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SSB_Shadow

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Posts posted by SSB_Shadow


  1. It says that additional actions in a turn after the first causes penalties to actions. First is normal, then it's -25, then -50, etc.

    1. The example in the book says the hero uses move, attack (-25) and then a notice check (-50). But if the character would have attacked first, move secondly and attack  thirdly, would the third action give a -25 or -50 penalty?

    2. Also, does the movement get any form of penalties or is it always free, no matter how many actions to spend on moving?

     

    And now about counter-attacks…

    3. If I spend an action to attack, wait, and the guard I am fighting comes to attack me on his turn, does my counter-attack recieve penalty of -25 for being my second action?

    4. Also, if I counter-attack repeatedly (from different attackers or same guy with additional attacks) do I receieve penalty for defending myself?

     


  2. Kisidan, who is thousands of years old, should probably be sky-rocket up to level 20+. But being so high-leveled means that lesser threats doesn't give him as much experience as it would for a level 3. When he trained Elisabetta and took her to the secret expeditions outside (how else did she get exp?), she gained levels faster where he on ther other hand barely got a handful.

    Now, with the girl on the throne and he standing there all day out, he doesn't face with much action to level anymore. Even with massive threats, he is never dispatched to deal with it: the other members of the Heaven Order (or Tol Rauko, or whoever) does it.

    Lucanor, with the exception that he is a wonderchild by bloodline, probably wandered the world a lot to level up in the tons of political and economical intrigues. He has been very active and progressed faster than Kisidan in that little time.

    But this is illogical. Kisidan should be higher after relieving two massive wars and many conflicts. So I think it's merely just storyfluff or whatever that says Lucanor is stronger: just to show he is brilliant. Or he took the secret "Awesomely-Conviniently Quick Learner" CP ability. gui%C3%B1o.gif


  3. Hmm... That's very insightful... You take up good points.

    The Imperium would be a problem for sure. I do wonder what Eljared's "final gift" was that would lead to whatever Rah's final goal was. I tend to figure it had to be the war, and somehow make sure the "higher ups" doesn't, or cannot, interfere.
    But it's hard to figure out what exactly Eljared's ultimate plan is.

    The Lucanor theory seem very valid. The prince is smart: he would probably want the others weakened before he made a move. The only problem would be if some of the factions tried to force Giovanni to take side or be crushed. But maybe he has a contengiency plan for this, too. Or maybe he wants the war but aiming for something higher than that (since he seem aware of the Powers in the Shadows). Maybe Eljared managed to convince him into something...

    Man, it's difficult to speculate what could occur. It seem to thick and nothing is revelead in the books - totally up to the GM, which gives one a huge responsibility. xD

    Gaul is no fool, so I suppose he'd want to find and neutralize whatever forces the Shadow has before starting any major conflicts, or at least be sure they won't interfere. Hmm...


  4. Heya, in my game, the tension between the Sacred Holy Empire and the Azur Alliance are getting more and more intense, and everyone are worried for a war to break loose.

    I am a bit curious on some strategical things, and also I would love to hear from your experiences in the game.

    What I am mostly wondering about is how would each faction handle their warfare. Togarini and Abel are right next to each other, so I would assume the conflict would be most intense on their boarders. The Alliance's forces would seem to have a hard time to advance, considering most areas are reinforced and their navy is limited to a single path.

    I think their best bet would be to aim to conquer the ships in Kanon and cripple the Empire's naval forces, at the same time have an advantage in the inner sea.

    As I see it, attacking Abel directly seem impossible. They'd have to go around, break through Arlan and Galgados, and later somehow get through Dalaborn and flank Abel. But there is lot of opposition, and frankly...

