General Questions

By Beyond Rain, in Anima: Beyond Fantasy RPG

I have a few general questions, which I wasn't really able to make out in the book. My friends and I have recently got the book, and I've created two characters, but we haven't gotten into a session yet.

My first question deals with Psychic Projection. I am not entirely sure when to use it, or how. Since there's already a roll to see to what degree you do an ability, like the 120 Difficult, where does the Projection come into play? Since the 120 is based from your roll and Potential right?

My second question deals with rolling two 10 sided die for results of 1-100. My main trouble is figureing out how to simply get 1-9 on two die? Perhaps I am just missing something.

At this time, that's it, but I have a few other questions. Just not too sure at this moment. Thanks.

Beyond Rain said:

My first question deals with Psychic Projection. I am not entirely sure when to use it, or how. Since there's already a roll to see to what degree you do an ability, like the 120 Difficult, where does the Projection come into play? Since the 120 is based from your roll and Potential right?

Pscyhic Projection is used as the attack roll or defence roll for Psychic powers. Its the same as Magic Projection (for Magic) and Attack/Defence (for physical attacks). Psychic Potential determines the power fo the effect.

So, you would roll Psychic Potential first to work out how big an attack you had i.e. the damage, then Psychic Projection to see if you hit.

Beyond Rain said:

My second question deals with rolling two 10 sided die for results of 1-100. My main trouble is figureing out how to simply get 1-9 on two die? Perhaps I am just missing something.

If the tens die is a '0' then you get the results from 1 to 9 based on the ones die. If you roll '0' on the tens die and '0' on the ones dice, that is 100.

Wow. That was easy. Thanks, that works out.

I have another question however. Exactly what does the Psychic Projection Module give you? I have noticed only one phschic ability (Minor Psychokinesis) actually mention it. Which changes the Attack score to the Psychic Projection score. Does it have any other affect on any other abilities?

And just to clear it up. An attack is

(1d100 roll with fumbles/ open rolls) + (Attack ability) + (Micsellaneous) = Final Attack

this is subtracted from the Final Defense that is calculated similarly from above.

And that equals the result that you then find on The Combat Table. And that's how the general combat works?

I appologize if this is all rather redundent. My friends and I are very excited for Anima, and I just want to streamline everything in my head before I commit them to a game.

Beyond Rain said:

I have another question however. Exactly what does the Psychic Projection Module give you? I have noticed only one phschic ability (Minor Psychokinesis) actually mention it. Which changes the Attack score to the Psychic Projection score. Does it have any other affect on any other abilities?

I could be wrong (don't have my book in front of me, but I believe it allows you to use your Attack score instead of your Psychic Projection score when making Pscyhic attacks.

It is useful for psychic warriors as they can focus on just increasing their Attack score and ignore Psychic Projection, which saves DPs in the long run..

Beyond Rain said:

And just to clear it up. An attack is

(1d100 roll with fumbles/ open rolls) + (Attack ability) + (Micsellaneous) = Final Attack

this is subtracted from the Final Defense that is calculated similarly from above.

And that equals the result that you then find on The Combat Table. And that's how the general combat works?

I appologize if this is all rather redundent. My friends and I are very excited for Anima, and I just want to streamline everything in my head before I commit them to a game.

Pretty much. Attack Ability will be either Attack (for physical attacks), Magic Projection (for spells) or Psychic Projection (for psychic attacks).

Thank you, that helps out a lot. And I know all of this is basic, but, like I said, just want to work it out for the group.

Next question, are there a list of sizes? As in using a Giant weapon, what is a large character? The book is using size categories, when up to that point, it was using number class.

Also. I was wondering, I know Astral Shape says the player can still use mental powers, so that means they can still use psychic powers, correct? And on that same line of thought, Psychic Connection doesn't allow "spellcasting" because it doesn't move the soul, it moves the mind. Meaning, that also allows you to use Mental/ Psychic powers, just not spellcasting/ magic (I also assume, no Ki?)

Once again, that's all for now. Though, thank you so much. You don't understand how helpful you have been, specially timely.

Beyond Rain said:

Next question, are there a list of sizes? As in using a Giant weapon, what is a large character? The book is using size categories, when up to that point, it was using number class.

IIRC there are sizes in the creatures section but other than that, I don't know.

