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Ape2020
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« Reply #45 on: June 15, 2012, 02:04:27 PM » |
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Rei looking pretty good but there are a few sticking points. Cheating Fate the balancing part of Orb of Power is that its going to take her advantage card slot and there are a lot of other cards that would feed nicely with her.
5th level is still iffy since she almost immune to negative effects with her high Res. Maybe to put some meat into it I would just change it to Bearer of Disasters now causes Doom Lv 1 instead of causing damage. Now she will have a good reason to try to get to the fifth level and for your opponent to try to kill her before she gets there.
The reason for that is because with your new version of Destiny Bound you would be rather stupid not to use Gnosis on that her Doom check. By using Gnosis you up her survival rate to 96%! Remember she only need to get 1-8 on one die to survive. The formula for that would then be 1-{(2/10)^2]. The 2/10 is her chances of a bad result on one die. The power to the 2 is the number of dice rolled. Since this check happens right after recovery you would have Gnosis to spend and it feeds right into easy cycle of getting Fate tokens.
-ape2020
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Where are the Demons!? Bring on the Pain!!
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0-0-17
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« Reply #46 on: June 15, 2012, 05:04:50 PM » |
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Ok, taken aboard the 5 Fate counters suggestion and made a tweak to destiny bound - you can perpetuate the cycle still but now if other characters start using Gnosis around her then she will become more vulnerable. Also bear in mind that if you are pouring a Gnosis into her every turn then thats effectively one less Gnosis to use which Azur really need.
Orb of power would make her way too good is my concern - there's still plenty of good advantages to attach to her (Destiny, Presence, Control Bound and Fate Clock) but nerfing attacks on turn 4, easily enough time to hold her out for - is a bit excessive and against Empire she will doom whole teams if used properly even on turn 6.
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Ape2020
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« Reply #47 on: June 15, 2012, 09:10:53 PM » |
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Well Gnosis is important but I know I don't use all of it every turn, especially in the early rounds.
Its the reason your 1st version of Bearer of Disaster was so powerful - Gnosis Control. You didn't think Gnosis cancelling was a big deal since it cost Gnosis, but before Anna Never Gnosis was horded until it was needed so most didn't always spend it until they needed it the most or it was absolutely safe to draw upon it. I would fear gnosis control more then re-rolls that for all cases is the same odds. I would gladly trade my gnosis if it meant that I can hurt my opponents use of it which is likely at a point of maximum impact.
So sure I waste a Gnosis point on the Doom check, but in return I'm almost guarantee her survival and drastically up her value with each time.
-ape2020
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0-0-17
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« Reply #48 on: June 19, 2012, 03:58:40 AM » |
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This may all be down to a difference in perspective - I am increasingly convinced that our games have too little scenery and not enough objective based gameplay (we don't like the scenarios in the book so one of my projects is going to be to adapt the Yet Another Mission System that we use in Infinity for Anima as quite a few of the objectives are compatible) so combat often gets going on turn 2 and gnosis flies about a lot, especially given the number of ranged characters that are popular in our meta. That said, I still maintain Azur need the Gnosis more because they're glass cannons, you need to get the best possible roll on your attacks to put them down as fast as possible because the Prowlers are unlikely to survive the retaliation. In general however, would you sai Rei is done? And if so what levels? Thanks a lot for all the feedback 
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Ape2020
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« Reply #49 on: June 19, 2012, 09:10:36 AM » |
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She looks pretty good and as it stands now she is a anti-Sarah in type and power level. I would guess taking into account she a pure mystic and she isn't as valuable as many of the cheap prowlers that Azur has - 30 levels. Maybe others will jump in later on, so you don't have just my opinion on her. I do have a few character almost ready but I have a new job an going 6 days a week graveyard has me slowing the heck down.  -ape2020
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spacemonkey
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« Reply #50 on: June 19, 2012, 01:54:02 PM » |
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I can commiserate with you there. Each time I sit down to try revising the next batch of Magus characters I have planned, it seems Real Life intervenes.  @ 0-0-17: I meant to weigh in on Rei soon after she was put up but Ape2020 beat me to the punch and I've been too busy until now. Anyway, all the changes you've made based on Ape's input has turned her into much better balanced character. As for her Level, I'm a little on the fence. On one hand she is a pure Mystic with weak stats and a risky improvement mechanic that provides a support role; on the other hand she's extremely effective at that support role with her mere presence providing a threat due to all of her abilities being innate or reactive in nature (meaning she doesn't ever have to wait for her activation to be helpful). So I'm going to say she warrants a cost probably closer to 40 Levels. By the way, love her background. ======================================================================================== Now on a different note, I've been playing around with the Org Advantages for the Magus Order for a couple weeks and here are my proposed revisions: Defense against the Dark ArtsAll Characters in the Party may reroll failed Resistance checks. - Here I decided to keep with my original idea of strengthening a strength like the Empire's Imperial Armor. In my eyes changing to a reroll instead of just +1 makes it strong enough to stand on its own so I dropped the pseudo-immunity to Seal. Again this is the only Org Advantage that carries over to non-Mystic Wanderers that may be included in the party.
