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The Official Anima ForumsAnima - Role Playing GameGame RulesHelp with character concepts (Blind Warrior-Mentalist, Pg. 6)
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Author Topic: Help with character concepts (Blind Warrior-Mentalist, Pg. 6)  (Read 4056 times)
Cathar the Great
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« on: February 14, 2010, 04:52:49 AM »

Hello everyone!

I’m planning to start a game of Anima sometime this year. It will be a while until I get a couple of players and enough time for game sessions, so I’m building some characters to practice and get into the system.

They’ll either be PCs for people who don’t want to make their own or I’ll just use them as NPCs.

I’m still a complete noob with the RPG side of Anima so I could really need some help. Some of my questions might be stupid, so I’m perfectly fine if I get answers like “read page/section X a couple of more times”.

So, on to the first character:

He’s a Wizard Mentalist that was taught his abilities by an eccentric wizard that saw the potential in him. However, due to the somewhat fragile mindset of his teacher, he only learned to use his spells while playing guitar. (There's more to the story, I just want to focus on the rules for now ^^)

I know mixed classes are really hard to build, but I figure if I start hard, I can do easier characters a bit better ^^

Thus far, I have rolled the following statistics for him:
    STR 6
    DEX 8
    AGI 7
    CON 5
    INT 10
    POW 9
    WP 10
    PER 8

And those are his Advantages and Disadvantages:
    The Gift
    Aptitude in a subject: Music
    Access to one Psychic Discipline: ?
    Action Requirement (Magic): Music

I also calculated resistances, lp and stuff, but that’s about as far as I got.

I know I can’t have him be good at offense and defense in both psychic and magical abilities. Which skills are generally more suited for defense or offense?

As he’s a mixed class, I won’t be able to invest many points in Secondary Abilities. I also have the Action Requirement with music, so all the spare points for the first couple of levels will go into that. Can I use some psychic powers like “Area Scanning” or “Intensify Feelings” to do the job that are usually performed by “Notice” or “Persuasion”?

Also, can I get access to psychic disciplines only through the advantage or can I also do this by investing psychic points? I’m a bit confused about that ^^

Generally, what would be good starting numbers for psychic projection and Zeon, MA multiples and magic projection? I’m not asking you to do my job for me Wink, just what is generally considered to be a good starting point…

More questions are sure to come. Like I said, I'm fine with people telling me to just read over certain sections of the book again, but I could really use some help here ^^

Thanks,
Peter
« Last Edit: March 28, 2010, 05:36:49 AM by Cathar the Great » Logged

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« Reply #1 on: February 14, 2010, 07:37:59 AM »

Read the book again. Twice.  Grin
Trying to make that kind of hybrid for a first character is suicide, as they are the most difficult to balance if you don't have a complete overview of the whole system. Far more than the fighter/something else hybrids as they can't simply use the projection modules.

But ! First, I would suggest that you choose one to be more important for the character than the other. As yoo took the Access to one psychic discipline(which is the equivalent of the Gift for the access to psychic disciplines. Just the prerequisite.) and not all of them, I suggest take magic as the principal field. There are a few ways to spend less LPs than a classical psychic or sorcerer in their fields. Maybe you can choose :
-only powers/spells that does not require Projection and so save that much LPs for secondary abilities, like: automatic spells, area detections, self-applied powers.
-only psychic powers that does not need to be maintained.
-only spells that does not cost much zeon or have daily maintain costs, so you can only focus on accumulation(for innate magic)=regeneration(for daily spells).

Really, try to avoid the normal ways to balance a wizard or a psychic, it won't work if you must do full stuff with both.
Also, take a quick look at the NPCs at the end of the book if you want average values for everything considering levels. And for secondary abilities, purchase the base in the abilities that are needed to make your character logical with his backstory, and then decide carefully of what really needs to reach higher than 5+carac modifier. You don't need more than, say 50 in music at level 1, and would be really good reaching that with an hybrid.
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ilovecheese1
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« Reply #2 on: February 14, 2010, 10:13:16 AM »


Hello everyone!

