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May 19, 2013, 09:20:31 PM
The Official Anima ForumsAnima - Role Playing GameGame RulesHelp with character concepts (Blind Warrior-Mentalist, Pg. 6)
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SilverElf4
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« Reply #75 on: March 17, 2010, 11:32:50 AM »

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Now that I reread it in the book, those two really don't make that much sense ^^

I don't really have a suggestion for these.  I believe there is a package in the combat section that allows for quick draw of a weapon (Iatsu?) or perhaps for the creation point the advantage that improves initiative would help him with transitioning actions quickly.

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(Btw, did I calculate Damage and Initiative right on the last few characters? I'm still not a 100% sure)

I don't have the books in front of me, but I think Init is (20+ Agi bonus + Dex Bonus + Class Bonus), which would be 40 for this character rather than 50.  Damage looks right.  I haven't looked at the other characters though.
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Cathar the Great
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« Reply #76 on: March 22, 2010, 06:20:40 AM »

Thanks to all your input. I changed the Field-medic character a bit.

I exchanged ambidexterity with Quick Reflexes 1 and I also divided the points of Sleight of Hand among his other Secondary Abilities.

One of my players will try him out in our first couple of practice sessions (we will play through a modified version of the adventure in the GM screen and then start a new campaign, either with new chars or the same).


I had an idea for a Warrior Mentalist:

I want that character to be blind, so some or most of his/her powers will have to help the character perceive in some other way.

I know this has been discussed a lot here already and I read through a couple of threads I could find (searched for "Blind")

My ideas for this are now:

1. Ki Detection and Erudition: This should give even a blind character a very good idea of what kind of people/enemies are around them. Depending on the roll, I would only apply the "Vision partially obscured" or no penalty at all

2. Sentience psychic power "Detect Feelings": Probably the least effective of my ideas. The character will sense when someone is angry and wants to attack, but will not know how and from where. Only useful in combination with something else

3. Psychokinesis psychic power "Motion Detection": One of the best options for a fighter, in my opinion. My only gripe with it is that it is a Level 2 power and I have to get another power from psychokinesis to get it and none of them really fit my concept.

4. Telepathy psychic powers "Area Scanning" and "Mind Reading": Also not that great. Area scanning is a bit too imprecise for my taste, and Mind Reading needs a good Projection and I don't really have the DP to get that much of it.

Right now I would combine options 1 and 3. With Motion Detection active and Ki Detection / Erudition, the character should be able to perceive all his enemies without applying penalties (with the added benefit of having a 360° radius to the perception)


What are your thoughts on this?


And I know that the Blind disadvantage is supposed to be a disadvantage. In my opinion, dealing with this disadvantage should be the most important thing to the character. In my idea, all the supernatural abilities of the character are geared to remove or work around the blindness, so I think I'm dealing with this the right way.

It's not like I'm taking Serious Illness and don't give a :cuss: about healing it, or take Deep Sleeper just for the additional CP without thinking about the repercussions. Or take Severe Phobia: Shetland Ponies ^^
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Moklo
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« Reply #77 on: March 22, 2010, 06:48:03 AM »

Yep, as you said it's a common thing for GMs to try to overcome one of the most interesting 2CP disdvantages Smiley
The thing is, your character will be very good at perceiving its opponents or friends, but have no idea of the field he's walking on. He'll fight in a very defensive/passive way, because if he ever try to charge on an enemy, he won't see if the foe is protected by a wall or not... Look for the film Zatoichi ^^
The Minor Telekinesis power is never wasted in various situations to buy, and absolutely not powerful in combat, so feel free to take it for level 1. And I also think that the warmth detection can be very handy to identify the environment and not only the people around.
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Cathar the Great
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« Reply #78 on: March 28, 2010, 05:36:25 AM »

Okay, so here's what I've come up with for a blind fighter:

Warrior Mentalist

Characteristics (Method from GM screen, 65 points):
STR 8 AGI 6 DEX 10 CON 8 INT 6 POW 7 WP 10 PER 8

Advantages/Disadvantages
Access to 1 Psychic Discipline 1, Martial Mastery 2, Amplify Sustained Power 2, Blind -2

DP Spending:

240 Combat:
120 Attack, Final 80
120 Block, Final 80

150 Psychic:
10 PPs (150 DP)

Psychokinesis 1
Psychokinetic Trap 1
Motion Detection 1
Innate Slot 2

Potential: Base 60 + 20 (3PP) = 80

Ki Abilities:

Use of Ki 40
Ki Control 30
Ki Detection 10
Erudition 10
Presence Extrusion 10


As you can see, most (or all) of the character’s abilities are there to work around his Blindness. I got both the Motion Detection AND Ki Detection/Erudition to give him two separate but very different abilities to enhance his senses.