Beyond Rain said:

Also. I was wondering, I know Astral Shape says the player can still use mental powers, so that means they can still use psychic powers, correct? And on that same line of thought, Psychic Connection doesn't allow "spellcasting" because it doesn't move the soul, it moves the mind. Meaning, that also allows you to use Mental/ Psychic powers, just not spellcasting/ magic (I also assume, no Ki?)

Mental powers = Psychic powers. Its just a translation issue.

so for the psycic potentail role is that just a pass or fail check or doesit determine the damage or adjust damage?

Luced said:

so for the psycic potentail role is that just a pass or fail check or doesit determine the damage or adjust damage?

Psychic Potential determines the level of the power summoned (using the numbers in each Psychic Power). Psychic Projection is used to see if you hit if you attak with the Psychic Power.

Both of the rolls help determin damage. Psyonic Potential determines the level, as said above, but that can affect the amount of damage done. Take pyrokinesis for example, one level grants you 3 intensites, (15 points of base damage), another one higher up grants you 5 intensities, (25 points of base damage), damage for all types, heat, cold, and electric is just 5 points of base damage times the intensity value. So yes potential does in many cases effect the base damage your sending off at some one. However, projection determins how well that base damage hits some one. So if you have a huge psyonic potential and pull of like 7 intensites, but you roll a crappy projection yes you are sending alot of damage at them, but you will only graze them with it. On the flip side if you have low psyonic potential and roll only 3 intensites, but roll a really high projection check you could deal more than the base if you get into the 100% + range of damage.

Thanks, that all helps a lot.


I’ve been (rather clumsily) trying to run an Anima campaign. I do have a few more general questions.


The first is Gnosis. The High or Divine magic, why are there really rules and such marked for them, if the Gnosis needed is of a being that almost does as they wish? Is there a way for a mortal woman to cast a lvl 100 spell? Also, is there a way to reach beyond 25? Or is this all GM decision making time?


The next, I am wondering about Ki. Not accumulation or Ki pools amongst characteristics. But of Effects.
For example, the Attack Ability. Do you need to invest MK all the way up the tree, or just pick the one you want? So to obtain the +25, is that a 5 MK investment or a 10 (5 for +10 then the 5 to get to +25)?
Where are these secondary abilities? And if we did the +25, would it cost us just 5, or 8 Ki points (3 prime + 5 secondary)?


For the current moment, that’s it once again.

Actually, I have another, dealing with Magic, though I think I have it figured out, I just wish to make sure I have it right.

You have a Zeon pool of magic, say 500.

You have a MA of say, 50.

You may cast a spell that costs 50 Zeon a turn, or wait two turns, to accumilate 100 usable Zeon.

If the 50 Zeon spell is cast, the pool of magic is (temporarly) reduced to 450. So no matter how many turns you consentrate, you only can acheive a max of 450 Zeon points to use.

You now cast two 50 Zeon spells today. Bringing your total usable pool to 400 (max of 500).

It'd take two days of rest (no Zeon spending) to revert your pool to the full potential of 500. Because the MA is 50.

Now, our young Spellcaster wishes to cast Create Light. You may cast it in one turn, since it costs 20 and your MA is 50.

The effect is of course that it creates a light in a radius of 15 feet.

It's maximum Zeon is Intelligence x20. And assuming you're a bright fellow, you have an Intellidence of 10. Which would make the total amount of Zeon that could be spent 200. This figure (the 200) also takes in the initial amount (20) of the spell.

If you build up magic, for four turns, you acheive the ability to cast a 290 foot radius light.

However, let's say you simply cast the base amount, 20 Zeon for 15 feet. Maintenance is 1 every 10 (2) Daily. So, at the minimal level, since it's a Daily spell, would be 5 (rounded up) MA a day. Meaning, that when you go to sleep at night, you only would regenerate 45 Zeon the next morning, instead of your ussual 50.

However, even with that, you may still cast a 50 Zeon costing spell a turn, while maintaining Light spell, right?

A question I have no answer for though, is what does the (2) mean in 1 every 10 (2) mean? I would automatically consider that it'd have that cost ever 2 (two) days, instead of a single day. However, the example listed in the book is of Armor of Light, which is listed as a 1 every 20 (3), and yet it is not every 3rd (third) turn, instead the example says it still draws the amount of Zeon it needs every turn. So exactly what does ( # ) mean?

