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80045 Posts in 5730 Topics- by 8213 Members - Latest Member: RigobertoSharla

May 24, 2013, 05:22:45 PM
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1  Anima - Tactics / Neutral Faction / Re: Whose Your Daddy Now: Medeus on: May 23, 2013, 11:58:08 AM
Do note that the Resistance check is not optional, although you could use Gnosis and roll low if you really needed that buff.
While you're correct that the Resistance check is required, "A player always has the option to fail a Resistance roll if he wants the ability to affect the Character." (Rulebook, p. 24) So no Gnosis necessary.  Wink
2  Anima - Tactics / Tactics / Re: Fan Created Incubator (Dawn of a new thread!) on: May 08, 2013, 07:43:16 AM
Quote from: Ape2020
Obsidia I might have thought it just a activate the Hidden if it were not for the fact it gives a specific time it will end besides normal offensive actions at the end of the turn.  If it just said it ended when either they made an offensive action or during the following Upkeep then I thought it was just an instant.  But it not so I see it as Aizen using his order to maintain the hidden status until the end of the turn.
Yeah, I can see it going either way- chalk it up to another poorly translated/worded ability. I'm still not keen on Giallo gaining an Arbiter's Innate Abilities and Powers even/especially if it's creating an Aizen doppelganger for a turn.

Quote from: Ape2020
Oh and second sentence of the World Reverse is sorta of a fluff rule.  In the Anima RPG book the World and World Reverse will cancel each other out, so if Astrega has The World up on a unit or puts it up in the CZ of The World Reverse then they both just cancel out and the AP is wasted.  Its an expansive counter to one of the most powerful skills out there.

Also because it suppose to be so powerful it can't be resisted, but you can still get a critical hit since rolling a natural crit is different in the result being zero.  So if one is in Giallo CZ with the World Reverse up and attacks with a roll or 10.  It would be a critical hit but add 0 to the attack.  Giving the attacker a 0 success strike.  Or you could buff your attack up so much that rolling doesn't matter and since Giallo likely won't have AP to dodge he is still vunerable.
Ah, well that makes more sense now. Without a resistance check, it's a very strong ability (especially for a 35 Level character) but instead of changing the ability I think the maybe the best fix would be just to make Depths of Despair a permanent Control Zone reduction instead of randomized (also works as an actual check on Vortex instead of just a potential one).

And Tessa looks solid without being overpowered now.  Smiley
3  Anima - Tactics / Tactics / Re: Fan Created Incubator (Dawn of a new thread!) on: May 07, 2013, 09:10:30 PM
But you are forgetting one Order that does last, Aizen's make a unit Hidden until the end of the turn.
I had thought about Obsidia but in my view the Order is instantaneous and it is merely the Hidden State that persists (subject to its varied possible interruptions). This is somewhat reinforced in my view by the fact that Obsidia can't be maintained but I may have missed a FAQ or Errata somewhere.  Undecided
4  Anima - Tactics / Tactics / Re: Fan Created Incubator (Dawn of a new thread!) on: May 07, 2013, 03:27:43 PM
Quote from: Ape2020
Forbidden Arts
Any member of your party gain +2 Attack / +2 Damage while they have Doom.  At the start of each of your Mystic’s Activation you may elect to place Doom Lv 1 on them. If any member of your party kills a an enemy unit they immediately change all their negative state tokens to Berserk.  If this character's Berserk level reaches four then the excess negative state tokens stay the same.
I like the change. As written even Yehudah members not taking advantage of the Doom for boost would be affected when killing an enemy if affected by some other state but I think that actually gives this strong advantage a very nice double edged quality to it; overall a nice fit for our dark magic friends.  Smiley

Giallo:
Very interesting "puppet" you've built there. Nice fluff, though you make me curious to his secret/real identity or whatever it was that Juilette remembered right there at the end? Stats are weak enough to reinforce the need to make use of Hollow while still allowing for some marginal use/survivability on his own. Immunity (Seal) is fine and makes sure he stays useful. Depths of Despair is also fine and works to add another potential check on Vortex and The World Reverse. Vortex is very powerful and cheap but probably balanced by its once per game limitation.

