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New to Anima ! help with Ki techniques


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#1 Francho

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Posted 01 October 2012 - 03:11 PM

 Hi everyone ! Im completely new to the whole Anima world and I was hoping I could get some help from this forum to understand it better.

My problem is the next one; Im building a lvl 1 tecnician and im using as a basis for his Ki powers the main character from the anime series "darker than black". The main power of this character is that he can use electricity, be it by going hand to hand against enemies and electrocuting them or using a combination of a wire and daggers to attack and deliver hi electricity at a distance.

 

Im only allowed to use the basic manual, so im restricted by that.

 

could someone give me a good idea how or what ki powers to create using that anime character as a basis? not only to have the powers that he uses but to come up with new or improved versions of them? using electricity as the main thing (both offensive and defensive).

 



#2 ElricOfMelnibone

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Posted 01 October 2012 - 07:13 PM

Characters from Darker Than Black should be built as Psychics (Hei would definitely be a Warrior-Mentalist, using the main rulebook, with some natural learners and aptitudes for subterfuge), rather than technicians. In Arcana Exxet is even described a whole new Psychic discipline called "Electromagnetism", which is fully based on control of electricity.

By the way, here are some electricity based techniques (note that they are built using Dominus Exxet, so some math might bot be right using core rulebook, but still they are pretty much official).

TESLA’S LEGACY:
This group of technique was created by a powerful warrior mentalist and scientist named Tesla (the first name’s been long forgotten), heir to Rudraksha’s Blood. The whole technique is based on lightning and thunder and as such energies are hard to control, it tends to overstrain the user.
Techniques: 5 Total MK: 450.

TESLA IMPACT
Level 1
The first technique, named Tesla Impact, consists in unleashing a strong electrical charge on a close by target, sending him flying most of the times. This technique allows making a single Electric Elemental Attack with a bonus of +25 to the Attack roll and +40 to the Base Damage, dealing an Impact with an equivalent strength of 12. Using this technique requires spending 2 Fatigue points in addition to accumulated Ki.
Effects: +25 Attack, +40 Damage, Impact12, Elemental Attack (Air), -2Ki.
Disadvantages: -2Fatigue.
STR8 / DEX8 / CON8
MK: 50

TESLA LIGHTNING
Level 1
This attack projects a long and wide electrical lightning that fries everything in its path. This technique allows its user to make a single Electric Elemental Distance attack affecting all those within a line 1m wide and 20m long, with a Base Damage of 120. Using this technique requires spending 2 Fatigue points in addition to accumulated Ki.
Effects: Distance Attack 20m (2XPresence+PowBonus Damage, Line of Destruction), Area Attack 1m, Elemental Attack (Air), Damage Substitution 120.
Disadvantages: -2Fatigue.
STR12 / DEX12 / CON12
MK: 50

TESLA BACKLASH
Level 2
By accumulating energy from received blows, the body of the user of Tesla Backlash is surrounded by cackling energy that reflects the energy of attacks directed against the user, opening the opponents guard for a strong counterattack charged with electrical energy. This technique allows its user to make a defense with a predetermined defense value of 320, that in case of successful defense reflects the attack against the offender with an attack value equal to that achieved by the attacker itself and, if a counterattack can be made, grants a bonus of +75 to the counterattack’s Attack roll, +40 to its Base Damage and makes it an Electrical Elemental Attack. Using this technique requires spending 2 Fatigue points in addition to accumulated Ki and can only be used in a turn successive to one during which the character has suffered at least 10 points of Damage.
Effects: Predetermined Defense (320), Reflect Attack, +75 Counterattack, +40 Damage, Elemental Attack (Air).
Disadvantages: -2Fatigue, Limit Circumstance (Suffer Damage).
STR20 / DEX20 / CON20
MK: 80

