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May 21, 2013, 03:09:01 PM
The Official Anima ForumsAnima - Role Playing GameGame RulesThe "Is My Artifact Balanced?" Thread
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Just_Having_Fun
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« Reply #75 on: July 22, 2010, 07:30:23 AM »

Glocks of the Ginnie
- 'Necromany school' is from D&D. Blood magic is from Earthdawn/L5R. Background is outside Gaia. Somehow this item doesn't really feel like it belongs in Anima Undecided
- There should be a possibility for a male that's mentaly strong enough to overpower the gun's will.
- I don't think a cost for the link is necessary, but should there be one, 5 Zeon/day is the equivalent of a lvl 0 familiar. Not very glorious for a supposedly powerful artifact.
- +20 quality is a definite no.
- An offensive power linked to necromancy could also fit, in addition to or instead of the current defensive one.

Liberation of the Divine
I'm not sure about the power level compared to other Imperium tech, but for a 3cp artifact this is way too stupidly overpowered :
-> 6*40 Ki points + 6*5 Ki accs = 540 DPs for a technician.
-> 1 technique of each level = 120 to 350 bonus MK
-> The sword ca supposedly always accumulate at full rate, and that's a 2CP advantage
-> The Ki recovery rate is insane by default, and even worse considering that it is a weapon that's bound to deal a lot of damages. And I won't even talk about DR creatures... fight vs Rudrashka, regenerate 10000 Ki points in under 1 minute. Wee~
-> Some people need a whole life of training and devotion to create and master a lvl 3 technique, while the sword could get a new one every week with just some meditation ?
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Fabricati
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« Reply #76 on: July 22, 2010, 10:21:06 AM »

Glocks of the Ginnie
- 'Necromany school' is from D&D. Blood magic is from Earthdawn/L5R. Background is outside Gaia. Somehow this item doesn't really feel like it belongs in Anima Undecided
- There should be a possibility for a male that's mentaly strong enough to overpower the gun's will.
- I don't think a cost for the link is necessary, but should there be one, 5 Zeon/day is the equivalent of a lvl 0 familiar. Not very glorious for a supposedly powerful artifact.
- +20 quality is a definite no.
- An offensive power linked to necromancy could also fit, in addition to or instead of the current defensive one.

I meant Book of Necromancy, yes, but it seems like you're just nitpicking there (as you certainly seem to understand my gist). The entire idea behind the Glocks is that the first bearer killed. And killed. And killed. And the combined soul power and death? It was all drawn into the weaponry. 

Regarding the Zeon cost... This is as much a 'token', I'll admit, as anything, and is more of a 'stacking cost' problem so that even if I end up making a newbie mistake and handing over too many artifacts to the PCs, they can't use them all because they'd run out of Zeon, and then start sucking down Life Points... Cheesy

The gender thing is a direct result of the Ranger's shard caught in the guns. Could a sufficiently willful male overcome it? Yes. But it's likely they'd have to oppose a 70-80 PsR to use them without problems. What skill would be appropriate? Composure? Style?

While it does not fit on Gaia, the "Note on Modern Anima" instantly made me want to build a modern setting. This is part of that campaign setting, rather than the default one, and I noted that already.

I firmly believe in this case that the setting (Gaia) is not the system (Anima).
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cultadium
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« Reply #77 on: July 22, 2010, 12:14:32 PM »

Glocks of the Ginnie...
I'd say it's a +10 artifact for a total of +40 speed. (say it has a base of +20 for being a small pistol)
and a base damage of 40 (Quality bonuses for damage would depend on higher quality ammo) that shoots with strength 6. (you'll have the regular -2 to at from the fact that it's a +10 Artifact) so 45 final damage total per pistol with regular ammo.
Other bonuses for quality as per normal (+10 Attack)
Then throw in travel by shadows the level 68 spell at the base ability, with some sort of limits say you can only use it once a minute or 3 times a night and increase the ability to sense rapes etc. to 60 miles as well to match with the travel by shadows spell. Alo throw in see in Darkness and Shadow at their base zeonic cost levels. Make the supernatural abilities only work at night. Or conversely in the presense of evildoers. Rather than having the character be a ranger it'd fit much better if they were a shadow though. Skillwise I mean. Well that's how I'd want it your character seem more powerful but more fragile, Like he'd take out the bad bad boss in a gunfight and then get killed by the flunkies the first time he failed an initiative roll. Which he would if he ever reached the higher levels because despite the powers of the artifact Rangers only gain +5 init per level.
« Last Edit: July 29, 2010, 12:13:59 PM by cultadium » Logged

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Korochun
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« Reply #78 on: July 23, 2010, 12:12:09 PM »

This is an artifact currently wielded by the NPC happy-go-lucky weaponmaster in a campaign I am running, which has gotten my players in a lot of trouble so far, even though he has not used it in combat once. I am simply posting it here to give people possible ideas for a weapon. It is not actually created using any guidelines, and is in fact a part of the NPC's "Been Around - 2" trait.

