Characters: Looking for feedback

By player1999949, in Anima: Beyond Fantasy RPG

I'm working on the possibility of working on a story based in the Anima setting/system. These are the three main characters I have atm, just curious of any thoughts, hints, or tips. :P

Riu Kitsumi

  • Level: 1, Category: Natural
  • Life Points: 90
  • Class: Wizard
  • Str 5 Dex 6 Agi 5 Con 6 Pow 8 Int 10 Wp 8 Per 7
  • PhR 35 MR 50 PsR 40 VR 35 DR 35
  • Initiative: 50 (unarmed)
  • Attack Ability : 5 Unarmed Combat
  • Defense Ability: 20 Dodge
  • Damage: 5 Unarmed Combat
  • AT: None
  • MA: 50
  • Zeon: 585
  • Magic Projection: 55
  • Magic Level: Necromancy 40, Destruction 50
  • Advantages and Disadvantages: The Gift, Natural Knowledge of a Path (Necromancy); Magic Nature (+50), Opposite Magical Path; Action Requirement (Style, no other Active Actions), Requires Gestures.
  • Natural Abilities: None
  • Size: 11; Regeneration: 1
  • Movement Value: 5; Fatigue: 6
  • Secondary Abilities: Notice 10, Search 10, Track 10, Memorize 35, History 20, Magical Appraisal 30, Occult 20, Style 75

Aki Kitsume

  • Level: 1, Category: Natural
  • Life Points : 90
  • Class : Mentalist
  • Str 5 Dex 8 Agi 8 Con 6 Pow 9 Int 9 Wp 10 Per 8
  • PhR 35 MR 40 PsR 45 VR 35 DR 35
  • Initiative: 65 Unarmed
  • Attack Ability: 10 Unarmed Combat
  • Defense Ability: 30 Dodge
  • Damage: 5 Unarmed Combat
  • AT: None
  • Psychic Potential: 90
  • Free PP: 2
  • Disciplines: Telepathy (Mind Reading, Psychic Shield), Energy (Sense Energy, Control Energies), Psychokinesis (Pschokinetic Shield, Psychokinetic Flight)
  • Innate: 1
  • Psychic Projection: 100
  • Advantages and Disadvantages: Free Access to Any Psychic Disciplines, Psychic Point Recovery (1/10min)
  • Natural Abilities: None
  • Size: 11, Regeneration: 1
  • Movement Value: 8; Fatigue: 6
  • Secondary Abilities: Acrobatics 15, Athleticism 15, Ride 15, Notice 15, Search 15, Track 15, Animals 15, Appraisal 15, Herbal Lore 20, Medicine 20, Sciences 20, Persuasion 15, Style 20, Disguise 15, Lock Picking 20

Kirt Lancestorm

  • Level: 1, Category: Natural
  • Life Points: 165
  • Class: Warrior
  • Str 10 Dex 9 Agi 7 Con 10 Pow 7 Int 5 Wp 5 Per 5
  • PhR 45 MR 35 PsR 30 VR 45 DR 45
  • Initiative: 10 Longsword and Shield
  • Attack Ability: 65 Longsword (-1 AT)
  • Defense Ability: 65 Block Longsword, 70 Block Shield
  • Damage 75 Longsword (Cut), 20 Shield (Impact)
  • AT Scale Mail (+5) Cut 5 Imp 5 Thru 5 Hea 4 Ele 0 Col 4 Ene 2
  • Wear Armor: 80
  • Advantages and Disadvantages: Use of Armor (+5/lvl), Starting Wealth (5,000), Blood of the Dragon, Vulnerable to Cold
  • Natural Abilities: Body Guard, Soldier Module
  • Size: 20; Regeneration: 3
  • Movement Value: 7; Fatigue: 10
  • Secondary Abilities: Acrobatics 15, Athleticisim 15, Climb 15, Jump 25, Ride 15, Composure 10, Feats of Strength 35, Withstand Pain 10, Notice 10, Search 10, Track 10, Intimidate 5, Leadership 10, Persuasion 5, Style 10

Note: Being edited to reflect corrections and updates and fix flaws discussed in the thread

you neglected to list Kirt's Wear Armor ability, however, based on the fact that he has the Soldier Module and Body Guard module, I can only tell you that he is suffering massive massive penalties to his All Actions, as well as initiative and stuff.

Also Necromancy is also opposed to all paths, so by having any necromancy spells, you buy all other spells at double the magic levels. You can get around this penalty by taking the Opposite Magic advantage.

I wouldn't allow "Action Requirement (Style)", because Style is a passive ability. There is no possiblity to hinder a character to use it. Also the disadvantages states, that the character must perform the action (and IMO a passive ability is not a action) or meet the condition (only during the day or with the feets on the ground, which doesn't need a secondary ability).