     

    battlemapphaze1.png

    Could the Azur Alliance really pose such a threat? They seem to be placed on strategical poor areas where they can easily be choked or flanked. They don't have much body of water to effectively use the navy, and it would take a loooooong time to cruise around the whole continent, not to speak dangerous to go south to reach north from all storms. They'd have to start a war to the east or make alliances in order to take the battle to that part of the sea. (I haven't read so much about that area yet. All I know is Lucrecio is neutral, but another mighty force was east if them).
    In addition, I have probably missed a ton of other details such as van Horsman's forces and whatnot in Arlan and north, etc.

    Lastly, since there was no info about the New Continent in Beyond the Fantasy book, I haven't accounted for that area, neither am I sure who controls it, etc.

     

    Has anyone played out a war in the game? How would you reason the tactics would work?

    And take note: I am not really a true strategist IRL. I just like to try imagine all these stuff for fun. But please, do point out all the errors. =D


  5. To be honest, I am a bit bad at Psychic, and I doubt my player knows it better.serio.gif

    Else, I use the excel file to calculate the levels and make sure it's accurately done. I have to re-read the Psychic chapter and that other forum, as well as ask the player, and fix this mess up.


  6. Janus Galean

    Level: 3
    Life Points: 110
    Class: Wizard
    STR: 4, DEX: 9, AGI: 5, CON: 7, POW: 10, INT: 11, WP: 9, PER: 4
    Resistances
    PhR: 45, MR: 65, PsR: 50, VR: 45, DR: 35

    Initiative: 65 Unarmed
    Attack Ability: 0 Unarmed
    Defense Ability: 33 Block
    Damage: Unarmed damage - 5 (whatever that is)
    AT: None

    MA: 50
    Zeon: 885
    Magic Projection: 135 (no imbalance)
    Level of Magic: 75 Darkness, 35 of 60 Earth

    Essential Abilities
    Advantages:
    Elan 1 (Uriel), Elan 1 (Erebus), The Gift, Natural Knowledge of a Path (Darkness), Superior Magic Recovery 2.
    Disadvantages: Require Gestures, Serious Illness, Sickly

    Elan
    Uriel 26
    -Instinct of Liberty
    -Unnoticed

    Erebus 30
    -Supernatural Knowledge

    Secondary Abilities
    Composure 33, Withstand Pain 15, Notice 0, Memorize 25, History 45, Magic Appraisal 85, Medicine 40, Occult 120

     

    Janus is some sort of an enigma. He is sometimes selfish and sometimes caring. His family had all died in a mysterious disease that seemed to have no cure, and it has started to show on him now. Altough fair and handsome, Janus is feeble in appearance and signs of sickness are apparant. He was visited by a pair of "angels of death", who motivates him to wander to make a significant mark on this land before he perish or find a cure before it's too late. The deeper he went in the knowledge of the occult, the more he feels safe. But he has his doubt of the these two angels' true motivation, and where they come from.

    On his late adventure, he came across a strangle little pixie calling herself Illicia, and seemed to be a being called Sheele. He is not sure about her role, but her healing powers are useful to sustain himself. Maybe she could become an important asset to find the ever so elusive cure.

    -----------------------------------------

    Soifon Reid (Ebudan soul)

    Level: 3
    Life Points: 152
    Class: Acrobatic Warrior
    STR: 8, DEX: 9, AGI: 10, CON: 8, POW: 7, INT: 6, WP: 8, PER: 7
    Resistances
    PhR: 40, MR: 40, PsR: 45, VR: 40, DR: 40

    Initiative: 75 enchanted katana
    Attack Ability: 85 katana
    Defense Ability: 80 dodge
    Damage: 70 cut (and fire if activated)
    AT: Chainmail

    Ki
    STR: 14 (3), AGI: 10 (2), DEX: 10 (1), CON: 10 (3), WP: 8 (1), POW: 11 (2)
    Martial Knowledge: 150 spent. 5 points left
    Ki Abilities: Use of Ki, Ki Control, Use of Necessary Energy
    Dominion Techniques: Flaming Flash (20 MK), Radiant Wings (50 MK)