Darkfire, the Pyre of Midsummer
BASE ITEM: Bastard Sword
QUALITY: +5
SPECIAL BONI:
-Initiative +25
-Resistant to heat degradation (Fire Immunity, DIF, 5 intensities)
CONFERRED POWERS:
-Control Fire (Automatic DIF, 6 intensities)
-Fire Immunity (Automatic DIF, 5 intensities)
NOTES:
-Automatically increases activation roll/maintenance of Control Fire/Fire Immunity by one level of difficulty when wielded by a psychic utilizing these abilities. This bonus stacks with all others.
-If owner is not accepted, cumulative -30 penalty every ten rounds of use.
-Does not oxidize.

BACKSTORY:
    Darkfire, the Pyre of Midsummer is an ancient blade whose origin predates the known history of the world. Possibly of Duk'Zarist make, the blade itself is a simple, yet solid amalgamation of unmarked steel and charred copper, with distinct charcoal colour and rough texture reminiscent of being permanently covered in soot. Multiple scratches and thoroughly chipped edges give this blade an impression of having been in use for many ages, which might indeed be the case. The blade is picky about its wielders, and vibrates subtly in the hands of most people, creating a painful, bone-drilling sensation and skin abrasions when wielded for an extended period of time, even if gloves are used to handle it. Observing a lineage of its owners will give an insight as to the fact that all known individuals using it have been reported to have a fiery, infectuous disposition, and were usually great leaders or warriors of their time. When wielded by an acceptable person, the wielder seems to gain an almost unconscious control over the element of fire, matching its movements to his own and gaining unnatural durability against the element. Having been forged before the sundering of the world, this blade might have localized disruptive capabilities on the membranes separating Gaia, and may have an eroding effect on the membrane separating the Wake from the world of mortals.
« Last Edit: July 23, 2010, 12:15:24 PM by Korochun » Logged

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Korochun
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« Reply #79 on: July 30, 2010, 12:41:27 PM »

This is an artifact of sorts possessed by one of the players in my campaign unknowingly, due to their background (which they also are not aware of). As it conveys both positive and negative aspects to the character, I did not deduct anything from the actual character.


Name: Gelgja, Chains of Eternity
BASE ITEM: Chain
QUALITY: +0
SPECIAL:
-RANGED WEAPON: Gelgja are long chains, totaling over 12 feet in length, but surprisingly light. Once bound to a person, they seem to move with them, and, provided no other material weapon is wielded, act as an extension of users' will. These qualities allow the user to project them reliably at distances of up to 10 feet, binding or striking their opponents without any penalty. This is considered a thrown weapon for purposes of blocking or dodging, but due to its self-aware, coiling movements, completely negates the bonus to deflection granted by any and all shields or similar abilities.
-REGENERATION: if Gelgja become damaged or broken in the course of the fight, they regenerate their original state in 1d10 hours. The actual process is never witnessed.
-BINDINGS: Gelgja is always bound to a character and can never be removed unless by severing character's hands or through any means short of Divine Magic. If the chains are a subject to an effect or a spell that completely disintegrates them, they are still subject to regeneration. Short of Divine Magic or being destroyed by a being with 35+ Gnosis, Gelgja will always return.
-INTERFERENCE: Gelgja interfere with character using any physical weapons, conferring an additional -30 penalty. This does not apply to conjured, manifested, or ki-created weapons.
-TRAPPING: Gelgja half the trapping maneuver penalty, and have STR 10 for the purposes of trapping checks. In addition, like with actual trapping weapons, Gelgja suffer no penalty on disarm checks if counterattacking.
-SAP: Gelgja, once their nature and purpose (suppressing character's abilities) are discovered by their wielder (or at level 5), sap half the experience gained by the character, limiting their progress from there on out. This applies to all and any experience gained. As a tradeoff, the chains develop their power alongside of a character, as they are bindings placed on his soul rather than just his material self. This results in chains attaining a quality bonus equivalent to the character's level, always rounded down. This means that they acquire a bonus of +5 at level 5, +10 at level 10, etc.

APPEARANCE:
These appear to be ordinary, if very flexible and long, chains latched onto both wrists of a character. Each one is easily coiled and unwound, never restricting a character's movement, and they generally do not make much noise. Each one abruptly terminates with a broken link.