So long,

F3nr1s said:

I wouldn't allow "Action Requirement (Style)", because Style is a passive ability. There is no possiblity to hinder a character to use it. Also the disadvantages states, that the character must perform the action (and IMO a passive ability is not a action) or meet the condition (only during the day or with the feets on the ground, which doesn't need a secondary ability).

So long,

Passive Action is still an Action. But if you must make it Active Action only, I think it is better to say that it is allowed, but you must use it as an active action anyway even if the action is usually passive.

Yar, the idea behind the Style being the required action is to represent he has to perform his spells with a level of 'style' and grace, or hi fails to properly direct his Zeon into the spell.

Would it work better if I tagged the required action to be the Style Skill plus he cannot perform any other Active Actions?

Where is the Opposite Magic Advantage? I intend for him to have it, even if I have to swap some things around, I just missed it. I'm guessing it's a one point advantage, so for the moment, going to edit it in, and drop his Magic Nature by one, and adjust his Zeon down to 585. If it is two points, then I will drop Magic Nature all together for it.

Kirt's Wear Armor is 80, I'll edit it into the first post.

Yes, Opposite Magic is a 1 point advantage, it is the first advantage under "Advantages for characters with The Gift" in the GM Toolkit (same book you get Use of Armor from)

Also, if Kirt's Wear Armor is 80, he gets 5 as a warrior, 5 from Use of Armor, then 15 from his Strength, putting him at 25 base, meaning he would need to spend 110 development points to get up to a Wear Armor of 80. He also has to spend 50 DP on the Soldier Module, and 30 DP on the Bodyguard Module, leaving him with only 170 development points to spend on attack and defense (turns out to about 40 points of Attack and Defense). He's either way overspent on Attack and Defense, or he's way overspent on Wear Armor. If you make him a Weaponmaster, however, it works out.

His Initiative, however, is still wrong, he gets -25 from his Shield and another -15 from his +5 Armor. His initiative should be slightly negative.

K. Double checking the math for the Attack and Defense, may switch him out to be a Weaponmaster class.

EDIT:

OH! The Blood of the Dragon says the GM should dictate the bonuses:

I have it set as +5 Block per level, +5 Attack per level (max +50 both), +5 wear armor per level (max +50), Elemental Affinity Fire.

  • Wear Armor = 50 base +15 Str +15 (5 class, 5 Use of Armor, 5 BotD) = 80; 100 DP
  • Attack = 40 base +10 Dex +10 (5 class, 5 BotD) = 60; 80 DP
  • Block = 40 base + 10 Dex + 10 (5 class, 5 BotD) = 60; 80 DP
  • 15 DP for 1 LP multiple
  • 50 DP for Soldier Module, 30 DP for Body Guard; 80 DP
  • remaining 5 DP from the 360 put into Feats of Strength.

I originally had his Attack and Block at 50 each, but I dropped both by ten to adjust Wear Armor up. I forgot to adjust the total down to 60 from 70 when I did this. That has now been fixed.

If the Longsword being a +10 adds +10 to attack and +10 to Defense, does its bonus to Block stack with the bonus to Block from the Shield? If it doesn't, that is where the math went wrong for his Defense Value.

Initiative Correction:

  • 20 Base
  • -15 Armor (+5 Scale Mail)
  • 5 Agility
  • 10 Dexterity
  • 10 Weapon (+10 Longsword)
  • 5 Class
  • -20 (+5 Shield)
  • 15 Total Initiative w/ Longsword + Shield
  • (35 With just Longsword)

That should fix that.

Thank you AW, found it. I was looking in the core book for it. Feel kinda silly for missing it now!

Blood of the dragon is a 1 point advantage and you're letting it equal two Combat Senses worth of advantages (Combat Senses is a 3 point advantage), as well as an extra Use of Armor (1 point advantage) plus portion of another 1 point advantage.

I would just like to step in and say this is completely bonkers and would absolutely love to play in your game with Blood of the Dragon.

Also, the quality bonus of the thing you are blocking with is what applies, if you block with your +10 sword, you can't get the shield bonus, if you block with the shield, you can't get a +10 quality bonus

the fix is obviously to have a +10 shield as well as a sword. You might as well make his armor +10 while you are at it, considering it's basically illegal RAW to start with a +10 anything, and if you're going to ignore that for his sword you may as well ignore it for everything else.

I missed where you can't start with anything better than a +5! >.<; I spotted it now though, I'll adjust that down.

What would you suggest doing for Blood of the Dragon?

This is part of the purpose behind starting this thread! XD Making sure I has grips on this before I start running an Anima game! :P

AlphaWhelp said:

F3nr1s said:

I wouldn't allow "Action Requirement (Style)", because Style is a passive ability. There is no possiblity to hinder a character to use it. Also the disadvantages states, that the character must perform the action (and IMO a passive ability is not a action) or meet the condition (only during the day or with the feets on the ground, which doesn't need a secondary ability).

So long,

Passive Action is still an Action. But if you must make it Active Action only, I think it is better to say that it is allowed, but you must use it as an active action anyway even if the action is usually passive.