    Essential Abilities
    Advantages: Aptitude in a Field (Athletics), Hard to Kill (got under adventure for free), Martial Mastery 2, Quick Reflexes 1, Wealth 1
    Disadvantages: Deep Sleeper, Severe Phobia (reptiles), Severe Allergy (shellfish)

    Special Abilities & Modules
    Batto / Iai Jutsu, Different Type (Sai), Precision Attack
    -Or'inie, Fraction of Celestial Essence (immune to fire only), Seraphim Wings, Immortal Soul (-3 exp)
     

    Secondary Abilities
    Acrobatics 80, Athleticism 55, Climb 30, Jump 55, Ride 25, Swim 15, Composure 16, Feat of Strength 20, Withstand Pain 15, Notice 10, Style 50, Disguise 15, Hide 15, Art 10, Dance 25, Forging 23, Music (flute spec.) 51, Sleight of Hand 45
     

    Soifon was a small girl who was found abandoned in the roads near Haruma, Kushistan. An old couple found her crying and discovered her black skin and white hair, the traits of a Daevar. Lacking a dark heart to simply abandon the baby girl, they took upon themselves to raise her. The family moved to Good Rest, Abel, where Soifon remained until she was 10. It didn't take them long to discover her strange runes she had covered in her body, and knew immediately she was special. With the chaos errupting everywhere by the Emperor's tyrannic rulership, the couple were afraid the Inquisition would find her and take her away from them. Using their last money, they sent their girl away to the island of Varjad in order to, seemingly, train with the masters there and most importantly hide from the Church's eyes. They knew the Church's influence there was weak. Following years, Soifon was trained in the ways of the samurai discipline but decided to return home when she turned 23. Her surrogate parents were poor by now but happy to have their girl back, and strong enough to defend herself and take care of their last years.

    After the various incidents in the Forest of the Moon, Soifon discovered a strange brooch that latched onto her torso. She also woke up some of her inner powers and sprouted out wings. She was not sure, but she seemed attracted to this strange force. But even with these divine gifts, deep below, she felt like a monster, and is starting to doubt her reasons to fight for the Empire and it's people that hates her kind, whatever she is. Are these wings traits of an angel, or are they really the traits of a beast?

    Note: Soifon is partially becoming complete, but not there quite yet. She has unlocked the seraphic wings and has an immunity of fire thanks to the brooch. The sword was infused in fire by a spirit they defeated.

    -------------

     

    Petronius "Pete" de Costa  (Daimah soul)

    Level: 3
    Life Points: 110
    Class: Shadow
    STR: 9, DEX: 10, AGI: 10, CON: 7, POW: 9, INT: 7, WP: 8, PER: 10
    Resistances
    PhR: 45, MR: 50, PsR: 50, VR: 45, DR: 45

    Initiative: 95 Short sword, 70 short bow
    Attack Ability: 75 short sword or longbow
    Defense Ability: 85 dodge
    Damage: 50 shortsword (thrust or cut), 50 shortbow (thrust)
    AT: complete leather and forehead protector

    Ki
    STR: 15 (2), AGI: 10 (2), DEX: 16 (3), CON: 8 (1), WP: 9 (1), POW: 15 (2)
    Martial Knowledge: 150 spent. 5 points left
    Ki Abilities: Use of Ki, Ki Control, Presene Extrusion, Energy Armor, Use of Necessary Energy
    Dominion Techniques: Baby Roc Arrow (25 MK), Velocitas Ventus (25 MK)  [name pending]

    Essential Abilities
    Advantages: Aptitude in a Field (Subterfuge), Animal Affinity, Danger Sense, Fortunate, See Supernatural
    Disadvantages: Deep Sleeper, Severe Phobia (fire), Vulnerable to Heat

    Special Abilities & Modules
    Hunter Module
    - See the Essence, Sense the Forest, Nature's Cure, Movement in the Forest, Small Size, Immortal Soul (-2 exp)

