While I am aware that Fantasy Flight did not, itself, make Anima, I've been monkeying about with the race templates of both the Nephilim and the Hell races in chapter 22, and I'm starting to wonder a little about the design philosophy.
I can tell it's not quite based on the creation rules in Chapter 26, but this may just be that I'm doing my math wrong or am using the wrong part of the Creation rules.
Specifically, the templates I'm messing about with are the Sylvain and Duk'zarist. I'd use one of the others for the third, but I can't find one who have a good natural inclination towards Psychic Powers (and I'm adjusting the Duk'zarist for Dominion).
The stick wicket isn't what I want, necessarily. That's easy. The trick is monkeying with the templates until I get what I want, and then figuring out the Level Modifier, which, while balancing, doesn't seem to be based on Chapter 26. Maybe I'm wrong?
Sylvain, renamed Dunahan- the Ever Living Ones, have only the following advantages/disadvantages:
- Superhuman Characteristics: The Ever-Living Ones possess powers and abilities far beyond those of mortal men. This translates into a +1 to DEX, AGI, POW, and INT. As they are generally smaller than humans in build, they suffer -1 to STR and CON.
- Immunity to Sickness and Natural Venom: Dunahan earned their name from their amazing resistance to poisons and disease. This is a +20 advantage to DR and a +10 Advantage to VR. Dunahan cannot take Sickly, Susceptible to Poison, or Serious Illness.
- Inhuman Actions: Ever-Living Ones may attain Inhuman Difficulty results.
- Magical Obligation: Dunahan must take the Gift during character creation, as such training as they recieve is the only way to be considered an adult.
- Immortal Ethos: Dunahan take a very, very long view of things, often thinking in terms of generations of men. If an Ever-Living One is a PC, their experience each session is reduced by 3.
The Firbolg, the renamed Duk'zarist, are as follows:
- Perfection: Firbolg get +1 to all Characteristics because they're better than you. Life isn't fair, huh? Of course, they also can't take any of these fine disadvantages: Atrophied Limb, Sickly, Susceptible to Poisons, Nearsighted, Serious Illness, Mute, Blind, Deafness. Gee. Whiz. :|
- Inhuman Actions: Firbolg can attain the Inhuman difficulty on all checks.
- Exceptional Resistance: Firbolg have a universal +15 on all Resistances, again, because they're better than you. Mortality stinks. :|
- Withstand Death: While still capable of being knocked unconscious, Firbolg automatically pass all checks when Between Life And Death.
- Martial Obligation: Firbolg must take, at a minimum, Martial Mastery 1 AND Ki Recovery 1. Otherwise they are unable to participate properly in their society.
I'd give the ideas for the psychic race, but really, until I get the level modifiers for these two squared away, I don't feel comfortable building them from scratch. :|
tl;dr- I don't know how to work Level Modifiers. Help?