BACKSTORY:
This is a device developed on Lost Logia technology used by Solomon when paroling dangerous criminals back into the society for rehabilitation. The technology has been rediscovered and reapplied by Lucanor in regards to potentially very powerful and strong-willed Crows and other subjects that have undergone the Process. Supposedly, it has some sort of a command word or phrase that would cause the chains to completely restrain their wielder in bare seconds, suppressing all magical, psychic, and ki ability until released.


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

These weapons are used by one of my players in the party, an unknowing Weissenschaft Crow and a useful field agent who has recently undergone complete memory regression (to level 1) for the purposes of his assignment, which currently involves helping Marina Daorland and thwarting any plots against her. He has various subconscious suggestions planted which pull him in various directions, but he is only vaguely aware that he should be at some particular place in some particular time.

He is also a very specialized but powerful psychic (Warrior Mentalist) who has Create Energy Object, Energy Shield, and is very proficient in Energy Blast. The chains actually works quite nicely for him, as he uses them in conjunction with a Psychic Projection module to perform a melee or ranged attack after activating the power, and fry people with eletricity using the same attack roll as he used for the chain. A lot like Hei from Darker than Black. He can't actually project electricity in a wave like most people using Energy Blast, but he can create a short range visible discharge, channel it subtly through the chains (resulting in very stealthy kills), or shock people through some sort of a medium (such as water he is standing in).

Combine this with the chains, completely memory blank, peculiar but very stealthy abilities, and world-awareness of a five-year old (he only recently discovered ice-cream, and is learning from the party's Weapon Master that gold is there to be taken, but never given freely, unless as a gesture of good will or when very drunk), and you get one very interesting character. Complete with inconvenient questions at the worst times.
« Last Edit: July 30, 2010, 01:18:24 PM by Korochun » Logged

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Faijer
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« Reply #80 on: May 21, 2011, 03:03:24 AM »

I made the following for a Creation/Frost/Darkness Warlock that I'm going to be playing soon.

Frostmourne (3)
Frostmourne has the following properties:
•   +15 Bastard Sword
•   +15 to Magic Projection
•   +1 MA Multiple
•   Can be summoned to Tristram’s hand at ballistic speeds from up to 80 feet, negating the draw penalty as Frostmourne ensures that Tristram’s hand is placed for a perfect catch
•   It must be taken with the Damned disadvantage and the Enemy disadvantage detailed below.

Note: This weapon may appear to be overpowered to some, but the disadvantages you must take balance it out; my GM helped to build it and has ok'd it.


Damned (-2)
Years of suffering Frostmourne’s soul domination and its continuous whispers and commands has driven him a bit mad. The following are the effects:
•   When Frostmourne can influence a decision, based on the table of rolls, Tristram will defer to Frostmourne’s commands.
•   When Frostmourne is drawn, if it doesn’t taste the final withering beats of a person’s life force it will take life force from Tristram’s body, requiring a Withstand Pain check starting at Difficult and increasing with one difficulty every time it is drawn without tasting. Failure will reduce his LP by the failure level.
•   If Tristram is separated from Frostmourne for more than 24 hours, he will have to make Difficult Composure checks, and his daily Zeon regeneration will be reduced by the failure level until he is reunited with Frostmourne.

Table of rolls:
1-10, 11-20, 21-30, 31-40, 41-50, 51-60, 61-70, 71-80, 81-90, 91-95, 96-99, 100
I haven't figured these out just yet, suggestions are welcome. The alternative is to have the GM decide what Frostmourne says, which could be useful for giving the players hints as to what path to take.


Enemy (-2)
After finding and binding Frostmourne to his soul, Tristram was captured by Tol Raoku, and was caged for several years. Frostmourne whispered to him constantly, and his descent into madness made the Tol Raoku grow more confident about their dominance over him and let their guard down. After being allowed to stray too close to Frostmourne he brought it to himself, smashing a hole to escape through in the process, and managed to kill his guards. He fought his way out of the prison and freed several other prisoners to aid his escape, including a Jayan named Arkansaw.
•   The Tol Raoku are pursuing Tristram not only because he escaped, but because, more importantly, he took Frostmourne with him. Frostmourne is not just a sword. It is, perhaps unbeknownst to Tristram (it's unclear whether he is aware of it), a key to one of the nine vaults under Tol Raoku’s stronghold, the doors prophesied to open in the end of days.
•   Not only that, Frostmourne is actually a soul prison containing one of the frost giants of the ancient times, who is a herald of the apocalypse.
« Last Edit: May 21, 2011, 06:25:48 AM by Faijer » Logged
cultadium
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« Reply #81 on: May 21, 2011, 12:59:39 PM »

well here's a start

1-10
Masochism, cut yourself for 10 HP of damage
11-20
Anxiety, no sleeping for 24 hours and whatever penalties it entails And the easily fatigued disadvantage
21-30
Histrionic Personality Disorder
Must be center of attention; sexually seductive or provocative behavior; shows self-dramatization, theatricality, and exaggerated expression of emotion; suggestible, i.e., easily influenced by others or circumstances; considers relationships to be more intimate than they actually are.
31-40
Kleptomania
An overpowering compulsion to steal.
41-50, 51-60, 61-70, 71-80, 81-90, 91-95,

