A lot of "technical" questions on the rules

By Spirit_Crusher, in Anima: Beyond Fantasy RPG

Hi everybody. I'm completely new to this forum as you can see. I started playing in an Anima cmpaign,

and I have to say that, despite some very clunky bits, I'm liking the game system a lot. Much more than Exalted, f'rex.

I'm playing a first level Warrior-Mentalist, and I've got a couple of questions about how some things work:

1) psychic powers that you can maintain, Telepathy ones in particular (my character's forte).

I'd suppose they last 1 round only, the one you "activated" them in, and if you want longer duration you have to maintain them period.

But I remember reading on a FAQ by the aithors on the spanish boards (that I can no longer find, dammit!)stating that "natural" ,

non maintained psychic powers last five rounds...so I was hoping for the same regard "normal". The "5 rounds before resistance throw"

on the Mind Reading power had me hoping...

2) Area power applied to Telepathy stuff.

2a) is it subject to the limits imposed by psychic projection? Let's say I'm maintaining a 300 feet Area power, but my Psychic projection rol

only reaches 15 feet away. Are the people further than 15 feet but closer than 300 affected? I'd say absolutely yes by the wording in the

Area Power, but just to be sure...

2b) let's say I'm touching the target of one of my telepathy powers, thus giving my Psychic potential +20, while having Area active...

is that increased potential applied against all the possible targets or only the one I'm touching?

3)Hide Matrices power against "See the Supernatural" advantage.

I would personally rule this as the Hide skill rules:

if the character with See the Supernatural passes an Easy test with an active Search action, with degrees of success Passively diminished

by th Hide Matrices power, he sees them. If he wants to do a Passive Notice test, he's at -80.

4)Physical Increase powers. When they say the growth is cut in half over scores of 10, how do we round? Starting 9 strenght and adding +2

results in 10 or 11?

5) Ki Abilities. It isn't specified anywhere, so for game balance Purpose I suppose they're all Passive Actions?

6)Weight Elimination Ki Ability: it should be nice to know how it affects Acrobatics, Jumping and Running skills. Ideas?

That's all for the moment.

Thanks for the attention.

Spirit_Crusher said:

Hi everybody. I'm completely new to this forum as you can see. I started playing in an Anima cmpaign,

and I have to say that, despite some very clunky bits, I'm liking the game system a lot. Much more than Exalted, f'rex.

I'm playing a first level Warrior-Mentalist, and I've got a couple of questions about how some things work:

1) psychic powers that you can maintain, Telepathy ones in particular (my character's forte).

I'd suppose they last 1 round only, the one you "activated" them in, and if you want longer duration you have to maintain them period.

But I remember reading on a FAQ by the aithors on the spanish boards (that I can no longer find, dammit!)stating that "natural" ,

non maintained psychic powers last five rounds...so I was hoping for the same regard "normal". The "5 rounds before resistance throw"

on the Mind Reading power had me hoping...

2) Area power applied to Telepathy stuff.

2a) is it subject to the limits imposed by psychic projection? Let's say I'm maintaining a 300 feet Area power, but my Psychic projection rol

only reaches 15 feet away. Are the people further than 15 feet but closer than 300 affected? I'd say absolutely yes by the wording in the

Area Power, but just to be sure...

2b) let's say I'm touching the target of one of my telepathy powers, thus giving my Psychic potential +20, while having Area active...

is that increased potential applied against all the possible targets or only the one I'm touching?

3)Hide Matrices power against "See the Supernatural" advantage.

I would personally rule this as the Hide skill rules:

if the character with See the Supernatural passes an Easy test with an active Search action, with degrees of success Passively diminished

by th Hide Matrices power, he sees them. If he wants to do a Passive Notice test, he's at -80.

4)Physical Increase powers. When they say the growth is cut in half over scores of 10, how do we round? Starting 9 strenght and adding +2

results in 10 or 11?

5) Ki Abilities. It isn't specified anywhere, so for game balance Purpose I suppose they're all Passive Actions?

6)Weight Elimination Ki Ability: it should be nice to know how it affects Acrobatics, Jumping and Running skills. Ideas?

That's all for the moment.

