A few more questions...

By Sharnadale, in Anima: Beyond Fantasy RPG

The book that came with the GM screen suggested limiting the character's starting MK the way it suggests limiting starting spell levels. We're having a disagreement on whether or not the suggestion includes Domine characters such as the Technician and the Tao.

We're also having trouble figuring out how to escape traps or a Tie spell. And what strength is a normal rope anyway? It only gave examples for chain and very thick rope.

And when you use acrobatics to try and flank a spellcaster, do you use the caster's attack rating or his Magic Projection to contest it?

These aren't definite answers but my rulings from similar questions/situations

1. Technicians and Tao's get thier full staring alotment in a high powered setting or about 75% in a normal and 50% in a low powered campaign. They are essentially the pure MK classes.

2. A couple of points less for good-quality rope. Strong rope/silk rope is about the same strength as thick rope but usually easier to tie properly. Cheap every day rope should be fairly easy to break free from unless its well tied.

3. It would depend on the situation. If the character is being flanked in a single acrobatic maneuver that is attempting to slip passed his guard then I would either just set a difficulty. If the Magic user is busy concentrating, call for an opposed acrobatic or mundance defence roll. If they were maintaining some sort of defensive spell the acrobatic attempt was trying to get around then it would use Magic Projection as an opposing force.

- Raith