TESLA COIL
Level 2
As the name implies, this techniques creates an electric coil arount the target that literally fries it to death. This technique allows making a penalty free Electric Elemental Trap Attack with a bonus of +50 to Attack, Base Damage 180 and a Strength of 14. The trap effect on the target can be maintained through the following turns by paying the technique’s maintenance cost. Using this technique requires spending 2 Fatigue points in addition to accumulated Ki. This technique has the Predetermined disadvantage.
Effects: +50 Attack, Damage Substitution 180, Trap14, Elemental Attack (Air), Maintained (Trap Effect on Target), -1Ki.
Disadvantages: -2Fatigue, Predetermined.
STR14 (Mant.2) / DEX14 (Mant.2) / CON14 (Mant.2)
MK: 75

TESLA STORM
Level 3
An absolute control over electricity, possible only to the heirs of Rudraksha is necessary to summon the Tesla Storm, a monstrous attack of terrifying power striking enemies in a wide region with an pinpoint precision and lethal effects. The vest of the user seems to expand to cover all those within a large area around the user, granting them protection from any incoming attack. This technique allows its user making a single Electric Elemental Attack affecting all chosen targets within a 5km area, ignoring up to a -75 penalty from aimed attacks, with Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which must be doubled, and in case it scores a Critical, the Critical Level is increased by +75. All targets hit by this attack must pass a PhR check against a difficulty of 200 or suffer a reduction to their PhR equal to their failure level. Using this technique requires spending 2 Fatigue points in addition to accumulated Ki. Only characters with Rudraksha’s Blood can use this technique, and after using it, they suffer a -150 All Action Penalty, that recovers at a rate of -5 per turn.
Effects: +100Attack, -75Aimed Attacks, 2XDamage, 5km Area Attack (2XPresence+PowBonus Damage, Target Selection), Supernatural State (PhR200, PhR Reduction, Attack), Elemental Attack (Air), +75 Critical.
Disadvantages: -6Fatigue, -150 All Action Penalty, Requirement (Rudraksha’s Blood).
STR40 / DEX40 / CON40
MK: 195
 

PIKA THUNDERS:
Created by Thunder Elemental Kamis from Varja and later taught to mortals, Pika Thunder is a majestically powerful fighting technique, combining the powers of Air and Light in a terrifying display of thunderous fury.
Techniques: 5 Total MK: 380.

THUNDER JOLT
Level 1
The base technique of Pika Thunders, Thunder Jolt releases a small Electrical Sparkle that can hit its target from pretty afar with great precision. This technique allows its user to make an Electric Elemental Distance Attack with a Range of 100m, a bonus of +25 to the Attack roll and a Base Damage equal to Double the character’s Presence plus his Power Bonus.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage), +25Attack, Elemental Attack (Air), -2Ki.
Disadvantages: Elemental Binding (Air, Light).
DEX5 / AGI5 / POW5
MK: 40

QUICK DODGE
Level 1
With a quick small distance teleports the user of Pika Thunders can easily get out of harm’s way. This technique allows its user to make a defense with a bonus of +90 to the Dodge roll, allowing no Counterattack even if successful, followed by an Automatic Transport Movement of 20m. This technique can be maintained through following turns.
Effects: +100Initiative, 50m Automatic Transport, Maintained, -2Ki.
Disadvantages: Elemental Binding (Air, Light).
DEX7 (Mant.2) / AGI7 (Mant.2) / POW7 (Mant.2)
MK: 50

SKULL THUNDER
Level 2
Charging electricity on his head the user projects himself in a devastating headbutt attack. This technique allows its user to make an Electricity Elemental Distance Attack with a Range of 50m using himself as a bullet, with a bonus of +150 to the Attack roll and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique has the Predetermined disadvantage.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage, Projection), +150Attack, Elemental Attack (Air), -2Ki.
Disadvantages: Elemental Binding (Air, Light), Predetermined.
DEX12 / AGI12 / POW12
MK: 60