Thanks for the attention.

not sure I'll answer all, but I'll try :

1) the "5 rounds" thing is there to limit mental effects a bit, in DD3 you could fail a save to hold person and stay 15 rounds doing nothing ... of course you have to use an innate slot to maintain power. The "natural" reference must be to a creation point advantage called "access to natural psychic powers", no duration is indicated, though, so it should last only one round

2) a : not sure, logic would be the psychic potential indicates the distance of targets affected, and the area of the power indicates the maximum the power can affect (like you get 800 ft with projection, the area is 300 ft so you'll affect only 300 ft)

b : "psychics in physical contact with the subject" : quite obvious only got the bonus with the touched target

3) as the difficulties for psychic powers and other actions are the same (20, 40, 80, 120 ...) I guess the "perceiving" character will do his roll, see what degree of success is achieved, then the degrees of difficulty gained by hide matrices is substracted and if it reaches 20 or lower nothing is perceived

about the natural psychic power: that was an errata. The psychic powers that require maintenance but are activated "naturally" last

5 rounds. It was by the authors on the spanish forums. I was just hoping something else had come out about "normal" psy-powers.

About the 2nd part, the problem was exactly that: does the psychic projection roll limit the area? I believe not, since the Area power states "all the asubjects

within the area", just one roll, you don't have to roll for every one, so you don't have to "reach" every single one, the area power does it for you. Like a spell from d&d, it has a range (determined by the Psychic Projection) and an Area (determined by the Area power).

And 2b is unclear also, just because of the same interpretation. Area Power says: "maintaining area enables the subject to use any other telpathic

power on all subjects within the area, as determined by the character's success in activating the power ". The success in activating the power is

improved by touching the original target.

And about the 3rd question, that was my idea also, but there is a difference between having to perceive matrices in combat with an active roll

(search) or a passive one (notice). The See Matrices power is Active as an action, Search is active, Notice is passive. Letting characters that

See the Supernatural roll "notice unmodified" would simply be not balanced at all, thus my idea of using the Hide skill rules.

uhm. I kind of hit up the other forums alot, so i think i can answer alot of your questions with the system from a GM perspective at least.

1) If the psychic power is from the "natural psychic powers" advantage, and you wish to maintain it, it lasts 5 rounds. ones from psychic disciplines purchased normally for a psychic must be either maintained in an innate slot, or re-calculated every round with another psy-potential roll. This means that if you are using Mind research (name check) and you do not it into an innate slot, you re-roll for your ability to use it every round. If this lasts 5 rounds with all successes, they get a new resistance roll against your most recent success level (so if you roll really high that round, yay!).

2) Your mostly in the right on this one, as the Area power itself allows you to forgo projection for telepathy discipline powers (that's why its a level 3 power btw. meant for higher level characters). For the other part, No. Directly touching one of the targets does not mean it affects all the targets in area. This is more from a common sense thing than anything else. Also personally i would calculate the roll, then add 20 to it for that specific person, since you are touching them and you do deserve a bonus on them.

3) This has always been a tough issue. Also mirrored by the fact that yes, wizards can hide their spells from other people via magic appraisal, so how does see supernatural compete? Though i can't speak for anyone else, I would approve of using hide/search rules for it. Though using those rules implies using them as they are used everywhere else. Notice is by definition harder than search, and has a higher difficulty level, because no PC should ever, EVER roll their notice checks. Search is a different story, as it takes active player action to say "OH CRAP HE'S USING PSYCHOTELEPICALS WHERE ARE THEY!!" and then he gets to roll search. I would as a general say that if they beat the roll of the psychic with notice they see it, and one degree less when they use search.

4) it is cut in half over 10(ten) when you hit ten.Think of them as "strength increase points". For your example it would be 10, as your +2 is used to get 10STR, then you have +1 left, but it is halved since you are trying to go above ten, leaving you with only enough to get a 10STR.

5) i would say that any of the following would be active actions, based on some of the ways they are used :

-Ki Detection/Erudition, it's treated like search for ki abilties/ presences.

-Levitation/Flight, moving and costing a ki point per round per flight value.

-Object motion, as it can be used to "throw something", in which case it would use half the characters attack score with standard modifiers for combat/extra actions.

-Destruction by Ki, its an attack ability, so definitely an active action.

-Ki transmission/Healing, Transferral of points from one character to another probably requires at least one to have the initiative.

6)Basically its the "walk on water" or "walk on clouds" trick. if there is a substantial surface you project your energy to give you support and "effective" weightlessness. Like the one they do in Naruto (i hate referencing that but sure yeah) if they fall they still take fall damage normal (or make rolls as normal) since they are not actually making themselves weigh less/ have less mass.

OK so that was long. feel free to reply and i should be back on these forums sometime.

