doesn't help that they didn't want a tutorial into the battle system and just wanted to learn as they go so they don't really know all they could do.) I've got the general concepts down of attack and defense and almost don't even need the combat table anymore. I know the rules for criticals and battles action and have been incorporating battle situations as they pop up. So basically is there anything I can do help with it or is it now up to the players to learn as they go? Anyway sorry for being so long winded but these are things that have occurred and I would really like to know what you guys think.
  17. Ah thanks for the clarity. Maybe now the battles can go a touch quicker. One thing though. In the example of the little wizard wouldn't his accumulated magic drop to 0 if after using the shield since the shield costs 60 and he had accumulated 60 or was the shield previously cast before hand so all he had to do was roll defense? Also I am having a hard time figuring out proper uses and difficulties for the secondary abilities Athleticism and Feats of Strength.Any ideas?
  18. Hello All I am new to Anima and decided to be the crazy one GMing the game. I've run one campaign and will be doing another. I have been going over rules as the situation pops up with my friends. One of my friends is a martial artist so he loves to do additional attacks since he picked Kempo. Anyhow I basically have a few questions. First off. I understand that if someone has a final ability of 200 he can choose to try and attack 3 times and reduce it down to 150 for all three(or 180 for kempo users) but what I don't know is on the defensive side. Does the defender just roll once to try to dodge/block all 3 which means that if he fails he suffers all 3 or does he make 3 separate rolls one for each hit(with corresponding penalties) against the Final attack ability of 150(180)? Also can a person counterattack in the middle of the combo if he successfully rolls a counterattack thereby stopping the combo? Second, I have been reading Dominus Exxet and read on the additional actions ability that you cannot use the same active action twice. So what I want to know is whether that applies to addition actions in general or just this ki ability? I basically want to know because my friend tries to use additional actions to attack and enemy more than once(in combination with additional attacks due to his final attack abilty per turn which is a real pain and takes forever to finally do). I figured out the penalties for the above scenario but I want to know how it is supposed to go. Lastly I've been a little confused on when a spell can be cast. I know active spells can only be cast during the casters turn and passive can be cast whenever. What I don't know is when a spell can be cast in relation to his MA. From what I read for active spells the caster must wait until the next round after he has accumulated enough magic but likewise passive are anytime. For example a mage is trying to cast a 60 zeon spell and has a MA of 30. Can he cast the spell on his second turn since accumulating for 2 turns gets him the 60 he needs(assuming nothing happens to his MA) or does he have to wait for his third turn to cast the spell if it is an active spell? These things have been bugging me and I would really appreciate some clarity on these subjects.
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