I'm fairly happy with my understanding of the system (after my second full re-reading of the core book), and these forums have helped to answer some of the things I wasn't certain on. Right now my questions are more on making sure the characters are balanced at the start.
Yay! lets see if we can tackle this post.
With that in mind, one character rolled (I felt) very poorly compared to the others, ending up with 5, 5, 6, 6, 8, 9, 10 - he's playing a weapon master, the 10 is con, he bought the 8 up to a 9 and the 9's are Strength and Dex. It adds up to 50 (with 10 counting as 2 and not adding in the +1 from CP) and I'm sure I read in the non-rolled point distribution method you should start with 55. The other characters that are made so far have 59 and 61 total.
Well stats-wise, the other characters either have min 6 in stats or more 9s/10s, probably both, which isn't a huge disadvantage for a weaponmaster since he has essentially 3 or 4 stats. It does depend however on what stats the other characters have in relation to their class. The 61 pointer being a tao with 10 in str and moi thai is a huuuge power gap comparitively.
I offered to let him re-roll the entire set afraid that this might be a noticeable weakness in play but to his credit he doesn't want too. In D&D that relative difference would be huge, in practice is this not so big a deal in Anima? (We also play a lot of Call of Cthulu where stats barely effect the game, but it seems to me that Anima is more like D&D 3.5).
I assume you mean 4th edition with that first quip but i digress. Its good for him that he didn't want to reroll, and if you are seriously concerned about it make a stat array for your characters next time

. Anima is a more cinematic system, but as mentioned above there may be problems depending on the other party members.
My next questions are about summons. The summoner wants a pseudo-dragon as familiar since we're playing a mid-level supernatural campaign which says they should start with 1 level 1 pet. For making summoned creatures for the summoner do they have to pay for stats the way a magically created being does? Or do they have rolled stats or assigned stats? Put another way, do I create a race and this pet is typical of it? (has the stats I would give to an average one), does it have to pay for the stats to be balanced, or does it get to roll because it's a pc creature.
couple of things here... Familiar is WAY different than a summon, as a summon is unable to level up and needs to be bound and has a higher zeon cost per day than a familiar, in adition to 3.5esque familiar dying scenarios. For either case, however, you roll or assign the stats however you want them. They did not make the creature, they merely found it. It could be a part of a race (though dragons in anima have their own thing so i don't recommend it) and in which case yes you would assign stats accordingly. It may also affect its gnosis and state of being (natural, between worlds, spirit etc.) based on that qualification, but again YOU the GM decide it. balancing will be commented below.
Secondly: Do all summons also gain a class, the sample one from the GM screen has a class so is that the case for all creatures in Anima that can level up?
It has a class, no ifs ands buts. The one in the GM screen cannot level up as it is NOT a familiar, just a bound summon. All creatures, even animals and some plants, have classes, whether you intend to level them or not. This is to determine how much it should cost to give said thing 30 ranks in appraisal or w/e, as well as class bonuses and special stuff like Tao's decrease cost in Martial Arts.
Thirdly; This is what I think a psudo-dragon is like converted from the 3.5 d&d srd.
Agility: 9
Constituion: 7
Dexterity: 8
Strength: 4
Intelligence: 6
Perception: 8
Power: 8
Will Power: 7
Natural Tail Attack + unconsciousness effect (120)
Natural Bite attack (20)
Unnatural size - Small (10)
Physical Armour AT 4. (40)
Acute Senses (10)
Extrasensory Vision (30)
Natural Flight 8 (60)
Magic Immunity <60 (30)
Psych Immunity VD. (60)
Chameleon Camouflage* (50)
Innate Mental Communication; infinite uses, 300ft** (140)
Racial Vice: Curiosity (-10)
I've noticed in many campaigns that if you spend near all of the creatures points on actually useful abilities it is a very overpowered little monster. Try spending a small amount in secondary abilities (like acrobatics since it can fly) or just attack and defense (since i don't see points for that it should have near 15 in each). Also the magic and psy immune is a bit worrysome. I usually spend about 60% of the DP on useful abilities and dump the rest into flavor or some other non-important aspect (again like secondary abilities).
The total for those powers currently is 560 - if stats have to be bought as well it can't be done at 600 DP. If they don't it can be with very little left for skills and other abilities like attack and dodge. Does this seem balanced? And is this done correctly? (Currently it seems like this creature will basically exist and not be very helpful to me, but at higher levels it might be okay).
Balancing already explained, but oh man is that a useful creature. Its small and magic/psy immune so ima send it to scout the big-badguy mansion even though he has magical guards and fireball traps. It can also tell me in realtime whats going on since it has mental com innately.
* I'm not sure this is the best way to model innate bonuses to hiding, someone that knows the system better might suggest a better option than Chameleon Camouflage.
just take some points out of other stuff and put more points in either hide or stealth. In a monsters case its not that the points represent training, but that it is actually GOOD at doing those things.
** Am I correct in reading the Psychic powers section that Mental Communication must be bought at 300 ft to not cause fatigue? In d&D the Telepathy power these guys has is 60ft which based on comparisons with average speeds should only really be 80ft or maybe even 40ft. I'd like to limit it to a smaller distance than 300ft without it causing fatigue and within the rules (I know I could set the limit arbitrarily myself).
Rules wise, yes. It should be bought at 300ft or nothing, but since you are GM you could take some points off and set it to really damn small if you wanted.
The third character currently made is an Illusionist, going the Illusion and Light Paths. Currently my only concern about this character is that the player wants to be mute and talk with illusionary sound when necessary (a concept I like a lot). As the setting goes is this likely to be a huge issue in terms of being reliant on using magic like that for day to day activities? I'm wondering if inquisitors and the like will consider it a huge violation. (The player accepts the limitations it will have on there ability to use magic for other purposes if they want to talk, and has taken things like no oral requirement casting and more MA than recommended to help cover the design).
cool beans. sounds fun. Inquisitors don't usually show up for literally every magic user unless they are being flagrant and dangerous with it. Also since illusionary sound is an effect spell it can be invisible to everyone, and only audible to those who are targeted and fail their MR (voluntary is auto fail). The only problem the character should have is when they are going to be delivering a speech to a huge audience or to someone very far away (as both of those are based on MR of people and projection to get to them).
The last character is some kind of mentalist but isn't created yet

be weary of telepaths. some of the descriptors for those powers are vague and for all powers if the mentalist does not get a damaging hit (10% on ENErgy table, same projection roll as range) the target gets +60 to their MR to resist. Don't know how long it was before i realized that. also for spells like area the radius is the MAX and they roll projection to see how far they reach inside the radius.
I'd like to know any glaring problems with what's presented here that I might not be seeing before I start the game (which is in two weeks) I still have time to tweak things around. For our first foray into Anima I'll be running the GM screen adventure (I want a better feel for combat before making my own encounters).
uhm... having killed a character or two on the intro be especially careful of the head-treasony guy (forget his name) and raptor (the level 6 scary dude), since both of those can easily accidentally kill a character if they get a good roll. I recommend actually limiting raptors rolls to like 230.
WHEW. monster post. its late so i apologize if im rude or blunt on some of my statements. il recheck this in the morning, but i hope it helps