To clarify:

I said, it is a passive ability, not a passive action. There is a huge difference between them. For a passive action, I must do something, for example draw a sword. For a passive ability I need not to do something. There is no reason to make a action, because the ability is passive and will be used automatically, if necessary.

If it has the "Action Requirement (to use Style as active action)", I would think, it could be within the rules, but personally I wouldn't allow it.

So long,

Would the Required Action of being within one movement value of his sister be appropriate? Cuz that could get restricting to both characters in a hectic combat or if they ever get separated.

Nochtal said:

Would the Required Action of being within one movement value of his sister be appropriate? Cuz that could get restricting to both characters in a hectic combat or if they ever get separated.

This might be stretching the boundaries of a 1 point disadvantage, considering you can kill the sister and then he can never use magic ever again.

Also under Page 79, one of the possible "Passive Actions" is using a "Passive Ability", Passive Abilities cannot be used without using a Passive Action, in other words, so they are more or less one and the same. So feel free to keep your Action Requirement (Style), I think it's really cool, and it's something I've personally suggested to my TT Anima group.

For Blood of the Dragon, I would suggest emulating a 1 point non-legacy advantage combined with a single monster power worth a maximum of 30 DP with a maximum Gnosis of 10.

For example, Blood of the Dragon grants +3 Fatigue and the ability to perform Inhuman actions.

Or, Blood of the Dragon grants +25 Physical Resistance and Regeneration 6.

any combination is possible. Remember Blood of the Dragon costs 1 CP and a +1 Level Adjustment, so should be slightly more powerful than a 1 point advantage, but less powerful than a 2 point advantage. Also remember main point of Blood of the Dragon is to get Seals of the Dragon.

I can't see the problem with Blood of The Dragon.

Sincerely, one of my playing character has it and he simply waits for the time he'll be able to take the Dragon Seals. I understand that +1Level Modifier may seem "a bit too much" for an advantage that only gives access to a fighting technique, but Dragon Seals are very powerful and for what they do have very low requisites (which balance Blood of The Dragon). Anyway, if you don't like slowing down your character from the very beginning for no apparent reason, you may always apply the +1Level Modifier AFTER the character has gained the Transformation Magnus, or after he's mastered a certain number of Seals (like 6).

Elric of Melniboné said:

I can't see the problem with Blood of The Dragon.

Sincerely, one of my playing character has it and he simply waits for the time he'll be able to take the Dragon Seals. I understand that +1Level Modifier may seem "a bit too much" for an advantage that only gives access to a fighting technique, but Dragon Seals are very powerful and for what they do have very low requisites (which balance Blood of The Dragon). Anyway, if you don't like slowing down your character from the very beginning for no apparent reason, you may always apply the +1Level Modifier AFTER the character has gained the Transformation Magnus, or after he's mastered a certain number of Seals (like 6).

The thing is Blood of the Dragon is actually supposed to give you some kind of benefit besides Seals of the Dragon, it's just that the benefit it gives you is entirely up to the GM (which, the GM is within his right to say it gives no benefit). Perhaps, if you want to give it no benefit at all, you can just do away with the level adjustment whatsoever, and say the only purpose of the advantage is to provide no benefit beyond Seals of the Dragon. There is no level adjustment for things like The Gift, Access to one psychic Discipline/Free Access, or Limited Gift beyond allowing access to a special power, maybe Blood of the Dragon shouldn't be treated any differently.

That's not a bad idea, to have it work as just access to the Dragon Seals, which is where I plan to take that character anyways. I'd just have to look into switching him from a Warrior to a Weaponmaster to make it work out than. The main reason I used the benefits I did was I didn't want the Blood of the Dragon to give him anything obvious, or supernatural from the start.

Also, the idea of using like The Gift is a good one. The lack of level adjustment fits better into the dynamics.

Going to keep the Style requirement for the casting. However, if I did change it to the sister, and she got killed, he, as a Necromancy, could just work to keep her undead and near him, or keep parts of her with him...

A Weaponmaster will have a really tough time learning more advanced Seals of the Dragon.

Around level 5, he'll have enough MK saved up to buy the entry into Seals of the Dragon. That will leave him with a flat 0 MK leftover to buy any seals. He may have to take Martial Mastery with his creation point at levels 2 and 4, that will give him enough MK to learn first 7 seals when he buys the Magnus. At level 6 he can take Martial Mastery a 3rd time and have enough MK to buy seals up to 9. He can't get the 10th Seal until level 8, though, no matter what.

Depending on your idea for him, though, it may be unnecessary to know any seals past the 7th, since you have to start sacrificing life to open the 8th and 10th seal.

I don't think anything past the 7th will be necessary either. Plus, I wanted the seals to be a slow progression aspect of the character as well. So that actually works out! Thank you for the math! I didn't even think to calculate that out with the class switch! :P