I’m planning to start a game of Anima sometime this year. It will be a while until I get a couple of players and enough time for game sessions, so I’m building some characters to practice and get into the system.

They’ll either be PCs for people who don’t want to make their own or I’ll just use them as NPCs.

you might want to just save them as optional PC characters, NPCs usually don't have too much development unless they are plot relevant (and even then!)

also, congrats with getting some people together and playing the system Smiley.


I’m still a complete noob with the RPG side of Anima so I could really need some help. Some of my questions might be stupid, so I’m perfectly fine if I get answers like “read page/section X a couple of more times”.

that's what were here for! and honestly any question is not stupid, it takes some well sized balls of steel to ask complete strangers on the itnerwebs.


He’s a Wizard Mentalist that was taught his abilities by an eccentric wizard that saw the potential in him. However, due to the somewhat fragile mindset of his teacher, he only learned to use his spells while playing guitar. (There's more to the story, I just want to focus on the rules for now ^^)

I know mixed classes are really hard to build, but I figure if I start hard, I can do easier characters a bit better ^^


Eh, perhaps. they really aren't hard to build as they are hard to play. especially if your guy has any disadvantages in the magic/psychic region that can limit them.
I have a Wiz/Ment in my game and she has psychic consumption... and a compulsion to read minds. so when she fails she fails hard, she just lost 40 life points the other day for a botched roll.


Thus far, I have rolled the following statistics for him:
    STR 6
    DEX 8
    AGI 7
    CON 5
    INT 10
    POW 9
    WP 10
    PER 8

And those are his Advantages and Disadvantages:
    The Gift
    Aptitude in a subject: Music
    Access to one Psychic Discipline: ?
    Action Requirement (Magic): Music

Great, you know where to put those stats! I would suggest, however, that if your character is more magic focused that you switch the 10 in WP to POW, as getting that up faster is supremely great for a wizard, and 9 WP isn't bad.

For your Advantages, just remember that access to one psychic discipline means that he can only buy powers from the ONE discipline that he buys first, and cannot get psychic powers from any discipline after that (except for the matrix powers).

I know I can’t have him be good at offense and defense in both psychic and magical abilities. Which skills are generally more suited for defense or offense?

Magic in general can do more variety of stuff, but psychic can continually pump effects for as long as you need. Like Moklo said, you really want to focus on one, and limit the other to fill in the gaps. Unfortunately for Wiz/mentalists they will be spending a crap ton of points in projection for both magic and psychic abilities.

i would suggest going with psychic as your character's main shtick and use magic for other things, and suggest a slightly more passive path, perhaps earth.

Can I use some psychic powers like “Area Scanning” or “Intensify Feelings” to do the job that are usually performed by “Notice” or “Persuasion”?

Area scanning can usually inform someone if there are others nearby, but they do get a save. Also, it depends on what the pc is scanning for. if he scans for "humans" then he won't see the monster flying above him, because it does not think of itself as human. Generally there is no "i scan for anything that thinks" mode for it either.

As for intensify feelings, it would depend on the GM, but i personally wouldn't give it that much power, as it can be buffed significantly rather fast. If you make someone angry, yes they are more likely to go off but it's just as common they rage at you and not the thing you prod them towards. It can be used to get people into the Fear state though, and that is very useful.

Also, can I get access to psychic disciplines only through the advantage or can I also do this by investing psychic points? I’m a bit confused about that ^^

You need the advantage to spend the psychic points (pp). even though warrior A gets psychic points as he levels up, he cannot spend them in anything, because he doesn't have the advantage. Same with people and not having the gift, they technically have path levels to spend, but they cannot for they do not have the advantage.

