Excuse me

By Guards, in Anima: Beyond Fantasy RPG

Hi

I'm a really big fan of tabletop roleplaying and this looks right up my alley. However i have never heard of it before and i don't know anyone who plays it. If i could maybe have some more information or first hand accounts other than the blurb on the product details page i would be most grateful.

Also i didn't see any sub forums here like i did in dark heresy, why is that? Any art links or pictures would be nice.

Thank you for your time and have a nice day.

if you would like more information, i can direct you to the official Anima site here .

if you are looking for some art from Anima, you can always visit Wen-M on deviant-art, he does 85% of the art for Anima.

as far as first hand accounts, i'm a 2.5 year Anima veteran, The base setting is wonderfully thought with the world's history and events occurring mostly in the shadows, which have had a major impact on the current year. It is a low-mid fantasy setting which can escalate quite fast depending on the GM or campaign being run. It may be a little hard to undertake by yourself to learn the rules for the 1st time, but like any TTRPG, you get used to it quite easily.

Anima is a d100 game system, but it is not a Percentile system. What i mean is that you roll 1d100 and you add to your ability to determine how good you do something.

there are 20 base classes to choose from, each with a single/combination of archetypes: Fighter, Prowler, Domine, Mystic, Psychic, Novel

The magic system has a Mana pool, known as Zeon. This is regenerated daily dependent on one of your abilities. To cast spells, you must first Accumulate the zeon to launch it. Spells can be "buffed" by investing more zeon into them. The spells come in different "Spell Books" which you can learn by spending Magic Level, each book has an opposed path which cost Double ML.

There is a Ki system which let's characters use techniques and learn special ki abilities. So yes, you would be able to recreate the Kamehameha if you really wanted to, or you could run on water and what not. Same as magic, to use ki techniques, you must first accumulate Ki to use them, but most ki abilities just take it from your ki pool. These are generally regenerated 6 every hour.

The Mentalists(psychics) have unlimited use of their powers, but if they fail activating a power, it can cause them to die if the Fatigue loss is too big. Lower powered abilities have a smaller backlash than higher powered abilities. Psychic potential determines how well you can use these powers and how strong they can be made.

There are also Advantages and disadvantages that each character can have. PCs start with 3 Creation Points and can buy up to 3 disadvantages to gain more. so you might find 2 characters of the same class be COMPLETELY different in gameplay just by the advantages and disadvantages they have.

There are also Weapons modules, Style Modules and Martial arts, where you can learn to do certain maneuvers for cheaper or learn to use many different weapons or just plain old kick some butt with a kung fu master. there is a wide variety of each with their own different benefits.

i hope this was informative enough, if you wish to elaborate on a subject, or have questions pertaining to anything else, feel free to ask.

That sounds awesome, so it's like chill anime D&D? I know that might be over simplified but it seems to have similar flexibility with out being err D&D

I love playing a monk grapple/disarm build, could i roll that with well mystic sounds cool.

Thank you for the info very useful :)

Guards said:

That sounds awesome, so it's like chill anime D&D? I know that might be over simplified but it seems to have similar flexibility with out being err D&D

I love playing a monk grapple/disarm build, could i roll that with well mystic sounds cool.

Thank you for the info very useful :)

Yeah, you can build that. :)

You'd be looking at a Tao (Martial Arts user). I'd strongly recommend getting the Dominus Exxet book though for that, as the Martial Arts system in the Core Rules took a major overhaul in that book (and is MUCH better).

Have fun.

Making a grapple/disarm monk is quite easy to make with a few martial arts that give bonuses or reduce penalties fr such actions. Adding magic to the character is doable but not recommended due to the varying coats of abilities between classes and te fact you must spend CP to earn the right to use magic

Here is a fan-made project which contains a step-by step character creation with full example, a few level 1 sample characters made by the comunity and some ki techniques also. There are also monsters in the book which are possible to be used by summiners ir warrior summoners.

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I just wanted to add that my biggest draw to the game is the RP aspect of it along with the decent combat system.

D&D and other d20 games are systems built around combat, it's 90% of the game. If your lucky and get the right people it can be some fun RP. But the system is still built around combat, and most DM's lean towards it.

World of Darkness on the other hand is almost all RP with a lacking combat system. Maybe my GM just sucked, but combat in WOD was very lacking in all respects.

Anima is a perfect balance, it's a RP game with a very in depth and functional combat system. It allows the GM to lean either way with out sacrificing the one. I'm not a hard core RPer, I don't sit around and only talk in character. But I prefer the RP to combat. My game is mostly RP with a some epic combats inserted. By epic I mean 5 vs 500, if at least on player doesn't almost die, the battle wasn't hard enough. They love it as much as I do.

Also W-Men on deviant art is how I found the game over 4 years ago. I saw the awesome artwork, looked into the branding on it and I was hooked.

I must say I'm also deeply fond of Anima System and the very good balance a DM can obtain between roleplaying and dice rolling. Mixing both rightfully is always the best way (and the greatest challenge) to achieve true fun, and this is especially true with this exciting system.

If the system has a flaw, it's the combat system is slow. Beware, I don't mean it's not fun. It's very deep and gives tons of satisfaction. Still, it's undoubtly slow. An average fight often requires an entire game session or most part of it, which is one of the reasons probably why a DM tends to mix combat with roleplaying so much in this game.

Getting to your Tao, if you want to make him "mystical", I'd reccomend to aim either for Ki using (abilities and/or techniques).

There's also the Elemental Bending system designed and posted by someone else on this very forum. I can't seem to find it right now, but I remember the system (although not perfect on my opinion) was very interesting and deserving attention.

Also, Brewmaster Vitty posted a home-made expansion full of additional martial arts (written in Dominus Exxet style, and if you want to make a monk-styled character you should really consider taking Dominus Exxet) and other interesting things. I definitely reccomend it.

Elric of Melniboné said:

There's also the Elemental Bending system designed and posted by someone else on this very forum. I can't seem to find it right now, but I remember the system (although not perfect on my opinion) was very interesting and deserving attention.

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I want to see this too!

I played a forum rpg with psychic warriors+projection module as a substitute for elemental benders once. It was quite fun, and also quite accurate in terms of powerscaling.

Thanks alot, good guy Raybras. :)

I was really excited with the Anima game at first. I realized that it is a pretty rules heavy system, but that didn't bother me becasue the rules seemed pretty fun as I read through them. Unfortuantly my gaming group were not willing to really learn all the rules. That sort of made the game unplayable. It really is a rules heavy system. If your gaming group is willing to invest with you and learn the game I would expect you will have fun. But if your gaming group isn't going to take the time to read and learn the rules with you, you might have a hard time.