I do appologize listing it so exacting like this. But, this is how I think, and this is how I see it. I consider it a better question than "what the hell is MA and maintance?" Though if it is too much to read, I do understand. For now, I am lucky that everyone is learning alongside me (some of the questions I pose, is those that they raise), and that they are more intersted in arms and phychics, which I have a fairly commanding grasp over at the current moment.

Beyond Rain said:

Next question, are there a list of sizes? As in using a Giant weapon, what is a large character? The book is using size categories, when up to that point, it was using number class.

Yes, there is a size table, but that's mostly for creatures, since the jump from Medium to Big is a very steep one, namely taking 23 Size to surpass Medium, which would require either posthuman Str and Con characteristics, or very high ones and use of the Unusual Size advantage. Very possible, but generally requires a character to be centered around the idea, and even then, it's all up to the GM's approval.

As a balancing note of Big characters, base Initiative drops for beings of larger sizes, which will redouble the problem of the lower Speed scores of their heavy weapons, making them most plausible only with some means of Damage Resistance, heavy, layered armour and a truckload of LP, or ridiculously high Defense Ability scores. All in all, I wouldn't consider the concept overpowered myself, but it is staggeringly focused on the one idea

spell maintnece is telling you how much zeon you must pay per 10 points of zeon used to cast the spell. this is per round (or per mintue or something) unless specified daily. If its daily you decude that amount from your zeon regeneration. Magic is the most powerful source of power in the game, but you need to use it wisely or youll find yourself out of zeon pretty quick.

Beyond Rain said:

A question I have no answer for though, is what does the (2) mean in 1 every 10 (2) mean? I would automatically consider that it'd have that cost ever 2 (two) days, instead of a single day. However, the example listed in the book is of Armor of Light, which is listed as a 1 every 20 (3), and yet it is not every 3rd (third) turn, instead the example says it still draws the amount of Zeon it needs every turn. So exactly what does ( # ) mean?

I do appologize listing it so exacting like this. But, this is how I think, and this is how I see it. I consider it a better question than "what the hell is MA and maintance?" Though if it is too much to read, I do understand. For now, I am lucky that everyone is learning alongside me (some of the questions I pose, is those that they raise), and that they are more intersted in arms and phychics, which I have a fairly commanding grasp over at the current moment.

we're talking about a spell that costs 20 without added effects, so as the maintaining cost is 1 for 10, you have 20/10 = 2 (2 for 20) to maintain the spell each round, of course if you put more power in the spell and it costs 40, you'll spend 40/10 = 4 points to sustain it ; for armor of light the spell cast without added effect is 60, and maintenance is 1 for 20, it'll cost 3 (3 for 60) to maintain each round

Hi

Beyond Rain said:

The first is Gnosis. The High or Divine magic, why are there really rules and such marked for them, if the Gnosis needed is of a being that almost does as they wish? Is there a way for a mortal woman to cast a lvl 100 spell? Also, is there a way to reach beyond 25? Or is this all GM decision making time?

I think part of these spells are flair - if you read the GM section carefully, you'll find several events and things which could have been done with these high level spells. So these spells add to the concistency of the game world and say something about the powers in the shadows.

As for gaining gnosis: I think this depends entirely on your GM and your campaign. Most times no player character wpuld be able to cast a level 90 or level 100 spell - but in the end, it's up to you. Also don't forget that there are some beings with very high Gnosis out there - and i.e. an avatar of a Beryl could possibly cast such a spell.

Please also keep in mind, that these limits are not counting for Free Access spells.

A question I also haven't found an answer yet is, if it's perhaps possible to cast a Divine Spell when using a Grimoire in which this is written down. Perhaps if you have some reliques. Or make a nifty ritual. I think it's all up to the GM

Beyond Rain said:


The next, I am wondering about Ki. Not accumulation or Ki pools amongst characteristics. But of Effects.
For example, the Attack Ability. Do you need to invest MK all the way up the tree, or just pick the one you want? So to obtain the +25, is that a 5 MK investment or a 10 (5 for +10 then the 5 to get to +25)?
Where are these secondary abilities? And if we did the +25, would it cost us just 5, or 8 Ki points (3 prime + 5 secondary)?

Öh... Which "attack ability" do you mean? Please specify, possibly with page number.

In general, the Ki Powers have some prerequisites. So you have to buy these first before aquiring the effect depending on them. But you don't need i.e. buy Weight Elemination to buy Presence Extrusion. But I think you meant something else?

