So, my group of players and I have been playing DnD 3.5 for many years now, and most of us have had our turn DMing a campaign for each other too. We dabbled with Shadowrun 4th Ed for a bit, but I first picked up Anima when I saw the core book and Gaia 1 on the shelves in Borders when they were going out of the business. (What can I say, the art grabbed me.) I've read through the core book, but naturally there are some things not quite certain to me and our group. I was hoping to post information about the characters and see if those here who have played under the system before could help with a few questions that came up as we played.
For simplicity and my own sake, we started with the module from the DM Toolkit, but without using the pre-generated characters. Stats were rolled using Method 1; here's what the party looks like:
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Elin Weisser
Illusionist 1
LP
115
STR
5
DEX
8
AG
I
8
CON
8
INT
8
PER
7
POW
11
WP
10
PhR
40
MR
55
PsR
45
VR
20
DR
20
Initiative
65 Unarmed, 45 Repeating Crossbow
Attack Ability
30 Crossbow
Defense Ability
65 Dodge
Wear Armor
0
AT
+5 Armored Longcoat (Cut 2 Imp 2 Thr 3 Heat 3 Cold 3 Ene 0)
MA
40
Zeon
410
Magical Projection
80 Offensive, 40 Defensive
Magic Level:
50 Illusion + Heal (4) + Regeneration (2)
Daily Spells Maintained: Detect Lie (8), Infinite Bag (4), Regeneration (9)
Advantages:
The Gift, Natural Knowledge of a Path (Illusion), Supernatural Recovery I, Increase POW +1, Jack of All Trades
Disadvantages:
Unlucky Destiny, Susceptible to Poison, Sickly
Size 12 Movement Value 8 Regeneration 7 Fatigue 8
Secondary Abilities
(which are more than bonus +10): Notice 35, History 42, M. Appraisal 50, Memorize 50, Occult 35, Sciences 25, Persuasion 50, Disguise 25, Hide 25, Theft 25, Stealth 10, Music 65, Sleight of Hand 31
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Zozar "The Mountain"
Mentalist 1
LP
190
STR
9
DEX
10
AGI
9
CON
10
INT
8
PER
8
POW
5
WP
11
PhR
45
MR
30
PsR
50
VR
45
DR
45
Initiative
70 Unarmed,
Attack Ability
0 Unarmed
Defense Ability
0 Dodge
Wear Armor
0
AT
Total (Cut 9 Imp 9 Thr 9 Heat 3 Cold 3 Ene 0) [+5 Armored Longcoat (Cut 2 Imp 2 Thr 3 Heat 3 Cold 3 Ene 0) + Psychokinetic Armor (Cut 8 Imp 8 Thr 8)]
Psychic Projection:
60
Psychic Potential
100
Free PPs:
6 (0 Free after maintenance)
Psychic Powers
Psychokinesis (Psychokinetic Shield, Psychokinetic Armor, Psychokinetic Flight, Ballistics (Strengthened Once), Psychic Impact)
Innate Slots
3: Psychokinetic Shield (1pp boost, Very Difficult), Psychokinetic Armor (4pp boost, Almost Impossible), Psychokinetic Flight (1pp boost, Very Difficult)
Advantages:
Free Access to any Psychic Discipline, Amplify Sustained Power, Psychic Ambivalence, Improve WP +1, Good Luck
Disadvantages:
Psychic Consumption, Deep Sleeper, Easily Possessed
Size 19 Movement Value 9 Regeneration 3 Fatigue 10
Secondary Abilities
Composure 21, Feats of Strength 12, Withstand Pain 41, Notice 20, Search 20, Track 15, Medicine 14, Style 10, Hide 15, Stealth 15, Art 5, Forging 20
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Mari is our third PC, but I don't have her character sheet on me at the moment.
She's an Ambidextrous Taoist with the Martial Arts Kempo, Muay Thai, and Grappling. She also has Use of Ki and Presence Extrusion.
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So with that out of the way, some of the big questions came up around our Mentalist when the Guard Captain got the surprise on him:
1) With Psychic Shields (and other shields), is it possible for the character to use the "Absorb Hits" option in combat?
--If so, do they halve their magic projection like a fighter would normally do with their Dodge/Block skill?
--Do they have to completely forgo use of the supernatural shield to make use of the option?
2) With Psychic Impact, in the book it says the main function is to "push" and that it "can" cause damage, but...
--Are there rules for such a bull rush maneuver? If so, where?
--Does it always deal damage when used? If not, is it the users discretion whether it does or not?
--If the power does push, or bull rush an opponent, what happens when your player manifests it on said opponent 10 times simultaneously?
3) Coming from DnD, we noticed there's no "Gather Information" skill. Is there some existing skill used as an equivalent,or are the options roleplay it out vs create new skill for it?
4) In terms of power balance, it seemed like the Mentalist just kind of plowed through the ship guards with his "thrown" Battleaxes, while the Taoist occupied one enemy and the Illusionist was left with not much to do. Is this an issue, or are we just looking at the equivalent to a DnD 3.5 Fighter--Battle Cleric--Non-Combat Mage dynamic in heavy combat? (So far we've only gone through phase one of the module)
Thanks for any help or answers you guys give. If you're interested I can talk about how the session played out too, but for now I'll just say this: Curses upon flying hulks capable of carrying the party, and the PCs who decide abandoning ship mid-air is the brightest idea ever.
).
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