New Classes - Homebrewed Classes

By ElricOfMelnibone, in Anima: Beyond Fantasy RPG

This tread is for everyone to post their home-brewed additions to the classes in Gaia. Following are a few of my creations.

TECHNICIAN SUMMONER
Archetype: Domine, Mystic
Life Point Multiple: 20.
Life Points: +5 per Level.
Initiative: +5 per Level.
Martial Knowledge: +30 per Level.
Innate Psychic Points: +1 each 3 levels.
PRYMARY ABILITIES:
COMBAT: Limit 50%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+1 Wear Armor: 2
+1 Ki: 2
Accumulation Multiple: 15
SUPERNATURAL: Limit 50%
+5 Zeon: 1
MA Multiple: 60
+1 Magic Projection: 3
+1 Summon: 1
+1 Control: 1
+1 Bind: 1
+1 Banish: 1
PSYCHIC: Limit 50%
Psychic Points: 20
Psychic Projection: 3
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 2
+1 Vigor: 2
+1 Subterfuge: 2
+1 Creative: 2
REDUCED COSTS:
None.
INNATE BONUSES:
PRYMARY:
+20 Zeon per Level
+5 Summon per Level
+5 Control per Level
+5 Bind per Level
+5 Banish per Level
SECONDARY:
+5 Occult per Level
SPECIAL:
Pay half MK for Evocation Seals.

This is a Summoner from Old Continent background that gets interested in Ki summoning abilities and starts cross-training in that field. I don't believe Eastern Land ki summoners would ever try traditional one, because of what they are taught about the risks of summoning...As for balancing, I comapared it to the Warrior Summoner. Less HP per level and no bonus to Primary Fighting Abilites are compensated by higher MK, lower cost for Accumulation Multiples and the perk that discounts Evocation Seals. This class should fit pretty well to Devah, too. Even in my setting this is to be considered an extremely are asset.

PERFECTIONIST
Archetype: Domine, Psychic
Life Point Multiple: 20.
Life Points: +5 per Level.
Initiative: +5 per Level.
Martial Knowledge: +30 per Level.
Innate Psychic Points: +1 each level.
PRYMARY ABILITIES:
COMBAT: Limit 50%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+1 Wear Armor: 2
+1 Ki: 2
Accumulation Multiple: 15
SUPERNATURAL: Limit 50%
+5 Zeon: 3
MA Multiple: 70
+1 Magic Projection: 3
+1 Summon: 3
+1 Control: 3
+1 Bind: 3
+1 Banish: 3
PSYCHIC: Limit 50%
Psychic Points: 15
Psychic Projection: 2
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 2
+1 Vigor: 2
+1 Subterfuge: 2
+1 Creative: 2
REDUCED COSTS:
None.
INNATE BONUSES:
PRYMARY:
None.
SECONDARY:
None.

Another incredibly rare asset, this was designed to represent a psychic who decides to get full mastery of both body and mind. Because of the philosophy behind it, this class is better fit for Eastern Land characters. It's a Warrior Mentalist that trades HP and Fighting skills for MK, Accumulation Multiple discount and Intellectual discount.

SUMMONER MENTALIST
Archetype: Mystic, Psychic
Life Point Multiple: 20.
Life Points: +5 per Level.
Initiative: +5 per Level.
Martial Knowledge: +10 per Level.
Innate Psychic Points: +1 each level.
PRYMARY ABILITIES:
COMBAT: Limit 50%
+1 Attack: 3
+1 Block: 3
+1 Dodge: 2
+1 Wear Armor: 3
+1 Ki: 3
Accumulation Multiple: 30
SUPERNATURAL: Limit 50%
+5 Zeon: 1
MA Multiple: 60
+1 Magic Projection: 3
+1 Summon: 1
+1 Control: 1
+1 Bind: 1
+1 Banish: 1
PSYCHIC: Limit 50%
Psychic Points: 15
Psychic Projection: 2
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 2
+1 Vigor: 3
+1 Subterfuge: 2
+1 Creative: 2
REDUCED COSTS:
None.
INNATE BONUSES:
PRYMARY:
+50 Zeon per Level
+5 Summon per Level
+5 Control per Level
+5 Bind per Level
+5 Banish per Level
SECONDARY:
+5 Magic Appraisal per Level
+10 Occult per Level