Beyond Rain said:

You may cast a spell that costs 50 Zeon a turn, or wait two turns, to accumilate 100 usable Zeon.

If you take no other actions, in which case your MA would be could in halve. But: right.

Beyond Rain said:

If the 50 Zeon spell is cast, the pool of magic is (temporarly) reduced to 450. So no matter how many turns you consentrate, you only can acheive a max of 450 Zeon points to use.

To make things a little bit more complex: You can accumulate for a specific spell and therefore accumulate only the exact amount needed for this spell. Or you can accumulate unspecific in which the excess minus 10 Zeon returns back to your pool at the end of the round you casted one or more spells with these Zeon. I houserule that you loose just the excess if this is fewer than 10 Zeon points, though.

Beyond Rain said:

You now cast two 50 Zeon spells today. Bringing your total usable pool to 400 (max of 500).

It'd take two days of rest (no Zeon spending) to revert your pool to the full potential of 500. Because the MA is 50.

True (if you don't have advantages which say otherwise)

Beyond Rain said:

However, let's say you simply cast the base amount, 20 Zeon for 15 feet. Maintenance is 1 every 10 (2) Daily. So, at the minimal level, since it's a Daily spell, would be 5 (rounded up) MA a day. Meaning, that when you go to sleep at night, you only would regenerate 45 Zeon the next morning, instead of your ussual 50.

However, even with that, you may still cast a 50 Zeon costing spell a turn, while maintaining Light spell, right?

A question I have no answer for though, is what does the (2) mean in 1 every 10 (2) mean? I would automatically consider that it'd have that cost ever 2 (two) days, instead of a single day. However, the example listed in the book is of Armor of Light, which is listed as a 1 every 20 (3), and yet it is not every 3rd (third) turn, instead the example says it still draws the amount of Zeon it needs every turn. So exactly what does ( # ) mean?

The number in brackets is the precomputed amount of Zeon to maintain a spell if it's cast with the base costs, as explained in the magic section.

So, if you cast the Light spell with the base amount of 20 Zeon, you pay 2 Zeon a day to maintain it:

1 every 10: The base cost is 20, which is 2*10 => 2 Zeon. Since the maintenance is explicit stated as daily, it's 2/day. If daily would not have been there you'd need to pay 2 points per round.

If you cast the Light Spell with 30 Zeon, you'd pay 3 Zeon / day to maintain it. Please note also that maintenance cost are in addition to the costs you pay for casting the spell. So a Light spell cast with the base parameters would cost 20 Zeon once, when casting it, and then 2 Zeon each day you maintain it.

I hope this helps.

i think he means dominion techniques.

For example, the Attack Ability. Do you need to invest MK all the way up the tree, or just pick the one you want? So to obtain the +25, is that a 5 MK investment or a 10 (5 for +10 then the 5 to get to +25)?

the augmented attack ability, by example. you only invest the MK necessary for the one you want. so for +25, its a 5 mk investment.

Where are these secondary abilities? And if we did the +25, would it cost us just 5, or 8 Ki points (3 prime + 5 secondary)?

if you mean secondary because of primary and secondary column, then i am afraid you misunderstood it. when creating a technique, you can add as many effects as you want, as long as you dont go over or under certain limits. But for a technique to take shape, it must have a "primary" function, and everything else would be "secondary".

here is an example of a technique (sorry if it looks sloppy)

levitas tenum level 2

Additional Attacks +3
18dex22 [40mk]

Long-Distance Attack 120 ft
5pow8 [20mk]

Elemental Attack Electricity
2pow4 [5mk]

Augmented Attack +75
8dex11 [20mk]

as you see, i placed each ability separately. now from Amongst these abilities, we must choose one to become the primary effect of our Technique. Lets take Additional Attacks by example. Since Additional attacks is now our Primary effect, every other ability becomes secondary, but don't worry, it won't change the effects of those abilities, just their ki costs. Additional, being the primary, will have a ki cost of 18 Dexterity, Long-Distance attack will have a ki cost of 8 Power, Elemental attack 4 Power and Augmented attack 11 Dexterity, Reeling in a total of 29 Dex, 12 Pow. Of course, it is possible to Balance these costs among other ki characterisitics dependant on the individual abilities.

did i miss anything?