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Although most Anima characters use their own powers to fight, whether through magic or

psychic matrices or Ki abilities, the truth is that there are those whose primary means of attack
and defense is based on the expert use of mystical artifacts of some sort.
That is, although a magician, a psychic or a schoolmaster easily generated fire with his magic,
mentalism or Ki, the holder of a gauntlet that produces flames would be able to master the
capabilities of the device with such mastery that easily could get both advantage as the latter.
In this chapter we will delve into how mystical artifacts are used in combat as well as various
specialized benefits that can come into existence for its users.

Basic Combat

The most basic mystical artifacts, especially weapons do not require any specific knowledge
for use beyond the obvious. That is, a fighter who wants to correctly use a long sword with
supernatural powers that increase your fighting ability would simply have to know how to fight
with that sword to its full advantage. Naturally it is possible for a gun or similar deviceto have a
power or special ability that is not tied to combat. For example, if a club has the ability to create
an energy field that prevents any dark creature approaching you, you could have the weapon
raised above your head, but without the ability to actually use the shield. In such cases, we must
refer to the Notion of Use of the object.

Supernatural Combat Modules


Below is a list of different tables supernatural techniques which characters can access. In each
of these are the following:
Artifact Required: Explain the general typology of magic item that may be needed to perform the
maneuvers specified in the table.
Required Skills: This refers to the skills needed to master the table.
Cost: The value in PD and / or CM points needed to invest in the supernatural combat table to
master.
Effects: The skills that provide the domain of Table de Armas.
Consumption: In case the activation of the ability to have any kind of cost, its value is indicated
here.

Trap

Artifact required: Any allowing transmute or alter the shape of physical materials. You can also
use it with objects with the power to move things at a distance.
Required skills: 120 + Skill offensive.
Cost: 20 PD / CM 10
Effect: This skill allows the character Presa maneuvers against their adversaries. In case you're
fighting without a weapon with the ability to Presar, said device immediately wins Dam rule,
while if you use one, the maneuver can be done using only a -10 penalty to skill.
Consumption: None.

Remote Control

Artifact required: Anyone who can move away by itself or remotely control objects.
Required skills: 140 + Skill offensive / defensive ability 140 +.
Cost: 20 PS / 20 CM
Effects: It gives the character the ability to fight at a distance or with the device or with different
weapons that moves with it. In order to play, lets use ranged weapons without physical contact
with them using only a -20 to offensive and defensive ability. Naturally, they need to see their
enemies to make use of this ability. Consumption: None.

Ranged Attack

Artifact required: Anyone capable of generating or controlling energy intensities, either cold,
heat or electricity. Can also be done with a device that controls the air, land or water (in some
cases fairly even light or dark).
Required skills: 120 + Magic Projection, Projection Psychic or offensive skill.
Cost: 20 PS / 20 CM
Effect: The character controls in a way that creates offensive power the device, being able to
project at will as a means of attack. In order to play, allows remote downloads launch, using the
same rules as any offensive spell, but using either your Projection Magic, Psychic, or their ability
to fight. The person required to file a prior assault that want to perform this attack, it is the time it
takes to build and control the energy. For the damage of the attack must take into consideration
the amount of currents that produces the object, as explained in Table 16. If the object controls
elements without currents, the Games is who should determine at its discretion the power it
produces.
Perform this maneuver is considered a full attack action, so the carrier can not perform any
object other activates the assault in declaring its activation.
Consumption: Activate this attack consumes Ki innately point or 10 of your user Zeon. After use
it is necessary to wait at least 5 rounds before re-enable, or otherwise the character must also
spend a point of Fatigue.

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