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79885 Posts in 5720 Topics- by 8191 Members - Latest Member: SidneyAmandaShaw

May 19, 2013, 06:35:54 PM
The Official Anima ForumsAnima - Role Playing GameGame RulesCreating a character
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Xararion
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« on: December 06, 2009, 07:33:45 AM »

This would be my second character and since havn't made anything but techniqian before i thought i might require some assistance to get this one made so that it would be useful.
Well, first thing first, I'm thinking about creating a wizard mentalist so that i can have lots of supernatural abilities at my disposal at once, and i thought that mentalism and magic would complement eachother.
My character would be of 2nd level. and my rolls are

7,8,8,9,9,10,10,10

So far i have been thinking of placing them like this

Agi 8   Con 8   Dex 9   Str 7  Int 10   Per 9  Pow 10  WP 10

Advantages: The gift, Free access to spychic disciplines, (2 points still to use)
Disadvantages: oral requirement, sickly, -2str score

having 1 free raise from being second level character my stats would be probably

Agi 8   Con 8   Dex 9   Str 5  Int 10   Per 9  Pow 10  WP 11

I would spent the point on willpower because thats the easiest way to raise psychic potential.

Now rest is still to be worked. I was wondering how much points I should keep for secondary abilities and how much i can use to my magic and mental abilities.
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demosthenes
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« Reply #1 on: December 06, 2009, 10:35:36 AM »

Those are some ridiculously high stats, totalling 71 points. Regarding the fact that the recommended starting total is somewhere south of 60, which already allows for at least three 9 point characteristics, you're looking at a rather drab "good-at-everything" character.

Anyway, you should realise that a wizard mentalist will always be weaker than a true single-classed mystic. You're essentially gaining capabilities in two disciplines at the cost of specialisation.
The first decision you need to make is which paths and which psychic disciplines to invest in. Either choosing similar skill sets to supplement your abilities (example would be essence/sentience and telepathy) or choosing opposing skill sets to circumvent inherent limitations (fire path and cryogenesis, for example).

As for secondary abilities, that largely depends on what you intend to focus your character's development on. Withstand Pain, Memorise, Occult and Persuasion are probably a good start. Notice never hurts, either.
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Xararion
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« Reply #2 on: December 06, 2009, 10:59:01 AM »

yes, i'm fully aware that what i rolled are ridiculous, my only low roll was turned into 9 because we used 1st method of creation. I tend to have good luck when rolling on d10ns.

I do know that i will not be as adept a mage nor as mentalist as pure one would. But in the end i only lose 10% point allowance and i gain another place to invest my points to make my character better.

I was thinking that because mental powers are fairly cheaper to use i would take primary attack and defence from there, propably going pyrokinesis and energy, maybe telepathy on higher level.

On paths i'm still wondering what to take, most likely i will take something to overcome limitations of my abilities. For now i have been thinking that Air magic would be nice to have atleast.
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ilovecheese1
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« Reply #3 on: December 06, 2009, 11:25:37 AM »

Theres also the downside of being a wizard mentalist having to spend DP on both Magic and Psychic projection, which is a huuuge point dump, especially since wiz mentalist are the only dual specialization class that does not have a conversion module. (im not counting warrior summoners because their ratios are somewhat nice for their abilities)

i recommend using psychic abilities for your ongoing stuff (shields, detection, whatnot) and using magic to do your oomph spells (attack spells, nice effects, things you do not necessarily need all the time). and since your Int is so high, i would possibly consider buying individual spells (nothing above level 50 though.)
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« Reply #4 on: December 08, 2009, 10:46:57 AM »

As mentioned before the problem of a Wizard Mentalist is that
by spending DP on magic and psychic abilites leaves little to
none for secondary abilities.

You could leave magic projection at about 20-40 with 1-2
accumulation multiples and about 600 final Zeon then take creation magic
and set up your offensive/defensive capabilites through psionics
(Energy/Cryo- or Pyrokinesis).

That way you could have about 100 DP left for secondary abilites which
can be backed up by raise abilites from creation and give you the ability
to create some quite powerful helpers while being able to hold on your
own with your psionic powers.
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shogunboy
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« Reply #5 on: December 08, 2009, 11:30:53 AM »


A way to make up for your lack of skills (seeing how you have 3 10s on good stats), is to use an advantage called Increased Natural Bonus (GM toolkit source). It makes your natural bonus worth doubled (if you had a +15 from your perception and you put a nautral bonus to notice (perception skill), the bonus is +30). Though this costs 2 CP to acquire.

As for psychic powers, there is a psychic advantage from the GM toolkit (only applies to telepath, pyrokinetic , or any discipline with modifers called Increased Psychic Modifers. It doubles the modifier, and costs 1 CP to get.