Now Hollow is Giallo's bread and butter ability. Reducing the cost Arbiter Orders used on him allows any Arbiter to make the most of their points and makes sure they won't be handicapped by Giallo's reliance on their influence. Gaining the Arbiter's stats is a very unique and awesome boost for Giall (and necessary given his stats) but I'm not really keen on him gaining the Arbiter's Innate Abilities or Powers. For one, there aren't currently any prolonged effect Arbiter Orders that would actually allow him to use any gained Powers (unless I'm forgetting a homebrew Arbiter with such an Order); secondly, with the exception of Alastor's Critical Mastery this fact also would apply for any Innate Abilities; and thirdly, even if there was such an Order this would create Al-Djinn type shenanigans (greater actually since even a major Al-Djinn can't use Absolute change to copy any current Arbiter) and issues like what Giallo would with his own set of Arbiter Orders or Aizen's Stealing Shadows? I think it would be simpler and better to stick to only copying the Arbiters Att, Def, and Move and leaving any abilities out of the mix.

The World Reverse looks to be a very powerful skill based on the abilities first sentence but I can't really make heads or tails of what the second sentence is supposed to mean? Also shouldn't this ability have some sort of Effect or perhaps a Difficulty check?  Huh

Overall, I'm thinking Giallo is probably priced right at 35 Levels but it'll depend a bit on your explanation of The World Reverse.

Shadow of Edamiel:
A cheaper but less effective alternative to Mikael's Tear for any character? Nice.  Wink

Tessa:
This gal is a very strong beat stick with just her basic stats much less her secondaries but the life sacrifices and Oblivion Flux work to temper that a bit. As for her secondary stats, I can understand the having a secondary Damage but the Defense is an odd choice given only her Counterattack is really going to make use of it. That said I think both secondaries are a little too strong when combined with Tessa's respective powers even with the life sacrifices; the other route would be to adjust each power: Right now Lycros Korene is too good being both cheaper than a regular counter attack and having such a significant Dodge and Damage potential; I think should be at least 3 AP with the life sacrifice. For Selune I would reduce the Range or the AoE and for Dark Phoenix I would reduced the AoE.

Agni is interesting and risky but I do worry about the sudden "free" addition of a Summon without any potential Shock test especially since Tessa could use this ability at the bottom of an early round and then use a Gnosis point to guarantee her Oblivion Flux activation (thus restoring all her health and granting her a flexible redeployment). Speaking of Oblivion Flux, though the Innate ability makes her presence somewhat temperamental which can work against her but I think in general this ability works in her strongly in her favor allowing her to both heal and redeploy as well as potentially tying up and scattering her opponents, not to mention starving them of their AP regeneration (though that part goes for her as well). All in all, I think Oblivion Flux could probably use a slight toning down. Her other Innate Abilities are definitely strengths but are probably fine as is.

Overall, I think Tessa is really good and has a lot of interesting abilities but she comes off a just little too strong when compared to other 65 Level characters like Dereck, Raziel Nk-X, or Marchosias.

Flame Essence:
Interesting card. Could be useful in the right Summon heavy party but definitely has potential on Tessa in such a Summon heavy party. Does strike me as more of a Power card than an Equipment card though.

Look forward to seeing more interesting characters from you Ape; I'm particularly interested in the twisted fairy tale for Yehudah you mentioned.  Grin
5  Anima - Tactics / Tactics / Re: Any consensus on under-powered units (your 5)? on: May 06, 2013, 09:11:44 AM
Azur Agent, Type 005 (stand-alone), Lin and Jiang Pao, Tsubasa (for his cost).
+1 to this. The Three Dragons are pretty underpowered as a team but as vytzka points out Li Long isn't awful by himself.
6  Anima - Official website / www.animarpg.com - Official Anima website / Re: Reporting profiles? on: May 01, 2013, 10:44:18 AM
We need a man with a weapon, me or whomever it is, not a squad with flyswatters Wink
Agreed. Some better way to prevent the bots from registering would be nice too.
7  Anima - Tactics / Workshop / Re: pulpcitizen's Anima Tactics minis on: April 23, 2013, 09:15:14 AM
Wow, both Styx and Azriel turned out great but I'm really loving the contrasts of the red, white and black on Azriel's coat.  Smiley
8  Anima - Tactics / Workshop / Re: DB's Church Minis on: March 26, 2013, 06:16:59 AM
Very nice. Xavier looks fantastic and I like the "living statue" (or is it "ghost") paint job on Elienai.
9  Anima - Tactics / Game Rules / Re: noob question on: March 25, 2013, 10:53:00 AM
Can you include an agent from another organization while playing in an organization in a wanderer slot? or are they treated like full fledged individuals of the organization and can only be in their organization or the light or dark factions?
Agents are specific to their Organizations and can only be included in parties of their own Organization (not other Organizations nor Faction parties). Shinobis work a little differently as their Agent ability/rule specifically allows them to substitute for an agent in any Organization or be included in any Faction party despite being Dark Wanderers.
i.e. An Empire agent can only be included in an Empire party and not a Light Faction party despite being a Light character.