You need to clarify the second two question, but the first one reguard to maintainig powers. When you use a psyonic power it activates with what ever difficulty you achived. So if you get an 140 (difficult or very difficult i dont have the table in front of me). your power is executed at that level this round. if you maintain it, but do not have the potenial and dont want to spend free pp to boost it so that you can maitain the power normally. the power loses one level of strength per round.

So example, you use a power and you get 146 total on the dice. The power activates round one at the 140 level. Round two the power drops to 120 level, and then next round it drops to the 80 level. then 60...40..20 etc. You dont lose fatigue points however when it drops into that zone, the power simple stops working and you will have to use it again. Now lets say that your Potential was 120, or you spent some free PP to get the power that high. then when it drops from 140 to 120 you will maintain the power at 120 until you release it.

Also as far as ki abilies go, they are passive actions for the most part. And its up to the GM exactly how much stuff like weight elimiation would effect skills. as a GM if confronted with that situation id say +10 or +20 depending on the move attempted. And the bouns would get larger with stuff like, levetation and flight.

Anima is very much a conceptual template of rules, that it wants players to take hold of and fill in the details, or rewrite the rules for there own use. Its said in the book that all of the rules are just guide lines. Talk with your GM, and figure out what he and you think is balanced before the game starts so you dont get into arguements later. Dont get rule lawyery with it, play it logical, and see what the GM is willing to give you bonus wise for things, and then determin yourself if you think its worth taking.

commanderq said:

You need to clarify the second two question, but the first one reguard to maintainig powers. When you use a psyonic power it activates with what ever difficulty you achived. So if you get an 140 (difficult or very difficult i dont have the table in front of me). your power is executed at that level this round. if you maintain it, but do not have the potenial and dont want to spend free pp to boost it so that you can maitain the power normally. the power loses one level of strength per round.

So example, you use a power and you get 146 total on the dice. The power activates round one at the 140 level. Round two the power drops to 120 level, and then next round it drops to the 80 level. then 60...40..20 etc. You dont lose fatigue points however when it drops into that zone, the power simple stops working and you will have to use it again. Now lets say that your Potential was 120, or you spent some free PP to get the power that high. then when it drops from 140 to 120 you will maintain the power at 120 until you release it.

Sorry to bother, but do you have a reference for this (official faq, page of the corebook), or is it just your houserule? It is a good interpretation, but I'd like to know if it is effectively "how it was inended to be" by the authors.

Also, I have another question:

is it possible to reach negative fatigue points? By spending more than you have left? By losing more than you have left?

I'd hope the answer is a big NO.

Spirit_Crusher said:

commanderq said:

You need to clarify the second two question, but the first one reguard to maintainig powers. When you use a psyonic power it activates with what ever difficulty you achived. So if you get an 140 (difficult or very difficult i dont have the table in front of me). your power is executed at that level this round. if you maintain it, but do not have the potenial and dont want to spend free pp to boost it so that you can maitain the power normally. the power loses one level of strength per round.

So example, you use a power and you get 146 total on the dice. The power activates round one at the 140 level. Round two the power drops to 120 level, and then next round it drops to the 80 level. then 60...40..20 etc. You dont lose fatigue points however when it drops into that zone, the power simple stops working and you will have to use it again. Now lets say that your Potential was 120, or you spent some free PP to get the power that high. then when it drops from 140 to 120 you will maintain the power at 120 until you release it.

Sorry to bother, but do you have a reference for this (official faq, page of the corebook), or is it just your houserule? It is a good interpretation, but I'd like to know if it is effectively "how it was inended to be" by the authors.

Also, I have another question:

is it possible to reach negative fatigue points? By spending more than you have left? By losing more than you have left?

I'd hope the answer is a big NO.

Yes, you can have negative fatigue points. You get them when you fail to activate a psychic ability and lose fatigue. But once the psychic hit 0 fatigue the character collapses due to shock and must pass a Pyschic resistance check with a difficulty of 100 to avoid falling into a coma that lasts a number of days equal to his faliure level (how many points he missed it by). If the psychic is in the negative, add +10 to the PsR check for every negative point. In this cast if he fails the check by half or more he dies instantly. So if you had a PsR check from this of 120 and you rolled a 59 on a PsR check, you are dead. See the the psychic domain section for the full rules.

For everyday use and for physical combat, you can not go into negatives. At 4 fatigue left you start to take negatives to all actions. Once you hit 0 fatigue you have a whopping -120. But you can not spend fatigue you do not have in a physical sense. See Physical abilities section for full rules.