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vaxx01

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  1. I play the anima beyound fantasy game, and others. I wonder why the company puts out material that is out of order with the rest of the books. The books of Arcanum, and Promethium exxet both use rules that are covered in the core exxet rule book, not only have you not released that book but it appears that you have no intention of releasing it. Then there is the amount of time that you take to release the materials as well as lack of support. I'm sorry, but you have an established world with a set storyline and yet not moduals to work with. I'm sorry, but I've been playing RPGs for over 30 years, and I really do enjoy this one, but the method of distribution seems to be lackong as well as what appears to be a short fall of logistics on your part. Please people think of the people think of purchase the material, the ones who have waite the years on years for you to get the stuff to us. Sorry and thank you for your time
  2. when going back over it I noticed some things in the description, on Page 20 of the Arcana Exxet it say "any character with magic abilities can customize his powers with metamagic advantages.
  3. when going back over it I noticed some things in the description, on Page 20 of the Arcana Exxet it say "any character with magic abilities can customize his powers with metamagic advantages.
  4. here be goblyns, [info] Name: Goblyn Type: Natural Gnosis: 10 Size: Medium Class: Shadow Level: 2 [build] Attributes: Strength: 5(5) Dexterity: 10(15) Agility: 8(8) Constitution: 10(15) Intelligence: 3(3) Power: 4(4) Willpower: 5(5) Per: 5(5) Total DP: 60 Primary Abilities: Combat Abilities: (Limit: 60% 700 = 420 DP) - (2/1) Attack: 80 = 160 DP - (3/1) Block: = DP - (2/1) Dodge: 80 = 160 DP - (2/1) Wear Armor: = DP - (2/1) KI: = DP - (20/1) Accumulation Multiple = DP - Martial Arts: - Weapon Modules: Unarmed/Different-Type - Magic Modules: Total DP: 340 Supernatural Abilities: (Limit: 50%700 = 350 DP) - (/) Zeon: = DP - (/) MA Multiple: = DP - (/) Magic Projection: = DP - (/) Magic Level: - (/) Summon: = DP - (/) Control: = DP - (/) Bind: = DP - (/) Banish: = DP Total DP: Psychic Abilities: (Limit: 50% = 350 DP) - (/) Psychic Points: Psychic Potential: Free Psychic Points: - (/) Psychic Projection: = DP Total DP: Secondary Abilities: - (2/1) Athletic: Acrobatics: Athleticism: Climb: Jump: Ride: Swim: - (2/1) Vigor: Composure: Feats of Strength: Withstand Pain: - (2/1) Perception: Notice: 50 Search: 50 Track: - (3/1) Intellectual: Animals: Appraisal: Herbal Lore: History: Magic Appraisal: Medicine: Memorize: Navigation: Occult: Sciences: - (2/1) Social: Intimidate: Leadership: Persuasion: Style: - (2/1) Subterfuge: Disguise: Hide: 50 Lock Picking: Poisons: Theft: Trap Lore: Stealth: 50 - (2/1) Creative: Art: Dance: Forging: Music: Sleight of Hand: Total DP: 240 Total MK: 50 Ki Abilities: = MK spend in Ki Abilities Techniques Total MK Spent: Natural Bonuses: (+ 5 Attack per Level) (+ 5 Dodge per Level) Natural Abilities: (+ 10 to Notice per Level) (+ 10 to Search per Level) (+ 10 to Hide per Level) (+ 10 to Stealth per Level) Total DP: Special Bonuses: Racial Terror + 20 DP Vulnerable to a Type of Attack + 20 (Light/ and Light based attacks) Fatigue Resistance - 10 DP Acute Sense - 10 DP Natural Weapons Claws - 20 DP (Claws) Natural Weapons Claws - 20 DP (Bite) Additional Attack with – 50 to its final attack (Claw) – 30 DP Additional Attack with – 60 to its final attack (Bite) – 20 DP + 20 to Base Damage (Claws) – 20 DP + 30 to Base Damage (Bite) – 30 DP ------------------------------------------------------------------------------------------------------ [Final Values] LP: 145 (Base 135, 10 from Class) Regeneration: 2 MV: 8 Fatigue Points: 12 Presence: 35 PhR: 50 | DiR: 50 | VR: 50 | MR: 30 | PsR: 35 Ki Pool: str:, dex:, Agl:, Con: , int: , pwr: , wlpwr: Attack: 105 (90w/o Char Mod) Block: (w/o Char Mod) Dodge: 105 (90w/o Char Mod) Initiative: 90 Attacks Claw +105 Base Damage 50 Claw +55 Base Damage 50 Bite +45 Base Damage 60 [Equipment] When Goblyn achieve 375 exp (0r Level 4) the become a hobgoblin [info] Name: Goblyn Shamen Type: Natural Gnosis: 10 Size: Medium Class: Summoner Level: 4 [build] Attributes: Strength: 5(5) Dexterity: 10(15) Agility: 8(8) Constitution: 10(15) Intelligence: 10(15) Power: 8(8) Willpower: 10(15) Per: 5(5) Total DP: 86 Primary Abilities: Combat Abilities: (Limit: 50% 900 = 450 DP) - (3/1) Attack: = DP - (3/1) Block: = DP - (2/1) Dodge: 50 = 100 DP - (2/1) Wear Armor: = DP - (3/1) KI: = DP - (30/1) Accumulation Multiple = DP - Martial Arts: - Weapon Modules: Unarmed/Different-Type - Magic Modules: Total DP:100 Supernatural Abilities: (Limit: 60%700 = 540 DP) - (1/5) Zeon: 950 = (450 + 500 = 100 DP) - (60/10) MA Multiple: 50 = 240 DP - (3/1) Magic Projection: = DP - (1/1) Summon: 90 = (50 from class 40 from 90 DP) - (1/1) Control: 90 = (50 from class 40 from 90 DP) - (1/1) Bind: 90 = (50 from class 40 from 90 DP) - (1/1) Banish: 90 = (50 from class 40 from 90 DP) Total DP: 440 Psychic Abilities: (Limit: 50% = 450 DP) - (/) Psychic Points: Psychic Potential: Free Psychic Points: - (/) Psychic Projection: = DP Total DP: Secondary Abilities: - (2/1) Athletic: Acrobatics: Athleticism: Climb: Jump: Ride: Swim: - (3/1) Vigor: Composure: Feats of Strength: Withstand Pain: - (2/1) Perception: Notice: 10 Search: Track: - (2/1) Intellectual: Animals: Appraisal: Herbal Lore: History: Magic Appraisal: 55 Medicine: Memorize: Navigation: Occult: 60 Sciences: - (2/1) Social: Intimidate: Leadership: Persuasion: Style: - (2/1) Subterfuge: Disguise: Hide: 10 Lock Picking: Poisons: Theft: Trap Lore: Stealth: 10 - (2/1) Creative: Art: Dance: Forging: Music: Sleight of Hand: Total DP: 100 Total MK: 90 Ki Abilities: Use of KI 40 = MK spend in Ki Abilities Techniques Total MK Spent: Natural Bonuses: Natural Abilities: Total DP: Special Bonuses: Racial Terror + 20 DP Vulnerable to a Type of Attack + 20 (Light/ and Light based attacks) Fatigue Resistance - 10 DP Natural Weapons Claws - 20 DP (Claws) Natural Weapons Claws - 20 DP (Bite) + 20 to Base Damage (Claws) – 20 DP + 20 to Base Damage (Bite) – 20 DP The Gift - 20 DP Superior Magic Recovery - 30 DP Natural Knowledge of a Path 20 (Darkness) – 10 DP Defined Magic Projection (4 spheres) 20 ML Exploitation of Natural Energy (2 spheres) 10ML Advanced Zeon Regeneration (1 sphere) 5 ML Combined Magic (1 sphere) 5 ML Persistent Effects (1 sphere) 5 ML Total Cost: 100 DP ------------------------------------------------------------------------------------------------------ [Final Values] LP: 145 (Base 135, 10 from Class) Regeneration: 2 MV: 8 Fatigue Points: 12 Presence: 35 PhR: 50 | DiR: 50 | VR: 50 | MR: 30 | PsR: 35 Ki Pool: str:, dex:, Agl:, Con: , int: , pwr: , wlpwr: Attack: 110 (95w/o Char Mod) Block: (w/o Char Mod) Dodge: 110 (95w/o Char Mod) Initiative: 90 Attacks Claw +110 Base Damage 50 Claw +60 Base Damage 50 Bite + 50 Base Damage 60 [Equipment] When Goblyn achieve 375 exp (0r Level 4) the become a hobgoblyn this was done befor I got a hold of the core exxet changes, so if you want them by those rules let me know
  5. ok so lets say that your max at level 1 is 11 physical 13 mental as from the increase any characteristic by one advantage, now after that point all physical stats need inhumanity and zen, yet there is nothing for mental. This means 1 of 3 things: 1 that you can't go beyond 13 ever 2 that you can raise mental characteristics unlimitedly 3 that the GM sets the rules and caps for raising them so what you should do is sit down with your GM and see what you two can agree on, or as default find out what his ruling is.
