Just started to make my own anima campaign, we've been playing it for a while and I think we've got a hold of the system (except for magic the setting we've played has for the most part been low fantasy aka: Game of Thrones) I'm making my own world for this one, one which I've been working on developing for a while now. A good way to describe it would be, uhh the typical fantasy tropes, elves, dwarves, orcs so on in a 1940's technological level.
The game is almost going to entirely be for world building, me and my mate are going to make a computer game in it and we've done a crap ton of work but playing a P&P RPG will allow me to give it more detail. We maybe using the anima rules but making our own for the computer game. I'm going to make a blog for it over at obsidian portal.
I've been making races for the world (not going to bother with classes) and started with the uhh mainish race (The race which will be the most prolific in the fictions and such) The Hunters, think of a mix of the Claymores from uhh Claymore and the Witchers well, from the Witcher. They work for the Vampires who mostly are the "good guys" in the setting. There are evil Vampires.
Hunters are magically enhanced, and must survive through a ritual for their creation which will kill more than it doesn't, they are faster, stronger and tougher than normal people. But need to have the gift of magic to go through the ritual.
They're viable for change so if they're a bit broken feel free to tell me.
Hunter Race. (Requires buying “the Gift”)
A Hunter has a starting Gnosis of 25
Grants “Extended Perception” they are able to “feel” Altercations to the radiations/reality of their surroundings and can discern if supernatural abilites are being used (and to what extent) around them. This is a secondary skill, of MK+search/notice (this may change) then dividing the result by half (rounding up)
Their origin is Natural/Super natural.
Fatigue resistance (grants the Hunter 2 extra fatigue points)
Accute Senses (+30 to any perception-based secondary tests)
Increased Attributes (Add +1 to every stat)
Increased Reactions (+20 to natural intiative)
Increased Physical resistance (+10)
Increased Mystical/Psychic resistance (+10)
Mystically Undetectable (+50 to resistance checks against anything detecting whether it be magical, psychic or Ki)
Night vision (allows the reduction of sight tests in natural darkness to be reduced by half)
Aren't allowed following disdvantages (Sickly, suseptible to poisons, or suspetible to magic)
Forever young (If Hunters survive the ritual they never age, they stay at their peek for hundreds, perhaps even thousands of years. Though this is unknown as neither Vampires nor Hunters have been around for that long. But can still die in battle or by other natural causes, EG: suffocation, poisons, etc.)
Aura reduction (Hunters can reduce their magical aura to the eqivolent of a normal un-gifted person (everyone has a magical aura or a radiation aura even those ungifted in magic) This allows them to go undetected by the Priests of the church or Jaroai or even other hunters. There is no need to roll to do this but it takes an active action to lower and the Hunter cannot use any magical or psychic abilites when they are in the midst of lowering their aura (only Weapon cloak) It also takes an active action to raise their aura back to higher levels) This doesn't enhance their ability to hide from magical detection just to hide how much magic they have to detect.
Weapon cloak (All Hunters have an ability to “cloak” their weapons that they carry from plain sight, until they so choose to draw/use said weapon (weapon must be sheathed/holstered/slung for it to work) This requires no test but it takes an active action per weapon to cloak them. It takes a absurd (180) for a magic user to detect the cloaked weapon(s) (one test per weapon cloaked)
Note: Hunters can only recruited from races with a natural magical ability this is only Humans, Elves, Dwarves and Orcs.
Level modifier: 2