
GM JC Spooks |

Alright everybody, welcome one and all.
Right now we're gonna get everyone's characters set up so that we can get started. I will audit sheets just to make sure everything is in order, so please make sure you are either hosting your sheet and providing the link or sending information over to me so that I can host it.
I will also take some time over the next couple of days and send everyone a PM with some information about your characters and how they fit in with the world and their clans. That also means that now is a good time to work out with each other if anyone wants to pair up, or if you've got any setting/plot related questions at the start.

Paul Sebastian Walsh |

I think Paul's good to go. At least, his sheet should be finished. If anyone'd care to audit it, I'd appreciate it. There's almost certainly something wrong in there.
Two questions, neither of which are particularly pressing:
- Does anyone know of an advantage that makes spells harder to resist? I didn't see one, but it's very possible I missed it.
- Any ideas on what to spend my starting cash on? Paul's pretty hopeless with both armor and weapons, and I'm not sure what to get beyond those.

GM JC Spooks |

Apologies folks, I'm not trying to jerk anyone around but work has been a lot more troublesome than usual. I'm off the day after tomorrow and I'll get gameplay posts out then. In the meantime: let's take a brief overview of characters.
We have two green clan members who will be paired up at the start. That leaves the blue clan and silver clan for the other pair.
Paul and Muerte: The green clan is gearing up to determine a new king as soon as the current one finally gives up the ghost. That means consolidating power, stockpiling resources, and making alliances. The two of you belong to House Sigil, the current head of which is a young man named Ealdo Maceo Sigil. Muerte (Berserker) has been summoned as the houses champion spirit in the coming rounds of competition. Maceo believes that a spirit that simultaneously holds a high Divinity rank and Madness Enhancement will allow him to simply murder his rivals through sheer power. Paul, your role is simple: keep an eye on Berserker and ensure she doesn't end up going out of control. This may seem straight forward, but there's something else. Maceo is absolutely determined to take your small, obscure house and transform it into the new seat of power for the entire clan - with him at its head. He's looking to get another edge-up on your rivals and plans to summon another servant in secret. You believe he's lined up info on a high quality mystic code somewhere in eastern Europe
Falla and Charlemegne The silver king has arranged a meeting with blue clan representatives to discuss the recent emergence of the Grey King along with the status of Strain in the african region. The meeting is to take place in the city of Gao in the Republic of Mali. A group of blue clansmen led by Corporal Gheid and escorted by the heroic spirit Charlemagne will be meeting with the majority of the silver clan (including Falla). Despite growing tensions in the africa over rising rebel groups, it is believed that the meeting will be a simple exchange of documents. Officially, Section 9 is in the area on humanitarian work.

GM JC Spooks |

Yeah, nothing will go wrong on those negotiations. They always go as planned.
And a question: In case of Servants, when were we summoned? A year ago, a month ago, a week ago?
Berserker is recent, within the last month.
Charlemagne can have been around longer if you like, within the last few years.

GM JC Spooks |

Alright, gameplay is rolling now.
For those of you who have played with me before you know how it goes. For those who have not: I will do my best to keep this game moving forward. I have learned that having an expectation of posting on a set schedule doesn't end up working out for me or others, so instead I will do my best to post consistently and keep the game moving forward. All I ask is that you do the same. If I feel the game is moving slowly or if someone is falling behind I will check in with that person and see how I can better accommodate. I also will do my best to notify you before hand when I will be unavailable for long periods of time. Additionally, at certain points I may place the game on a short hiatus (usually two weeks) so I can have time to prepare additional material.
My goal is to make this experience as enjoyable as I possibly can. If you have any sort of problem, something you want to see appear in the game, or any questions please do not hesitate to reach out to me. Especially if this is your first time with Anima or Fate.
The only thing I ask is that if someone reaches a point where they feel they no longer wish to continue this campaign, please let me know before hand. There will be no hard feelings and I won't hound after you, so I'd really appreciate if someone told me they weren't enjoying themselves rather than spontaneously dropping out of the game. If we reach a point where we all feel that this game is no longer enjoyable we can have that discussion as well.
Also I tend to have a lot of minor spelling and grammar errors, for which I apologize in advance.

GM JC Spooks |

Generally speaking, languages aren't super-critical in this game. Most of the time you'll be assumed to be able to speak a specific language, whether by grace of your aura or from experience. That's for common stuff to facilitate gameplay. Speaking modified Sumerian or something else equally exotic does not fall under the above.

