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Anima: Beyond Fantasy RPG
Enter a world beyond fantasy.
Moderator: FFGAntonffgjafferffgjoshFFGMarkGeckomauglirThe Spaniardynnen Topics: 756 | Posts: 5630
opions?
by vaxx01
Published on 06 September 2012 - 15:08:44
Page 2 of 6 (85 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #16 | Published on 11 September 2012 - 00:56:27

to vaxx01: It seems to me that this character at Level 2 has very low projections and att/def values. I can't see how he's going to survive fights, despite I understand it can reach very high initiative values. Personally I think that "focused" characters work better than "spread" ones. Besides, Freelancers' best feature is their bonus to secondary abilities, so Freelancers usually act in a party as "secondary ability bearers", much like rogues, altough the 60% limit on primaries can still make them little more effective in combat.

 

to Raybras: although spread ki cost allows the character to get the best out of accumulations and ki points, leaves you with little to none "free generic ki". Considering the build of your character (which is based essentially on fatigue), I'd reccomend leaving generic ki for the use of Recovery Ki Ability.

My name's Elric and I bear the Black Sword...

Reply #17 | Published on 11 September 2012 - 03:36:05
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 to vaxx01: I must agree with Elric. Also: There is noch "Damned 3" disadvantages … there ist generall no disadvantages for 3  points. The reason is, that a disadvantages with x points is "worse" than a advantages with x points "good".

Example: The advantage "been around" for gives 50 XP per point. The disadvantages "rookie" make you "loose" 100 XP for 1 point. So, the disadvantages has a bigger effect than the advantages for the same points.

If you read what "damned 2" means, I don't want to think about it, what the same disadvantages with 3 points will do. Perhaps, losing half of your life points everytime you use a supernatural ability.

So long,

Without Signature

Reply #18 | Published on 11 September 2012 - 04:21:15
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1

F3nr1s said:

If you read what "damned 2" means, I don't want to think about it, what the same disadvantages with 3 points will do. Perhaps, losing half of your life points everytime you use a supernatural ability.

Well yeah - if Damned 2 has stuff like "a character who will immediately die the day he unnecessarily takes a life", Damned 3 would be something like "a character who will die if the player doesn't bring pizza, or if the pizza he brings doesn't have a topping the GM approves of."

Jack of No Trades; Master of Less.

Reply #19 | Published on 11 September 2012 - 05:28:58

 I totally agree with you elric. There is still an unused ki pool for just that reason, later levels will have other slight options to help this. Now here is a final character i shall post. 

 

[Info]
Player: Raybras
Name: Meryl Keriam
Age: 21
Country: Togarini
Race: Aion (Human)
Social Status: Middle Class
Size: 8
Height, Weight: 5'4", 106 Lbs
Hair, Eyes: Long black, Bright Blue
Appearance: 7
Exp: 0
Level: 1
Class: Assassin
Languages: Latin

http://asuka111.deviantart.com/art/A-Lady-in-black-113784328?q=gallery%3Aasuka111%2F401452&qo=20
Image

[Build]
Attributes:
Str: 4 Dex: 9 Agi: 9 Con: 5
Int: 5 Pow: 4 WP: 5 Per: 9
= 50 Total

Advantages:
Aptitude in a field: Subterfuge (2)
Natural Learner, Field Subterfuge (3)
Martial Mastery (1)
Imperceptible Ki (1)
= 7 CP worth of Advantages

Disadvantages:
Vulnerable to poison (1)
Slow Reactions (2)
Slow Healing (1)
= 4 CP worth of Disadvantages
= 0 CP left (3 CP Free + 4 CP Disadvantages - 7 CP Advantages)

Total DP to spend: 600 DP

Primary Abilities:
Combat Abilities: (Limit: 50% = 300 DP)
- Attack: 85 = 170 DP
- Dodge: 50 = 100 DP
- Weapon and Style Modules: Crossbow (Free), Different Type: Dagger (20 DP)
= 290 DP spend in Combat Abilities