Generally, what would be good starting numbers for psychic projection and Zeon, MA multiples and magic projection? I’m not asking you to do my job for me Wink, just what is generally considered to be a good starting point…

uhm. My wiz mentalist heavily focused on the psychic side since she found out she can make fire easier there. so her stats are generally tilted that way, but here's her final amounts.
    Psychic potential = 90 (60 base, 30 from PP)
    Psychic Projection = 65 (60 from DP, 5 from dex)
    free PP= 5( i think?)
    Num of innates= 2 (one for mind reading, almost constantly. The other for misc. use)

    magic path levels= 40 earth, 25 fire (40 from nat knowledge, fire from actual path levels)
    zeon = around 400
    MA = 30 (10 base, 3 multiples)
    Magic projection= i think she has 40.


More questions are sure to come. Like I said, I'm fine with people telling me to just read over certain sections of the book again, but I could really use some help here ^^

Thanks,
Peter

No problem! i actually made a wiz mentalist a week or so ago as i referenced above so it's great to pass on knowledge. Also listen to Moklo's advice too. though i think she means DP where she says LP.
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« Reply #3 on: February 14, 2010, 12:50:02 PM »

True, I meant DPs ^^ Hard to keep in mind every technical english terms while writing spontaneously.  Roll Eyes
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« Reply #4 on: February 15, 2010, 06:06:02 AM »

Thank you very much for the quick and nice replies. The numbers ilovecheese1 put up for his WizMentalist more or less confirmed what I had also thought of initially. Though I will focus on magic more, I think.

I know that mixed classes are harder to play. It’s just my philosophy with any game, video, roleplay or miniature game: Start with hardest difficulty; you can always tune it down if you fail Wink

Like suggested, I changed the characters WP to 9 and his POW to 10. I also changed his advantages from “Aptitude in a Field” and “Access to one Psy. Discipline” to “Free Access to all psychic disciplines”.
“The Gift” and the “Action Requirement” stay the same.

Am I getting the Action Requirement thing right, by the way? I chose “Playing Guitar” as the required action. So, to use spells, the character has to play his guitar and I have to pass a test with Difficult so he can cast. Right?
Do I still need to make gestures and speak incantations? Or is the guitar playing enough? And can I, while playing guitar and casting spells, still maintain a psychic discipline (like Intensify Feelings) in an innate slot?


That aside, this is what I did for Psychic Disciplines for the character:

12 Psychic Points (120 DP) : 9 for the stuff below, 3 free PP

Psychic Projection: 50 (100DP) + 10 (Dex Bonus) = 60

Psychic Potential Base 50 + 20 (3PP) = 70

Disciplines and Powers (4PP) :
Sentience
-   Intensify Feelings

Telepathy
-   Area Scanning

1 Innate Slot (2PP)

I decided to stay with passive abilities in this field. I don't need that much projection for these, so I can save up some points this way.

For the Secondary ability Music, I did: 40 (80DP) + 40 (only plays guitar) + 15 (POW bonus) = 95.
That should keep me on the more or less safe side for my Action Requirement checks.

So this leaves me with 300 DP for Magic. But for that, I really need to read some more into the magic rules and spells. I’m always open to suggestions though ^^

Am I still on the right track or hopelessly lost? Huh

Thanks for all the help,
Peter
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« Reply #5 on: February 15, 2010, 06:25:09 AM »

You still have to use words and gestures to cast spells. The disadvantage only restrain the gesture part to guitar playing. As I recall, casting a spell with such disadvantage requires a Medium Difficulty roll(80) on the secondary ability. Maybe it's Difficult, I'm too lazy to read again ^^

 I suppose you meant Aptitude in a subject, not a field Wink

There's aboslutely no conflict between maintaining a psychic power(which belongs to a discipline) in an innate slot and doing anything else, apart from the eventual problems focusing problems that are completely up to the GM to determine in every situation.

Every GMs thinks of this in different ways but here's mine: Having no score in any secondary abilities means that the character never did anything relevant with any secondary ability seriously in his whole life. I can imagine someone who didn't spent time running, or jumping around, riding a horse, swimming, searching for hidden things around... But absolutely nothing of these, especially Notice, is kind of impossible for me. Remember that you have -30+Modifier in the abilities you did'nt spent points in. Buying the very base of 5 in things you can have done in your life makes a big difference.
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« Reply #6 on: February 15, 2010, 08:15:19 AM »

Thanks again for the fast answer. Yes, I meant, subject XD. And it definitely says Difficult for the Action Requirement.

