Anima: The Last Airbender

By Manabu.Agent039, in Anima: Beyond Fantasy RPG

So, my usual marketing strategy backfired with a bit of a gleeful laugh last month when i (as i usually do) challenged my intended to make any character they wanted to play out of any anime or movie etc etc

They retorted with the inability to make a true bender. While there are plenty of ways to do so, i relised that we could not make a bender true to the story, so i set out to make a supplement that would allow it.

The PDF is still technically in the Alpha stages, but has been play tested extensively, and i have had nothing that i needed to change so far. So here i am, posting it for you all to try!

http://www.megaupload.com/?d=RMWWHYIP

A bit of info:

Guide to the supplement:

Each element has it's own page with its own unique moves. Next to the Name is the MK cost to gain access to the ability. Underneath is the level requirement to unlock the ability, followed by the type of action and whether or not the ability can be Maintained through Concentration. Under this line is a short description of the ability, and then the Effects Table that shows how the ability improves depending on the difficulty level the bender can reach with his Style

All Bending is based off of Style, not Attack/Defense. Final values of bending abilities are calculated by rolling D100 and adding the user's Style skill value, and comparing that to the Effects Table of the abiility.

Bending is it's own form of supernatural ability, and does not restrict or change any other supernatural abilities in the setting. Naturally, it can be used to make a bending-only world, or added to an existing Anima campaign or setting as a "New-Continent Ability" or what-have-you, but this is entirely up to you! Enjoy!


The supplement includes: Two new advantages (Bending, Avatar) and 4 new supernatural styles with their own abilities.

I haven't looked at it, but I will (stupid work blocking Megaupload :P ), but something you may want to keep in mind with tying Bending to any Secondary ability is that players will abuse this. Under default rules, there is no limit to Secondary abilities at any level, so you will have people that shove 300 or more DP into Style to max out their Bending at first level. If using the GM kit, you could go with the optional rules that limit these kind of skills by level, but even then, that's 200 at first level. So when making things that are based off of Secondary abilities, you may want to keep that in mind. I'm hoping you've accounted for this, so the system doesn't require retooling to use in a GM's game that has rampant power-gamers. While a GM can just say no, it's much better (in my opinion) when the rules take these ideas into account, instead of relying on others to fix the problems in their games.

But I will say, I'm looking forward to seeing what you've come up. Come on 5 o'clock. :)

I agree with Arikail. When I first thought about Alchemy rules I wanted to base it on Science, but later understood that allowing a "fighting-useful" skill to be based on a Secondary Ability would quickly bring to unnervingly powerful characters at low levels...and with Natural Learners things get even much worse as levels procede, believe me!

Hmm... i have quite a few power-gamers in the test groups that tried this, but were quickly killed due to lack of any defensive abilities. I suppose that it could be changed, but as with any time someone dumps everything into one ability, they will find the lack in other skills to be a deplorable choice.

However, i do see that it could become a bit of an issue, since the abilities are based off of psychic abilities scalings; I could add in a bending ability such as Bending Projection (elemental control) to make it independent...

Something along the lines of:

Bending Ability (Limit 50%)

+1 Elemental Control: 2

maybe make it so tao get a +5 elemental control per level...

This would make it on par with attack/defense of most specialized classes, and this would be an addendum to any bender's current class... but i guess i will have to make a new character sheet with a bending slot on it, and make it governed by WP (exerting your will over the elements, etc etc)

33k6680.png

EDIT: It occurs to me that i will have to make a new page to add into the character sheet anyways, so once the reviews are done, i shall do so.

I will look at it when I get home in a few hours and then give you thoughts on it. But the previous comment was made after I had one player, when I started a game, come up and literally tell me that whatever I set the limit as for his Acrobatics, he was going to be sitting at it, whether that was 200, 300, or 500. At first level. And by playing a good class (Acrobatic Warrior), combined with the Aptitude in a Skill Advantage (Acrobatics), it left him points to put elsewhere. not much, of course, but that was a sacrifice he was willing to make, so that he could flip behind anybody and stab them in the back every time as a level 1 character. And when you're talking about something as versatile as Bending (I'm not sure how your rules work just yet), I can see others doing the same things. It's why those important areas (Magic, MK, Combat, and Psychic) are limited the way they are in the base game. So you don't have 2nd level characters that able to challenge the gods with their Bending (or Sword, or Mental) skills and win, trivially.