Secondary Abilities:
- Athleticism: 5 = 10 DP
- Ride: 5 = 10 DP
- Climb: 5 = 10 DP
- Notice: 50 = 50 DP
- Search: 20 = 20 DP
- Track: 10 = 10 DP
- Composure: 10 = 20 DP
- Hide: 20 = 20 DP
- Lock Picking: 10 = 10 DP
- Disguise: 10 = 10 DP
- Stealth: 40 = 40 DP
- Trap Lore: 10 = 10 DP
- Poisons: 10 = 10 DP
- Persuasion: 5 = 10 DP
- Sleight of Hand: 5 = 10 DP
- Memorize: 30 = 60 DP
= 310 DP spend in Secondary Abilities
= 600 DP spend in total

Total MK to Spend: 60 MK (20 MK*lvl + 40 MK (Martial Mastery) )
Ki Abilities:
40 MK Use of Ki
10 MK Use of Necessary Energy
10 MK Ki Concealment
= 60 MK spend in Ki Abilities

Natural Boni:
1 AGI Stealth
1 PER Hide

Natural Abilities:
+10 Composure
+10 Lock Picking
+10 Disguise
+10 Poisons
+10 Memorize

------------------------------------------------------------------------------------------------------

[Final Values]
LP: 75
Regeneration: 1
MV: 9(105 ft)
Fatigue Points: 5
Presence: 30
PhR: 30 | DiR: 30 | VR: 15 | MR: 25 | PsR: 30 (65 vs Mystical Detection)
Ki Pool: 36
Ki Concealment: 70

Attack: 100 (25 Damage Dagger, 50 Damage Crossbow Bolt)
Dodge: 60 
Initiative: 10 (unarmed or Dagger), -10 (crossbow)

Secondary Abilities
- Athleticism: 25
- Ride: 25
- Climb: 25
- Notice: 80
- Search: 40
- Track: 20
- Composure: 40
- Hide: 80(considering +20 from size 9 and under)
- Lock Picking: 40
- Disguise: 40
- Stealth: 80
- Trap Lore: 40
- Poisons: 40
- Persuasion: 15
- Sleight of hand: 25
- Memorize: 40

[Equipment]
Stealth clothes, 2x Casual clothes, Formal clothes, leather gloves, Disguise Kit(makeup, dye and other nick knacks), 1 week mediocre rations, 1 dose Atropine, quiver of 20 crossbow bolts, Small trap(trapping), 2 lock picks, Mysterious Assassin's Emblem, backpack, good perfume, 2x chalk, Crossbow, Dagger.
4GC 27SC 14CC

[Background]
Meryl was born and raised in Kaine. Both her parents had part-time jobs seeing as one day her mom would be home, the next would be the father and so on and so forth. some days, both of them stayed home. As Meryl grew, she found out she loved sneaking up on people, and she was actually quite good at it. She guessed her small stature and light weight helped her accomplish this. Some days, her parents would show her a few new tricks, like creating traps for small game, or even how to track prints. When she was old enough, she started working as a courier, delivering messages and packages.

Meryl always seemed to keep her cool no matter the situation. She used this to her advantage when a customer didn't want to pay for the delivery. As she kept working, her parents kept showing her new things, like combining certain ingredients that could cause numbness just by touching it. Meryl started to wonder why they were showing her so many different things. When she confronted her parents with her questions, they answered honestly, saying they were contract killers. They said that Meryl had great potential to join the family business with a bit more training. Outraged from their secrecy, Meryl stomped out of the house angry, running to her favorite place and hiding there.

Later that evening, her father showed up and told her to come back home, that it was dangerous alone at night out in this area. Meryl didn't want to, saying that they should have told her sooner. He told her that the reason they didn't say anything was to protect the family. It still didn't matter to Meryl, her parents were murderers. Her father said the sin of killing someone is the burden of those who want a person dead, that contract-killers were but tools and do not bear the weight of those they are contracted to kill. Meryl composed her self and understood what he meant. She asked what kind of training they had in mind that she needed to join the business, because Meryl loved her parents and would love to work with them.

He told her that she just needed weapon training and to learn a few more tricks to the trade before they would let her do any contract with them. He also told her to continue her day job in the meantime. Her training started 3 days later. They started by testing out her reflexes to see what weapon would suit her best. Seeing that she was slow to act they figured that she would be better with a ranged weapon. Bows takes years of practice, so they gave her a crossbow instead. She practiced for weeks when her father told her to also learn the dagger, because no one can ever be too careful.