    Secondary Abilities
    Acrobatics 40, Climb 25, Jump 20, Notice 85, Search 85, Track 27, Animals 25, Disguise 45, Hide 70, Lock Picking 45, Poisons 30, Stealth 85, Trap Lore 40

     

    At first glance, Pete is just a orphan kid from the forest who lacks civil manners and social skills. But his past is more darker than that. Petronius was one of the many sons of a family full of bandits. They were a mafia, so to speak, who had a strong name throughout Abel. They acted civil on the open but  dwindled in illegal affairs in the underworld. The Father held religious contacs and the authority could not touch them. They seemed to always been one step ahead of the law in Archangel.
    This life of corruption, illicit dealings and death sickened the poor boy Petronius. He was nothing like them, and felt ashamed and dishonored. So one day, he ran off from home and feld north, to Good Rest and disappeared into the Forest of the Moon. For many years he remained there, watching over the place. He wasn't quite sure but he felt safe and secure in the woods, and it became his new home.

    Now traveling with his new companions, he tries to uncover the mystery of the evil trees, and to find out who he really was and what he was. He has some similar feelings like Soifon: does he belong in this world? If not, where else then?

    ---------------------------------------

    Lady Cassandra Valentín

    Level: 3
    Life Points: 125
    Class: Summoner
    STR: 6, DEX: 8, AGI: 9, CON: 8, POW: 10, INT: 9, WP: 9 PER: 7
    Resistances
    PhR: 50, MR: 55, PsR: 50, VR: 50, DR: 50

    Initiative: 75 Unarmed
    Attack Ability: 0 Unarmed
    Defense Ability: 0 either
    Damage: unarmed damage
    AT: none

    MA: 30
    Zeon: 700
    Summon: 180
    Control: 170
    Bind: 79
    Banish: 90

    Summons
    "Fire Salamander from Hell"
    "Minor Marionette"

    Familiar

    -

    Invocations

    III The Empress
    VIII The Strength
    Hugin & Munin (no pact done yet)

    Essential Abilities
    Advantages: Aptitude in a Field (Social), Artifact (2), Charm, Seducer
    Disadvantages: Severe Phobia (claustrophobic), Required Gestures

    Secondary Abilities
    Ride 20, Magic Appraisal 30, Occult 92, Leadership 77, Persuasion 84, Style 42

    Lady Cassandra Valentín was a member of a noble house in Raverna, Bellafonte. The House Valentín were strong allies to the Church. The family, however, were in secret deeply tied to the occult and hidden enemies were out to get them. One day, the whole house was destroyed and burned down by unknown dissidents, and everyone but Cassandra was spared. She fled the attackers in her caravan, and tried to remain incognito. She had to find out who had assaulted her family and get her revenge. She suspects the Inquisition, who probably found out about their supernatural business, but she has no evidence. She seem to be followed, too, and hope she can lure the perpetrators out. On the meanwhile, she keeps looking for more mysterios from the depths of Hell and the Beyond, to satisfy her hunger for power.

    Her travels has brought some insight of the dangers of toying with the occult, but it has yet to convince her to stop.

    -----------------------------------------------

    Julian Lothaire Gregorious de Lorme (Duk'zarist soul)

    Level: 3
    Life Points: 85
    Class: Mentalist
    STR: 4, DEX: 9, AGI: 8, CON: 5, POW: 7, INT: 7, WP: 11 PER: 9
    Resistances
    PhR: 60, MR: 60, PsR: 75, VR: 55, DR: 55

    Initiative: 75 Unarmed
    Attack Ability: 0 Unarmed
    Defense Ability: 35 dodge
    Damage: unarmed damage
    AT: none

    Psychic
    Psychic Points: 6 free
    Psychic Potential: 150
    Psychic Projection: 100

    Mental Powers
    -FIRE-
    Create Fire (1), Extinguish Fire (1), Control Fire (1), Immolate (1), Fire Immunity (2),
    -Psychokinesis-
    Minor Psychokinesis (1), Psychokinetic Shield (1), Psychokinetic Flight (2)
    -Electricity-
    Magnetic Manipulation (1), Magnetic Shield (2), Electric Arc (2)