Like Moklo said, the character has no idea what his surroundings look like. But if the character later gets the Psychokinesis power Ground Control (or something), he can just flatten the ground in a small radius and that problem is gone ^^

I’m not quite sure what I will do with the rest of his points. I can:

1. Invest a couple of DP in Projection for later abilities. I don’t really need it, because Motion Detection doesn’t need it and Psychokinetic Trap will be used in hand-to-hand combat, so only routine checks for that one.
2. Get the Module that allows me to use my attack as projection. Quite costly and will limit me with Secondary Abilities.

3. Not do anything about Projection for now and just put the remaining points into Secondary Abilities. I can get the module one or two levels later if I get any powers that need it.

Thoughts, ideas, swearwords? ^^
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shogunboy
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« Reply #79 on: March 28, 2010, 07:51:55 AM »

Your one CP over (you have 4 CP instead of 3 CP as the limit).

Also as a suggestion, if your willing to spend DP, there is a module to reduce the blind penalty by half.   

Also, the psychic projection module applies to both attack and defense.
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Raybras
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« Reply #80 on: March 28, 2010, 07:54:03 AM »

Your one CP over (you have 4 CP instead of 3 CP as the limit).
i see the correct amount

Advantages/Disadvantages
Access to 1 Psychic Discipline 1, Martial Mastery 2, Amplify Sustained Power 2, Blind -2
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Cathar the Great
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« Reply #81 on: March 28, 2010, 08:04:09 AM »

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Your one CP over (you have 4 CP instead of 3 CP as the limit).

Like Raybras said, I think everything is okay there ^^


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Also as a suggestion, if your willing to spend DP, there is a module to reduce the blind penalty by half. 

In which book is it? Could you spoil me with some specifics?

Although I don't think I really need it for that character. In most combat situations, Motion Detection and Ki Detection/Erudition should more or less remove the blindness penalty.
It will still apply for other situations outside of combat, but it's supposed to be a disadvantage, so the player will have to find a way around it.

Quote
Also, the psychic projection module applies to both attack and defense.

Uhm, I know. It's still very costly and would leave me with even less points for secondary abilities...
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shogunboy
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« Reply #82 on: March 28, 2010, 10:05:29 AM »

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Your one CP over (you have 4 CP instead of 3 CP as the limit).

Like Raybras said, I think everything is okay there ^^


Quote
Also as a suggestion, if your willing to spend DP, there is a module to reduce the blind penalty by half. 

In which book is it? Could you spoil me with some specifics?

Although I don't think I really need it for that character. In most combat situations, Motion Detection and Ki Detection/Erudition should more or less remove the blindness penalty.
It will still apply for other situations outside of combat, but it's supposed to be a disadvantage, so the player will have to find a way around it.

Quote
Also, the psychic projection module applies to both attack and defense.

Uhm, I know. It's still very costly and would leave me with even less points for secondary abilities...

By the way, 1 and one gets me thinking of the cost v.s a word.

The Blind Fighting Module comes from the GM toolkit, and I recall it either cost 40 DP. It's effect: The character reduces penalties to combat actions suffered by Blindness in half, be it Vision partially or totally obscured.

Though really, a blind mentalist does better, as your still going to have difficulty in combat (And see supernatural helps alot more than ki detection/erudition in fighting undead or undead-like and non-living objects. Though the ki detection/erudition does help in most cases (though ki concealers will be annoying to deal with). To also mention Motion Detection, just be aware that if anyone can resist the PhR, you going to also have issues then as a heads up.

And you could just treat psychic projection module similar to the magic projection (since attack and defense for magic is 75 DP each instead of the combined price of 150). You could also split the cost of the 150 DP into smaller parts of developing your martial abilities to also work with your powers. Otherwise, unless your intention is to limit your abilities.

Level up suggestions: More PP and attack/defense. More PP is always going to be needed later on to relief fatigue point loss, and being able to power up a power or two in battle, as potential is quite important. The character in the long run would benefit Psychic projection module, even if it's 150 DP and assuming that your character is level 1. Though the reason you buy the module at start of the game is because in normal circumstances, it's impossible to buy a 150 DP module without negotiating a deal with your GM.

Overall: the character is playable, but if you do plan on playing a character that's blind in the future, let your GM and players know ahead of time, as the GM needs to think about his encounters against a blind person and players don't like players that make characters just to burden other player's characters. Basically, it's a character that needs GM supervision, as having fun is the number 1 mission a GM needs to remember.

*ends wall of text*
« Last Edit: March 28, 2010, 10:18:06 AM by shogunboy » Logged
Chronx6
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« Reply #83 on: March 31, 2010, 07:27:59 AM »

I did a blind warrior mentalist once and the way me and my gm decided to let the character 'overcome' the disadvantage was area scanning + motion detection +ki detection and erudition. I also has see supernatural for fun but not required. Basically we did it I could see living beings with ki powers and tell undead from the living with area scanning. he could not see non moving non living objects though. Buildings, trees (he could see leaves and branches if there was wind), ect. He could do combat because of motion detection and his backstory was he was trained to use these things for combat but still.
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