She kept practicing all her other skills as well to stay in shape. One day she came across an idea for a poison. She gathered some ingredients and set herself to the task. When she finished it, she tried it on a rat she had caught a day prior and it worked miraculously, taking effect after a few minutes. She brought the vial with her to show her mother downstairs. As she neared the steps, she heard something and turned to look. She hadn't noticed the carpet was scrunched up when she walked on it and tripped over, tumbling down the stairs spilling the poison all over her. Her mother came running and was shocked to see her only daughter bruised, bleeding, unconscious and some kind of pale blue liquid spilled all over her.

She tested the liquid and knew right away it was poison of medium strength. She had very little time to think. She rushed upstairs to the laboratory where Meryl made the poison and appraised the ingredients still there. Working quickly, she concocted an antidote that would work. Little did she know, there was an ingredient that was all used up, the key ingredient. As she returned to her daughter, she saw her skin paler than earlier and her veins dark against her skin. She hurried to apply the antidote on some wounds and ingestion, hoping it works quickly enough to save her daughter. After a short while, color was flowing back to Meryl's body.

After having recovered 2 weeks later, she was back to work and training. The last thing they taught her was how to conceal her presence. It was a trademark ability of all assassins. All was planned out, she would finish working her day job in 2 days before working with her parents. As she returned home after that second day, no one answered. She thought they must be out somewhere. As she walked by the living room, she noticed the fireplace was burning. Her parents never left the house with the fireplace running. She had a sinking feeling something was wrong.

She found both her parents dead. Shocked that it was even possible but reasserted herself and thought that naturally someone would want their head sooner or later. She looked around for clues. The only ones she found were a crest and an envelope on her parents' bodies. The envelope was an invitation with a small note at the bottom. The crest resembled one she had never seen, but depicted a Crossbow pointing up, shrouded by a dark scarf and wreaths at the bottom. With these clues, she headed for Chaville after grabbing a backpack with her necessities and taking whatever crowns were left in the hidden vault of her family. She swore to avenge her parents.
 

Reply #20 | Published on 11 September 2012 - 07:49:05
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the projection values do change in combat, for example with introvert mental pattern he gains a " + 40 to psychic potential, and does not require a projection check; he automatically scores a hit.  These benefits do not apply to powers to powers that target both the mentalist and other individuals.  In addition, if he wishes to maintain an innate power that only effects himself, he may do so at one level of psychic potential above normal ( for example, medium level would become difficult).   Arcana Exxet pg 101

now that being said you combine that with Physical increase hit doesn't really need projection, and when he puts the power in his innate slot it automacitally goes up a level.

his magic projection did take a hit true that is why he is built the way he is, he has enough defensive and healing abilities that when he does hit with his offensive magic it will hurt, and more than likely heal him in the process.

Life is simple we make it complicated

Reply #21 | Published on 11 September 2012 - 07:51:55
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P.S. I forgot to mention his mode of combat is unarmed, Malla-Yudha

Life is simple we make it complicated

Reply #22 | Published on 11 September 2012 - 08:06:41
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as far as the damned disadvantage you are right so modified Damned 2, severe Phobia 1(dogs)

Life is simple we make it complicated

Reply #23 | Published on 11 September 2012 - 08:39:49
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 On thing: vaxx01, please try to stop your double or triple posts. I would be happy, if you try to get everything in one post and don't make 3 sucessive posts. You can also edit older post, as long as no one as written another post.

At raybras: The image for your last posted character is my current wallpaper on my notebook ;-) I love this image XD

So long,

Without Signature

Reply #24 | Published on 11 September 2012 - 08:53:02
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ill try to do better this posting thing is still more or less new to me, I enjoy it but still getting used to it. sorry for the irritation

Life is simple we make it complicated

Reply #25 | Published on 11 September 2012 - 11:36:20

Actually I believe that you can edit a post ONLY within 5 minutes after writing it or by leaving the page open, meaning double post on this forum happens (unfortunately).

 

vaxx01: believe it or not, projections and attack/block are STILL low. With Introversion and only physical increase psychic powers you may choose to totally forfeit psychic projection, probably, but having low att/def and magic projection should still hurt.

rybras: did I ever mention I LOVE secondary abilities based characters? If I didn't please forgive me! Of course I like your character. I believe the specialist class of Sniper I made should work very fine with it, too. The only "fault" (on my view) is that I would not take vulnerability to poisons for an Assassin, because, using poisons (and very powerful ones) is one of the ways Assassins can really prove lethal in Anima (since they are pretty much "weak" in direct combat) and manipulating poisons if something ever went bad, a nasty GM might ask for a VR check. I'd rather use "Easily Possessed" (how often do enemies try to take control of you in your campaigns?) o vulnerability to Magic (this should actually hurt more). Anyway, overall i really like this character.