    Essential Abilities
    Advantages: Disquieting, Focus, Free Access to Any Psychic Disciplines, Jack of all Trades, Learning (1)
    Disadvantages: Powerful Enemy (2) [haven't decided who, yet], Unfortunate, Vulnerable to Cold

    Secondary Abilities
    Acrobatics 25, Athleticism 25, Ride 30, Notice 40, Search 30, Track 30, Animals 30, Memorize 30, Herbal Lore 20, Intimidate 50, Music 20
    [NOTE: Unsure if he had accounted for the +10 from Jack of all Trades.]

    Julian Lothaire is a mysterious character. His name implies he is of a noble heritage but it is unknown what he is doing wandering the world alone. He resides north of the Forest of he Moon and has quite a collection of many exotic animals throughout Gaïa. He likes to experiment and investigate the mysterious of life, and his wanderlust is even stronger. His reason to follow with the team seem to be only because to study the evil trees but maybe he has a hidden agenda behind the innocent exterior. He often disappears when no one is looking, and no one dares to ask him what he does.

     

    ------

     

    There is one character left, a Tao fighter, but his characterr sheet is currently missing... And he had to rebuild a little more.


  7. Thank you, and all of you, too, for your advices.

    I am still not sure how to handle the Mentalist more than hope he fumbles and dies someday. gran_risa.gif

    And yes, the AT 8 thing and Damage Resistance was dealt wrong by my side. I didn't quite understood back then how it worked. But I guess this is how you learn the game best, by mistakes.

    I will try my best to make the game exciting and keep the pace onward. Ki Dominion is, just as you say, something exciting to make. My players kinda know how to make them but it takes time because they can't decide what to take. If they are not allowed to create their things, how should I handle it? Should I perhaps ask them what exactly they are looking for, and I build them for them?

    And yes, I am aware of the apprenticeship rules in Dominion Exxet, and I am aware I gave them too much freedom and power to decide and level, and stuff. My decision of this was mostly because I wanted the team to find a reason to learn about Ki and then use them in the upcoming battle (instead of waiting until next session) but my mistake was to rush it. Also, one member of the party felt inferior to everyone else so I wanted to give him some boost in Ki powers so he could match up. The Mentalist was the one who got least stuff from his time there, but ironically, became the most powerful in the combat. preocupado.gif

     

    Anyway, I would actually love to have some feedback on how to handle the members. So, if its's ok, I will post in their stats on the next post.


  8. In our last session, I found some problems with the combat itself. To be frank, I am still new at this game and I have a hard time to balance things out.

    In a battle at a snowy mountain, the four heroes faced off a Warrior Summoner witch thing with three of her summons. I thought the beasts would become a very troubling encounter considering their high ATs and powers. The trick was to aim at their weak spots in order to overcome them. The W-Summoner was a ki user as well and would unleash herself against the heroes with fury of powers. The heroes were still kind of inexperienced and such, so I think it would become quite a struggling but epic fight.

    But alas, the session turned disastrous. The overcome the obstable, sure, but...

    The game started off well. The heroes were in the tavern of Tiberias in Abel Province. Their goal was to get up in the mountain and investigate a mysterious huge tree, one similar they had found in the Forest of the Moon. So they hitched up with a old, goofy goldminer and went up. All went well, and the team role-played just nicely. But it came to a halt after they met an old guy who turned out to be one of the character's old mentor and master who had gone into exile (ok, more like after that, when they went ahead and faced off against a powerful witch summoner. They got beaten and retreated). The old master took them to his old hut and agreed to train them in the ways of Ki. This is where the roleplaying pretty much died off for the session and turned into leveling, picking Ki abilities, creating Dominion Techniques, yada-yada-yada...

