Greetings again Clay. Thanks for those answers above, you're the best! If you are American, then I hope you had a good Independence Day weekend.
I'm still talking with my group about character creation in OVA in preparation for the game we'll soon start. They're new to the system and I'm not all that experienced in it myself (I've only played in one game of the original edition a couple years back) so a lot of questions come up between us as we talk about the rules and such. These are some that came up during the weekend's discussions that we weren't all together sure about:
1) What do you recommend as a good limit for the starting number of techniques as part of a character's suite for the Attack Ability?
2) The Endurance Reserve Ability says "
Through some item, you have an extra store of Endurance for your use. It could be an ancient magical amulet, an electronic power pack, or any object capable of storing energy." It also says later that "
Endurance Reserve is often linked to other Abilities through Gear or the Focus Weakness." I was a little unsure about how the Endurance Reserve Ability works for a character. On one hand, the fact that the description says it's a separate item, it originally made me think that it would be treated like Gear, in which it is assumed to be something separate from the character that can be lost, broken, or taken away even without any Weaknesses or Flaws being attached. But since the description later says that taking the Focus Weakness with it is optional, it then made me think that the Endurance Reserve, despite being described as a separate item, is still assumed to be innate and unable to be removed unless the Focus Weakness is attached or its made as Gear. The very end seems to confirm this by saying that the Ability "
could represent luck, gumption, or giving it just that little bit extra" So just to be clear, the Endurance Reserve doesn't have to actually represent an item, is that right?
3) With the Attack Ability, having the Weapon Flaw means the attack
is a weapon, whereas the Requirement Flaw might reflect that the attack
needs a weapon, is that right?
4) Well, if someone with the Attack Ability has the Requirement Flaw to represent that it is a technique that requires the use of some kind of bladed melee weapon such as a sword, knife, axe, etc. and they use the technique while wielding a bladed melee weapon created with the Gear Ability, does the use of both the technique and the Gear get stacked together?
Okay, for example, let's say someone has Gear +3 (Attack +5 [Armor Piercing +5, Reach +5, Requirement: Two Hands -5, Unwieldy -5], Awkward Size -1, Slow -1) to represent a big and heavy sword, and the character also has Attack +3 with a technique that has Accurate x3 +15, Activation -10, Requirement: Bladed Melee Weapon -5 to represent a special attack technique that requires a sharp melee weapon such as a sword to perform. If said character used this attack with the sword in-hand, would the effects of the sword itself (the Gear Ability) combine with the sword technique (the Attack Ability)?
5) With some of the Perks and Flaws, the descriptions either say either "
Your Ability..." or "
Your attack..." When it says "Your Ability," does that mean it can't be taken for attacks? For example, the Effective Perk says "Your Ability." Does that mean it's not appropriate for attack techniques and is for Abilities other than Attack, or does it not matter?
6) Following from above, if the Effective Perk can be taken with regular attacks, could one use that Perk to give a character a really powerful attack, while keeping all their other ones really low to reflect that in other forms of fighting they would just be a little better than average, but they have one particular move that's really powerful? For example, a novice teenaged superhero who was only a competent fighter in most respects and thus just had Attack +1, but who had an extremely powerful laser blast move that had Effective x4?
However, if in fact Effective can't be taken for attacks, then how else would one represent a character that is above average with most forms of combat but has one single technique that is far more powerful than all of their other ones in terms of raw damage?
7) When called for, a roll on the Wealth Ability would usually determine whether a character already owns or has access to some goods or services that are particularly expensive, or alternatively whether they can afford to purchase them. Does the Wealthy Ability overlap with other Abilities like Companion, Minions, Gear, and/or Vehicle (Mecha)? That is to say, would the Wealthy Ability allow the character to purchase or already own things like a personal bodyguard (Companion), servants (Minions), various useful equipment (Gear), and a fancy car (Vehicle), even though those would normally be covered by other Abilities? What limits would such purchased goods/services have when "bought" with the Wealthy Ability as opposed to actually having them through Companion, Minions, Gear, or Vehicle (Mecha)? Would it be handled in a way similar to the limitations of similar Abilities like Dimensional Pocket, Inventor, or Walking Arsenal?

And speaking of Dimensional Pocket, Gear, Inventor, Vehicle (Mecha), and Walking Arsenal, Just to make sure I understand the differences between those Abilities:
Dimensional Pocket: let's you pull out a desired item useful for the task or situation at hand (though I'm not quite sure though if this item has to be something the character has actually previously put into the Dimensional Pocket, or of it can be any random item that would be relevant to the character even if they've never been shown to actually own that item before and don't have any other Abilities like Gear or Inventor that would allow them to have it)?