Anyway, this is the character with which I started the campaign I'm currently playing as a player (it now is level 4):

ALEYSTER STORMBRINGER:
10-9-8-8-10-8-10-8 (Dies were rolled by GM due to some issues…I thanked him…note that we allow Even Level CPs to be spent on almost anything and not only Characteristic Points)
STRENGTH: 10
DEXTERITY: 10
AGILITY: 8
CONSTITUTION: 10
INTELLIGENCE: 8
POWER: 8
WILLPOWER: 9
PERCEPTION: 8
ASPECT: 10
Size: 20
Race: Human (Phaion Nobility)
Class: Weapon Master
Level 2 – 0 +100 (Been Around) = 100/225 XP

CP:
DISADVANTAGES (5): Code of Conduct (1), Adverse Destiny (2), Level 2 Powerful Enemy (2).
ADVANTAGES (3+5+1): Elan 3 (Noah) (3), Artifact 2 (2), Been Around 2 (2), Jack of All Trades (2).

Presence: 35
Phisical Resistance: 35 +15 (Constitution) +30 (Resistant) = 80
Venom Resistance: 35 +15 (Constitution) = 50
Disease Resistance: 35 +15 (Constitution) = 50
Magic Resistance: 35 +10 (Power) = 45
Psychic Resistance: 35 +10 (Willpower) = 45

HP: 135 +40 (Class) +140 (140DP) = 315
Initiative: 20 +10 (Class) + 25 (Dex+Agi) +25/+15/-15/+15/+25/+5 (Rapier/Shang Gou/Koncerz/Long Sword/Shuko/Buckler) -10 (2XWeapon) -10 (Armor) +20/+30 (Ignore Penalties) =80/70/50/70/80/60

Mov: 8
Fatigue: 10
Regeneration: 3

DP: 700

PRIMARY AB ILITIES: 420DP

COMBAT: 420DP
Attack (Buckler as base weapon proficiency): 85 (170DP) +15 (Dex) +10 (Class) +10/15/+20 (Weapon+10/15/+20) = 110/120/125/130
Block (Buckler as base weapon proficiency): 85 (170DP) +15 (Dex) +10 (Class) +60 (2XBuckler+20) = 110/170
Dodge: 85 (As Block) +10 (Agi) +10 (2XBuckler) -60 (Undeveloped Defense) +30 (Ignore Penalties) = 65/75
Wear Armor: 5 (5DP) +20 (Class) +15 (Str) = 40

Sword Class Module 25DP
Shuko Module 10DP
Guardian Magnus 40DP

SECONDARY ABILITIES: 140DP

ATHLETICS: 0DP
Acrobatics: 10 (Jack) +10 (Agi) = 20
Athleticism: 10 (Jack) +10 (Agi) = 20
Climb: 10 (Jack) +10 (Agi) +80 (2XShuko+15) = 20/100
Jump: 10 (Jack) +15 (Str) = 25
Ride: 10 (Jack) +10 (Agi) = 20
Swim: 10 (Jack) +10 (Agi) -50 (Armor) +35 (Ignore Penalties) = 5

SOCIAL: 0DP
Intimidate: 10 (Jack) +10 (Wil) = 20
Leadership: 10 (Jack) +10 (Pow) = 20
Persuasion: 10 (Jack) +10 (Int) = 20
Style: 10 (Jack) +10 (Pow) = 20

PERCEPTION: 20DP
Notice: 10 (Jack) +10 (20DP) +30 (Per) = 50
Search: 10 (Jack) +10 (Per) = 20
Track: 10 (Jack) +10 (Per) = 20

INTELLECTUALS: 0DP
Animals: 10 (Jack) +10 (Int) = 20
Appraisal: 10 (Jack) +10 (Int) = 20
Herbal Lore: 10 (Jack) +10 (Int) = 20
History: 10 (Jack) +10 (Int) = 20
Medicine: 10 (Jack) +10 (Int) = 20
Memorize: 10 (Jack) +10 (Int) = 20
Navigation: 10 (Jack) +10 (Int) = 20
Occult: 10 (Jack) +10 (Int) = 20
Science: 10 (Jack) +10 (Int) = 20