SUMMON THUNDER
Level 2
The user of this technique concentrates for a brief instant and uses his ki to summon a lightning striking him from the sky, charging all surrounding area with electricity that jolts and stuns all those within a small distance from the user. This technique allows its user to make an Electricity Elemental Attack affecting all individuals within 5m of him, with a bonus of +90Attack and a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit from this attack must pass a PhR check against a difficulty of 160 or suffer an All Action Penalty equal to their failure level, that recovers at a rate of -5 per hour. This technique can only be performed while on in an open space.
Effects: 5m Area Attack (2XPresence+PowBonus Damage), +90Attack, Supernatural State (PhR160, Major All Action Penalty, Attack), Elemental Attack (Air), -2Ki.
Disadvantages: Elemental Binding (Air, Light), Determined Terrain (Open Space).
DEX15 / AGI15 / POW15
MK: 80

VOLT TACKLE
Level 3
A very powerful technique combining offensive capabilities with fazing speed, Volt Tackle surrounds the user with an electric field. The user than starts to move with mind-blowing speed, delivering painful electric blows to all those that cross his path. This technique grants its user a bonus of +5Movement and +200Initiative and allows him to make up to 6 penalty free Electric Elemental Attacks per turn with a bonus of +150 to the Attack roll. This technique can be maintained through following turns. After using this technique the user cannot accumulate ki for 20 turns. After interrupting maintenance of this technique, the user suffers from a -150 All Action Penalty that recovers at a rate of -5 per turn.
Effects: +150Attack, +5Additional Attacks, +200Initiative, +5Movement, Elemental Attack (Air), Maintained.
Disadvantages: Elemental Binding (Air, Light), Overcharge (20), -150All Action Penalty.
DEX45 (Mant.14) / AGI45 (Mant.14) / POW45 (Mant.14)
MK: 150
 

RAIDEN FIST:
This school of technique, mainly based on lightning, was probably developed by those with Rhudraska’s Blood and later forgotten, until their basics were recently discovered and employed by domine from Tol Rauko, who found it a terrifyingly powerful fighting technique.
Techniques: 5. Total MK: 450.

ELECTRIC PUNCH
Level 1
While using this technique the fists (or weapons) of the user become covered by electrical energy that crackles around them and can be released in a very precise bolt. This technique allows its user to make a single Electricity Elemental Attack with a +50Attack bonus.
Effects: +50 Attack, Elemental Attack (Air).
Disadvantages: -
DEX3 / AGI4 / POW4
MK: 20

ELECTRIC MOVES
Level 1
As fast as lightning, the user of this technique can easily surprise enemies and block their attacks. This technique grants its user a bonus of +75Initiative and allows to make up to 5 penalty free defenses.
Effects: +4Additional Defenses, +75Initiative, -1Ki.
Disadvantages: -
DEX5 / AGI4 / POW4
MK: 40

ELECTRIC PROJECTION
Level 2
By using this power the master of lightning becomes able to throw multiple bolts at distance with devastating effects. This technique allows its user to make 5 penalty free Distance Electric Elemental Attacks with a range of 50m with a Base Damage equal to double the character’s Presence plus his Power Bonus plus 75.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage), +4Additional Attacks, Elemental Attack (Air), +75Damage.
Disadvantages: -
DEX17 / AGI17 / POW17
MK: 100

ELECTRIC SHIELD
Level 2
Thus power summons an Electric Shield around the user that deviates all attacks directed at him and redirects them against the offender. The user of this technique defends using a Supernatural Shield with 1000 Life Points. Attacks blocked by this shield are redirected against the offender with a final attack value equal to that scored by the offender himself. This technique can be maintained through following turns and the Supernatural Shield regenerates 250 Life Points each time the maintenance cost is paid.
Effects: 1000Life Points Energy Shield (Regeneration250), Reflect Attack, Maintained, -1Ki.
Disadvantages: -
DEX19 (Mant.6) / AGI19 (Mant.6) / POW19 (Mant.6)
MK: 100

