opions?

By vaxx01, in Anima: Beyond Fantasy RPG

Sofia Corba said:

Yikes, just looked at page 10 Anima Rule Book:

"Combat Abilities are the following:

Attack Ability

Block Ability

Dodge Ability

Ki Abilities

Weapon Modules

Martial Arts

Wear Armor"

Here you have a rule clarification.

~Sofia Corba

Thanks Sofia Corba. I knew it was SOMEwhere - it's just sometimes impossible to find these things when you need to.

Oh, and vaxx01, your comment about them being listed under Weapon Modules? Both Weapon Modules and Martial Arts are listed in the "Combat Modules" section of the Core Book. I should have thought of mentioning that before, but it never even occurred to me. It might have saved a lot of debate if I'd thought of it. :)

Hope you're happy with it now.

yes thanks and here is the rebuilt character

[info]
Name: Korvon
Age: 24
Country: Varja Mountain Range
Race: Human (Jayan)
Social Status:
Height, Weight: 6’ 10” 299 lbs.
Hair, Eyes: Dark Granite grey
Appearance: 5
Exp: 100
Level: 2
Class: Tao

[build]
Attributes:
At Psychic Power rolls of 50
Str: 9(11) Dex: 9(11) Agi: 9(11) Con: 9(11)
Int: 5 Pow: 8 WP: 10 Per: 6(8)
= character creation type 5
Legendary Character 65 points

Advantages:
Been Around 2
Martial Mastery 3
Access to one Psychic Discipline 1
Amplified Sustained Power 1
Disadvantages:
Insufferable 1
Deep Sleeper 1
Use One Power at a Time 1
Optional rule from the Game Master’s Tool Kit to allow characteristic points can be used to remove disadvantages, or by other advantages.

Total DP to spend: DP700

Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- (2/1) Attack: 75 = 150 DP
- (2/1) Block: = DP
- (2/1) Dodge: 75 = 150 DP
- (2/1) Wear Armor: = DP
- (2/1) KI: 7 will = 14 DP
- (15/1) Accumulation Multiple 5(Willpower) = 75 DP
- Martial Arts:
Tai Chi 10 DP (Advance)
Shotokan 10 DP (Basic)
Muay Thai 10 DP (Basic)

Total DP:420
Supernatural Abilities: (Limit: 50% = 350 DP)
- (3/5) Zeon: = DP
- (70/10) MA Multiple: = DP
- (3/1) Magic Projection: = DP
- (5/5) Magic Level:
- (3/1) Summon: = DP
- (3/1) Control: = DP
- (3/1) Bind: = DP
- (3/1) Banish: = DP
Total DP:

Psychic Abilities: (Limit: 50% = 350 DP)
- (20/1) Psychic Points: 3 (1 from base, 2 40 DP)
Psychic Potential: 100 (60 willpower/40 introvert)
Free Psychic Points: 0
- (3/1) Psychic Projection: = DP
Total DP:40

Secondary Abilities:
- (2/1) Athletic:
- (2/1) Social:
- (2/1) Perception:
Notice: (60/30)
- (3/1) Intellectual:
- (2/1) Vigor:
Feats of Strength: (60/30)
- (2/1) Subterfuge:
Hide: (40/20)
Stealth: (40/20)
- (2/1) Creative:
Total DP:200

Total MK:210(60 from Class, 120 from Martial Mastery 3, 30 from Tai Chi)
Ki Abilities:
Use of KI 40
KI Control 30
Kiai 10
Presence Extrusion 10
Energy Armor 10
Armor of Greater Energy 10
Armor of Arcane Energy 10
Aura Extension 10
Destruction by KI 20
Elemental Attack 10 (Earth)
Increased Damage 10
= MK spend in Ki Abilities
Techniques: The Mother’s Gift
Orbis Terrarum Matris Complexo “The Earth Mother’s Embrace”
MK 20
Level 1
Dodge + 40, 7 will, Counterattack bonus + 50 4 Dex

Description:
The attacker hit a Stone copy of Korvon only to be caught off guard as Korvon comes up through the stone to strike him.

