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38

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 ...


10

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 ...


9

Don't Dump Your Toxic Wastes As a general rule, hazardous waste is not dumped, buried, or otherwise sequestered if it can be helped -- destroying the waste is by far the better option, and with the base Anima spell-set's Book of Destruction, quite feasible even without modern technology. Of course, there are technological approaches to the problem at hand ...


7

If what you are seeking about great beasts are rules about how to pact with them and what powers they concede then Arcana Exxet is the book you seek It include rules for around thirty powers (or great beast, or aeons, depending of the entity). They come in the same format as the arcanes in the core book: you pact with it (which is often an adventure in ...


7

Disregarding the quotes that come in variations due to different translations, then Yes, the quotes are real. I teamed up with a Professor of Literature from Roskilde University and a theologian from Trinitatis to reach the ones you can't just get to with regular google-fu. Did the developers attempt to use only real-world material for these ...


6

Monsters follow all the same rules for advancement that player characters do, unless something specifically states otherwise. This means that yes, they do get all the same class bonuses, increased attributes, and so forth that player characters get. A potentially counter-intuitive consequence of this is that monsters can't spend their 100 PD on abilities ...


6

Presuming a single "canonical" timeline, with alterations to that timeline always having had been true, the language you're looking for can be found in the Continuum role playing game. You can get a sample glossary, sans philosophy, at the Continuum glossary. Of particular import are the concepts of "up/down." and "age/yet". Therefore, "Down [in the ...


5

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.


5

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 ...


5

The best reference I can find is in the Spanish official forum. Not RAW, but possibly the second best thing. The answer seems to be -80.


4

Yes, you can (and, most of the time, should) split your potential that way. One of the major benefits that Psychics get is that they may use as many powers in a turn as they like without incurring multiple action penalties, which is pretty sweet. From page 192 of the CRB: Characters wanting to use more than one Power per turn divide their psychic ...


4

It has been a while since I played Anima, but my last character was full of Psychic Powers, so lets try to answer the question as in-depth as possible. Short answer: yes you can. Long answer: You can split your potential into groups of whatever amount you like, subject to a minimum of +10 for any one group; it does not have to be equal parts, so you can go ...


4

The "English second edition" is more of a revised printing that includes the errata, but gets mistaken for a second edition anyway. There is an even newer Spanish edition/revision, but it does not appear to have been translated yet. It's worth noting that the publisher does not consider it a new edition, rather a revised edition, because it will be ...


4

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 (p130)...


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

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 ...


3

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.


3

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 ...


3

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 ...


3

In the future, please ask separate but related questions separately. When a bound creature is controlled by another being, does the binding end? No, binding is a spiritual bond between the creature and its prison, accompanied by the frozen spiritual state. Binding is linked by a spiritual bond to the summoner who performed the binding (through the Zeon ...


3

Time travel as per the classic definition (physically moving oneself to a different time) is not mentioned, at least not to the past. If you analize the several means that exists for traveling time or altering past events, you'll realize a trend: They are severely limited in one or more ways. In the core book, we have the Eye of time spell, that allows you ...


2

Agreed, the Anima books are lacking in creatures and creature options. Still, there are ways around if you want to stick to RaW (I don't recommend that option, since RaW has some issues in Anima). Here goes: Aquatic movement lets the creature swim without problems, but I'd need to aknowledge the impedment to walk on land. Don't go with aquatic ...


2

I disagree with the other answer. I only have access to the english core rule book (is there even an Exxet for psionics?) so I cannot speak to the rules present in any other books. Page numbers refer to the printed page numbers in the english rules, and I will attempt to list headers where appropriate. Activating Psychic Powers In order to execute a ...


2

Above the table with all the powers you can select, is the text you paraphrase. The next sentence give us a clue... These abilities work exactly the same way as the creation advantages that have the same name. All of them are equivalent to the more basic abilities that are gained by investing points. [...] So, as the book states, when they have ...


2

While this may or may not be a full answer, I wanted give some basis, especially since this is a wonderful yet unappreciated system: Any of the "create thing such that it always existed" or "remove thing from ever existing" effects in anima represent extremely powerful forces not commonly available to nearly anyone. I won't bank my reputation on this to say ...


1

Ok, I'm assuming you're asking about magic specifically. It's an advantage in the core rule book called Elemental Compatibility. It costs 1 advantage point. There is also a higher tiered version of it called Half-Attuned to the Tree (which costs 2). They both increase Magic Accumulation and MR for the chosen paths, and decrease it for the opposing paths. ...


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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