I had some more time today and delved a bit further into magic. Overall, I spent the same amount of DP (220) on magic as I did on Psychic powers.

Now I have:
Zeon: 120 (Base) + 200 (40DP) = 320
MA: 10 (Base) + 2 Multiples (100DP) = 30
Magic Projection: 40 (80DP)
Magic Level: 50 (Only giving him access to 25 at the beginning)

I still have some questions about the spells.

If I put 20 of my 25 Magic levels into Light magic, does this mean that I automatically know the first 10 spells? Or do I just get access to them and have to spend my levels to learn spells?

My plan would be to spend 20 of my levels for Light magic and 5 for Creation magic. Can I later, when the character gets access to more of his levels, increase the levels for the paths?

And if I later increase my Intelligence after a level-up, is my magic level also increased?

I’m really sorry if these are too basic questions. As always, I’m fine if you tell me to read it again and come back later. I know I'm repeating myself with that, but I don't want you to get a bad impression. ^^


And I agree with you about the Secondary Abilities, Moklo. Since I still have 80 DP left, I invested 60 of them in some Secondary Abilites. Would you, as GM, see these as believable?

Music: 95 (Details in earlier post)
Jump: 10 (5 (10DP) + 5 STR bonus)
Ride: 10 (5 (10DP) + 5 AGI bonus)
Swim: 10 (5 (10DP) + 5 AGI bonus)
Notice: 15 (5 (10DP) + 10 PER bonus)
Magic Appraisal: 20 (5 (10DP) + 15 POW bonus)
Occult: 20 (5 (10DP) + 15 INT bonus)

So, still 20 DP left. I’ll either put them into Withstand Pain, More LP, or 2 more psychic points. Any thoughts or suggestions?  Grin

EDIT: One more question: Do I get my Innate Class Bonus (for example the +100 Zeon for WizMentalist) for Level 1 too? Or only when I reach Level 2
« Last Edit: February 15, 2010, 08:21:16 AM by Cathar the Great » Logged

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« Reply #7 on: February 15, 2010, 09:16:52 AM »

About magic: read the book again, twice, then come back and see if my answers fit yours about your questions. Wink


You know the first 10 spells.

Yes, of course you can. And I suggest not to spend amounts that are half a spell, you might need that level for something else later. Imagine after spending the levels like you plan to and playing the character, he wants to learn, say, earth path up to level 76(yes, it requires a very good teacher or spellbook !). You might need the level you spent aimlessly on Creation path Wink

Of course, that's the only way in the corebook(and in other books released for now) to increase magic levels (that cannot be replaced/forgotten after they are spent !).

Much better for the secondary abilities ! Occult and magic appraisal are indeed a good choice as a magic user. Notice, ride and swim can really save your life a couple times. For the remaining DPs, I think LPs are wasting for almost every character apart from those with really big Con or good costs for it. Increasing a bit more your secondary abilities wouldn't be a bad thing, but I suggest you to buy another Innate Slot, so that youcan maintain both your psychic powers at the same time. After that, your psychic field would be complete and without need for improvement for a good time, I guess.

The Innate Class Bonus apply every level, including the first one (but not at level 0 of course). And don't forget the Natural bonus, the one which allow to multiply the caracteristics modifier for one secondary ability per level.
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« Reply #8 on: February 15, 2010, 10:04:30 AM »