Orbis Terrarum Matris Telum “The Earth Mother’s Arms”
MK 20
Level 1
Damage Resistance 200 AT 4 Will 8 maintain Will 3
Regenerate 100

Description: Stone skin hardens over top of him
Total MK Spent:210

Natural Bonuses:
Giant + 2 to size
Withstand Fatigue + 1 to fatigue
Resistance to Damage + 15 PhR
Uncommon Strength + 1 Str
Spiritual Vision: Special
Susceptibility to Magic: - 10 MR
Immortal Soul: - 3 exp
Natural Abilities:
+ 5 to Style per level
Special Bonuses:
Introvert Mental Pattern 30 DP
Innate Psychic Slot
Total DP: 115 DP
------------------------------------------------------------------------------------------------------

[Final Values]
LP: 140 (120 Base, 20 from Class)
Regeneration: 9/11(2/4)
MV: 9(11)
Fatigue Points: 10(12)
Presence: 35
PhR: 60/70 | DiR:60/70 | VR:60/70 | MR:35 | PsR: 50
Ki Pool: str: (9/11)1/2, dex: (9/11)1/2, Agl: (9/11)1/2, Con: (9/11)1.2, int: (5)1 , pwr: (8)1 , wlpwr: (17)7

Attack: 95/105(85 w/o Char Mod)
Block: (w/o Char Mod)
Dodge: 90/100 (80w/o Char Mod)
Initiative: 70(90)
Max number of actions: 3(4)

Secondary Abilities
Notice: 35/40 (30 w/o Char Mod)
Feats of Strength: 40/50 (30 w/o Char Mod)
Hide: 30/40 (20 w/o Char Mod)
Stealth: 40/60 (20 w/o Char Mod)

Orbis Terrarum Matris Offensus “The Earth Mother’s Displeasure”
Full power non KI based Attack
Unarmed Attack 105
Damage (Muay Thai) 20 + 2x str bonus 20 = 60
Increased Damage + 10
Elental Attack (Earth) impact type + 10 dam
Total
Attack 105 Damage 80
[Equipment]

Pitt.jpg

Elric of Melniboné said:

To Adrassil:

Nice character and welcome to the forum if you're new, by the way. For a TRUE trickster in full Loki-style I would have gone for a Thief (well…I created a Trickster variant class for Thieves, so I'd go for it, actually), rather than a Shadow, but a Shadow is surely more playable and combat proficient. Also Illusionist (with Illusion and Darkness paths and at the very least Sin Subpath) would be a perfect class for a "Loki character".

Heh! Thanks! Having a bloody blast playing him, he started off completely different but has seemed to develop into this all by himself. It must've been because of seeing the Avengers for the first time, freaking love that movie. I was going to try make him more Loki but it was a bit too expensive (2 CP for the gift and changing class nahh) Although will have to look at that Trickster class sounds cool.

For those who are curious, Martial Arts count for the Combat Primary pool, according to page 10 of the English Base Book. They are listed right between Weapon Modules and Wear Armor in the list of what counts for each pool. It's the only place it's mentioned, as far as I know. I had to go searching, and actually found the answer on the other forum, with a quick use of the "Search" function. That one wasn't even clarified by AS.

Edit: And Sofia beat me to it. Awesome job, Sofia. WB, good to see you again. I liked your techs you wrote up, and am using them with an NPC paladin the group may meet later on down the line. I do hope you get the chance to solve the mystery of your father, that sounds interesting. :)

If I were to make a MARVEL Loki character, I'd probably go for Warlock (or Shadow Warlock using my specialist class), using Illusion, Sin and Darkness as magic (plus anything else that comes to mind).

Arikail said:

Edit: And Sofia beat me to it. Awesome job, Sofia. WB, good to see you again. I liked your techs you wrote up, and am using them with an NPC paladin the group may meet later on down the line. I do hope you get the chance to solve the mystery of your father, that sounds interesting. :)

Yikes! I'm truely honored my techs are to your liking.

~ Sofia Corba

ok people I'm trying something different this time. I've built a class and would like your opinions on it.

[info]
The Wyld mage is a character that relies on harness the power around him/her to its utmost potential. Yet because of their reliance on intuition over study and logic these wizards and their power tend to chaotic and unpredictable. They see more to the myths than just stories; they study the world by living in it more than watching form far off lofty towers. The Wyld Mage see life as the greatest teacher of all.

Class: Wyld Mage
- Archetype: Mystic
- Life Point Multiple: 20
- Life Points: + 5 per Level
- Initiative: + 5 per Level
- Martial Knowledge: + 10 per Level
- Innate Psychic Points: + 1 each 3 Levels

Primary Abilities
Combat Abilities (50%)
- (3/1) Attack:
- (3/1) Block:
- (2/1) Dodge:
- (3/1) Wear Armor:
- (3/1) KI:
- (30/1) Accumulation Multiple

Supernatural Abilities: (Limit: 60%)
- (1/5) Zeon:
- (50/10) MA Multiple:
- (2/1) Magic Projection:
- (2/1) Summon:
- (2/1) Control:
- (2/1) Bind:
- (2/1) Banish:

Psychic Abilities: (Limit: 50% = DP)
- (20/1) Psychic Points:
- (3/1) Psychic Projection:

Secondary Abilities:
- (2/1) Athletic:
- (3/1) Vigor:
- (2/1) Perception:
- (2/1) Intellectual:
- (2/1) Social:
- (2/1) Subterfuge:
- (2/1) Creative:

Natural Bonuses:
+ 50 Zeon per Level
+ 5 MA to Innate Spells Per Level
+ 10 MA to Natural Spells per Level
Special Bonuses:
+ 10 to Occult per Level
+ 5 to Magic Appraisal per Level

I think, this class is a little bit broken. No class gets an inniate class bonus to accumulation.