Charlemagne, King of Paladins |

So, as the combat draws closer, I'd like to check if I get the Anima combat right.
1. Initiative check. If difference between opponents >150, then Surprise. If Surprise, than -90 penalty to opposed Actions.
2. Carrying out Actions (Active and Passive). Generally only 1 Active Action, but for -25 cumulative penalty up to the maximum of your Dex+Agi (up to 3 in case of Charlemagne).
3. Attacks: if you are hit with or without damage, you can't carry out any Active Actions this turn. If the attack misses, you can counterattack.
Example:
Charlemagne (C) fights an enemy (E).
Turn 1. During Initiative check, no one scores more than 150 than the other, and E wins. So E attacks C and hits for, let's say 70 damage. Joyeuse grants C Damage Protection 60, and C only receives 10 damage. C can't make any Active Actions during his turn.
Turn 2. E wins Initiative again, but misses an attack, and C can now counterattack. So, on his turn, C attacks E and hits for 50 damage.
etc.
Making multiple attacks:
As I understand the system eating -25 penalty is quite an accuracy hit early on, so making multiple attacks at early levels makes sense only if the opponent is much weaker than you. On the other hand, if you are hit by several opponents and they all miss, you can declare making multiple attacks and attempt to attack several of them, instead of one.
Did I get anything wrong?

GM JC Spooks |

Alright let's talk about combat.
Anima has a lot of back in forth in its combat during any given round. More than Pathfinder, at least. There's a lot of factors when resolving each attack that change the outcome of other things happening in the round. For example, someone getting hit and losing their remaining actions. This isn't a bad thing, and in fact is something I think is pretty interesting. However, in a pbp setting I think it'd take a LONG time to resolve a combat if we went combatant-by-combatant resolving actions.
So here is my proposal:
I'd like for everyone to post their intended actions for the round along with their initiatives. Then, I'll take that information along with any NPC actions and resolve the round in one big post. This'll let me account for things like people losing their actions in a single post instead of having to wait a couple of days to hear back from a player.
When posting your actions you can include "if, else" statements like "if I am attacked I will defend X number of times".
I'd like to try it out at least once but if anyone has any serious objections then let me know.

GM JC Spooks |

"Let God be your judge." Charlemagne slightly bows his head and touches his forehead with the pommel of his sword. "Private Ross, open fire!"
With that, King of Paladins takes on offensive stance, ready to charge at the opponents.
[dice=Initiative]1d100+40 So, I'm unarmored, that's 20, Dex+Agi that's +15, and Joyeuse +5 for a total +40, right?
I believe the +20 bonus is for fighting Unarmed, not Unarmored. So your bonus to initiative is only +20. Also, did you include the base initiative penalty for your weapon? It should be the "speed" column on the weapon tables.
For example, Falla's heavy pistol has a +0 speed so she gets no benefit or penalty to initiative.

Charlemagne, King of Paladins |

I believe the +20 bonus is for fighting Unarmed, not Unarmored. So your bonus to initiative is only +20. Also, did you include the base initiative penalty for your weapon? It should be the "speed" column on the weapon tables.
For example, Falla's heavy pistol has a +0 speed so she gets no benefit or penalty to initiative.
The base Initiative of a normal-sized character is always 20. To calculate the final Initiative score, add the character’s Dexterity and Agility modifiers to his base Initiative, and then subtract any penalty for using particular armor and weapon.
I meant this. So, 20 unarmored, +15 Dex and Agi, +5 my sword. Total +40.
So, should I include my actions now? With rolls?
Edit: Longsword doesn't have speed penalty.

GM JC Spooks |

So passes the first round of combat in Anima: Beyond Fantasy!
*Air Horns*
Please be sure to check everything in case I missed something along the way. You may be wondering about your defense ability scores. Remember that defense ability suffers a -80 against ranged attacks unless you have mastery.

GM JC Spooks |

I'm playing fast and loose with most equipment, money, sleep, eating.
Flavor-wise Servants are constructed entirely of magical energy and so can summon their armor or weapons pretty much at will.
Practically, this means that I'm going to assume you have your armor available to you during any given fight. Especially in this case where you went into a situation expecting it to end in violence.
We'll adjust your Initiative for round 2. The 20 point loss doesn't affect anything in Round 1.
Now if you're saying you don't want to be wearing armor at all right now, then that's another matter entirely.