ELECTRIC STORM
Level 3
The most terrifying feature of the Electric Storm is the possibility of expanding its aura releasing a terrifying electric storm that consumes only the targets chosen by the user within a vast area around him. The destructive effects of this attack can be greatly increased by the sacrifice of life force by the user. This technique allows its user to make a single Electric Elemental Attack against all chosen targets within 1km of him with a +100Attack Bonus and Base Damage of double the character’s Presence plus his Power bonus plus 150. The character may also choose to sacrifice any number of Life Points when executing this technique to add +2 to its Base Damage for each Life Point sacrificed. In order to use this technique, the Electric Shield technique must be maintained. After executing this technique, this character cannot accumulate ki until 5 turns have passed.
Effects: 1km Area Attack (Target Choice), +100Attack, +150Damage (Double Life Sacrifice), Elemental Attack (Air), -2Ki.
Disadvantages: Level2 Maintained Technique (Electric Shield), Overcharge (5 Turns).
DEX24 / AGI24 / POW24
MK: 190

 

Hope these can come in handy!

 



#3 Francho

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Posted 01 October 2012 - 08:07 PM

 wow…..those are some cool moves ! will try to use or maybe arrange some together and create something new. 

I asked my GM for some advice and he recomended me since im gonna start as a lvl 1. to have 3 powers, one that would use a lot of ki and be my strong attack, another one that would be low cost and be my main basic attack and another for utility (defense).

for the basic lv 1 technique I was thinking of just adding the electric element to my weapon or fists (something like the power "raiden's punch").

still thinking on the big power attack and the utility or support power.

 

all help would be well received. 



#4 Beadle

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Posted 01 October 2012 - 08:25 PM

 3 techniques at Level 1 is…. well, let's just say it's a little optimistic, particularly if you want a big hitter as one of them.

You only have so much Martial Knowledge to spend, and before you get ANY techniques, you need to spend 40MK on 'Use of Ki' and 30MK on 'Ki Control'.

Depending on what Advantages your character has (e.g. if you have Martial Mastery 1,2 or 3), you might have 50, 90, 130 or 170 MK points in total to spend at Level 1, with maybe a few more if you have certain Martial Arts.

Level 1 techniques have a minimum cost of 20MK for the most basic ones, and Levels 2 and 3 increase from there.

And unless you have the Advantage "Disconnected Techniques" (which, since you're only using the Core Rules, you can't - it's in Dominus Exxet), you need to have two Level 1 techs before you can learn a Level 2 tech.

It's not impossible, but you'll be doing well to get three.  But if you can manage it, great!



#5 Francho

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Posted 01 October 2012 - 09:04 PM

 Yea, I have 140 MK thus leaving me with just 70 MK to spend on 2 or 3 Ki powers….its not much but I think if I put some restrictions (going for electric based attacks) I might be able to pull it off…..the question is how…thats why Im asking for some advice and to understand better my options and future possibilities.



#6 Beadle

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Posted 01 October 2012 - 09:15 PM

 I'll try and have a look at the Core Rules this afternoon to remind myself what's in there to start with.  But 70MK is a reasonable amount.

Out of curiosity, what Ki Accumulations does your character have, and how much Ki in total per characteristic?  It will help a lot.

(I could probably do more if you were using Dominus Exxet; firstly there's more range of effects, and secondly you have the Unification of Ki rule which is MASSIVELY helpful; but I'll see what I can do.)



#7 Francho

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Posted 02 October 2012 - 01:49 AM

 Sure thing, forgot to add that…hehe

 

stats:

Agi: 10  /  Con: 8  /  Dex:9  /  Str: 9  /  Int: 7  /  Per: 9  /  Pow: 7  /  Wp: 8

that would leave me with an accumulation of: 2-1-1-1-1-1-1-1

The main idea would be to have a basic easy to maintain attack that I could use during battles (like the adding electrical dmg to the weapon like I mentioned on my other post or something like that) and the other ones or one for support and for maybe lots of dmg.