Gear: For each level one has in Gear, they can build an item with Abilities and Weaknesses just like a character.
Inventor: The character can create as many items as they want, with each attempt to build one requiring a roll with the difficulty based on how complex (meaning how many Ability levels it may have), and they may also start the game with one invention of a level equal to their level in Inventor.
Vehicle (Mecha): Similar to Gear, except you can build your vehicle with a number of Ability levels equal to twice the character's level in Mecha.
Walking Arsenal: You pick another Ability such as Gear or Vehicle (what other Abilities would apply I'm not sure though since I think those are the only two that specifically reflect items), and you can have access to any item or vehicle of a specific theme as long as the total level of Abilities is not greater than the character's level in Walking Arsenal or the other Ability it's focused on (Gear or Vehicle or whatever else).
Most of these I get the differences, but some of them still confuse me a bit:
* Does Dimensional Pocket require the character to actually already own the item they're looking for and have already put it in the pocket? I originally assumed so, but the usefulness table that a character rolls on when pulling something out makes it seem that the item retrieved is something random, unexpected, or improvised rather than something the character necessarily already had, but instead would be something that the character could be justified as having?
* Are there other Abilities that can be used with Walking Arsenal other than Gear and Vehicle?
* And what is the difference between Dimensional Pocket and Walking Arsenal? They both seem to basically be Abilities that allow a character to pull out some piece of equipment that they need at the moment, with Dimensional Pocket requiring a roll but having the potential to whip out something really powerful and useful if the roll is really high, whereas Walking Arsenal doesn't require a roll but is limited by the levels of two Abilities regarding how powerful or useful the item produced might be. Basically, they both seem to allow a character to pull out something random but useful, they just have slightly different limits and ways of doing it.
* The Gear Ability says: "
While you might consistently have access to this Gear, you are not required to use it all the time." Does that mean that the other methods of making equipment, such as with the Focus Weakness or the Weapon Flaw, assume that you
are required to use it all the time?
9) With the Knowledge Ability and the Ineptitude Weakness, their Levels are halved, rounded up, for the purposes of both any limitation rules at character creation, and for experience point costs later, is that correct? Well, when adding up the cost, if a character takes more than one Knowledge or Ineptitude, do you halve each one individually, or do you add them up all together and then halve them?
For example, what if a character started out at character creation with Knowledge (Something) +1, Knowledge (Something Else) +2, and Knowledge (Something Else Entirely) +3. Would the value of the three of them in terms of the Base Zero rule be +4 (0.5 rounds up to 1, and 1.5 rounds up to 2, so 1+1+2=4) or would it be 3 [1+2+3]/2=3?
10) The Gear Ability description says: "
While you might consistently have access to this Gear, you are not required to use it all the time." Does that mean with the other methods of representing equipment, such as Attack with the Weapon Flaw, or any Ability attached to the Focus Weakness, must be "used" all the time and can't be intentionally left behind (such as leaving ones sword or armor back home) not used?
11) Speaking of equipment, can Abilities like Inventor be used to make items that only apply Weaknesses rather than granting Abilities? Basically, like an item-based version of Witchcraft. For example, creating a magical amulet that imposes the Unlucky Weakness to whoever has it to be used on ones enemies, or a technological gadget that scrambles the brain by imposing the Absent-Minded and Airheaded Weaknesses? In these cases, is the difficulty based on making the item based on whether it's both a + value or a - value (meaning a "Complicated at Best" item could be something that's either +3 or -3)?
12) Some Abilities, such as Invisibility, state that having certain Abilities can reduce the Penalty imposed by other Abilities by an amount equal to the appropriate Ability or Bonus. For example, if someone has Heightened Sense, Perceptive, Sixth Sense, etc. those bonuses can reduce the penalty from Invisibility. Does that also reduce the bonus as well? I mean, for example, if someone with Invisibility +3 were trying to hide from someone with Heightened Sense (Smell) +3, would that mean the person with Heightened Sense has no bonus to the roll (because their +3 is cancelled out by the -3 penalty from Invisibility), or would they still have the +3 bonus to the roll (because their Heightened Sense Ability cancels out the penalty from Invisibility but doesn't reduce their bonus)?
13) Why is Limited Uses a Weakness rather than a Flaw? And isn't it basically the same as the Ammunition Flaw anyway? Is it one of those things where, like the difference between the Focus/Trigger Weaknesses and the Requirement Flaw, the difference is simply a matter of whether the player would like to get points back for more Abilities (from a Weakness) or an Endurance Cost reduction (from a Flaw)?
