Homebrew Modules, Ki Abilities and stuff

By Heart of the Tiger, in Anima: Beyond Fantasy RPG

Modules:


Elusive Weapons:
This module let's a character add his weapon's quality bonus to dodge as well as to block. This is only usable if the character is not using a shield and can wield the weapon in one hand.
Cost: 30 DP

Ki Abilities:


Arcane Characteristic Augmentation
Using Arcane Characteristic Augmentation, a character can raise his characteristics up to five points higher than his original values. The cost for maintaining the augmented characteristics is the same as if the character used Superior Characteristic Augmentation, but the activation costs are halved (round up).
Requirements: Superior Characteristic Augmentation
Cost: 40 MK

Ki Techniques:

A character can reduce the maintenance cost of a technique by increasing the technique's MK cost by 20 points for every point of ki she/he wants to deduct from the maintenance cost. The maintenance cost of a technique cannot be reduced below half it's original value(round up). Also, MK used to reduce mainenance costs count toward the ki redcuction limit. If the maintenance cost of a technique is reduced, it's activation cost is also reduced by the same amount, because a character has to pay the maintenance cost even in the round he activates the technique in question.

more coming soon...

I'm not sure about touching the Ki Techniques system...it's really complex and cousing unbalance is easy...your rule seems "fair", but I'm not really sure I would allow it in my games.

The Characteristics Agumentation stuff seems ok. I never worked on homebrewed Ki or Nemesis Abilities, so I'm unsure about that stuff, besides Characteristics Augmentation (even in its enhanced version) seems not good to me anyway. If I badly wanted a character to raise his/her stats, I'd rather take Dragon's Blood or Noah's Elan...but that's just personal liking.

As for the module, I don't see a reason why limiting it to single handed weapons without shields. For 30DP being able to apply quality bonus to dodge is a fair cost even without any particular restriction. Even if you're using a shield or a two handed weapon, being able to distract the opponent with the weapon, while moving away from impacts should be allowed...Besides that kind of Module is ALWAYS going to be paid 30DP (no Weapon Master will ever have a need to take it). Actually for 30DP, without limitations, it's a fairly interesting module: I'll add it to my list of Homebrewed Options! Thanks! That's my two cents...

Characteristic Augmentation can be rather powerful. Considering the "excessive imbalance in characteristics" rule, it can potentially lead to huge bonuses. I introduced the arcane version of the ability for a few reasons:

1: Having to augment your characteristics in the heat of battle is almost impossible with Characteristic Augmentation, you want to do this before the battle starts. With Arcane Characteristic Augmentation, you can pull this off in a fair amount of time even if the battle has already started.

2: You don't need to have too many Ki points, and can maintain the improved characteristics longer.

3: +5 to a characteristic may seem much, but it is already possible if you're a Psychic Warrior, so it's not that unbalancing.

Elusive Weapons: Some Weaponmasters might take the module, if they wanted to take the -60 to use dodge instead of block on a regular basis. But I agree, the limitations are perhaps a bit too much, I will rework it a little.

The Ki Reduction thing is indeed tricky to balance, but I do not think it's that unbalancing to allow a reduction of maintenance costs. I might raise costs to 25 MK for every point of reduction though.