VIGOR: 120DP
Withstand Pain: 10 (Jack) +60 (60DP) +10 (Wil) = 80
Composure: 10 (Jack) +60 (60DP) +10 (Wil) = 80
Feats of Strength: 10 (Jack) +15 (Str) +10 (Class) = 35

SUBTERFUGE: 0DP
Disguise: 10 (Jack) +15 (Dex) = 25
Hide: 10 (Jack) +10 (Per) = 20
Lock Picking: 10 (Jack) +15 (Dex) = 25
Poison: 10 (Jack) +10 (Int) = 20
Stealth: 10 (Jack) +10 (Agi) -25 (Armor) +25 (Ignore Penalties) = 20
Theft: 10 (Jack) +15 (Dex) = 25
Trap Lore: 10 (Jack) +10 (Per) = 20

CREATIVE: 0DP
Art: 10 (Jack) +10 (Pow) = 20
Dance: 10 (Jack) +10 (Agi) = 20
Music: 10 (Jack) +10 (Pow) = 20
Sleight of Hand: 10 (Jack) +15 (Dex) = 25
Forge: 10 (Jack) +15 (Dex) = 25

NOTE: I didn't put the Armor penalty everywhere, since it's always absorbed by the Ignore Penalties abiltity.

MARTIAL KNOWLEDGE: 30
Guardian Magnus: 10
Unspent: 20

ELAN (Noah): 70
Resistant 5
Inhuman 5
Ignore Peanlties 10
Dark Power: 15 (35/140)
Equipment: 10
Unspent: 15

MONEY: 1147GC (Sold almost everything granted to Phaion Nobility to buy weaponry and other useful stuff) + 2XRapiers (0.5GC left)

2XRapier+10: (+0 gone to +10) (+10Attack, +10Block, Dam 60 [75], Ini+25, Thrust, Cut, Sword, Precision, Fort31, Bre12, Pres120, -2AT)

2XShang Gou+10: (+0 gone to +10) (+10Attack, +10Block, Dam 60 [75], Ini+15, Cut, -, Sword, Complex/Trap Weapon/Use two for Great Area Attack at -40, Fort32, Bre11, Pres120, -2AT)

2XKoncerz+15: (+5 gone to +15) 480GC (+15 Attack, +15 Block, Dam 90 [115], Ini-15, Cut, -, Sword, Cavalry Charge/Great Area Attack, Fort 49, Break 22, Pres 170, -3AT)

2XLong Sword+15: (+5 gone to +15) 100GC (+15 Attack, +15 Block, Dam 80 [105], Ini+15, Cut, -, Sword, -, Fort 53, Break 23, Pres 175, -3AT)

Shuko+15: (+5 gone to +15) 60GC (+15 Attack, +15 Block, Dam 50 [75], Ini+25, Thrust, -, Short Arm, +40Climb, Fort49, Break 18, Pres 175, -3AT)

2XBuckler+20 (+10 gone to +20, part of Aries Armor) (+20 Attack, +20 Block, Dam 55 [80], Ini+5, Imp, -, Shield, +10Block/+5Dodge, Fort 64, Break 25, Pres 220, -4AT)

Aries Armor: Half Plate+20 (Cut8, Imp8, Per8, Heat6, Ele4, Cold5, Ene5, Req 50, Nat -, Mov 0, For 66, Pres 235, Complete, Hard, fittted with 10 chains that automatically link weapon handles and can be used for Aries Magnus, thanks to the extremely large bracers that work as 2XBuckler+20)

Open Helm+20 (+10 gone to +20, part of Aries Amor) (Cut9, Imp8, Per9, Heat7, Ele4, Cold7, Ene5, Req 0, Penalty -, For 66, Pres 225, Head, Hard)

1XGood Boots 0.5GC
3XGood Belt 0.3GC
10XDecent Man Underwear 0.1GC
1XGood Gloves 0.2GC
2XGood Pants 0.2GC
2XGood Shirts 0.4GC
1XDesigner’s Coat 5GC
1XDecent Man’s Formal Outfit 2GC
1XDecent Man’s Kimono 0.15GC
1XWarhorse 250GC
1XLight Barding 20GC
4XGood Field Rations 0.2GC
1XSmall Tent 1GC
1XSmall Chest 0.15GC
1XGood Lock 5GC
2XLarge Bags 0.1GC
1XGood Rope 0.25GC
1XHook 0.15GC
2XBlanket 0.02GC
1XBackpack 0.3GC
6XSharpening Stones 0.03GC
Oil Lamp 0.2GC
6XOil 0.03G
1XFlint & Tinder 0.01GC
1XLock Pick 1GC
1XSmall Trap 0.5GC

I've made far stronger builds, but none is as fun-play as this one.