and once summoned, do summons get their own turn or are they extensions of their summoners turn?
Summons are characters in their own right and receive their own turns once deployed.
10  Off-Topic / Off-Topic / Re: A very Anima-esque trailer on: March 25, 2013, 09:10:44 AM
Yeah. Of the two, Adam seems like the guy you'd want on your team; hopefully, he will make a reappearance in the series.
11  Anima - Tactics / Game Rules / Re: noob question on: March 25, 2013, 09:07:46 AM
oh ok, so summons are units not equipment.
Correct. Summons like advantage cards have to be associated with a particular character but they do not preclude the use of advantage cards by the summoner.
i.e. Gemna could have the Familiar card assigned to her while also having an Ignis and Hamadria associated with her.

if a summon dies in battle and the summoner survives the shock, can the summon be resummoned?
No. Summons once removed from the field (whether from death or loss of Bind points) cannot be resummoned.
12  Anima - Tactics / Tactics / Re: Fan Created Incubator (Dawn of a new thread!) on: March 20, 2013, 04:34:22 PM
Thanks and I forgot about that new advantage so I've tweaked Envenomed Weapon to increase the Effect instead of the Level (not sure I could justify a +1 Attack at 5 Levels).

Forbidden Arts has been turning strictly into an offensive weapon with bonuses to only Att and Dam.  This way those evil sorcerers still have to worry about retaliation since most have rather low def/armor in the first place. But then thought well if your dealing with the Dark Arts then you get something for killing and so now its a more risk/reward sorta of deal for killing.
I think that being able to remove the Doom counter (and any other negative states) with a kill actually compounds the problem and encourages Alpha Striking because the risk (from Doom) can now be negated by going all out. Sure without the Defense bonus they're going to be hanging in the wind a bit but if your opponents are dead its not much of an issue.  Undecided

EDIT: Decided to dig back into the YACHT thread just to gauge if I'm overestimating this advantage and here are some of the possible numbers I came up with Forbidden Arts active:

Hugo Blackwell: Nightmare Visions: 8 Attack/8 Damage for 1+ attacks.
Aso: Entombment: 8 Attack/8 Damage ranged attack plus potential Paralysis.
Baba Yaga: The Magician Reversed: 11 Attack/8 Damage ranged attack.
Taras: Boa (while Hidden): 11 Attack/10 Damage attack.
Agni (Summon): Inferno (w/Burnout active): 8 Attack/10 Damage for area attack that ignores armor.
Ahriman (Summon): Dark Ender: 8 Attack/7 Damage attack plus potential Soul Disruption.

So several possible big attacks but not the quite the devastating Alpha Strike potential I feared; the general Yehudah build just doesn't pack the big hits seen in the more Warrior heavy Organizations.

So looking at your change again: Dropping the Defense bonus does help balance the ability but I still think removing negative states as a reward isn't a great idea. Maybe if they successfully kill a unit they could replace one Doom counter with a Slow counter instead? Would help mitigate the death risk but would still incur a cost for gaining the Attack and Damage bonus?


Def Against the Dark Arts seems rather weak and against certain parties would be a complete waste, mainly Light, Wiss, and some Empire/Church parties.  Ones that either buff their side or use other tricks besides debuffing.  Most Org advantages help there own party in some basic way that can be used all game long in any game you play.  This one is dependent on your opponent having some debuffing or resistance effects.
Fair points, I'm going to have reevaluate this one again.

Master of Magic is fine but the bonus to Dodge and CA rolls seems a little out of place.  I could see a +2 def when targeted by Ranged Attacks and Charges so you mage can't be easily sniped or overrun by an enemy.
The idea behind the Dodge roll buff is the mage is now using a magical shield or some sort of evasion spell instead of just a regular Dodge. I might tighten up the wording on that just a bit.

