Multiplication of Bodies

By Lia Valenth, in Anima: Beyond Fantasy RPG

This is a very complicated technique and I have a few questions,

1. The book states they take a -80 All Action Penalty, which makes sense, but then it states that means they take a -4 to all characteristics. Is this a misprint meaning a -4 to characteristic CHECKS? because otherwise someone with INT 4 using this technique would create clones with INT 0...not sure how to work with that. Not to mention the weakened damage, offensive and defensive abilities.

2. Where do these clones appear? It seems way too powerful if you can "summon" 22+ in one turn (With Arcane multiplication of bodies of course) and surround the enemy in a circle giving them no way to escape. Also do you move when they are "summoned", allowing you to hide within them even if you summon them in front of the enemy?

3. It states you can not take any other action-active or passive-when you create the duplications, can the duplications defend themselves the turn they are created?

4. Anyone have an idea on how to roll the initiative of clones so you don't have to roll 22+ times? Rolling them as a group is the only way I can think of.

5. Lastly, the rain of projectiles rules states the Base Damage is four times normal for whatever projectile. Does this mean it gets past Damage Barriers better than a single attack? It makes sense the damage would increase, but the point of a Damage Barrier is a lot of weak attacks won't damage the thing, a rain of projectiles is the definition of a lot of weak attack.

*bump my own question up with another question*

6) With the Ki ability "Improvised Technique" you can not combine abilities, however can you enhance abilities? For example could you choose to create long range weapons with the ability Physical Ki Weapons using the Optional Advantage: Projectiles?

Lia Valenth said:

This is a very complicated technique and I have a few questions,

1. The book states they take a -80 All Action Penalty, which makes sense, but then it states that means they take a -4 to all characteristics. Is this a misprint meaning a -4 to characteristic CHECKS? because otherwise someone with INT 4 using this technique would create clones with INT 0...not sure how to work with that. Not to mention the weakened damage, offensive and defensive abilities.

2. Where do these clones appear? It seems way too powerful if you can "summon" 22+ in one turn (With Arcane multiplication of bodies of course) and surround the enemy in a circle giving them no way to escape. Also do you move when they are "summoned", allowing you to hide within them even if you summon them in front of the enemy?

3. It states you can not take any other action-active or passive-when you create the duplications, can the duplications defend themselves the turn they are created?

4. Anyone have an idea on how to roll the initiative of clones so you don't have to roll 22+ times? Rolling them as a group is the only way I can think of.

5. Lastly, the rain of projectiles rules states the Base Damage is four times normal for whatever projectile. Does this mean it gets past Damage Barriers better than a single attack? It makes sense the damage would increase, but the point of a Damage Barrier is a lot of weak attacks won't damage the thing, a rain of projectiles is the definition of a lot of weak attack.

1) Skipped pending more information

2) Skipped pending more informaiton

3) Skipped pending more information

4) You answered your own question. You said you didn't want to roll each clone's initiative individually, thereby you would roll them as a group. Assuming you are the GM. If you aren't the GM, you roll for them however the GM wants you to roll for them.

5) If the GM invokes the optional Rain of Projectiles rule ... then a Rain of Projectiles can and will punch through a Damage Barrier more effectively than the individual projectiles would. The optional rule itself makes clear that it comes with certain disadvantages. This is one of those disadvantages.

Lia Valenth said:

*bump my own question up with another question*

6) With the Ki ability "Improvised Technique" you can not combine abilities, however can you enhance abilities? For example could you choose to create long range weapons with the ability Physical Ki Weapons using the Optional Advantage: Projectiles?

All the Ki abilities are from Dominus Exxet. Multiplication of bodies is on page 20.

as per 6) I found out, No you can not use Optional Advantages with Improvised Techniques.

Lia Valenth said:

All the Ki abilities are from Dominus Exxet. Multiplication of bodies is on page 20.

as per 6) I found out, No you can not use Optional Advantages with Improvised Techniques.

1) " (y consecuentemente, un -4 a sus Caracteristicas) " is the relevant line in Spanish. It is a -4 to the Characteristic, not a -4 to the Characteristic Check.

2) The book doesn't say. I would rule that the copies appear within arms reach of the original or within arms reach of another copy (if the creator wishes to daisy-chain the copies). GM's choice.

3) The book doesn't say. I would rule that the copies suffer the same limitation of being unable to act immediately. GM's choice.

4) Additionally, it should be noted that the copies can not have an initiative higher than their creator's initiative. In light of that, I would rule that the copies always have the same initiative as their creator's initiative ... mostly to save everyone the headache. :)

Thanks for the help. The answer to the first one is very annoying, because that means you have to not only make complete sheets for any character using this ability, and any of the improvements on this ability, but also means that the clones effectively take worse than a -105 all action penalty (and a -8 to characteristic checks), and could be completely incapable of mental action (and therefore automatically have complete paralasys). This does not seem to be the spirit of the ability.

Hi,

1) I would say -4 to the characteristics checks, because the DE says "all Actions of -80 (and consequently, a -4 to their Characteristics" and the core book says at page 212 "Futhermore, for every 20 penalty points, the character loses one point from all his Charateristics for purpose of performing Opposed Checks." So, I think, the passage in the DE only reminds to not forget this rule from the core book.

2) GM choice

3) I think the copies appear at the end of the turn (or I would hold back my actions, so that I would be the last person in this turn). If the copies appear at the beginning of the turn and can't defend themself, the enemy would slay them and so this power would be useless to some degree.

4) I would suggest: One roll for the PC and one roll for all the copies. If the copies have a final initiative higher than the PC, they will use the initative of the PC.

F3nr1s said:

Hi,

1) I would say -4 to the characteristics checks, because the DE says "all Actions of -80 (and consequently, a -4 to their Characteristics" and the core book says at page 212 "Futhermore, for every 20 penalty points, the character loses one point from all his Charateristics for purpose of performing Opposed Checks." So, I think, the passage in the DE only reminds to not forget this rule from the core book.

3) I think the copies appear at the end of the turn (or I would hold back my actions, so that I would be the last person in this turn). If the copies appear at the beginning of the turn and can't defend themself, the enemy would slay them and so this power would be useless to some degree..

1) That's what I thought, but the description differs. Might just decide it was a mistake on their part and go with characteristic checks anyway.

3) Interesting Idea, this would solve much of the problem. Although they might be supposed to be easily destroyed when you summon them, after all it is hard to destroy all 22+ of them in a single round rather they can defend themselves or not.