A psychic that cross-trains in summoning. The Wizard Mentalist has all bonus/costs of both Wizard and Mentalist, but has to spend CP on both Psychic and Magic. To balance this class, I lowered the bonus to Summoning skills compared to full Summoners and rised a bit the cost for Psychic Points. It should be ok. Psychics are pretty rare in anima setting and hence Summoner Mentalists even more so, still this class would be ideal for any Devah that has access to Psychic Powers instead of The Gift.

CLERIC:
Archetype: Novel
Life Point Multiple: 15.
Life Points: +10 per Level.
Initiative: +5 per Level.
Martial Knowledge: +15 per Level.
Innate Psychic Points: +1 each 2 levels.
PRYMARY ABILITIES:
COMBAT: Limit 50%
+1 Attack: 3
+1 Block: 3
+1 Dodge: 3
+1 Wear Armor: 2
+1 Ki: 3
Accumulation Multiple: 20
SUPERNATURAL: Limit 50%
+5 Zeon: 2
MA Multiple: 60
+1 Magic Projection: 3
+1 Summon: 3
+1 Control: 3
+1 Bind: 3
+1 Banish: 3
PSYCHIC: Limit 50%
Psychic Points: 20
Psychic Projection: 3
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 3
+1 Vigor: 2
+1 Subterfuge: 3
+1 Creative: 2
REDUCED COSTS:
At character creation or when changing to this class choose 7 among:
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+1 Wear Armor: 1
+1 Ki: 2
+5 Zeon: 1
+1 Magic Projection: 2
+1 Summon: 2
+1 Control: 2
+1 Bind: 2
+1 Banish: 2
+1 Psychic Projection: 2
+1 Athletics, Social, Perceptive, Vigor, or Creative Secondary Ability Field: 1
+1 Intellectual, or Subterfuge Secondary Ability Field: 2
INNATE BONUSES:
PRYMARY:
+5 Primary Abilities with Reduced Cost per Level (except for Ki, Zeon, Magic Projection, and Psychic Projection)

Max bonus to Attack, Block, and Dodge is +50

+50 Zeon per Level if it has Reduced Cost.

SECONDARY:
+5 Secondary Abilities With Reduced Cost per Level
SPECIAL:
A minimum of 25 Elan with a single Beryl or Shajad is required to start with this class or change to it. It costs 40DP for the Cleric to change class to any other Archetype and vice versa. Can only have Elan with one entity at a time.
+5 to “Elan Power” per level. Elan Power is the current Elan considered when applying the effects of Elan abilities that refer to the character’s current Elan and is added to the actual Elan.

In my setting Shajads and Berils are slowly trying to influence again Gaia. Hence they give their blessings to few devotees. An exceptional rare class that has appeared to the world only recently, clerics represent such chosen guys. As a base, Clerics are unspecialized class, hence the Novel Archetype. Also, becoming a cleric or abbandoning the cleric's path is quite a change, hence the 40DP cost to switch class (except for freelancers, of course). What makes someone a cleric is definitely the link to a deity. That's represented by the requirement of 25 Elan to be or become a cleric. This equals to an expenditure of 1CP which is the prerequisite for most classes with supernatural abilities anyway. Being a cultist is usually a rough work, requiring a good health, hence the +10HP per level (as for low HP fighting class) and the Life Point Multiple of 15. For psychic points I chose to stay in the novel range...a cleric with psychic powers is going to train himself a bit on them, but will have no time to specialize on them. As for MK I decided for a strange 15. Again martial training is time consuming and unless the deity requires it, there's no way a cleric may be as specialized as a fighter (weapon masters are an exception). Still a cleric should know more about it than a non fighting class. Clerics are chosen due to their faith, not capacities and have to bring forth a mission of faith levaing them with few time to specialize on anything. Hence the cleric has high cost for dodge, ki, accumulation multiple, all mystical and psychic abilities. Still, depending on the chosen cult, a cleric has a few things he'll be good at. At character creation or when choosing to switch to this class, you can choose a few primary abilities or entire secondary abilities fields where your cleric will have reduced costs. Compared to a freelancer, you will still have less mobility and flexibility. But in some secondaries you have the chance to have better cost! Also, Primary and Secondary Abilities with reduced costs gain class bonus! Anyway, the BIG difference, when compared to a Freelancer is that such bonus CANNOT be changed with time. Once a War Cleric, always a War Cleric, and the same goes with other faiths. Up till now, you can see a Cleric will result in a less powerful version of any other specialized character, so what makes a Cleric special? What's his true power? Of course it must be Elan. Now gaining Elan per level is abominable and would make them the most powerful class ever. Also, it would mean characters wouldn't have to do their best with interpretation to earn Elan points, which is bad (after all, Elan points are an award for following strictly a "code" of interpretation, aren't they?). Hence I added, just for them, the "Elan Power" concept. It represents the "intensity" of their blessing rather then the level of their syncronization. How does it work should be easy to understand, but I'll give you a few simple examples, just to make it clear.

