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in the long run, you would benefit more by buying both magical projection modules to tie them to your attack and defense scores
vaxx01: you can get your stats to 20…still your Att/Def value would augment only by 30, compared to any character with 10 on Dexterity. Now, if your base Att/Def/Proj is around 30 (as I remember reading on your sheet), it will get up to 60/65 or so. A level 1 fighter, who doesn't have the risk of relying on magic/psychic powers/ki, easily begins with 85 on both Att/Def, being at a 20/25 advantage over you. Besides characteristics augmentation is very costly for ki, how long do you think you can use it before it runs out? We're just suggesting you to focus the character either on Magic-Combat, Psychic-Combat (there is a very strong build for a Warrior Mentalist with Physical Augmentation and Introversion that I suggested to a friend a while ago) or Psychic-Magic (this is already harder to do, but still I believe a Wizard Mentalist can pull out some nice tricks and combos out of his/her hat).
My name's Elric and I bear the Black Sword...
maybe you can explain something to me, the character sheet says you add you dex to magic projection rolls which case, could boost with changed values boost his magic projection to 95, now with the rules that are in play he stay's freelancer only until his next level when he switches to wizard. Which then can be used to take him to his highest potential. that being said I looked at his base values by die roll average of 50, though out of 10 rolls i average 75 to 95. when all his bonuses are added together he stands about equal to the level 2 characters in the book. yes he has draw backs at the moment , especially in social skills, but he would be hurting there anyway with the introvert mental pattern…. let's face it he's not a talker. About my rolls and people think that it may not seem likely but for all you old time players you will understand this. I've had my dice for about 30 years and they like me. lol the new magic projection value at 65, psychic value at 100, if you allow for the total allowible bonuses dex 9, plus 3 from aug up 12, and the physical increase at 50 then placed in the innate slot level boost would give a + 4 halved for over 10 +2 =14 equals a bonus of + 25 so a magic projection of 90. like I said before he is not a close combat guy. Just a thought
P.S. my next design is based off the summoner/wizard type working the kinks out now, anyway I know that this system really limits you to specializing in 1 area of ability, yet the design here is to see if a multi-talented character can work, and how well.
about the cost versus maintenance the modified values on ki is dex 14 reserve, and an accumulation of 3 but at the boosted stat 4 char aug, then5 with physical increase the cost to maintain is only 1.
also about buying your path level, that comes out of your zeon right or from DP, or do you just get it based off your stat this is not very clear. We figure that path level cost is paid with permantent zeon,
Life is simple we make it complicated
this is the modified version of the character …
[Info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Freelancer
[Build]
Attributes:
Str: 8 Dex: 9 Agi: 9 Con: 10
Int: 10 Pow: 9 WP: 9 Per: 8
= charecter creation type 1
Advantages:
Been Around 2
The gift 2
Access to One Psychic Discipline 1(Physical Increase)
Martial Mastery 2
Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.
Total DP to spend: 700 DP
Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: 25 = 50 DP
- Block: 25 = 50 DP
- Dodge: = DP
- Wear Armor: = DP
- KI: 5 Dex = 10 DP
- Accumulation Multiple 20 2 = 40 DP (DEX)
Total DP:150
Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 365 = (120 Base, + 20 from level, 225 from 90 DP
- MA Multiple: 60 1 = 60 DP
- Magic Projection: 75/85/95 (65 w/o char bonus = 130 DP)
- Magic Accumulation: 20
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP
Total DP:
Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points: 20(2+ (2= 40 DP)) =4
- Psychic Projection: = DP
- Psychic Potential: = 50 + 40 + 10(1 pp) = 100
Total DP:
Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 2
- Subterfuge: 2
- Creative: 2
Total DP: 100
Total MK to Spend: 120MK (20 MK*level + 80 MK (Martial Knowledge))
Ki Abilities:
40 MK Use of Ki
10 MK Presence Extrusions
10 MK KI Transmissions
10 MK Healing
10 MK Superior Healing
10 MK Use of Necessary Energy
20 MK Characteristic Augmentations
= 110 MK spend in Ki Abilities
Natural Bonuses:
+ 10 Zeon per level
Natural Abilities:
+10 to five different abilities per level
Special Bonuses:
Mental Patter (Introvert)
30 DP
1 innate psychic slot
------------------------------------------------------------------------------------------------------
[Final Values]
LP: 145 ( 135 Base, + 10 from Class)
Regeneration: 3, KI 6(2 rounds), Psychic up to 18
MV: 9, KI 12, Psychic up to 16 (105, 160, 1500 ft)
Fatigue Points: 10
Presence: 35
PhR: 50 | DiR: 50 | VR: 50 | MR: 55 | PsR: 45
Ki Pool: str: 8, dex: 14, Agl: 9, Con: 10, int: 10, pwr: 9, wlpwr: 9
Ki Accumulatiom: str: 1, dex: 3/4/5, Agl: 1, Con: 2, int: 2, pwr: 1, wlpwr: 1
Attack: 35/45/50 (25 w/o Char Mod)
Block: 35/45/50 (25 w/o Char Mod)
Initiative: 70, KI 80, Psychic up to 280
Secondary Abilities
Notice: 50 (40 w/o Char mod)
Magical Appraisal: 50 (40 w/o Char mod)
Occult: 50 (40 w/o Char mod)
Withstand Pain: 50 (40 w/o Char mod)
Sleight of Hand: 40 (30 w/o Char mod)
[Equipment]
Detailed list following later
[Background]
Background is currently up 12 pages, on Microsoft word, if you want read it send me a message.