  6. can someone explain to the mechanics of the magic system in the core exxet
  7. ok 2 people are squaring off one with a void shield say at advanced the other guy slings a fireball at the shield and has to do the willpower check. here is my question is this an opposed check the way I take the rules he has to make a check and roll under 16 this doesn't make sense please someone explain this to me I'm confused.
  8. sorry when looking for the type of bonus, I found the answer it's natural bonus and no what I was looking for only applies to secondary skills yet I still can't find out if any of the meta-magic advantages work for summoners, or if it only a limited few which ones
  9. 1 do the summoning innate bonus + 10 to summon, control, bind,and banish? 2 do they get the extra stat bonus to these skills like secondary skills
  10. Let's try this [info] The Wyld mage is a character that relies on harnessing the power around him/her to its utmost potential. Yet because of their reliance on intuition over study and logic these wizards and their power tend to chaotic and unpredictable. They see more to the myths than just stories; they study the world by living in it more than watching form far off lofty towers. The Wyld Mage see life as the greatest teacher of all. Class: Wyld Mage - Archetype: Mystic - Life Point Multiple: 20 - Life Points: + 5 per Level - Initiative: + 5 per Level - Martial Knowledge: + 10 per Level - Innate Psychic Points: + 1 each 3 Levels Primary Abilities Combat Abilities (50%) - (3/1) Attack: - (3/1) Block: - (2/1) Dodge: - (3/1) Wear Armor: - (3/1) KI: - (30/1) Accumulation Multiple Supernatural Abilities: (Limit: 60%) - (1/5) Zeon: - (50/10) MA Multiple: - (2/1) Magic Projection: - (2/1) Summon: - (2/1) Control: - (2/1) Bind: - (2/1) Banish: Psychic Abilities: (Limit: 50% = DP) - (20/1) Psychic Points: - (3/1) Psychic Projection: Secondary Abilities: - (2/1) Athletic: - (3/1) Vigor: - (2/1) Perception: - (2/1) Intellectual: - (2/1) Social: - (2/1) Subterfuge: - (2/1) Creative: Natural Bonuses: + 20 Zeon per Level + 10 Zeon of Innate Spells Per 2 Levels Wyld mages may spend 10 DP for a +1 to their power check rolls; this cannot exceed 10% of their maximum DP, and counts toward Primary Ability cost. Special Bonuses: + 10 to Occult per Level + 5 to Magic Appraisal per Level Withstand Pain checks are made at damage done cost when caster is using innate or natural spell All Path levels cost 2/1 for Wyld Mages, and the double cost still applies to all opposed paths.