I'll read through the rules with your thoughts in mind.

heres a few things i noticed that i find unfitting or didnt represent quite well bending

Blood Bending requires a Full moon to use effectively. i'd say the PhR test should vary depending. EG: Daytime PhR 50, New Moon PhR 60, Quarter Moon 70, Half Moon 80, 3/4 Moon 90, Full Moon PhR 100. mind you this is a suggestion for fluff as per the show.

also, Metalbending is somewhat harder than earthbending, so i'd raise difficulties by 1 degree when trying to metalbend.

i'd reword Wheeee! to add the rule that movement value above 10 requires 2 points to raise by 1.

and for the rest, well i agree that combat values based on secondary abilities are a no-no because it can be overpowered real quick.

Kuhscheiße you can't. "Bending" skills can be represented by Ki very easily. Let's walk through creating the Water Whip that Katara learned towards the beginning.

Water Whip
Water Whip is one of the easiest skills in the Water Bending tree. It allows the user to raise a few gallons of liquid, and quickly lash out at an opponent. This skill can be used to both deal damage directly, and can be used to disarm an opponent.
Level : 1
Effects : Distance Attack 5m, Damage Augmentation +25, Disarm Penalty Reduction -50

POW 1 STR 3 DEX 3
MK : 20

See? That took me about a minute with a Spanish version of Dominus Exxet. If you haven't got it already, it's about $30 and adds tons of content and fleshes out the Ki system into something truly amazing.

The document is no longer available as the site you hosted it on [MegaUpload] has been crushed by the USA!

Has anyone downloaded the original document BEFORE the USA crushed MegaUpload?

If you have, could you please re-host it somewhere to share. PLEASE

Maelstrom said:

Has anyone downloaded the original document BEFORE the USA crushed MegaUpload?

If you have, could you please re-host it somewhere to share. PLEASE

I too would like to get my hands on a copy.

I should have it laying on my hard drive, Maelstrom. I'll see if I can get it hosted somewhere and a link provided. With the understanding that if the original creator turns up and asks me to remove said link, it's gone. Look for it sometime later today, I hope.

Just downloaded a copy. As soon as I have time, I'll read it.

I took my time, I admit it...

The system seems fairly interesting, but I have a few doubts.

GENERAL SYSTEM:

So, once again, I'm not really "fond" of having a "combat related" ability based on a secondary ability, the reason being that you can easily reach 440 style by a very low level, something you CAN'T do with primary abilities. Just consider that at Level20 I rolled characters with 400 Attack and Defense (and I guess you might even push them a bit more), and at the same level I rolled characters with Occult 1000 or Science 1240. You can easily see how growth of secondary abilities isn't even comparable to that of primary abilities.

My proposal is basing Bending on MK+d100 capped by the Base Style value. MK grows rather reasonably (it depends on class, of course), and Style would still be important, since it determined the highest level the ability can reach.

As a general rule, I believe the MK cost of most bending abilities is a bit low. I would use 20MK for those you price 10MK and 30MK for those you price 20MK. As for the rest, I'm a bit disappointed with Bending abilities stopping at Level 6. I would rather stretch the powers more along levels (or add a few powers), reaching a Level14 final ability.

Also, it's unclear how you maintain powers, I'd make it through "Innate Bending Slots" working like those for Sustained Psychic Powers, paying each slot 20MK.

ELEMENTAL BENDING:

For a single element 1CP should be enough, I believe.

AVATAR:

3CPs and +1Level Modifier would be more appropriate than 4CPs on my opinion, since it looks like something you're born with, hence a Blood Bond. I guess energy bending removes bending ability forever...Now, what happens when the ONLY AVATAR loses the Pow Contest and is the one losing Bending? There's no more avatar in the world? I guess this makes sense in the setting, perhaps, but for game purpose I believe that having its effects last for a certain time, based on a roll as for other bendings, would be more fun.

WATERBENDING:

WATER WHIP: First two levels should cause Fatigue Loss. Starting from fourth difficulty level, I'd allow each difficulty level of Bending to increase the Impact Strength up to 15 at Zen level.

ICE BARRIER: More HP needed here on my opinion.

ICE SPIKE: Minimum difficulty should be Very Difficult (or else Fatigue Loss as per Ice Barrier). I'd make it 1XSpike each two difficulty level (starting with the fifth), so 1 Spike at difficulty Very Difficult/Absurd, 2 Spikes at Almost Impossible/Impossible, 3 Spikes at Inhuman/Zen.