Life is simple we make it complicated
Learning spells(buying paths) is all dependant on ML, which id tied to Intelligence or if you buy some 5 ml for 5 dp maximum 10% max DP, counting towards mystcal primary
if that's the case where it does not cost permant zeon then his goes up 365
Life is simple we make it complicated
ok i did alot of work here listening to what people said and using this and that to modify this character to it's best possible state, yes it still has flaws but alot of that has to do with the backstory and character flaws in general.
[Info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Freelancer
[Build]
Attributes:
Str: 8 Dex: 9 Agi: 9 Con: 10
Int: 10 Pow: 9 WP: 9 Per: 8
= charecter creation type 1
Advantages:
Been Around 2
The gift 2
Access to One Psychic Discipline 1(Physical Increase)
Martial Mastery 2
Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.
Total DP to spend: 700 DP
Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: 45 = 90 DP
- Block: 45 = 90 DP
- Dodge: = DP
- Wear Armor: = DP
- KI: 5 Dex = 10 DP
- Accumulation Multiple = DP
Total DP: 190
Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 415 = (120 Base, + 20 from level, 275 from 110 DP
- MA Multiple: 60 1 = 60 DP
- Magic Projection: 100 = 200 DP
- Magic Accumulation: 20
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP
Necromantic Path 50
Time sub-path
Total DP: 370
Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points: 20(2+ (1= 20 DP)) =3
- Psychic Projection: = DP
- Psychic Potential: = 50 + 40 = 90
Total DP: 20
Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 2
- Subterfuge: 2
- Creative: 2
Secondary Abilities
Notice: 50 (40 w/o Char mod)
Magical Appraisal: 50 (40 w/o Char mod)
Occult: 50 (40 w/o Char mod)
Withstand Pain: 50 (40 w/o Char mod)
Sleight of Hand: 40 (30 w/o Char mod)
Total DP: 100
Total MK to Spend: 120MK (20 MK*level + 80 MK (Martial Knowledge))
Ki Abilities:
40 MK Use of Ki
10 MK Presence Extrusions
10 MK KI Transmissions
10 MK Healing
10 MK Superior Healing
10 MK Use of Necessary Energy
20 MK Characteristic Augmentations
= 110 MK spend in Ki Abilities
Natural Bonuses:
+ 10 Zeon per level
Natural Abilities:
+10 to five different abilities per level
Special Bonuses:
Mental Patter (Introvert)
30 DP
1 innate psychic slot
------------------------------------------------------------------------------------------------------
[Final Values]
LP: 145 (135 Base, + 10 from Class)
Regeneration: 3, KI 6(2 rounds), Psychic up to 18
MV: 9, KI 12, Psychic up to 16 (105, 160, 1500 ft)
Fatigue Points: 10
Presence: 35
PhR: 50 | DiR: 50 | VR: 50 | MR: 55 | PsR: 45
Ki Pool: str: 8, dex: 14, Agl: 9, Con: 10, int: 10, pwr: 9, wlpwr: 9
Ki Accumulation: str: 1, dex: 1, Agl: 1, Con: 2, int: 2, pwr: 1, wlpwr: 1
Attack: 55/65/75 (45 w/o Char Mod)
Block: 55/65/75 (45 w/o Char Mod)
Initiative: 70, KI 80, Psychic up to 280
[Equipment]
Detailed list following later
[Background]
Background is currently up 12 pages, on Microsoft word, if you want read it send me a message.
Comparison vrs other level two characters using average roll of 50
In the book it list examples of character creation, for level 2 character it does not list a value over 90
My magic projection is 100
My zeon is 415
His attack 90 + 50 = 140
My Necromantic Shield
Magic projection w/o char 150
Cost 280 zeon
Maintain 14 zeon
Shield value 3,000
Zeon left 135
Accumulation left is 6
He did not get through the projection so his damage goes to the shield
Next round
His attack still can’t get through
My action first physical increase from dex 9 to 12
My dex ki is 14
And have accumulation to cover maintentance
Second attack -25 penalty applies
Magic projection 120 ranged attack add dex bonus
Final bonus 95
So 145
Death beam base damage 80
Cost 60 zeon from 141
Round 3
first physical increase dex
My physic potential/ with introvert is 90
Total 140
Because of the introvert I don’t have to roll a projection I hit.