A Level 2 Mikael Cleric with 40 Elan and Heavenly Resistances will gain +25 to all Resistances, instead of +20.

A Level 1 Zemial Cleric with 60 Elan and Lord of Destruction (Touch) will cause a MR or PhR check of 145, instead of 140.

A Level 3 Gabriel Cleric with 40 Elan and Artistic Aptitude will have an actual +55 to Music and Art, instead of +40.

A Level 6 Noah Cleric with 60 Elan and the Resistant gift gets +45 to his Physical Resistance, instead of +30.

A Level 4 Raphael Cleric with 70 Elan would be able to use Mother Nature's Eyes 9 times instead of 7.

A Level 5 Erebus Cleric with 50 Elan and Natural Mystic will have access to 150 Zeon to cast spells up to level 75, instead of 100 Zeon and level 50.

This means high level Clerics, will doubtless have very strong powers rivalring with those of high level wizards and other specialized classes.

A question about your clerics -

If I was a player and looked at my future and capabilities as a Domine/Psychic (which seems more like a monster than a character to me in terms of how powerful they would rapidly become), why would I ever choose to be a cleric? Even a standard class that is matched to the specific deity (ie: Weapon Master champion of Noah) would develop abilities that so far exceeded the cleric's, that even with a bonus to their Gifts, the cleric would be easily outclassed by the Weapon Master's overall capacity as a warrior.

I'll think about it...I believe clerics should be used for what they are: supporting characters. They're not supposed to excel. They are supposed to bring forth amazing amounts of divine favor. For example a Raphael Cleric would make an amazing healer and an Azrael one should be able to bring Immunity to levels such high to ashame sorcerors...

A level 14 Weapon Master with 90 Noah Elan will have +45 Physical Resistance, ignore up to -45 penalties and access to 180 points of Dark Power.

A level 14 Noah Cleric with 90 Noah Elan will have +80 Physical Resistance, ignore -80 penalties (blind fighting becomes natural) and access 320 points of Dark Power.

Also the Cleric will have higher MK and possibly higher Vigor secondaries. Of course he will have lesser HP, but that's only normal.

Ok, here is a class I've been developing that is part of some rules for invention, manufacturing, and development.

TECHNOLOGIST

Archetype: Novel
Life Point Multiple: 20.
Life Points: +10 per Level.
Initiative: +10 per Level.
Martial Knowledge: +10 per Level.
Innate Psychic Points: +1 each 2 levels.

PRI MARY ABILITIES:
Combat Ability: Limit 50%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+1 Wear Armor: 1
+ 1 Ki: 3
Accumulation Multiple: 30

Supernatural Ability: Limit 50%
+5 Zeon: 3
MA Multiple: 60
+1 Magic Projection: 3
+1 Summon: 3
+1 Control: 3
+1 Bind: 3
+1 Banish: 3

Psychic Ability: Limit 50%
Psychic Points: 20
Psychic Projection: 2

SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 3
+1 Perceptive: 2
+1 Intellectual: 1
+1 Vigor: 3
+1 Subterfuge: 2
+1 Creative: 1

REDUCED COSTS:
+1 Pilot: 1
+1 Analyze Schematics: 1
+1 Repair Device: 1
+1 Operate Device: 1

INNATE BONUSES:
Primary:
None.