The Mystical Grimoire one is okay but you might want to re-word it to any party member with Magical Skill can use this like Equipment (AKA can't be Sealed).  Could also get away with Zeonic Transference being reduce to 1AP since it is an Org Advantage and limited to once a turn for your whole party.  Last Warding Circles is a little confusing or complex then it needs to be.  I would so the enemy unit upon contact and failure of the check immediately fails any offensive actions and becomes stunned.  That would end their turn or if free move in.  Plus no measuring required or worrying about stealth units.
I actually purposely worded the advantage so that Sealing would affect these abilities since they are Magical Effects that the mages still have to be able cast (reading from the book just means they don't need to have learned the spell previously). I will tweak the cost on Zeonic Transference and clean up Warding Circles like you suggest; also I'm think about adding this as another option for Mystical Grim:
00 Net (Magic, Effect)
A enemy unit within the casting Character’s Control Zone loses 1 action point and may not move this turn. Effect 15.
13  Anima - Tactics / Workshop / Re: DB's Church Minis on: March 19, 2013, 03:16:09 PM
Wow, really churning out some great paint jobs, DB! Any chance you can put up another angle of Xavier?
14  Anima - Tactics / Tactics / FCI: Taras - Order of Yehudah - Mystic/Prowler - Dark - 45 Levels on: March 18, 2013, 08:28:19 PM
Gabriel, April 13th
The De Lorne Manor on the outskirts of Chaville

Alba Zimmerman’s long blonde hair fluttered behind her as she paced impatiently back and forth.  Even in her irritated state the Selene assassin moved with a predator’s deadly grace, her footfalls hardly making a sound on the veranda’s tiled floor. Not for the first time, she glanced back towards the hedged garden; the general burble of the evening’s party seemed to be winding down. The hour was rapidly drawing towards midnight and Alba knew her employer would soon desire to depart.

“Looking for me, deary?”

Alba wheeled mid-step, hidden stilettos falling from her sleeves and into her hands as she turned towards the sound of the male voice. She let the blades fly into the murky darkness underneath the veranda’s roof as she spotted the near invisible form of a man above her. There was a blur as the upside-down man’s hands snapped out and deftly caught both weapons. Alba was already changing positions and reaching for another hidden dagger when she noticed a Cheshire grin split the man’s lips. “Tsk, tsk, such hostility, Alba. Is that really any way to welcome me back?”

There was a tense moment of silence as Alba studied the figure that was still standing impossibly on the ceiling. Alba relaxed ever so slightly as she identified the man. “Taras, you sorcerous snake, how long have you been up there!?”

Taras shrugged with a mischievous glint in his eyes. “A while, I suppose.”

Alba’s voice became a steely whisper, “Enough of your games, wretch. Quit wasting my time and get down here.”

“As you wish, milady,” Taras responded with mock bow which he turned into an aerial somersault as he dropped from the ceiling. Alba stepped back as the man landed with a half twist, his back to her. His outstretched arms were covered in a convoluted collection of tattoos; more tattoos peeked out from underneath the sleeveless tunic he wore and a few spilled up his neck onto the back of his shaved head. Taras cocked his head over his shoulder. “So Lady Fardelys has more work for me?”

“Why else would she request your presence?” Alba continued on before Taras could offer some snide response. “As you are aware, her ladyship possesses a collection of certain artifacts and books that are proscribed to the common citizenry. Recently, she has made several discrete offers to purchase a tome of particular interest from a seller in Deimos but the owner has proven reticent to complete the transaction due to the intrusion of an outside party. The interference has been traced back to the Lord of Trade Conrad Rutger. Her ladyship wishes you to travel to the free trade city and put a permanent end to his meddling.”

“A Lord of Trade…” His voice sounded eager as he turned around. “Oh, I do hope he has better security than that last fop you sent me after.”

“Her ladyship’s spies inform me that he maintains a reasonably sized household guard plus a handful of Akaryu Company mercenaries as his personal bodyguards. More importantly, there are rumors that Rugter may be associated with the Magus Order and perhaps even possesses considerable ‘talents’ of his own.”

 “Magus, you say? Those self-righteous fools don’t have the nerve to use real ‘talent’. Still, this might be enjoyable after all. You may inform her ladyship that I accept this task and that she will have word of this Rutger’s demise inside of a fortnight.”

“I suppose that will have to be acceptable… if that is as quick as you can manage.” Taras’s smirk faltered ever so briefly in response to her barbed remark. Alba turned to leave then held out her hand. “Since we’re done here, I would like my knives back.”

Taras shrugged and casually tossed Alba one of her blades.  She quickly stowed the dagger and waited for Taras to return the other.

“Sorry, deary, but I think I will keep this one...” Alba’s stiletto started to smoke as Taras pressed it against his left forearm; a new tattoo began to magically ink itself on the assassin’s skin as the weapon seemingly dissolved. In a moment, the lithe blue outline of a hound was all that remained of Alba’s blade. “...to remember to you by.”