Don't know if you are interested in making your character more effective, but there's this little nasty combo I've devised to obtain a good power boost to your Psychic Potential through magic. What you need is: Aptitude for Magic Developement advantage, either 2 or 3 spells picked up via the "Choosing Spells" option and a good amount of Zeon (1000 would do for the first attempt). You could probably pull it off at first level, but the character would end up truly unbalanced...at second level or third is probably better. The spells you need are Natural Spell (level 80) and Increase Psychic Characteristic (level 60) from the Free Access index and, maybe, depending on how much Zeon you can recover daily, Consume Life for Magic (Fire level 80).
Let's say you have  10 will and 10 intelligence. The advantage boosts your intelligence to 13 for the purpose of calculating the potential of your spells.
You cast Natural Spell at the maximum allowed, as a Ritual adding +2 to the maximum and doubling the Zeonic cost, so 10 Int +3 advantage +2 ritual x 30 equals 450 Zeon, doubled 900. Daily cost 90. This gives you 150 points to cast Increase Psychic and mantain it freely, which means + 6 to Will cut in half after you reach 12...or 14 Will. 100 Psi Potential, + eventual boosts from Psi Points (that come 10 apiece for Wizard\Mentalists). When you go up in levels, you keep boosting your Intelligence.
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« Reply #9 on: February 15, 2010, 11:20:49 AM »

Don't know if you are interested in making your character more effective, but there's this little nasty combo I've devised to obtain a good power boost to your Psychic Potential through magic. What you need is: Aptitude for Magic Developement advantage, either 2 or 3 spells picked up via the "Choosing Spells" option and a good amount of Zeon (1000 would do for the first attempt). You could probably pull it off at first level, but the character would end up truly unbalanced...at second level or third is probably better. The spells you need are Natural Spell (level 80) and Increase Psychic Characteristic (level 60) from the Free Access index and, maybe, depending on how much Zeon you can recover daily, Consume Life for Magic (Fire level 80).
Let's say you have  10 will and 10 intelligence. The advantage boosts your intelligence to 13 for the purpose of calculating the potential of your spells.
You cast Natural Spell at the maximum allowed, as a Ritual adding +2 to the maximum and doubling the Zeonic cost, so 10 Int +3 advantage +2 ritual x 30 equals 450 Zeon, doubled 900. Daily cost 90. This gives you 150 points to cast Increase Psychic and mantain it freely, which means + 6 to Will cut in half after you reach 12...or 14 Will. 100 Psi Potential, + eventual boosts from Psi Points (that come 10 apiece for Wizard\Mentalists). When you go up in levels, you keep boosting your Intelligence.

while a nice and rules correct way to do so, i would as a GM reference that even through the "bought spells" method of selection, you should not be able to as a level 1, or even as a level 3, be able to buy a path level 80 spell. These should be reserved for characters of level 7+ as level 80 is the maximum usually allowed to players.
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« Reply #10 on: February 15, 2010, 12:53:13 PM »

About magic: read the book again, twice, then come back and see if my answers fit yours about your questions. Wink

Will do Smiley

You know the first 10 spells.

Yes, of course you can. And I suggest not to spend amounts that are half a spell, you might need that level for something else later. Imagine after spending the levels like you plan to and playing the character, he wants to learn, say, earth path up to level 76(yes, it requires a very good teacher or spellbook !). You might need the level you spent aimlessly on Creation path Wink

Just saw that I got confused by the "Choosing Spells" option. If I understand the book correctly, I can learn the first ten "Light" spells by investing 20 levels and by investing the remaining five in "creation", I can just buy "Heal" for 4 Levels (as it is a level 20 spell). Later, I would divide my magic levels over the two paths.


Much better for the secondary abilities ! Occult and magic appraisal are indeed a good choice as a magic user. Notice, ride and swim can really save your life a couple times. For the remaining DPs, I think LPs are wasting for almost every character apart from those with really big Con or good costs for it. Increasing a bit more your secondary abilities wouldn't be a bad thing, but I suggest you to buy another Innate Slot, so that youcan maintain both your psychic powers at the same time. After that, your psychic field would be complete and without need for improvement for a good time, I guess.

I think I'll get the Innate Slot and just call it a day for the time being. Just thought that Withstand Pain might not be such a bad idea for the checks if I get damaged while accumulating. Then again, if a fragile magic user gets hurt, the pure fighters in the party probably did something wrong in the first place.

The Innate Class Bonus apply every level, including the first one (but not at level 0 of course). And don't forget the Natural bonus, the one which allow to multiply the caracteristics modifier for one secondary ability per level.