It looks like you have taken the wizard class, removed the "reduced magic appraisal costs to 1" and reduced the the inniate zeon per level to 50.

Now, I think with "natural spells", you mean the natural magic theorem of the arcana exxet (I don't own the book at the moment, but I have read the example for Onmyodo), and I think, if you decide to follow a theorem you can only use this theorem. Therefore the "+10 accumulation to natural spells" would be for nearly all spells of the wyld mage.

Now, we compare the inniate boni of the to classes (wizard and wyld mage)

The wizard gets +10 to magic appraisal (which costs him 10 DP) and +5 to Occult (10 DP). Therefore 20 DP of secondaries.

Then he gets 100 zeon (20 DP). So, he gets 40 DP per level (20 DP primary supernatural, 20 DP secondaries) (so he have "40 DP inniate" + up to 60 DP per level). And he have the reduced costs for magic appraisal.

The wyld mage gets +10 occult (20 DP) and +5 magic appraisal (10 DP), therefore, he gets 30 DP of secoandaries.

Now, he also gets 50 zeon (10 DP), +10 MA to natural spells (as stated above, this should be nearly every spells, therefore I count the whole 50 DP) and +5 MA to inniate spells (at this moment I count nothing). So, it would be 60 DP in supernatural. This would like, 120 DP each level (60 DP inniate and 60% of the DP per level).

This would be a sum of 90 DP per Level. This would be a difference of 50 DP, more than twice as the wizard gets. Okay, the wizard hs the reduced costs, but this should be worth 50 DP.

So long,

actually it as any caster can use it, now i've given some thought casting natural magic is based off a power check which can be increased by MA, yet now that I think about a + 5 to the check per Level would be better.

yes I used the wizard as a base, because these are still basically wizards that use magic differently.

the innate spell thing is something that I have to work on, the idea is to boost the innates and not the magic total, with the limits on innates I thought it be a good idea.

the zeon thing I origonally thought of going with + 20 Zeon

Usually no one gets an inniate class bonus to accumulation (neither mystical archtypes nor dominie archtypes). And I think this has it reason, becaused "cheap" accumulation would make someones real mighty.

So long,

Let's try this

[info]
The Wyld mage is a character that relies on harnessing the power around him/her to its utmost potential. Yet because of their reliance on intuition over study and logic these wizards and their power tend to chaotic and unpredictable. They see more to the myths than just stories; they study the world by living in it more than watching form far off lofty towers. The Wyld Mage see life as the greatest teacher of all.

Class: Wyld Mage
- Archetype: Mystic
- Life Point Multiple: 20
- Life Points: + 5 per Level
- Initiative: + 5 per Level
- Martial Knowledge: + 10 per Level
- Innate Psychic Points: + 1 each 3 Levels

Primary Abilities
Combat Abilities (50%)
- (3/1) Attack:
- (3/1) Block:
- (2/1) Dodge:
- (3/1) Wear Armor:
- (3/1) KI:
- (30/1) Accumulation Multiple

Supernatural Abilities: (Limit: 60%)
- (1/5) Zeon:
- (50/10) MA Multiple:
- (2/1) Magic Projection:
- (2/1) Summon:
- (2/1) Control:
- (2/1) Bind:
- (2/1) Banish:

Psychic Abilities: (Limit: 50% = DP)
- (20/1) Psychic Points:
- (3/1) Psychic Projection:

Secondary Abilities:
- (2/1) Athletic:
- (3/1) Vigor:
- (2/1) Perception:
- (2/1) Intellectual:
- (2/1) Social:
- (2/1) Subterfuge:
- (2/1) Creative:

Natural Bonuses:
+ 20 Zeon per Level
+ 10 Zeon of Innate Spells Per 2 Levels
Wyld mages may spend 10 DP for a +1 to their power check rolls; this cannot exceed 10% of their maximum DP, and counts toward Primary Ability cost.
Special Bonuses:
+ 10 to Occult per Level
+ 5 to Magic Appraisal per Level
Withstand Pain checks are made at damage done cost when caster is using innate or natural spell
All Path levels cost 2/1 for Wyld Mages, and the double cost still applies to all opposed paths.