    There was simply no room for character development and everyone just wanted to get things dealt with. They remained there for a month, which seemed like no time at all, which is unfortunate. Training seemed to be nothing the people wanted to roleplay through and just wanted to pick the abilities and try them out on the enemy. @_@
    But it's partially my fault as well, since I had intended to end the session by the witch's defeat and had to speed it up.

    At the battle, the roleplaying was pretty much dead. It was all about standing still, accumulating ki or zeon, and roll dices. Battles have been so very boring and I have no idea how to spice it up. The heroes were also pimped up to hard, the enemy weren't as tough as I had expected them to be (later on this). The heroes dominated the battlefield both in terms of powerlevel, terrain and opportunism, and the whole thing felt anti-climatic in the end.


    The Issues.

    #1: The Role-playing.

    How can I make the battles more dynamically interesting in terms of roleplaying?
    The accumulation is super boring, both heroes and villains stand there like dumb, and the process of calculating damage, the initative and whatnot slowed the paced down so very much it quenched the epicness away. Is it possible to somehow free-form battles, rolling dice only when attacking? (Or something). Are villains and heroes supposed to brag/make long speeches/praise or taunt the foe when doing the accumulations like in typical anime?
     

    #2. Ki & Magic... VS... Psychic Powers
    A combatant in the hero party totally dominated the battlefield, and that was the Mentalist. He didn't need to bother accumulating like everyone else and could immedialy cast his über spells on the enemy warlock Lamia, who was forced to use up her zeon to shield, or roll her crappy dodge for massive damage. She got quickly obliterated.
    Why is Psychic so overpowered compared to Ki and Magic? Do they have any penalties I am not aware of to compensate this immediate burst of power?

    Also, is all Ki accumulated immediately un-accumulated when tossing a minor power, and meaning they have to restart accumulating again!? This seemed to be correct according to the book, and it doesn't help the game's feeling of awe.

     

    #3. Balance in battle
    Are there any particular rules or guidelines on how to balance a combat encounter? I had 4 enemies: a huge Hyena monster with damage resistance acting brawler & tank, a flying vampire bat shadow, and a warlock Lamia snake-lady. Commanding them was a Warrior Summoner with Ki and Invocations. I made them kinda high-leveled compared to the heroes, but yet the good guys didn't break any serious sweat after their leveling, and I am not even sure if that did matter.
    -The Hero Summoner in the party drove the bat away in a 1-on-1 battle, and stalled it.
    -The Mentalist practically raped Lamia with fire and electricity, nullifying her attempts to accumulate and do anything.
    -Some of others dealt with the Hyena monster, which became more of a pushover. It's 8 AT seemed useless, and a hero managed to crit it for massive damage.
    -The W-Summoner managed to hold out but got eventually overwhelmed by hundreds of attacks. Lamia was dead, the bat distracted, the Hyena far off, so she eventually fell without a good support.

    I am not sure what to ask more than guidelines to build an encounter. This battle got one-sided and tame. x,(


  9. I first suspected it was something about declaring how many of your actions are going to be "attacks" and how many would be "counter-attacks".

    And such, if you were high up on the initiative, you'd like to have many of those actions be "attacks" or other active actions.
    But if you're low in initiative (like in the Celia example), you'd rather have high on "counter-attacks" since you will not be given much chances to attack.
    If you are somewhere in the middle, then perhaps a balanced wage of both "attacks" and "counter-attacks" are in order.

    In this manner, I think the example's contradiction is valid because it assumes you can still act, even when attacked (and not hurt), so you cane make "attacks" should the enemy stink or ignore you. But on the other hand, if you sacrificed all on "counter-attacks" when no-one attacked you and got no "attacks" left, your turn is tactically wasted.

    Maybe the developers had something about this in mind, but then changed it, and forgot to remove it. I dunno, I am just speculating...

     

    But on the correct rules, once attacked (damaged or not) you cannot act, correct?