Master of MagicAt the start of play, choose a Mystic Character in your Party. This Character receives +2 inches to their Control Zone, +4 inches to the distance of any Magical Ranged Attacks, and +1 to the Effect value of any Magical or Innate abilities. Additionally this Character receives +2 Defense when rolling any Dodge or Counterattack. - This one is the same basic concept as before but a completely different implementation. Inspired by Samael's Supernatural Mastery, I tried to strengthen what I considered all the key components of magical abilities found in Anima Tactics but I'm still on the fence if this advantage is truly ranks comparable to Empress's Chosen.
Mystical GrimoireEach of the following Special Abilities can only be used once per turn but can be cast by any Mystic Character in your Party capable of using their own Special Abilities: 0 Fleet of Foot (Magic, Effect)The casting Character gains Open Movement and +2 inches to their Movement value for the rest of the turn. 00 Zeonic Transference (Magic, Effect)One friendly Mystic unit with the casting Character’s Control Zone recovers one Action Point. 00 Warding Circle (Magic, Effect)For the rest of the turn, any enemy Character moving into base contact with the casting Character must pass a Resistance Check against Effect 15 or stop 1 inch away from the casting Character. Additionally Hidden Characters who fail the Resistance Check are automatically revealed. This ability has no effect if the casting Character attempts to Intercept an enemy Character. - Ended up completely changing this one. I had lots of nice ideas for how to incorporate "rituals" as an Org Advantage but the actual mechanical implementation and power balancing kept sending me back to the drawing board. So here I went with a different idea that I had back when considering Org Advantages for the Magus Order, the concept that the mages would have access to grimoires and spell books giving them access to a shard skill set. In creating the spells, I wanted ones that would be equally effective when used by any Mystic and provide some additional tactical options for scenario play. I'm still on the fence if the restriction of each only once per turn is really needed given the fact that their Action Point cost already introduces some limitations.
Well there are my thoughts on each of the revisions, so I look forward to some feedback.
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« Last Edit: June 19, 2012, 05:31:07 PM by spacemonkey »
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Lizbeth
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« Reply #51 on: June 19, 2012, 10:30:49 PM » |
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Further feedback is very welcome I lost my interest in this character after I read it's name. I don't think that Azur needs oriental/Japanese feel at all. East-west eclectic is Phaion. That's my personal opinion of course.
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0-0-17
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« Reply #52 on: June 20, 2012, 03:09:03 AM » |
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I think Aizen goes against you there.  In general however, I agree and Rei isn't eastern themed, in fact Rei her real name, it's a pseudonom someone gave her that she stuck with because of what it means (zero). Aesthetically she would be along these lines: http://upload.wikimedia.org/wikipedia/commons/f/f8/John_William_Waterhouse_-_Magic_Circle.JPGBut hooded and with a set of vaguely visible markings on her face, wearing bangles of bones and assorted dented charms. She is a witch in the old, eastern European context, which I admit is still out of place against the western European theme of most of AT but its what inspired me.
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Lizbeth
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« Reply #53 on: June 20, 2012, 05:45:12 AM » |
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I think Aizen goes against you there. Why so? which I admit is still out of place against the western European theme of most of AT but its what inspired me. Well, Anima have some Syberian Russia (Hendel) and Russia+Poland (Dalaborn). But hooded and with a set of vaguely visible markings on her face, wearing bangles of bones and assorted dented charms. She is a witch in the old, eastern European context, I hear of this concept being from eastern europe first time.
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0-0-17
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« Reply #54 on: June 20, 2012, 07:08:01 AM » |
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Aizen is a Eastern inspired character from name to aesthetics  Conceptually he doesn't match the classical Aizen Myo-o (the only Aizen I know of) but then Frey and Freya are hardly representations of their mythological namesakes - Frey was a man for one... Witchcraft is the basis of a lot of Eastern European mythos (Baba Yaga?), charms are common decor in Roma mystics and bones... ok that's more a shaman thing.
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Lizbeth
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« Reply #55 on: June 20, 2012, 07:15:48 AM » |
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Eisen means iron in German. I don't think that Germany is east. Witchcraft is the basis of a lot of Eastern European mythos (Baba Yaga?) Baba Yaga is not a witch. She is some kind of folklore fey creature. charms are common decor in Roma mystics and bones You mean Romania?