My name's Elric and I bear the Black Sword...

Reply #26 | Published on 11 September 2012 - 11:26:23
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he is primarily a spell caster so up close combat is not a major thing, that being said with his possible intitive bonus say hegoes first and cast death shield at max which gives him 3000 LP of protection, on top of that you add that a large part of his offensive spells will heal him in the process them if he were to swich over to regenerate all he really has to do is seperate himself from combat for a minute or so then between his regen level and his ki abilities he will recover extremely quickly.  and in attack or defense his ability to basically double boost any of his physical advantages will help make up for his short falls.  Especially when you count the fact that psychically he cant fail the projection roles.

Life is simple we make it complicated

Reply #27 | Published on 11 September 2012 - 14:47:44
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vaxx01 said:

he is primarily a spell caster so up close combat is not a major thing, that being said with his possible intitive bonus say hegoes first and cast death shield at max which gives him 3000 LP of protection,

I'll assume you can reach these high initiative rolls consistently because I can't seem to find your psychic potential. Working off of your 60 MA and assuming you are spending 5 fatigue points to cast your shield in one turn at highest possible (1400 LP shield), you would have to defend with your 50 projection roll. Your average level 1 Bandit from the core book is already 20 points up and has a decent chance of bypassing your shield and damaging you.

vaxx01 said:

on top of that you add that a large part of his offensive spells will heal him in the process

Necromancy's spells are pretty zeon-heavy, putting heavy strain on your zeon pool. Especially if you cast your shield at maximum level on the first turn, leaving you with only 235 zeon points. Your spells still have to hit the target if you want to drain any life. That can be a little bit difficult with 50 projection or 25 attack compared to (using the default bandit again) an enemy with 60 dodge. Not too difficult, but the enemy has the advantage.

vaxx01 said:

them if he were to swich over to regenerate all he really has to do is seperate himself from combat for a minute or so then between his regen level and his ki abilities he will recover extremely quickly.

Once again, I assume you can manage to boost your psychic powers that high without fumbling and falling unconscious. Separating yourself from combat is pretty difficult in the first place unless you can cause surprise or something. Staying out of combat for a minute would mean that on your return you would more than likely fine the combat resolved. This may be good or bad, depending on how well the rest of your party can fare without you.

Also you must realize that escaping combat is not always an option. What if the reason for the combat is that the enemy is blocking the exit? Or maybe you are trapped on the deck of a ship with no where to escape but overboard.

vaxx01 said:

and in attack or defense his ability to basically double boost any of his physical advantages will help make up for his short falls. Especially when you count the fact that psychically he cant fail the projection roles.

He can boost any of his stats only once (unless he already cast his Necromancy shield at highest level using fatigue) without suffering large penalties due to fatigue. Boosting his stats to the maximum only puts him at 100ish which is decent but not really enough of a boost to cause major damage. And unless all of his enemies are eliminated in the first turn, he's going to be giving out a lot of free counterattacks with his abysmally low Attack. Even if he somehow had 20 in both AGI and DEX, that's only a +45 bonus which puts him at 70 attack and dodge.

 

Honestly, this character is only useful in a select few situations and judging from his secondary abilities, social situations is not one of them. I would recommend dropping one of the fighting styles (Ki, Magic, or Psychic) and changing to a mixed class like Wizard Mentalist or Warlock. Boost those projections and/or combat abilities or you will find yourself with a dead character the first time an enemy open rolls. Judging from your build, I think a Warrior Mentalist would be just fine once you take away Magic.