  10. Just to let people know, I found a program. I went to ask in the spanish community of Anima (luckily, I know spanish. =D )

    And for those who want, I can share my knowledge with you. There is a java program called Anima-Narrador which is exactly what I wanted. It also not hard to figure out if you don't know spanish, so I strongly recommend it. However, if you are eager to make english versions of whatever, I know many would appreciate it, even me.

    Here is the link to download it:
    http://www.megaupload.com/?d=XCBBSEH3


  11. I am still confused... Then there is really no point in declaring an amount of actions. As a GM, I can just assume the players will use all their actions each turn and save ourselves the bother to declare since there are no strategical value of choosing a lower number wisely. In addition, lots of things seem to contradict each other (I will get to this in a little while).

    The example on page 82 speaks about Celia being last in Initiative, and wants to use her two actions to make counter-attacks.
    -The first officer guy misses and gets countered.
    -The second "Guard A" misses.
    -The third "Guard B" misses and gets countered, too.
    Then the text says, if Celia would have more actions left, she could have made an active action because she was never hit.

    Here is the contradiction: in page 80, in the text "The Attack Misses or Hits without damage" clearly says an you cannot act, even if the opponent missed you as long as he did target you

    So... still confused. I'd think there would exist some tactical values in choosing actions and where you are placed in the initiative. If you have to declare what kind of actions you want to do, that would be another story, but heck would it make GM's work a hell so I doubt this is correct either. @_@

     

     


  12. What are the benefits of declaring the amount of actions? And what are the drawbacks of not declaring the exact number?

    If I want to go forth, attack, and be done, can't I just do that, even if I declare to originally want to do 4 actions?
    Likewise, if I made too large or small declaration in defense, what's the point? When I'm hit, I still lose the round.


  13. All right, thanks a lot! I think I am nailing this now. ^^

    That is pretty much all of my questions. Just out of curiosity, I asked one of my players (who is my little sister) what kind of special ability she would like her character to learn later. She showed me a move from an anime series and I think it was doable enough as a Ki Dominion. However, just wondering...

    Is there any special abilities in the create-your-technique that allows you to control your attack once it's shot out? And is there some kind of "if you miss, the projectiles will turn around and attack again re-roll"-thingie? Most popular would be Yamcha's Spirit Ball / Sokidan:

    http://www.youtube.com/watch?v=3BegbsKCh_w

    My sister wants some kind of multiple exploding feather homing attack, if that makes any sense. I hope it's ok if I ask this here rather than making a new topic about it.


  14. Ah, that makes sense. Thank you, guys.

    Just one last thing:

    What about high-level stuff?
    Say, for example, I want to do The Dragon's Breath (from the book), a level 3 dominion technique. I have 15 Strength (15 ki) with an accumulation power of 3 Ki. If I charge up for 5 turns to get 15 Ki, but keep charging even farther up to, say, 30 (base ki multiplied with acc. 3). Then I use the ability (along with the other spendure of other characteristics), burns 15 Ki, but because I charged up to long I still have 15 ki, and technically didn't deplete any Ki from Strength.

    This example was perhaps a bit drastic, but it could also be anything lower. A low-level dominion with only 4 Ki Strength depletion per use when you have 30 Ki, etc.

    Is this a valid move? And if not, how are you supposed to be "Super Saiyan" if the Ki depletes so fast?


  15. Thank you all for your excellent answers. I understand it better and hopefully can get our Technician to work it out better rule-wise and turn down on the DBZ mode.

    However, I am a bit slow on the head concerning #1...

     

    I just don't quite get it. o_o

    Could you give me an example, perhaps?
    I will try to guess, so correct me if I am wrong.

    ---

    For example, if Ping here has the following:
    Strength: 7
    Dexterity: 11
    Agility: 8
    Power: 7
    Willpower: 8
    Constitution: 6
    (Are THESE the max ki pool?)