 

I had this idea of maybe being able to magnetise the enemy with a charge and that would help me either making it easy to hit (adding the opposite charge to my weapon/fists) or making it easier to avoid the weapon (same charge thus repellin g itself.  



#8 Beadle

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Posted 02 October 2012 - 04:17 AM

 Ok, so here's your first problem.  You haven't bought any extra KA, beyond that which you've got from your attributes.

For a Technician, particularly one who is focusing on Techniques, Ki Accumulation is your LIFE-BLOOD.

Anything "Electricity"-based, is likely to be a Power-type effect (I think), so with a Pow KA of 1, you're going to be waiting several rounds of every battle before you can fire off ANYTHING.  If you want to Maintain it, that'll add another round or two to your initial accumulation time.

And that's if you do nothing else but accumulate (including even defending yourself).  For every turn where you attack, defend…. even move, your accumulation time will double.

Battles are going to pass you by entirely; or at least you'll never get to use a technique (even a small one).

I would SERIOUSLY suggest that you spend some of your Primary DPs on getting some of those figures up.  Noticeably.

Otherwise you'll just be a Nician (Technician without the 'Tech').

Sorry.  :(



#9 Francho

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Posted 02 October 2012 - 05:07 AM

Ouch….well, this is good, im still building my character so I can still apply changes and stuff. What would you recomend I need to do to be able to fix my character and be able to make it more usefull? 

Also what weapon would you recommend? for the moment I gave it a stopping dagger and an Axe, with the ku-fu martial arts.

As for the advantages, I gave it MK 2 and Ki regen 1

 



#10 Beadle

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Posted 02 October 2012 - 06:14 AM

 Unless your weapons break (which they might) your Kung Fu is going to be useless.  You can only use MOST Martial Arts when fighting Unarmed.  By having three different types of weapon (knife, axe, unarmed), you've got to pay the Different Weapon Module cost twice, which is a big waste of your DP (you get your first weapon choice free).

So first decide if you want to fight with a weapon or unarmed.  That's one of your first big decisions.

The DP you save from not buying excessive numbers of Weapons Modules could be spent on Ki Accumulation.  Or Ki (because the Core Rules leave you with only a certain amount of Ki per attribute as well, which is also limiting).  Or both.

When it comes to how many points of KA to get, well… that's up to you.  Look at the general type of effects you're going to want, and what attributes are focused around them (e.g. Dex is Attack/Block, Agility is Dodge/Initiative, Power is Area/Range/Shields/Energy, Strength is Damage etc, etc).  Then focus on the attributes you want to.  Don't try and spread your KA too thinly.  At Level 1, the MOST you probably want to focus on is 3 attributes (my current Technician is based around Dex, Agi, and Pow, but it's entirely up to you).  That Techie of mine started with Dex 9, Pow 5, Agi 4 at Level 1, but I probably went a little too far the other way, and paid the price in terms of Attack and Defend scores.

I'd also look at your stat mix.  It looks like you've gone for a "pretty good at everything" mix, but that also means you're not GREAT at anything (except Agility).  Don't Min-Max too much, but you're better off specialising in certain areas.  Remember, for each attribute of 10 or above, you have 2 KA as your base instead of just 1.  That helps hugely.

Also, I imagine you're part of a group?  If you're "generally pretty good", then there will always be someone in the group who is better than you at each thing.  If you have strengths and weaknesses, your strengths will shine through, and your weaknesses will probably be covered by somebody else in the group.  There's a reason the phrase "Jack of all trades, master of none" exists.  :)

Hope that all makes sense and is useful.



#11 Francho

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Posted 02 October 2012 - 12:45 PM

 Ok, I understand most of it. Since I'm like completely a noob at this, could you help me fix my character so that it becomes a more focused character? specially with the hole Ki powers and Ki accumulation.