Placed in the innate slot it is boosted to 180 or absurd level
Dex 12 plus half for over 10 dex is now 14
Second attack -25 penalty applies
Magic projection 125 ranged attack add dex bonus
Final bonus 100
So 145
Death beam base damage 80
Cost 60 zeon from 87
Just an example not allowing for real dice rolls just using average values
Allowing for dice yes they can roll higher and lower, but so can I
This example is rushed and not very complete it just using values I’ve see in the book.
this is my final modification of this character, at this point he can stand as a character
Life is simple we make it complicated
ok something has been pointed out to me, if your max zeon doesn't count until you accumulate it; say my character doesn't have the 415 reserve at the start of battle, then this build becomes useless. And it also pretty much negates any praticle offensive spell caster class. If you cant use your Zeon until you accumulated it the why have a max and what is happening to your accumulation when not in battle does your max count not matter at that point. this doesn't make sense. If say a spell caster has a cap of 500 zeon people are telling me that his natual accumulation will not fill that cap when not being used for anything. It is like saying that you have a barrel of water that unless you turn on the tap will not fill regardless of the flow that is there. On top of that what kind of mystical character does not keep their reserves full, it's like going to the desert with out water.
Life is simple we make it complicated
Your Zeon is a pool, your Max Zeon is the Size of that Pool. Your Current Zeon is the water in that pool. Your Accumulation is the size of your bucket. It happens often that you don't have your max zeon in your pool because you cast spells. Don't firget that casting a spell empties your pool. And you can't have your zeon accumulated at all times. First of all there are visual effects for doin so. 2nd is if you stop accumulating for one turn, all your zeon goes back to your pool -5, and you can't keep accumulating above your current zeon
but like I said it pretty much renders a magic users all but useless, if their strongest weapon is unusable until after the fighter has killed them.
Life is simple we make it complicated
Also a fighter would be useless, if the wizard could cast all his strongest and deadliest spells in an instant.
And I don't know, if you have actually played a round, but this isn't a problem, if the wizard needs a bit of time, to cast a spell (same problem with Ki techniques, they aren't instantoues either). It would be a problem, if this powers (magic and ki) could be used without accumulation. An wizard, who could cast in the first round of a combat every spell he knows, as long as he has some zeon in his pool, could cast about 5 to 10 area attack spells, energy based, each with a base damage of 80 or more, with the initiative of an unarmed fighter, and the warrior could only make about 1 or 2 attacks per round, with a base damage around 60 to 110 (higher base damage would mean lower initiatve). This would I call "gamebreaking".
The wizard of my group had enough accumulation to cast a shield spell in the first around. After this, he started accumulating for "bigger" spells etc..
So long,
Without Signature
i think that, I finally understand the power be it KI or magic system and alot of the character concepts have to readjust, to allow for the power pools.
sorry for the aggravation, but now when I build characters I can make the necessary adjustment.
Life is simple we make it complicated
it think I got this figured out, to make sure I made adjustments to the troublesome character
[Info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Freelancer
[Build]
Attributes:
Str: 8 Dex: 9 Agi: 9 Con: 10
Int: 10 Pow: 9 WP: 9 Per: 8
= charecter creation type 1
Advantages:
Been Around 2
The gift 2
Access to One Psychic Discipline 1(Physical Increase)
Elemental Compatibility 1 (Necromancy)
Amplified Sustained Power 1
Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.