Secondary:
+5 Pilot per level
+5 Analyze Schematics per level
+5 Repair Device per level
+5 Operate Device per level

SPECIAL
General Weapons Modules: 1/2 cost
Archetypal Weapon Modules: 1/2 cost (if personally exposed to the tradition or archetype)

This class is a variation of Freelancer, but will only come naturally to a character who has the Ancient Blood special advantage from Gaia Vol I. Such a character has flashbacks (stored in their nano blood) which reveal past lives which occurred during the Solomon era. Like a Nephilim, they may feel isolated in a barbaric world, and have an inexplicable talent for technology.

Should such a character also acquire the Artifact advantage with CP, it will be technological in nature. If during their adventures they discover any Lost Logias technology, they will be able to understand, repair, and use/operate it depending on their innate skills.

Ancient Blood: Gaia Vol I, Pg 284
Although they may be unaware of it, the character possesses the Ancient Blood of Solomon so they show a natural affinity toward the technology of the Lost Logias.
Effects: the effects of this Advantage apply only to role-playing (and now class/skills).
Cost: 2 CP

Elric of Melniboné said:

I'll think about it...I believe clerics should be used for what they are: supporting characters. They're not supposed to excel. They are supposed to bring forth amazing amounts of divine favor. For example a Raphael Cleric would make an amazing healer and an Azrael one should be able to bring Immunity to levels such high to ashame sorcerors...

A level 14 Weapon Master with 90 Noah Elan will have +45 Physical Resistance, ignore up to -45 penalties and access to 180 points of Dark Power.

A level 14 Noah Cleric with 90 Noah Elan will have +80 Physical Resistance, ignore -80 penalties (blind fighting becomes natural) and access 320 points of Dark Power.

Also the Cleric will have higher MK and possibly higher Vigor secondaries. Of course he will have lesser HP, but that's only normal.

Considering that getting to 90+ Elan is going to be the #1 goal of most PC clerics, and you take into consideration the fact that there can only be 10 people with that much Elan in existence at one time, would it become a situation where acolytes compete for the favor of their gods? If it becomes possible to generate Elan from devotional works and geas quests, there would be a huge waiting list for a seat in that group of 10. The pro-violence deities would see their followers constantly dusting each other to rise up in favor, perhaps not unlike the immortals from Highlander.

I would think about what that top 10 status would come with, which make it not so attractive - things like cultists that are constantly following these living saints for guidance and blessings. Mandatory pilgrimages and rites that have to be overseen at certain times during a year. Very serious Geas quests givent to them by the deity or some powerful being it commands, which make it hard for the cleric to stay in an adventuring party. Cult populations might also become commodities that one church or cleric might try might win over to their side, or annihilate in the name of their opposing principles - the powerful PC cleric might have to protect their flock from time to time...

This is all natural for religions, but it does suggest some RP costs to the power that such a character is gifted with. Just thought I would mention this, as it started to occur to me just now - the role of cleric is more complicated than your average class.

Look, in my Gaia setting there aren't as many as 10 people with 90 Elan and for a few Shajad's/Berils there isn't even the 100% syncrony champion. Elan is still pretty rare (expecially at high levels), meaning there's still space open for PCs. Also Clerics are pretty rare in my setting. They are a timid experiment, right now. The population of Gaia isn't ready for surging of cults all around. There are very small cults and even then only a few of them have a real Cleric! Most clerics right now are low level or have just switched to this class. It's not even likely that such individuals will be able to expand the cult by the way...they are seed sawn by the gods. Some of them will blossom, some won't. The gods are just aiming to forge their own weapons.

Anyway, returning to the Noah cleric, there's another difference between him and the weaponmaster: Dark Avatar will hold for 160 turns instead of 90. Of course this means absolutely nothing in most RPG combat situations (lasting no more than 10 turns, when very long), but on a battlefield Avatar shape for 3 minutes and a half more may mean difference between life and death.