Alba glared at the man but refused to be baited by the insult. Without another word she started walking towards the garden. When she glanced back towards the veranda, Taras, as expected, had disappeared.

========================================================================================
Taras
Mystic- Prowler- Order of Yehudah -Dark- 45 Levels
Small Base

Att: 5
Dam: 4
Def: 9
Arm: 0
LP: 13
Resist: 10
Move: 8/12
AP: 3/4

Infiltration, Open Movement
Artwork Armory: Taras may be assigned up to 2 Advantage Cards.
00 Stealth (Subterfuge, Effect)
Taras becomes Hidden. Upkeep: 0
00 Boa (Subterfuge, Attack)
+4 Attack / +4 Damage. The Taras may only perform this attack while Hidden or against a Paralyzed target.
00 Night Adder (Subterfuge, Ranged Attack)
Distance 12 inches. If Taras performs this ranged attack while Hidden, this attack gains +2 Attack.
000 Bungarus (Magic, Attack)
If this attack hits, the target suffers Paralyze Lv. 2. Effect 15; on a Critical Hit use Effect 17 instead.

<Advantage Card>
Envenomed Weapon
Type: Equipment      Category: Prowler      Actions: Automatic      Level: +5
All successful basic and Subterfuge attacks by the character that possesses this card cause Poison Lv. 2. Effect 13. If an attack would already cause Poison, increase its Effect by one instead.

Name: Taras Savin
Rank: Lughnasadh
Place of birth: Dwanholf
Age: 37
Combat style: Magic and Kirion assassination training
Ethnic Background: Asher
Hobbies: Gambling
Likes: The fear in his victim’s eyes
Dislikes: Wasting his skills on nulls

Trained at great expense at the Kirion Monastery, Taras is one of the Order of Yehudah’s most deadly and devoted assassins. He combines a myriad of assassination techniques and magical abilities with a lethal efficiency. Reporting only to the will of the members of the First Circle, Taras is regularly dispatched to eliminate the most troublesome of Yehudah’s enemies, including disloyal agents. Recently Taras has found his services on loan to the Lady Alystaire Fardelys; he suspects this arrangement is a ruse to place him in a position to strike when the woman’s goals no longer align with the Order of Yehudah’s objectives.

========================================================================================
Notes: Started working on this guy a long time ago after being inspired by some of the Free Access Magic from the Anima RPG rulebook; in particular "Merge with Body" got my imagination running with the idea of an assassin who could walk into a room seemingly unarmed when in truth he could be carrying enough weapons to equip a small army. Eventually he evolved into an assassin for Yehudah where he works as an contrast to the available summoner types but also as a character that could utilize an extra advantage card made by available by but not to a summon.
15  Anima - Tactics / Tactics / Re: Vladimir Nox & Child of Baal on: March 18, 2013, 03:31:05 PM
Wow, its been awhile since I posted here but here goes:

@Ape2020:
Organizational Advantage - Forbidden Arts
Strikes me as a bit too strong despite the heavy risk of being removed by Doom. If only used on a last ditch basis, it might be ok but the advantage, as is, has the potential to severely unbalance game play if pushed to the limit. This advantage would grant wide spread Alpha Strike capabilities followed by the potential to lose all or most of a Yehudah force at the start of the next turn; if it pays  Overall I think it risks removing some of the tactical play and turning the game into a coin toss.

EDIT: This reminds I never got any feedback on the Magus Org Advantage changes I posted awhile back.

Vladimir Nux
I like him overall and see him has pretty solid character. I think that only real change I would suggest would be to make Rune Sword Andrael either the Control Zone bonus or not require Line of Sight; both together are a bit strong for 50 Levels, especially given his abilities.

Powerful Charisma
Seems reasonably priced card given its bonus. Kind of surprised we haven't seen an actual card like this released yet.

Child of Baal
Had a hard time gauging this one. It's cheap so it can't be too strong but the unit still has to prove useful; Sky Drop seems almost too tricky to pull but Ultrasonic is a decent ranged attack. Overall, I think it has some interesting abilities and has the some potential as harasser.

Hellish Night
An interesting card for those who would like to field "hoard" team builds. Probably costs about right.

Type X: Reject
A unique if random character concept. I think at only 10 Levels it seems a bit under priced but given it doesn't have any special attacks and has a decent chance of going Out of Control (and potentially disappearing) in any given turn, 10 Levels is probably fine. Overall I see this one as having potential as a harasser but it will only end up as a speed bump to a decent fighter or worse, end up as appetizer for those Death Feeder characters.
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