Advantages from Arcana Exxet

By Arikail, in Anima: Beyond Fantasy RPG

Been holding onto these for a while, and just remembered I should share them. Here are the Advantages out of AE. Enjoy, all. And no, I don't have any info on the Sheela, yet. That will have to wait.

New Advantages
This section displays a list of new benefits related to magic and invocation. Like those in the base book, cost indicates the number of Creation Points necessary to access them. There are no restrictions on their use; any character, regardless of the category to which it belongs, can access them.

Versatile Metamagic
The character has a knack for developing very different Metamagic benefits.
Effect: The character can choose two different starting points on the Arcana Shepirah.
Requirements: The Gift
Cost: 1

Natural Sorcerer
The mystical formula and the development of spell is natural to the character, who is able to develop and learn with great ease even more complex spells.
Effect: The magician increases the degree of learning in Table 1 by two steps.
Requirements: The Gift
Cost: 1

Gradual Magic Learning
As you increase your character's abilities and powers, their knowledge of magic also increases, innately.
Effect: Each time you level up, the character gains a +5 to Magic level total.
Requirements: The Gift
Cost: 2

Incomplete Gift
The character with this advantage is born with certain capabilities for magic, and sometimes children can use spells in a way similar to a real gifted.
Effect: The character cannot see the magic, but is capable of launching spells in a limited way. Each time you use a spell, you must perform a Power Control Check against a difficulty 10 points over ten levels of the magic spell. If it fails, spend the Zeon as if he released the spell, even if this does not really work.
Cost: 1

Sheela Essence
The character is existentially tied to the essence of Sheela, so if one is linked to him, the elemental magic gets powers much higher than normal.
Effect: If a character joins a Sheela, he can get two additional improvements at the time of sealing the bonds.
Cost: 1

Familiar
At one point in his life, the character has been able to sign a deal with a creature as a familiar.
Effect: The character starts the game with a familiar creature of your level. An additional Creation Point allows the familiar in question to be a level above the character's level.
Cost: 2, 3

Mass Invocation
Someone with this skill has an enormous facility for invoking a large number of creatures.
Effect: The character counts as being a level higher when perform mass invoking. Additional points increase the theoretical level of the character by two or three.
Cost: 1, 2, 3

Thanks!

I think Gradual Magic Learning costs too much.

I think that's to represent how rare and powerful magic is supposed to be. I know I was really unhappy with the limits imposed by Intelligence in the Core Book. Now, with the advantage and the fact you can spend DP for ML at a rate of 5 DP = 5 ML, it helps out a bit. Especially with the addition of the Metamagic stuff, which also uses ML.

Good Customer Service...

There's an error in the translation of Incomplete Gift.

The difficulty of the Power Check (referred to characteristic checks as they are in Core Exxet version of the game) is equal to 10 plus 1 point for each 10 levels of magic of the spell.

If you want to cast a level 2-10 spell the difficulty is 11, 11-20 needs a 12...and so on.

Thanks Elric. That's how I read it, but I can see the confusion in the translation. Should have cleaned that up a bit more. I'll adjust my master document, for future reference.

Elric of Melniboné said:

(referred to characteristic checks as they are in Core Exxet version of the game)

How do the attribute checks differ in Core Exxet? Or is it the same process as the english version?

If I remember correctly, (and please don't quote me on this just yet), in the new version, you roll the d10 and add your score in the relevant attribute to that, trying to score over the difficulty, rather than under. If there are any special rules regarding attributes above 10, I'm unaware of them. I don't personally have a copy of the Core Exxet to check.

Can I take magic advantages with Incomplete Gift?

I'd rule it as a YES, otherwise I can't see how can a character with the Incomplete Gift work at all...

I actually allow a couple advantages to be taken even by characters without the Gift at all: Magic Nature and Superior Magic Recovery are very necessary for Summoners or characters that begin the game with a Familiar/Shelee).

So the rule to buy ML with DP... is there a limit on how much you can buy? Is it like MK in that its limited to 10% of total DP or anything else?

I agree, if you can buy ML with DP, then 2 creation points for +5 ML a level is really high. Especially when you consider the Advantage that gives you +50/100/150 Zeon a level is effectively handing out +10/20/30 DP every level to a Wizard.

Though, honestly, I kind of think ML should either have been a level benefit or only purchased with DP (not based on INT) from day one but ... *shrug*

Tywyll said:

So the rule to buy ML with DP... is there a limit on how much you can buy? Is it like MK in that its limited to 10% of total DP or anything else?

Just looked, and yes, it's treated the same as buying MK with DP for Ki characters. Comes out of your Supernatural pool, limited to 10% of your total limit.

Being able to buy Spell Levels and Martial Knowledge seems like it was not useful to the classes that it would help the most in theory, or could use it the most. The ability to buy Martial Knowledge helps Wizards and Mentalists more than anyone else, and being able to buy spell levels I have not seen help anyone who is a serious caster because all DP they can get needs to go to MA and Zeon. Maybe I'm wrong but it bugs me as I see it.

EDIT: Ok that doesn't make much sense, but I can't explain it better, sorry.

Lia Valenth said:

Being able to buy Spell Levels and Martial Knowledge seems like it was not useful to the classes that it would help the most in theory, or could use it the most. The ability to buy Martial Knowledge helps Wizards and Mentalists more than anyone else, and being able to buy spell levels I have not seen help anyone who is a serious caster because all DP they can get needs to go to MA and Zeon. Maybe I'm wrong but it bugs me as I see it.

EDIT: Ok that doesn't make much sense, but I can't explain it better, sorry.

Being able to buy magic levels is useful on hybrid wizards as they probably can't start the game with 10 int/power. Also with meta magic using spell levels its not that bad buying a few extra spell levels to get meta magic.

Question: can you use the Familiar advantage to get a Sheela as the familiar?

Lia Valenth said:

Question: can you use the Familiar advantage to get a Sheela as the familiar?

I think that's up to the GM. Sheela's can become familiars, as they have the rules. I'd personally have no problem with it as a GM. If you do so starting out, you and him will have to figure out whether you've already paid the Power cost, or if it's coming out of your starting stats, that's the only real hold-up I see.

On that note (though I was waiting to post this question till you were done translating, thanks again to everyone who is translating the Arcana Exxet and Core Exxet) the POW you place into the Sheela, does it decrease your POW by 1 or does it just "invest" it causing no effect unless the Sheela dies (in which case you do lose it permanently)

It is my interpretation that they lose that point of Power, regardless, and that it does decrease your Power.

On the other hand, I think I like the alternative presented better, in that you link a point of Power to the Sheela, and don't lose it unless the Sheela dies. Gives you a bit more incentive to protect your investment, so to speak. It also penalizes the player only if they lose the Sheela, instead of when they gain the Sheela.

As I said, though, that's my interpretation. Now let me go make a quick note in my House Rules section. :)