Argent_ Posted March 8, 2003 Share Posted March 8, 2003 Hello. So, I´ve started the setup of a long Aberrant campaign - the first thing I ever did as an ST for this game, apart from some short one-shots. Naturally, the players (being that sort of creative people who think up new ways to challenge the laws of physics on their sleep) have been coming up with a lot of questions.To cut this whole thing mercifully short, I have a great problem separating the two powers of Elemental Anima and Elemental mastery.I get the central concept well enough: the first one deals with the control of the element, the other one with the creation of it. What makes matters worse, however, is that a lot of the techniques seem to overlap, causing something of a gray zone inbetween as well as casting a shadow of doubt over my previous conceptions.Could someone of the veteran ST:s and numbercrunchers perhaps assist be in making this as plain and simple as possible? If a players wants both the control and the summoning powers, does he have to buy both powers - a staggering investment for a starting PC - or have I missed something? Explain to me (as you would to a small child) the breaking point of difference in what constitutes a newly whipped-up technique to fall under the realm of Anima or Mastery?Thank you in beforehand. Link to comment Share on other sites More sharing options...
Cody Posted March 8, 2003 Share Posted March 8, 2003 I'm a player not a ST but I had the same question once. The ST pointed to a line in the players guide that says an Elemental Mastery can use any technique from a similar Elemental Anima.When I asked if some of the Mastery Powers could be used in an Anima the STs answer was yes but that I could only use what was already present not create raw material. The example he gave me was using a EM:ICE technique in an EA:ICE group. In the antarctic there would be no difference between the two but in the Carribean I would be screwed while the EM:ICE character would still be making snowmen. Link to comment Share on other sites More sharing options...
Argent_ Posted March 8, 2003 Author Share Posted March 8, 2003 That sounds about right... but if a Mastery user can utilize Anima techniques, then why does E.Mastery have a bunch of techniques listed that are really nothing but re-baptized Anima techniques? To encourage confusion? Link to comment Share on other sites More sharing options...
Cody Posted March 8, 2003 Share Posted March 8, 2003 Sometimes not even changed. I think Lethal Blast is exactly the same for both down to the die pools and formula for range or damage. Just a guess but maybe they were only trying to give players an idea of what could be done with a power and didn't mind if techniques overlapped between the two.If you use a element not found alot that's where the difference would really show up. Like Mals mastery of plasma. EA:Plasma is almost useless but EM:Plasma is pretty impressive. Link to comment Share on other sites More sharing options...
David 'Dr. Troll' Smith Posted March 9, 2003 Share Posted March 9, 2003 Quote:Originally posted by Argent:the first one deals with the control of the element, the other one with the creation of it.No, the first deals with control, the second deals with creation and control. Link to comment Share on other sites More sharing options...
Kirby1024 Posted March 9, 2003 Share Posted March 9, 2003 Quote:Originally posted by Argent:That sounds about right... but if a Mastery user can utilize Anima techniques, then why does E.Mastery have a bunch of techniques listed that are really nothing but re-baptized Anima techniques? To encourage confusion?Mostly because some people don't look at the fine print. Some duplication is OK, especially since they've altered the flavour text between the two. Some people have an odd difficulty with seeing past what's in the book.Although, I'll point out that most Suite powers have Lethal/Blast by a different name, anyway.The distinction tends to be more of a story distinction, rather than a mechanics distinction. Yes, the two are almost identical rules-wise, but it's up to the storyteller to patrol uses of Anima/Mastery anyway. Just make sure that the Anima boy has the materials on hand before he starts letting off attacks everywhere. Link to comment Share on other sites More sharing options...
Kane Knight Posted March 18, 2003 Share Posted March 18, 2003 Simple solution.Within reason, I let any suite power use any technique listed within another quite power.Maybe you have "Aerokinesis," and can lift things like that. Use The Gravitikinesis technique.Can't think of another example right now, but you get the idea.It still has to make sense, but the idea broadens the options and eliminates some of the confusion. Link to comment Share on other sites More sharing options...
Xzaviar Posted April 9, 2003 Share Posted April 9, 2003 Personally I do not believe it matter a great deal UNLESS the ST inerates that Anima needs to have the element present to utilize Anima. Honestly looking at the two powers, and since the advent of the APG, Anime should not be a power unto its self. If using the rules for for weakness's I would dare say It would be elemental Mastery with must have [element]. This would make a big difference between the two Distictions.For instance if you were to do Elemental Mastery Air, in 99% of situations Air is available, so why not go with anime, and there for not have to buy initial Quantum to 5, and stick with 4. On the same hand Elemental Mastery of Fire... a Weakness of Mist have Fire, is a slightly stronger weaknessAnd Divas's Plasma Mastery, if he wanted to do Anime as well would be a great weakness. This would allow a good Framework/Suite power to be lowered in level and such as per the APG. As it is written in the book, the only difference is the quantum Minimum needed to purchase, and as base techniques go.. Anime has more controling aspects, and Mastery has more raw creation techniques. The cost is the same, and the techniques available are the same, just more of the schematics of how about you go to deliver the result. I personally (now that I have the APG) would use the weakness rules from it, and utilize Elemental Mastery. Link to comment Share on other sites More sharing options...
Xzaviar Posted April 9, 2003 Share Posted April 9, 2003 Now since that Post is done, another Q? about Em/Ea... What has been instituted in current games, when a player reaches his 5 dots in one of the above and wishes to continue to learn techniques. Do you guys(Gals?) allow additional tech for more exp?.. Any good systems?? Link to comment Share on other sites More sharing options...
Kirby1024 Posted April 9, 2003 Share Posted April 9, 2003 My standard ruling (which is usually in effect before 5 dots as well) is that a nova may choose to buy a new Suite technique without an extra dot in the power for half the standard experience cost, rounded up. They may also buy an extra dot without the new technique for the same price.This has the unintended side effect of making Suite techniques easier to get if you're just starting out on the power. Which, in my view, is as it should be. Link to comment Share on other sites More sharing options...
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