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35

All it takes is one or two people checking the actual money they have behind the counter after the PCs leave for things to start going wrong — the merchant will still believe that they PCs paid, but the lack of money still has to be explained, and the natural explanation is that the PCs stole back the money while the merchant wasn't looking. In the eyes of a ...


8

If Anima allows you to move/attack/move, then you can consider yourself the equivalent of a sniper with melee attacks. The enemy would have to figure out tactics that can trap/hurt you when you get in range. These might be readying to receive a charge or setting up tripwires. In your case the Dodge skill would represent his ability to react to those area ...


4

The rules of a remarkable GM are simple: Allow players to do whatever they want. Make them suffer for it. A sorcerer makes a smith think the money has been paid? Excellent! Sorcerer leaves with his sword. Ten minutes later the smith and a mob of peasants chase him and claim that his bewitched gold disappeared. And this particular smith is known in all ...


4

It appears perception is a mental stat, not a physical one, so it wouldn't be affected. While I don't have the play experience to back this up, the penalties don't appear out of line. For the average person, the penalties are very debilitating, but they aren't totally insurmountable to an exceptional person. This tracks with what I have seen in the elderly. ...


4

Using an innate slot for a power maintains the power without rolling. It is not recreated every turn: namely, if an attack eliminated all the life points of your Energy Shield, you would need to manifest it again, rather than it reappearing for free at the beginning of your next turn.


3

Short answer, yes you need. There goes two character points. Long answer, you can buy Access to one Discipline (for just one point, not two) and use only one Discipline of the mentalist. Other characters without any of these two Advantages can only use one mentalist power with one specific advantage (don't remember the name) that let you use it at ...


2

The Spanish version doesn't say anything of mastering your magic, I will use google translator with the important part of the text, so you can see more or less what it is saying. Spanish version: En el caso de que un personaje desarrolle conocimiento en una vía y posteriormente trate de dominar una opuesta, deberá invertir el doble de nivel de magia ...


2

Sorry, I see how I missed the mark, several times. Mastery, per se, requires a final ability score of 200+ in one of several specific categories, p.013. Magic Level and Path Knowledge are not on the list and do not scale for it. The use of the word "master" in "The Paths and Magic Level" section on p.112 may be the source of confusion, but the problem ...


2

There is a book of monsters, quite extensive. 'Those Who Walked Among Us'. Probably Gaia, Volume One whould have some examples of monsters, althougt I have not read this one.


2

You will find most info about it on p276 of the core book. It is roughly a measure of how supernatural you are. Normal people have 0, PCs start at Gnosis 10. You start having special advantages and powers at Gnosis 25. It is supposedly fixed at birth and cannot be increased - although there are ways, including the Chimera spell of the Creation school ...


1

Anima is not very known for its regards to physics... the setting runs on rool of cool, so things like acceleration, sound barrier and such are hand waved. At gnosis 27 you are barely human anyway so you can do inhuman things. You are also capable of inhuman things thanks to inhumanity and zen (that you need to do this stuff). So yeah, a shadow level 13 ...



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