BLOOD BENDING: PhR100 is definitely low for a "final ability". This time base difficulty should be absurd (and lower difficulties should be fatigue loss). I'd set PhR as following: Absurd120, Almost Impossible140, Impossible160, Inhuman180, Zen200.

EARTHBENDING:

STONE LEVITATION: You're allowing an attack with base damage 3840...it's sick, really. I'd rather say Damage = 1/10 of weight in LBS rounding down at multiples of 5.

ROCK WALL: A bit more HP and an increasing Damage Barrier (which could be doubled by Metal Bending).

EARTH SPIKE: Start with Very Difficult and add additional spikes as for Ice Spike.

ROCK ARMOR: Start with Very Difficult and AT2. Then have it increase by 2 each difficulty level up to a maximum of 12. Shouldn't affect Energy.

EARTHQUAKE: Star with Very Difficult with 50ft radius...than procede as normal.

METALBENDING: Should raise by 1 Difficulty Level the minimum Difficulty to use Control Earth, Stone Levitation, Rock Wall, and Rock Armor and add 2 Fatigues in case of failure.

FIREBENDING:

EXTINGUISH FIRE: PhR240 at Zen. It's more than enough.

FIRE MISSILE: Start with Difficult, and add +10 Damage per additional difficulty level up to 110 at Zen.

IGNEOUS BARRIER: Instead of an attack from the Bender, I'd go for a Predetermined Attack Value equal to difficulty level achieved.

JET PROPULSION: I'd go for base difficulty Very Difficulty with Flight 8 and leave the rest untouched.

LIGHTNING BENDING: Ok, although in Gaia electricity is usually associated with Air and not Fire. Remove Electric Acr, instead grant Fire Missile the option of using Electricity instead of Fire and add +50 to the Base Damage (so Base Damage ranges between 100 and 160). This makes so that Fire Benders have exactly the same number of powers as other benders. I like simmetry.

AIRBENDING:

WHEEE!: Halve Movement bonus beyond Movement 10 (rounding up, of course). Start with Easy +1/+10 and get up to +9/+90 at Zen.

PUSH: Start with Difficult at STR8 and increase by 2 each additional difficulty level up to a STR20 at Zen.

AIR CUT: Start with Very Difficult and have opponent make a Notice Check against the difficulty level achieved or search check against one difficulty level lower or suffer from blindness.

AIR BUBBLE Start with Very Difficult and leave the rest untouched.

WHIRLWIND: Start with Difficulty Level Absurd. Have Predetermined Attack equal to the Difficulty Level achieved. Grant +2STR to the check each additional Level (so that Zen grants STR20).

These are just suggestions of course. The system itself seems pretty interesting on my opinion and looks like a very good job.

I must correct myself. MK grows too much for more than one class. 1/2MK would work just better allowing a sensate scaling.

As for unlocking powers, I'd make a power for each 2 levels, like 1 at Level1, 1 at level 3 and so on until the last is unlocked at level 13.

I've got one question. Liquids here are referred to in "gallons". Since I'm adapting these rules for personal use, I'd like to know if "gallons" refers to "imperial gallons" (almost 4.546 liters), "US liquid gallons" (almost 3.79 liters), or "US dry gallons" (almost 4.401 liters). As you can easily see, the conversion results pretty different in International System. Thanks in advance for the answer.

As the original creator of the document isn't around currently (last post looks to be in January), I think it's pretty much up to you which one you would use. I would imagine, but can't say for certain, he was thinking of US Liquid Gallons, but I'm from the US, so that could be why.

Also, I'd agree, half MK makes a much better set-up than full MK. I had a level 1 character start with 230+ MK. Still not sure I'm happy with half MK when viewed in that light, but limited by Style might work. I'd have to fiddle with numbers a bit.

Good luck, and maybe we'll see Manabu Agent make his way back here to answer.

Thanks Arikail. Actually I've reworked the document for personal use today and included it among stuff I use (or I suppose I might use for Anima). I won't post it here, though, since it's mostly the same stuff and I own no intellectual property over it.

Elemental Bending seems pretty interesting system after all and I'll probably test it on some NPC in the near future.

So I have recently discovered Anima and am a HUGE fan of Korra. Has anyone done anymore work on this? If so I would love to see what has been worked out. Also maybe to pitch in and get the thread alive again.

Wow, how cool man! good job this looks really well done and thought out, awesome idea!