    This tells us he has the following base accumulations:
    Strength: (Ki 1)
    Dexterity: (Ki 2)
    Agility: (Ki 1)
    Power: (Ki 1)
    Willpower: (Ki 1)
    Constitution: (Ki 1)

    So if I spend an Accumulation for every characterstic each, will they go a step up from their base? (Like following):
    Strength: (Ki 2)
    Dexterity: (Ki 3)
    Agility: (Ki 2)
    Power: (Ki 2)
    Willpower: (Ki 2)
    Constitution: (Ki 2)

    And just to make it clear: a fighter starts with 0 Ki at start of a battle, right? And has to charge before unleashing stuff? Can he decide to start charging before a battle or outside battle?


  16. I know, I know, I knooow... Ki is something many have asked about before, and I apologize thousand times over and over. The Search thingie doesn't help me, so I will just have to embarass myself to be "repetitive" and noobish. But hey, I will just have to be that.

    With that out of the way, here are my questionss! =D

     

    I am very confused about this mechanic. What I DO understand are:

    -Your Ki Pool is based on your six characteristics Strength, Dexterity, Agility, Power, Will and Constitution.
    -Depending on your characteristics, you have a certain amount of starting Ki in each pool equal to the same number, or one more if its above 10.
    -Your can accumulate ki per round of doing nothing but charging.
    -How to build Ki Dominion abilities (some of them). Although some of the traits are curious to me... (see below).

     

    What I DO NOT UNDERSTAND are:

    -How much can you accumulate?
    -If you can only charge your ki back, what's the point of Ki Regeneration?
    -For the Ki abilities, which pool is depleted when it's used? Is it any of the six pools or a special ki pool not mentioned?
    -For Ki Dominion, how do you advance? It mentions something about "when you want to advance your dominion, you must follow it like a tree, etc. etc.". Que?
    -Lastly, for the ranged attacks in Ki Dominion techniques, what base damage do they do? Or is it based on what +[insert number] you take? So if I make a ranged attack without extra damage, it's basically just a puff of air that deals no damage?


  17. All right, found some stuff now (with my post above in addition).

    The Development Points that are spent in Psychic Points and Psychic Projection does not get accounted for in the "DP Spent" slot.

    Right below "DP Invested" right next to "Life Points" (at J-3 in excel) does accout for DP spent but doesn't increase anything. I've often used this spot to dump DP where it doesn't register in other places. Maybe it should be removed or moved to another spot?


  18. I am about ready to almost start my very first gaming session of Anima. But before that, I would like to prepare myself with more lore reading as well as a way to tackle the problem of Initiative. I do not look forward to it if I can't deal with this.

    So I am asking the community here if somebody has made either a own program or maybe an excel file that can handle initiative counters for each player/NPCs, be able to re-roll initiative every round, and just keep track.

     

    Does anyone know any good softwares such as this?


  19. More questions, and this time it's Summoning stuff!

     

    So how exactly does Summoning and Arcana work from a traditional stand point? Can a lvl-1 Summoner cast these super powerful Arcanas and unleash super powerful effects with no penalties?
    And when it comes to normal summoning Final Fantasy style, how does it work? Do you have to find the info on the creature you want to get there? The book didn't either have any supernatural monsters as examples the summoner could summon, so how does that work? And if the player wants to make something unique (and not from the generic mobs in the book), does the GM have to create the monster from scratch?


  20. Well, here are some issues..

    1: The advantages doesn't always add in the bonuses automatically. Exceptional resistance doesn't do anything.
    The Apptitude in a Field advantages doesn't allow one to select the actual field. Same thing with Half-attuned with a Tree.

    2: The Weaponmaster's reduced cost for Weapon modules isn't accounted for, and I suspect it's the same with Tao's martial arts.


  21. SSB_Shadow said:

    I like this character creation sheet a lot, but I am finding one difficulty...

    How do I "choose" a Creation Point advantage? I can't seem to figure this out.

    Ah, snap, nevermind! A friend just told me how it worked out. This is embarrasing.. x,D

    I got no more comments yet. I will keep testing it.

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