Great, so I have even more starting Zeon and can boost the secondary abilities a bit more.

Thanks a lot for your help, I think I am more or less finished with this character! But don't be sad, I'll be coming back with more questions soon ^^

@spirit_crusher: Wow, it took me a while to even understand what you are suggesting ^^ I still have a lot to learn. But I must agree with ilovecheese1 that it feels a bit over the top to learn such a powerful spell at earlier levels. It also wouldn't really fit the character. He doesn't even know what to do with his life, and even less what to do with his powers. Such a dedication wouldn't really work for him. But thanks for the suggestion, I will keep it in mind Wink
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« Reply #11 on: February 15, 2010, 01:31:52 PM »

Be careful with low zeon pools... It comes back veeeeeeeeeeeeeeeery slowly, and gets used veeeeeeeeeeeeeeery fast.
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« Reply #12 on: February 15, 2010, 08:12:36 PM »


while a nice and rules correct way to do so, i would as a GM reference that even through the "bought spells" method of selection, you should not be able to as a level 1, or even as a level 3, be able to buy a path level 80 spell. These should be reserved for characters of level 7+ as level 80 is the maximum usually allowed to players.

Yeah, a wise attitude. Natural spell borders on the "broken" territory anyway.

Cathar, for your character I would suggest at least to chose either a Psychic Discipline or Way of Magic that does not require projection. Having to buy up both Psychic and Magic Projection truly kills your "budget".
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« Reply #13 on: February 16, 2010, 07:06:22 AM »

@Moklo: Yeah, the first goal of the character should surely be to get more Zeon. But it shouldn't be that big a problem since he gets +100 per level and it is rather cheap for him.

@Spirit_Crusher: Yeah, I thought of that too. If I read it correctly, Sentience and Telepathy, the disciplines I chose, don't need projection.  still invested a couple of points so I could at least use the powers in an 80-feet radius..


So let me get the "magic spells" thing right.

If I invest 20 of my Magic Levels into the Light path, I get:

Quote
1. Create Light
2. Induce Calm
3. Blinding Flash
4. Shield of Light
5. Perceive
6. Armor of Light
7. Banish Shadows
8. Detect Negative Emotions
9. Light Beam
10. Hologram

Which would be the first ten, or:

Quote
1. Create Light
2. Free Access Spell Lv 1-10
3. Induce Calm
4. Blinding Flash
5. Shield of Light
6. Perceive
7. Free Access Spell Lv 1-20
8. Armor of Light
9. Banish Shadows
10. Detect Negative Emotions

 Huh


I also have more questions for my next character:

 - If I buy the Combat Module "Projectile Weapons" are the siege weapons like the catapult and cannon included in this?
 - Would you say that a character with an 11 in Strength (I'll use the advantage raise one stat by 1) would be able to wield a cannon (as in: siege cannon) with his bare hands?
 - Is the Combat Module "Improvised Weapons" viable or just a gimmick? The list of usable items on page 70 is a bit dull, but a character with this ability and inhuman strength should later be able to uproot trees and hit people with it, which could be kinda fun, right?

Yeah, that's all for now, but I'll try to keep you busy
thanks for all the help,
Peter
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« Reply #14 on: February 16, 2010, 07:43:02 AM »

Well, remember you ony regenerate 30 zeon per day, which is probably less than what you'll spend using one spell. The +100 per level and low cost are absolutely needed and not free bonus for comfort.

You get the second, with the free access spells, which are really part of your personnal Light Path ^^

-Yes.
-Yes, he would be able to carry it, but need to put it down to fire/clean/load.
-The fact is that Improvised weapons are not weapons, and so they have lower attributes for fighting purposes than actual weapons (less damage at same speed, less speed at same damage, never precise...). But being able to attack or defend at full stats with almost anything you can reach in any situation can be very convenient. And yes it could use trees or even, say, towers. But remember that they'd be considered as enormous or giant weapons, including relevant modifiers, and would be way slower and not as much destructive or resistant as a mace or hammer the same size. But yes it'll be fun, and enough for crushing hundreds of city guards ^^
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