96-99
Fugue
I think I'm a frost giant? Spend as much money as necessary to get booze and snacks if not close to a booze or snack supply take a -20 penalty. If in combat penalty is deferred until the end of combat. If booze or snacks are available on your person while in combat and you have extra actions left after your attack (you have initiative) you must drink or eat snacks using that action
100
Just hand over your character sheet to your DM for awhile as the Frost Giant takes over.
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List of names by country for your gamemaster notebook from beyond the dreams (just the names)
https://docs.google.com/document/d/1Yf14iuOJ9wGqlE35XWGxCxV_YliasSCX0U0RyyIC50g/edit?hl=en#
Raybras
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« Reply #82 on: May 21, 2011, 06:11:55 PM »

well here's a start

1-10
Masochism, cut yourself for 10 HP of damage
11-20
Anxiety, no sleeping for 24 hours and whatever penalties it entails And the easily fatigued disadvantage
21-30
Histrionic Personality Disorder
Must be center of attention; sexually seductive or provocative behavior; shows self-dramatization, theatricality, and exaggerated expression of emotion; suggestible, i.e., easily influenced by others or circumstances; considers relationships to be more intimate than they actually are.
31-40
Kleptomania
An overpowering compulsion to steal.
41-50, 51-60, 61-70, 71-80, 81-90, 91-95,

96-99
Fugue
I think I'm a frost giant? Spend as much money as necessary to get booze and snacks if not close to a booze or snack supply take a -20 penalty. If in combat penalty is deferred until the end of combat. If booze or snacks are available on your person while in combat and you have extra actions left after your attack (you have initiative) you must drink or eat snacks using that action
100
Just hand over your character sheet to your DM for awhile as the Frost Giant takes over.

Quote
When Frostmourne can influence a decision, based on the table of rolls, Tristram will defer to Frostmourne’s commands.

i think that the roll table is for the type of influence the sword gives when he can make a choice or something.
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Sphynx
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« Reply #83 on: May 30, 2011, 02:50:14 AM »

Note: This weapon may appear to be overpowered to some, but the disadvantages you must take balance it out; my GM helped to build it and has ok'd it.

You should addendum it to state that you do not get Character Points to spend from those Disadvantages, and that it allows your Disadvantages to exceed the 3.  (otherwise it's not a limitation at all, it's just you spending storytelling points as everyone else does).

However... I think it's balanced for a 3rd level Artifact without the requisite disadvantages.  The +15 is pretty impressive, but fits with that power level.  The bonuses to Magic Projection (I'd actually suggest you only get a bonus to Magic Projection to Offensive use), and +1 MA multiple is fair (I'm assuming you have to have this in-hand, and thus are stuck with the 1/2 Accumulation for non-gestures). 

The ballistic/80' is cool, allowing it to blast through walls and such (good non-combat uses).  A nice effect.  Smiley

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Sphynx
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« Reply #84 on: May 30, 2011, 03:00:09 AM »

Thought I'd post the Level 2 Artifact we have in our group.  (Posting from work, so don't have the whole description with me to post... just the mechanics).

Templar Armour:
Templar Armour is made of White Steel, and is considered a +5 piece of Armour.  Armour values are 8/8/8/4/4/4/2.  It's treated as a Hard/Soft/Soft piece of armour (so not stackable) due to the fact that it's comprised of Softleather which has many hooks on it to hold the Field Plate which hangs over and on it, and is covered with an Armoured Jacket/Tabard. At will, it can be used to cast Create Light or Induce Calm (from the Light Spell list).
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Jtest
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« Reply #85 on: June 02, 2011, 10:24:21 AM »

Slave Shackle of Power
Artifact rank 2

This single ordinary looking wrist shackle is rumored to be one of a pair once imprisoning a genie.  There has been some debate if the years of imprisonment imprinted some of the genie's power on the restraint, or if it was the pair that augmented the genie to it's mythical state.

It is treated as a +10 item adding +20 Bind and a finial Presence of 130
It acts as a Zeonic storage device allowing the owner to store up to 150 Zeon
Also three times a day the owner may use the spell Minor creation (base form only, nothing exceeding presence 25) for free, however the spell can only create items that someone else wishes for.
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