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0-0-17
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« Reply #56 on: June 20, 2012, 07:58:38 AM » |
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Eisen means iron in German. I don't think that Germany is east. Forgive me but I don't see what that has to do with anything. Aizen's name is Aizen, not Eisen. If it's meant as a play on words then fair play but I haven't seen anything to suggest it is - in fact a quick wiki search and suddenly I'm inclined to belive he's named for the bad guy in Bleach... Roma are traditional people (they are aka Gypsies or Romani or according to wikipedia, a few other names) they are not Romanians. Baba Yaga is a witch by name and mannerism (down to the couldren) in most (but by no means all) stories she appears in (at least in western traslations which you'll have to excuse me but, not speaking Russian, are the only versions I know). This is all off topic anyway - I'm perfectly willing to be wrong about Aizen (although his mask is hardly western all the same). The character I posted is not an Eastern/Japanses inspired character. I have made that point. Unless you have any comments on her as a character then you are welcome to continue this over PMs but lets leave it out of the thread.
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« Last Edit: June 20, 2012, 08:07:04 AM by 0-0-17 »
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Lizbeth
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« Reply #57 on: June 20, 2012, 09:02:15 AM » |
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Eisen means iron in German. I don't think that Germany is east. Forgive me but I don't see what that has to do with anything. Aizen's name is Aizen, not Eisen. If it's meant as a play on words then fair play but I haven't seen anything to suggest it is - in fact a quick wiki search and suddenly I'm inclined to belive he's named for the bad guy in Bleach... But he have nothing common with the bleach guy. And about Aizen != Eisen.. Eljared != Al Hazzared Clover != Albert Wesker Elienai != Alien AI Roma are traditional people (they are aka Gypsies or Romani or according to wikipedia, a few other names) they are not Romanians. Baba Yaga is a witch by name and mannerism (down to the couldren) in most (but by no means all) stories she appears in (at least in western traslations which you'll have to excuse me but, not speaking Russian, are the only versions I know). Ah. But Gypsies are living more to the west, Hungary and Romania if I remember it correct. In Russian folklore I can't remember any witches at all. Gogol's witches were described simply as women with magical powers and Bulgakov's witches are women with no clothes :i That's why I'm asking you this kinda silly questions, It's hard for me to imagine witch.
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vytzka
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« Reply #58 on: June 20, 2012, 01:35:24 PM » |
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Baba Yaga is considered a witch. I watched Russian cartoons while growing up And there are Roma people in the Eastern Europe (Baltic states, Ukraine, Russia) as well.
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Elizabeth: "Hey Nemesis... is that your wooden sword or are you just happy to see me?" 
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Reideen
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« Reply #59 on: June 26, 2012, 06:22:37 AM » |
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Since a lot of characters from Remo, Bellafonte and Togarini have german names, its not far-fetched to think that Aizen is a different writing of "Eisen". As a german, I can also say that the way Americans (and Japanese, too) spell "Aizen" is pretty much the same way a german spells "Eisen".
But back to topic
I (german Free Agent) want to start a campaign with a lot of role-playing factors in it. To that end, I thought, that every player may create his own, unique Agent from the same base. So kind of a basic Hero that can be considered a wanderer until joining up with an organization if wanted. I've compared the different Agents and came to a certain "base". (It may be said, that its not my goal to create a definite character creation tool for Anima. Just something that my players have fun building.)
Atk. 4 Dmg. 3 Def. 8 Ar. 0 LP. 11 Res. 8 Spd. 6/10 Action - 2/4
Lvl. 15
I then thought that every character has to pick a primary class. He also has the option to choose a secondary class.
Warrior Option (+5) +1 Dmg. Favors ki abilities either OOO - +1 atk/+2 dmg (Ki, Attack) or OOO - +4 dmg (Ki, Attack)
Prowler Option (+5) Favors subterfuge abilities +1 to seek rolls either OOO - make two consecutive attacks against the same target (Ki, Attack) or OO - Stealth - Your character gets hidden (Upkeep: O), (Subterfuge, Effect)
Mystic Option (+5) Favors magic abilities +1 Res either OOO - Ranged Attack (16 inches), +1 dmg (Magic, Ranged Attack) or OOO - Ranged Attack (12 inches), +1 atk/+2 dmg (Magic, Ranged Attack)
By choosing two Classes, you may freely take any one of the four resulting abilities, any one of the bonuses and both classes favored abilities. Favored abilities are cheaper for characters of that class. I then thought of creating a list of options, abilities and bonuses to give to the character. For example
Common Options +10 - Raise Action to 3/4 ----> +10 - Raise Action to 3/5
+5 - Gain 3 Life points (take up to 3 times) and so on...
a character taking the three life points three times has 20 Life points, no Armor and a level cost of 35 (15 basic, +5 for class, 15 for +9 Life points). He has no Armor, and no special attacks, but 15 points left to become somewhat like Odin Goldsmith. Within these options there can also be disadvantages, to lower the price for the character. Also, not all abilities have to cost 5, 10 or 15 points or something like this. I think rounding up or down to the next multiple of 5 will do the trick in the end as well.
Any suggestions, balancing-ideas and so on ?
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