"I am the GREAT and POWERFUL..." ~Trixie, self proclaimed master of magic

Reply #28 | Published on 11 September 2012 - 15:24:05
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first the his psychic potential for willpower 9 is + 50, secondly the introvert mental patter adds + 40 on any power cast on my self, as well as the fact as long as it is cast on myself I AUTOMATICALLY HIT, so projection is not necessary … but if you have problems with that Idea look at my earlier post where I copied the introvert pattern from the Arcana Exxet book pg 101.

secondly I can double boost 1 from characterisctic augmentation from KI abilities, the abilities and powers of physical increase, example

my dex is a 9 + 10 bonus Char AUG give a + 3 = 12 with a + 20 bonus, Psychic increase at halve value for over 10 is a + 5 = 17 with a bonus of + 35 to my base and this principle can be repeated any of my physical characteristics.

third neccromantic shield at highest power is 1000 + 100 per 10 max int x 20 my int 10, so 10 x 20 = 200/ 10 = 20 x 100 = 2000 = 3000 pt shield and while my Magic Projection is not that high I have invested in my MA which is more than enough to cover 1 every 20(4).

Life is simple we make it complicated

Reply #29 | Published on 11 September 2012 - 15:58:59
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vaxx01 said:

first the his psychic potential for willpower 9 is + 50, secondly the introvert mental patter adds + 40 on any power cast on my self, as well as the fact as long as it is cast on myself I AUTOMATICALLY HIT, so projection is not necessary … but if you have problems with that Idea look at my earlier post where I copied the introvert pattern from the Arcana Exxet book pg 101.

Okay. So on an average (about +50 from the dice) roll we can expect you to reach powers of Absurd Difficulty (including the extra increase from maintaining the power). This equates to a +60 init roll (not enough to cause surprise but you will probably act first) or +4 regen level (not enough to make a difference in combat or even +4 to Dexterity OR Agility (+2 to both if you split your power) for +10 to rolls from those fields. If projection is not necessary then why spend points on it?

vaxx01 said:

secondly I can double boost 1 from characterisctic augmentation from KI abilities, the abilities and powers of physical increase, example

my dex is a 9 + 10 bonus Char AUG give a + 3 = 12 with a + 20 bonus, Psychic increase at halve value for over 10 is a + 5 = 17 with a bonus of + 35 to my base and this principle can be repeated any of my physical characteristics.

So on a good potential roll you get +35 to you base 25 Attack or Dodge for a total of 60 Attack or Dodge. 60 is what I consider the lowest one would want to go at level one because it would put you on just about even terms with another level one enemy.

vaxx01 said:

third neccromantic shield at highest power is 1000 + 100 per 10 max int x 20 my int 10, so 10 x 20 = 200/ 10 = 20 x 100 = 2000 = 3000 pt shield and while my Magic Projection is not that high I have invested in my MA which is more than enough to cover 1 every 20(4).

Actually your maximum shield would be at 2200 LP. The max INT includes the base cost of 80. To spend the full 200 zeon points on that (thus severely crippling your zeon pool and leaving you maybe two or three good spells for the rest of the day) you would have to concentrate for 4 turns or 3 turns with some fatigue points spent.  The 1 every 20 means that with the maximum spent on your shield, you will have 10 zeon points subtracted directly from your pool with no MA needed.

Magic Projection is your shield's defense roll. If the enemy rolls higher than you (which they probably will considering how low your projection is) then they will bypass the shield and damage you instead of it.

 

Your character uses his psychic abilities and fatigue points to put him on par with an average level one character. Using Magic, Ki, and Psychic powers all in conjunction with one another in Anima usually tends to cripple a character more than help them. Once again, I highly recommend dropping one of those three fields and focusing on just two. I personally don't have any problems with this character but you will have many if you plan on playing him in a game.

"I am the GREAT and POWERFUL..." ~Trixie, self proclaimed master of magic

Reply #30 | Published on 11 September 2012 - 23:15:23
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will the physical increase regen boost the regen level not the stat so it would be worth it, as far as projection went I though you had to have a projection just to have psychic ability sorry so that will open up more more points to put in the areas I came up short on.

you seem to keep forgeting that the KI aug can give me up toa 3 point boost in any physical stat, while I do agree that in a combat sense regen is not practicule say I shifted his his boosted KI to dex as well as his boosted MA then he could a dex augmented to a 12, then with Physican increase of say 5 he could pull up to 17, half for over 10. Now take into account that I did as you said and removed the psychic projection opening up 50 DP which I couls spend 20 on a PP for 1 burn into potential which would give a new total of + 100, then take the remainder into into magic projection up to 65.

Life is simple we make it complicated

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