With 2 CP left on your character sheet, my best bet is to talk with your GM and make an artifact that would soften the blow of your dual specialization.
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Xararion
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« Reply #6 on: December 10, 2009, 02:21:07 PM »

i'm actually not that interested in taking any unnecessary secondary abilities because two of my group really made effort in their part, and i dont think i would want to compete against them much, one of them is ranger and another is summoner, both are good at their corresponding secondary abilities you might think.

Aside from that, my group didn't believe that i had rolled those stats so i had to roll again before their eyes and i got even better series. Our GM ruled that people can take up to 4 points in disadvantages total so i chanced my -2 str into psychic consumption, that way i have now 3 points in advantages aside from obligatory the gift and access to spychic disciplines.

I actually have no idea how to use them. Neither i (owner of the book) nor our GM is really aware of what sort of artifacts one can even possess. One of our party possesses vampiric blade as artifact, but other than that, no idea. I did think about advantage amplify sustained power, since that would give me better shield and other abilities.. but that costs 2 points.

As far as i can tell so far before finishing my character i'd say that i go with energy and telepathy as my psychic disciplines, and perhaps air or darkness as my magical path (or both, i dont know yet).

sincere thanks to all who have adviced me so far.
« Last Edit: December 10, 2009, 02:23:52 PM by Xararion » Logged
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« Reply #7 on: December 13, 2009, 03:50:01 PM »

Quote
'm actually not that interested in taking any unnecessary secondary abilities
Be careful in neglecting secondary abilities.
There are some, which I´d consider mandatory for adventuring and believe
me, it´s quite hard to get them to considerable levels with a hybrid char.

A character with The Gift should have withstand pain to be able to hold
his Zeon when he receives any damage and magic appraisal to conceal his power.
A high notice ability is quite important as well, since the difficulties for noticing someone sneaky are quite high and having some knowledge is quite helpful at times, too.

Considering the difficulty ratings, values should be around 40 to be reliable and with a hybrid you´ll probably have about 100 to 150 DP left for secondary abilites.
Not much if ou don´t have aptitude in a field/subject.
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shogunboy
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« Reply #8 on: December 13, 2009, 06:55:36 PM »

Quote
'm actually not that interested in taking any unnecessary secondary abilities
Be careful in neglecting secondary abilities.
There are some, which I´d consider mandatory for adventuring and believe
me, it´s quite hard to get them to considerable levels with a hybrid char.

A character with The Gift should have withstand pain to be able to hold
his Zeon when he receives any damage and magic appraisal to conceal his power.
A high notice ability is quite important as well, since the difficulties for noticing someone sneaky are quite high and having some knowledge is quite helpful at times, too.

Considering the difficulty ratings, values should be around 40 to be reliable and with a hybrid you´ll probably have about 100 to 150 DP left for secondary abilites.
Not much if you don´t have aptitude in a field/subject.

Random is right, GMs can use secondary skills against you in many ways. Besides, just because someone else notices doesn't always mean they have enough time to tell you they noticed something because of a surprise attack. Besides, making a open roll is a 10% chance (1% reduced every open roll after 90+). If you fumble, well... it's going to hurt you a lot more than you think.

But this is your character, but I'm just saying, you're going to have a difficult time keeping your character alive if your GM warned you about not having DP in any secondary ability.
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Xararion
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« Reply #9 on: December 14, 2009, 06:33:44 AM »

Well, things easened a bit anyway since my friends dark paladin died, and he chose to roll a wizard, so i decided to drop wizard and make pure mentalist. And since i dont put points in attack or dodge most like it means i have 280 points for my secondary abilities.
And my GM never warned me about not taking secondaries, it was my own opinion considering that unless you succeed at open roll or have skill around 80 you have little chance to succeed at anything above average. And after i looked at the difficulties in the premade campaing in the GMs toolkit (i was GM then and we played that) they were always around hard to near impossible, making skill of 40 or even 60 next to useless.

thanks anyway for that advice.
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TheTenth
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« Reply #10 on: December 28, 2009, 07:24:04 AM »

managing 2 distinct powers (magic, psy, ki) is extremely tight for spending points, let's take psy : you'll take about 10 PP (100 DP) to spend on discipline, powers, and innate slot and you won't even do much, you'll spend about 60 DP in PsyProj (120 DP); for magic you'll need 60 MagProj (120 DP), more Zeon (about 30 DP), and atleast one MA x (50), you're already at 480 DP spent, and you'll have a low PsyPot (as you don't have enough to spend to), a weak MA x making spell casting awkward, not much Zeon ... you see the problem.
This class may be for people in the long run : choose strong magic or psy at beginning and build the other as levels come.
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