I would like to have some or most of my powers to be of the electric type, but if you think it would be better to go for something else then Im all ears, specially since I want to use my first game be a good experience and that I will be able to advance and learn more of the game and its mechanics.

 

The character is like this mainly by the directions that my GM has given me so I had no idea for example that I needed the POW to use the elemental powers or that you could use DP for Ki accumulation or just Ki.

So to sum things up; could you help me re-build the character so that it plays well with the idea of using electric ki techniques, if it would be better to have a weapon or martial arts (since I have no idea the differences during combat).

If you need any info on the character stats or advantages or disadvantages or whatever please ask me and I will post them right away.

 

My main idea was to create a character that would be able to move well across the battle, deal decent dmg and use the Ki techniques for support, attack and diminishing effects to the enemies (kinda like a front support kind of character)  



#12 Beadle

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Posted 02 October 2012 - 08:19 PM

 I'll certainly give it a go if you like.

It would be easier if you post the whole character as it stands at the moment, and I can work from there.  It will help to see stuff like your Secondary Skills etc.

As for whether to go for armed or unarmed, it's up to you.  If you think you'll stick as a Technician throughout the game, then you're probably better off going armed, but if you might switch to a Tao at some point, then unarmed would be best (Tao get all their Martial Arts half-price).  Lots of people go down the route of Tao/Technician mixes, but one of the best fighters in the game setting, Kisidan, is an armed Technician.  Depends entirely on what you want.  The game is supposed to balance out the different styles overall.

And if you DO decide to go for a weapon, then pick the type you'd like.  Heavy two-handed weapons deal out big damage, but they're slow.  Daggers etc are quicker (and initiative really matters in Anima), but they don't do as much damage.  Or you can go for a group of weapons; either by type (swords, short-arms, maces, poles, cords, axes, two-handed weapons etc), or the type of character that would classically use those weapons (e.g. Barbarians get big axes and swords; Assassins get mini-crossbows, stilettos, short-swords; Pirates get sabres, handaxes, nets, harpoons etc).



#13 Francho

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Posted 03 October 2012 - 03:14 AM

 Ok ! I will scan my character sheet and post the drop box link so that you can download it ! 

 

As for the using martial arts or weapons, I was thinking of mainly using the weapon and having 1 martial arts as a secondary, but if you think it will be a waste of DP, then maybe going full weapons is best. The problem would come when I dont have my weapon, but then I could use some Ki powers to create one and keep on fighting. I was thinking of the blocking dagger for future use in disarming and using its qualities like precise and thrown to expand my options. (was also thinking on using the electric attacks to deal dmg when I block, since the metal weapon they might have is a conduit of electricity). 

Where can I check out this Kisidan character you mentioned? I got very interested in seeing it. 

 

Here is the link for the Anima pages: javascript:void(0);/*1349277253791*/

And the link of the character that I was using as an inspiration: javascript:void(0);/*1349277237854*/



#14 Beadle

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Posted 03 October 2012 - 04:05 AM

 I'll take a look at the sheet as soon as I can (unlikely to be today, I'm afraid).

There's no problem with going for all your weapon and MA options if you want to.  But if the dagger is only for future use, you could always consider buying that weapon module at Level 2 or later.

You can't do damage on a block, I'm afraid.  Even if you're electrically charged.

Also, if you want to use Block as your defence and have Martial Art, you might want to consider Malla Yuddha, rather than Kung Fu.  Due to the rules about Weapon Breakage, even if you successfully block unarmed, you might still take damage.  Malla Yuddha reduces that (and at higher level, eliminates it completely).

As for Kisidan, there's a whole page about him in the Gaia book, and I think someone's posted his details in a thread in the Gaia section of the official Anima Forums, in a thread about Known Characters in Gaia - The Empire.



#15 Francho

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Posted 04 October 2012 - 03:44 AM

 Thanks !!! I will keep on asking my GM for aid too since well….he's been telling me what to put on the character sheet.

Will also keep reading the Ki powers and try to think on more ideas. 






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