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Sense Matrices only works on matrices, not Ki or Magic. However there are ways to see everything, like the level 3 Light psychic discipline power, or See Supernatural. The Notice Check is either 180 or 240, based on Ki abilities that are invisible anyway.
"One who says it can't be done should not interrupt the person doing it"
Lia Valenth said:
Abandon all hope ye who enter
Bleakheart26 said:
Question: Could the same power be used then maintained on different round, on different people at the same time?
Yes, of course you can maintain a power on multiple people. However each use of the power must be maintained separately. So you would need another Innate Maintenance Slots per person, which costs 2PP.
As per the other stuff you have two choices;
1) Make it yourself going off the current power of itms. A stronger gun, for example, is just a faster (less reload) and longer ranged than the one in the book, they haven't really increased damage in the real world, except now you can shoot ten people in one second.
2) Wait for more books to come out, they have many plans on what to bring out, including books on the current affairs of Sylvans, Duk'Zarist, and The Powers in the Shadows (who have most of the super technology).
There may be some info in the other games, but I only play the RPG (there is a card game too or something) so thats the best I can do.
Personally, I would just play GURPS if I wanted to use super advanced technology, but if you want it in Anima you could also check here,
http://cipher-studios.com/AnimaBB/index.php?topic=5358.0
It's called Anima: Beyond Sci-Fi, and is fan-made. I have not looked into it because they made some changes to the base rules I did not like and didn't get past.
"One who says it can't be done should not interrupt the person doing it"
Thank for your help. My group as gamers allways grab a system and run with it to see how it functions, and how it can be maximized (by the power gamers). In doing this we quickly tell the limits and extent the quality of the game.
Abandon all hope ye who enter
Anima is at a bit of a disadvantage because it is mostly written by one person. He has a lot of great ideas, no doubt, but there is a lot to go through in an RPG and until he gets all the books out and finishes fleshing out the world there will be problems like this.
"One who says it can't be done should not interrupt the person doing it"
Hi guys, I've got some questions, and thoughts that I would like to share and hopefully get some answers on them. The topics of these have to do with psychics and their Discipline Physical increase. So the parts that I want to review here have to do with increasing base stats and what are the actual game effects. I figure someone else here has some better knowledge of this and maybe has a better translation of the meaning of them. The increase ability bolsters the stat Agility or Dexterity. But these do not give you a bonus in movement. And in Total Increase it stacks with other abilities, giving a bonus to strength, Dexterity, Agility, Constitution, and Perception. My questions and comments are as follows.
1. What actually changes when the stat increases take effect?
2. Does the constitution affect the health of the character temporarily?
3. If you increase the perception with total increase and use perception increase does this change the total perception of the character and if you get the higher levels of the vision does that change the bonus in the perception (secondary skills) area? And does that enable the High level perception to gain the increased perception abilities? Example night vision, extra sensorial, from the ki book.
4. Does increasing the constitution effect your healing ability and the number of fatigue, and
5. IF you increased both the dexterity and agility it is said that (increase ability) will not increase your movement speed but would increasing them both increase your total number of actions. In example if your total (agility and dexterity) was 26 would you have 6 total actions?
6. And does the use of total increase change your movement speed? (Unlike the use of Increase Ability that specifically says that it does not. That to do so would need to use increase motion.)
7. Assuming the stats increase to levels above 10 then the character has to have inhumanity. So this is also assuming that in some way the character does have the ability called inhumanity.
I think this is about it. But I’m hoping that others have some interesting words on this little batch.
Abandon all hope ye who enter
I play a Mentalist in one Anima game, and yes they are a very powerful class, even to the point of being too powerful. However I took it upon myself to try and gimp my character in very funny ways, like taking the Slow disadvantage with a -60 to initiative and Mute, while I also took the extra beginning experience advantage…
My Mentalist uses Telepathy + Energy (for the best shield) and Psychokinesis for flight, armor and shatter… when the violence commences my mentalist has about two rounds to do his stuff before the goons catch on and go for the little wimpy looking guy wearing buckled skin-tight black leather armor that just stopped a huge hammer with an invisible force… (supernatural shields only take the base weapon damage when deducting from their LP's even if the damage bleeds through after being smashed by a strong attack)… that is if I don't go all out with Area + Psychic Illusion (yes, Area from Telepathy has a "selective" targeting system as long as my character can see those in the area)…
Now to the weaknesses…
If I fail to block with the shield I do not get a second chance to avoid the attack, I get hit and I lose my actions for my next turn and I can't do another reflexive action until the start of my next turn… 3 - 4 attacks against me might go through and you only need one hit past the shield to take the mentalist down into penalties from wounds…
If the mentalist can't see the attack coming then he can't block with the shield…
If the mentalist rolls a 1, 2 or 3 then he's screwed since then he's at the GM's mercy… and if he splits his potential too thin then he's also in trouble…
Be vigilant when he purchases those Psychic Points since it's so easy to add one over since the math can be quite heavy and confusing… A good player won't do that though but it might happen by mistake… I have a spreadsheet that accounts for every single DP spent…
Also a Mentalists' worst nightmare is when he meets someone like himself since he won't know what hit him… and since he can't block what he can't see I reccomend the Psychic Assault + Psychic Illusion combo…
Also on a side note, Shatter can be a very visual attack when looking at the results… like the first time I used it on a living being was during a fight at a crowded market place, my companions were having a hard time and one of them called for help, looking expectantly at me I decided to shatter the opponent… I got a horrible result on my roll and I was sure the goon would make his save, but no, he failed by 45 which meant he took 90 damage which meant a critical hit, my GM had me roll a d100 and I got a 100 on the roll… needless to say the enemy disappeared in a red haze that covered most of the market square leaving tatters of his clothes floating through the air and EVERYONE in the market turned to watch us (that is those that hadn't been watching… so I did what every comic relief type character would do, I flew away at the speed of 3 while flapping my arms trying to go faster (I deliberately did that in order to draw attention away from my companions)…
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