14) Some Flaws, such as Impairing and Paralyzing, say that you may choose to do no Damage and instead inflict the relevant complication automatically on a successful attack roll. Does this option still count if the attack in question also has the No Damage Flaw (i.e. if it has the No Damage Flaw can attacks with Flaws like Impairing and Paralyzing always automatically inflict their conditions on a successful attack roll)?
15) How would you handle the losing of Abilities in-game? Take for example the sample character Natsuki. What if through a series of unfortunate events Natsuki was fired from Malicron and she lost her entire fortune. Would she lose her Minions, Position of Power, and Wealthy Abilities since she's no longer rich and powerful? Would she get some other Abilities of equal value to replace them with?
16) The Amazing Success rule mentioned on page 97 says that on such a roll, the winner may choose to impose a Complication on their opponent. Is that just for action rolls outside of combat, or does it also apply to combat rolls such as Initiative Rolls, Attack Rolls, and Defense Rolls as well?
17) When someone runs out of Health, further attacks subtract from Endurance, and when someone runs out of Endurance, further use of energy subtracts from Health. If for example a single attack would deal more damage than a character currently has Health, does it automatically carry over to Endurance, or does it just reduce it to 0 and then any further attacks after that start taking Damage from Endurance. Similarly, if someone uses an Ability that requires more Endurance than they currently have, does it automatically carry over to Health, or does it just reduce Endurance to 0 and then on further uses begin subtracting from Health?
For example, if a character currently only had 5 Health left with 40 Endurance, and is successfully hit by an attack that deals 20 Damage, is their Health reduced to 0 and their Endurance left at 40 this round until they take Damage from future attacks? Or is their Health reduced to 0 and their Endurance immediately reduced to 25 this round?
17.5) Also regarding Health and Endurance, can they go into the negative range? I assumed they couldn't, but then I remembered that the Resistance Ability can indeed reduce the Damage Multiplier below zero into the negative range. And the Healer Ability says that an unconscious character will be awoken when brought above zero. So I just wanted to confirm if 0 is the lowest Health and Endurance can go, or not?
18) Normally, if the Attack Ability was taken to represent a Weapon, a player could instead of building it with the Weapon Flaw instead take the Focus Weaknesses and attach it to the Attack Ability. However, what happens if the person takes the Attack Ability, and makes a suite of attacks that represent two or more weapons, such as a knife and a gun. It wouldn't make much sense to have to Focus Weakness apply here as losing the knife shouldn't affect losing the gun. So could the Attack Ability be taken twice, once to represent each weapon, with the Focus Flaw taken twice as well and applied to each one?
19) Can Flaws be added to Magic, Arcane and Magic, Witchcraft to lower the Endurance cost of each use? If so, do those Flaws only affect the cost of the Magic Ability itself and not the Endurance cost of whatever Ability the magic is emulating?
20) Can Perks and Flaws be used with any Ability? Some specifically say "This Ability" while others say "This Attack." For example, can Perks such as Accurate (which says "Your attack...") be used to improve the dice roll of non-attack Abilities such as Magic or Inventor?
21) It's already been said that characters can't have different Weaknesses that represent the same thing (such as having both Compulsion and Soft Spot refer to cheesecake). But what about for people? Could a character have both Love Interest and Rival refer to the same person? Could someone have both Guardian and Love Interest refer to the same person as well? What about having Love Interest and Servitude refer to the same person? Or even Servitude and Hatred refer to the same person?
22) When using Arcane Magic to mimic an Ability that would normally require a roll of its own (such as the Psychic Ability, or the Attack Ability when using an offensive attack spell), does the player have to roll twice: once to activate Arcane Magic and then again to activate the Ability that's being mimicked, or does the Arcane Magic roll take the place of any other dice roll needed? For example, if a wizard wanted to shoot a fireball spell (the Attack Ability), would they have to roll to activate Arcane Magic, and then if that's successful also then make their Attack Roll? Or would the Arcane Magic roll count as the Attack Roll?
23) Also about Arcane Magic, do any Perks and Flaws attached to the Arcane Magic Ability also apply to the mimicked Abilities it uses? For example, if the Arcane Magic Ability had the No Gesture Perk, does that mean any Ability mimicked through Arcane Magic, including Attack, could be done without using any gestures?
24) Even though their Health and Endurance aren't linked, do Vehicles get the -1 Penalty if they run out of Endurance like characters do?