Total DP to spend: 700 DP
Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: 55 = 110 DP
- Block: 55 = 110 DP
- Dodge: = DP
- Wear Armor: = DP
- KI: = DP
- Accumulation Multiple = DP
Total DP: 220
Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 240 = (120 Base, + 20 from level, 100 from 40 DP
- MA Multiple: 60 (2) = 120 DP
- Magic Projection: 100 = 200 DP
- Magic Accumulation: 50 (10 + (20 from Elemental Compatibility 1 (Necromancy)) + 20 MA
Multiple
Final MA Regeneration: 60 (50 from MA, and 10 from improved regeneration 30 DP
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP
Necromantic Path 50
Time sub-path
Total DP: 330
Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points: 20(2+ (1= 20 DP)) =3
- Psychic Projection: = DP
- Psychic Potential: = 50 + 40 = 90
Total DP: 20
Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 2
- Subterfuge: 2
- Creative: 2
Secondary Abilities
Notice: 50 (40 w/o Char mod)
Magical Appraisal: 50 (40 w/o Char mod)
Occult: 50 (40 w/o Char mod)
Withstand Pain: 50 (40 w/o Char mod)
Sleight of Hand: 40 (30 w/o Char mod)
Total DP: 100
Natural Bonuses:
+ 10 Zeon per level
Natural Abilities:
+10 to five different abilities per level
Special Bonuses:
Mental Patter (Introvert)
30 DP
1 innate psychic slot
------------------------------------------------------------------------------------------------------
[Final Values]
LP: 145 (135 Base, + 10 from Class)
Regeneration: 3,
MV: 9,
Fatigue Points: 10
Presence: 35
PhR: 50 | DiR: 50 | VR: 50 | MR: 55 | PsR: 45
Ki Pool: str: 8, dex: 9, Agl: 9, Con: 10, int: 10, pwr: 9, wlpwr: 9
Ki Accumulation: str: 1, dex: 1, Agl: 1, Con: 2, int: 2, pwr: 1, wlpwr: 1
Attack: 65/75 (55 w/o Char Mod)
Block: 65/75 (55 w/o Char Mod)
Initiative: 70/80
[Equipment]
Detailed list following later
[Background]
Background is currently up 12 pages, on Microsoft word, if you want read it send me a message.
Life is simple we make it complicated
I have notice that nobody has posted any kind of magic based character
Life is simple we make it complicated
I've completely rebuilt this character from the ground up, let's see what you think now?
[Info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Wizard
[Build]
Attributes:
Str: 9 Dex: 9 Agi: 9 Con: 9
Int: 10 Pow: 10 WP: 9 Per: 8
= charecter creation type 1
Advantages:
Been Around 2
The gift 2
Elemental Compatibility 1 (Necromancy)
Superior Magic Recovery 1
Natural Knowledge of a Path (Necromancy) 1
Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.
Total DP to spend: 700 DP
Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: = DP
- Block: 30 = 60DP
- Dodge: = DP
- Wear Armor: = DP
- KI: = DP
- Accumulation Multiple = DP
Total DP:60
Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 485 = (Base 135, + 200 from level 150, 30 from DP
- MA Multiple: 50 (4) = 200 DP
- Magic Projection: 95 = 190DP
- Magic Imbalance:
- Magic Accumulation: 70
Final MA Regeneration: 100
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP
Magic level 50
Path necromancy 50 (40 from Natural Knowledge of a Path + 10 from Magic level)
Time sub-path
Mastery of Arcane Warfare
Increased Destruction 10
Empowered Shields 5
Remove Protection 5
Defensive Expertise 10
Mystic Accuracy 5
Magic level used 45
Total DP: 420
Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points:
- Psychic Projection: = DP
- Psychic Potential: =
Total DP: 0
Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 3
- Subterfuge: 2
- Creative: 2
Secondary Abilities
Withstand Pain: 40 (10w/o Char mod) 30 DP
Notice: 30 (20 w/o Char mod) 40 DP
Magical Appraisal: 65 (50 w/o Char mod) 30 DP
Occult: 40 (25 w/o Char mod) 30 DP
Hide: 35 (15 w/o Char mod) 30 DP
Stealth: 35 (15 w/o Char mod) 30 DP
Forging: 25 (15 w/o Char mod) 30 DP
Total DP: 210
Natural Bonuses:
+ 100 Zeon per level
Natural Abilities:
+10 Magic Appraisal per Level
+5 Occult per Level
Reduced Cost:
Magic Appraisal 1
------------------------------------------------------------------------------------------------------
[Final Values]
LP: 130 (120 Base, + 10 from Class)
Regeneration: 2,
MV: 9,
Fatigue Points: 9
Presence: 35
PhR: 45 | DiR: 45 | VR: 45 | MR: 60/40/80 | PsR: 45
Dodge: 40 (30 w/o Char Mod)
Initiative: 70
Examples of Spell with a value of 50
Necromantic Shield
Level: 46 Action: Passive
Cost: 80
Effect 1,000 LP shield blocks any attack
Added Effect + 100 LP
Maximum Zeon: Int x 20
Maintenance: 1 every 20(4)
One round casting
Burn 2 fatigue MA 100
80 points necromantic shield
Empowered Shields new LP 2000
Defensive expertise
165 on magic projection with a rolled value of 50
Death Beam
Level: 26 Actions: Active
Cost: 60
Effect: Base damage 80, attack energy AT
Added Effect + 5 to dam
Maximum Zeon: Int x 10
Maintenance: no
One round casting
Burn 2 fatigue MA 100
60 pts. Death Beam
20 to dam
Increased Destruction base damage 100
Precision trait
20 pnts - 2 to energy AT
145 on magic projection with a rolled value of 50
[Equipment]
Detailed list following later
[Background]
Life is simple we make it complicated
| Page 3 of 6 (85 messages) | « First page... 1 2 3 4 5 ...Last page » |