45

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. (This is a real ...


13

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 ...


8

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 quotations?...


7

The ability to damage energy is something that needs to specifically be gained through some supernatural ability or item. Here are some common examples of means to damage or affect energy: Ki Abilites: Presence Extrusion - allows one to physically touch energy (core book pg.96) Aura Extension - as above but extends to weapons or objects in hand (core book ...


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 ...


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 ...


6

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 ...


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 ...


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

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 ...


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

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've spelled out basically all the information I was able to find on the matter, and the rules seem to work exactly as written. The only source I found with more information was Arcana Exxet, which is more detailed on how Sacrifice works: There are spells and mystical abilities that allow the caster to voluntarily sacrifice points of life to gain certain ...


4

You get faster with time. While it might sound like a cop-out answer right now, I can definitely say as someone who has played a lot of Anima that, while the system's math can seem intimidating and slow at first, you can get used to it over time as you play more. There are patterns to the math, and methods to the madness that you will pick up on after ...


4

Excel (or similar) My familiarity with Anima is limited to only a single campaign played a fair while ago, but I distinctly remember the combat tables being exceedingly awkward and complex to use. Calculators were practically mandatory for all players. If you are savvy with Excel and VBA you should be able to put together a program that will calculate the ...


4

There are many discussions about this spell and most people agree with the following statements. This is what would happen when you use that spell: Mental - Things you're keeping Your Ki Your Psychic abilities Your Magical abilities Your attributes, related abilities and resistances: INT, PER, POW, WP Almost everything you know Your experience (your ...


4

I want to start by stating that in Anima injuries are generally taken pretty seriously and it is not a system where raising the dead is something easily accessible or done without heavy investment or cost, usually being more subject to a quest in and of itself. So with that in mind let us get to answering the question. We should start with a brief summary of ...


4

Advantages have no cap on the number you can take. Your only limit is the number of disadvantages that you can actually receive points from, which is 3. Given that the book has optional rules for spending your attribute points on advantages, It seems logical that it is intended that you could theoretically continue to gain more. To quote the book: ...


3

In Anima, Ki, Psychic and Magical powers all come from the soul of the individual. The receptor will keep all his Ki, Psychic and Magical abilities. You can find more in the official Anima forum (in Spanish), where this question has been asked multiple times and expands more in what can and what can't be done: Official Site Unfortunately, there are no ...


3

Spiritual/Sacrifice damage is not meant to be healed by magical means, and is meant to be healed only at the speed it states. Judgement is a posible workaround but since time is reversed any effect you would sacrifice to produce would not be of use. And since you need to be a high level summoner to do so, you would not be able to use typical sacrifice means. ...


3

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 ...


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 ...


3

It's important to keep in mind that Ki Healing cares about Damage and not Missing HP. That means you have to do some mental (or physical) book keeping to track damage (and sometimes multiple damage types, if you're adding in the complications of Life Sacrifice). You also have to come up with the relationship between Damage and Missing HP. The short version ...


3

The system lacks a stat specifically for lying to people. In my own experience it has been used as a sub-skill of persuasion, and opposed by either your own ability to persuade someone, or with a notice check. A search if someone is actively paranoid about it, and says so. A search would also make the check considerably easier, similar to how it interacts ...


3

The setting is designed to reign in such players. Magic is feared and reviled in anima, so players who use a big flashy spell like Tsunami best be sure that their either far from civilization, have a really good escape route, or leave absolutely no survivors. If they mess up, they'll have the whole force of the Church after them, especially if they're ...


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 psychic ...


2

This is an acceptable ruling, in that it does not insurmountably disrupt the ki subsystem. Consider, however, the 'breakage augmentation' and 'fortitude augmentation' powers on page 103 of the rule book. These powers allow ki users to alter the effects of their weapons in terms of breakage and fortitude. +5 breakage costs but 2 ki as a secondary power and ...


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 ...


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