Anyway, Noah is war god, it's only normal is gifts fit particularly well for warriors, but for other Shajads/Berils the advantage of having a cleric is great when compared to having a general character with Elan.

The technologist isn't bad, but I believe a Freelancer with adeguate Advantages/Assets should be able to cover the role quite well. I had the same problem designing the knight..:Yes, I did it, but the reason I didn't post it is that it doesn't really add much new to the world, since you could take a Weaponmaster, give him natural learner in riding and syle...and you have a fine knight...by the way, here was my shoot at it.

KNIGHT:
Archetype: Fighter
Life Point Multiple: 15.
Life Points: +15 per Level.
Initiative: +5 per Level.
Martial Knowledge: +20 per Level.
Innate Psychic Points: +1 each 3 levels.
PRYMARY ABILITIES:
COMBAT: Limit 60%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 3
+1 Wear Armor: 1
+1 Ki: 2
Accumulation Multiple: 25
SUPERNATURAL: Limit 50%
+5 Zeon: 3
MA Multiple: 70
+1 Magic Projection: 3
+1 Summon: 3
+1 Control: 3
+1 Bind: 3
+1 Banish: 3
PSYCHIC: Limit 50%
Psychic Points: 20
Psychic Projection: 3
SECONDARY ABILITIES:
+1 Athletics: 2
+1 Social: 2
+1 Perceptive: 2
+1 Intellectual: 3
+1 Vigor: 2
+1 Subterfuge: 3
+1 Creative: 2
REDUCED COSTS:
+1 Ride: 1
+1 Syle: 1
+1 Animals: 2
INNATE BONUSES:
PRYMARY:
+5 Attack per level (max 50)
+5 Block per level (max 50)
+5 Wear Armor per level
SECONDARY:
+10 Ride per level
+5 Style per level
+5 Composure per level
SPECIAL:
Can buy for free the Knight Module as his starting weapon proficiency.

Let's compare it to the Warrior. Less MK and higher cost for dodge are abundantly compensated by lower Wear Armor cost and the possibility to buy a full Archetype module for free as starting "weapon". Having an entire Field costing 3 compared to the Warrior is a big drawback, even with a couple more reduced costs, but as is normal for such character, it gains a good Ride bonus per level and a bit of Style and Composure to compensate. It's a secondaries/driven fighting class, sort of like the Acrobatic Warrior, but not as much.

The equestrian emphasis of that class make it different enough that I'd choose it in a heartbeat over the Weaponmaster or Warrior. Skill on a horse is what defines the knight of our history. It gives you higher ground and charging attack almost all the time, and your a faster moving target than a footman. And of course, the style - whats a knight without the romantic image eh?

I'm happy you find it quite nice and balanced. It's supposed to be an alternative to building a knight using the weapon master chassis (as is usually in Anima). It shouldn't be overpowered, anyway...

I like the knight, a good flavor change from weapon master like hellgeist said. One other thing that might set him apart would be an innate bonus to the etiquitte secondary ability from the setting book. Style makes you look cool but knights are typically very well accustomed to behaving in the higher circles of their cultures. I liked your perfectionist class too, I never did understand why the rest of the combination classes weren't in the core rules. I'd offer any of these to players in my game, probably will if any of them get cut down.

your point is very good...but I have my reasons. First, I prefer to refer only to secondary abilities that are described on the core rulebook...second I prefer to use the secondary abilities on Gaia as "specializations" of secondary abilities from the core rulebook.

To be exact, I'd use the following:

Law = specialization of History

Trading = specialization of Appraisal

Streetwise = specialization of Persuasion

Etiquette = specialization of Style

Tactics = specialization of History

As you can see rising Style IS rising Etiquette in my games...of course you may choose to buy the specialization for the specific +40 bonus.

Oh, by the way...as far as Arcana Exxet is interested, I decided to consider Ritual Calligraphy (a secondary for mages using the Onmyoudo theoreme) as a specialization of Art.

Oh, and Pilot in my games is specialization for Science (for gears) or riding (for windriders).

As soon as possible I'll probably modify somehow the cleric class...probably I'll do 14 classes describing the clerics for all shajads/berils...