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Anima: Beyond Fantasy RPG
Enter a world beyond fantasy.
Moderator: FFGAntonffgjafferffgjoshFFGMarkGeckomauglirThe Spaniardynnen Topics: 756 | Posts: 5633
Combat Modules
Published on 24 November 2008 - 04:24:30
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When I'm creating a character, do I start with knowledge of 1 weapon I want my character to have or do I need to purchase the module?

Thanks!

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Reply #1 | Published on 25 November 2008 - 00:29:16
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The first weapon knowledge is free, after that you have to buy all the others you want to learn.

Reply #2 | Published on 25 November 2008 - 06:45:34
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That's what I thought, but I cannot, for the life of me, find that in the core. Did I miss it somewhere?

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Reply #3 | Published on 25 November 2008 - 07:30:06

Page 56, first sentence under "The Idea Behind Modules" says:

When a character develops his Attack and Defense abilities, he does so with a single weapon, which he will have chosen from the beginning. It is also possible to learn to fight without weapons, in which case the character's Combat Ability is considered to be "Unarmed."

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Reply #4 | Published on 25 November 2008 - 09:19:11

I missed that part too on my first read-through.   I only caught it on my second rules reading, as I was doing sample character generation.

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Reply #5 | Published on 25 December 2008 - 11:41:28
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The book is 320 pages of packed information its hard taking it all in. After I read it through I missed half the information I needed so I had to reread it twice just to get the basics.... -_-

The body doesnt limit the mind, therefore the mind has limitless potential

Reply #6 | Published on 12 January 2009 - 04:24:30

I found it best that you take copy of c-sheet and pencil and create character as you read, step by step, adding options as you discover them (and making side notes on the sheet for things to watch for).

Dragan


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