  11. actually it as any caster can use it, now i've given some thought casting natural magic is based off a power check which can be increased by MA, yet now that I think about a + 5 to the check per Level would be better. yes I used the wizard as a base, because these are still basically wizards that use magic differently. the innate spell thing is something that I have to work on, the idea is to boost the innates and not the magic total, with the limits on innates I thought it be a good idea. the zeon thing I origonally thought of going with + 20 Zeon
  12. ok people I'm trying something different this time. I've built a class and would like your opinions on it. [info] The Wyld mage is a character that relies on harness the power around him/her to its utmost potential. Yet because of their reliance on intuition over study and logic these wizards and their power tend to chaotic and unpredictable. They see more to the myths than just stories; they study the world by living in it more than watching form far off lofty towers. The Wyld Mage see life as the greatest teacher of all. Class: Wyld Mage - Archetype: Mystic - Life Point Multiple: 20 - Life Points: + 5 per Level - Initiative: + 5 per Level - Martial Knowledge: + 10 per Level - Innate Psychic Points: + 1 each 3 Levels Primary Abilities Combat Abilities (50%) - (3/1) Attack: - (3/1) Block: - (2/1) Dodge: - (3/1) Wear Armor: - (3/1) KI: - (30/1) Accumulation Multiple Supernatural Abilities: (Limit: 60%) - (1/5) Zeon: - (50/10) MA Multiple: - (2/1) Magic Projection: - (2/1) Summon: - (2/1) Control: - (2/1) Bind: - (2/1) Banish: Psychic Abilities: (Limit: 50% = DP) - (20/1) Psychic Points: - (3/1) Psychic Projection: Secondary Abilities: - (2/1) Athletic: - (3/1) Vigor: - (2/1) Perception: - (2/1) Intellectual: - (2/1) Social: - (2/1) Subterfuge: - (2/1) Creative: Natural Bonuses: + 50 Zeon per Level + 5 MA to Innate Spells Per Level + 10 MA to Natural Spells per Level Special Bonuses: + 10 to Occult per Level + 5 to Magic Appraisal per Level
  13. yes thanks and here is the rebuilt character [info] Name: Korvon Age: 24 Country: Varja Mountain Range Race: Human (Jayan) Social Status: Height, Weight: 6’ 10” 299 lbs. Hair, Eyes: Dark Granite grey Appearance: 5 Exp: 100 Level: 2 Class: Tao [build] Attributes: At Psychic Power rolls of 50 Str: 9(11) Dex: 9(11) Agi: 9(11) Con: 9(11) Int: 5 Pow: 8 WP: 10 Per: 6(8) = character creation type 5 Legendary Character 65 points Advantages: Been Around 2 Martial Mastery 3 Access to one Psychic Discipline 1 Amplified Sustained Power 1 Disadvantages: Insufferable 1 Deep Sleeper 1 Use One Power at a Time 1 Optional rule from the Game Master’s Tool Kit to allow characteristic points can be used to remove disadvantages, or by other advantages. Total DP to spend: DP700 Primary Abilities: Combat Abilities: (Limit: 60% = 420 DP) - (2/1) Attack: 75 = 150 DP - (2/1) Block: = DP - (2/1) Dodge: 75 = 150 DP - (2/1) Wear Armor: = DP - (2/1) KI: 7 will = 14 DP - (15/1) Accumulation Multiple 5(Willpower) = 75 DP - Martial Arts: Tai Chi 10 DP (Advance) Shotokan 10 DP (Basic) Muay Thai 10 DP (Basic) Total DP:420 Supernatural Abilities: (Limit: 50% = 350 DP) - (3/5) Zeon: = DP - (70/10) MA Multiple: = DP - (3/1) Magic Projection: = DP - (5/5) Magic Level: - (3/1) Summon: = DP - (3/1) Control: = DP - (3/1) Bind: = DP - (3/1) Banish: = DP Total DP: Psychic Abilities: (Limit: 50% = 350 DP) - (20/1) Psychic Points: 3 (1 from base, 2 40 DP) Psychic Potential: 100 (60 willpower/40 introvert) Free Psychic Points: 0 - (3/1) Psychic Projection: = DP Total DP:40 Secondary Abilities: - (2/1) Athletic: - (2/1) Social: - (2/1) Perception: Notice: (60/30) - (3/1) Intellectual: - (2/1) Vigor: Feats of Strength: (60/30) - (2/1) Subterfuge: Hide: (40/20) Stealth: (40/20) - (2/1) Creative: Total DP:200 Total MK:210(60 from Class, 120 from Martial Mastery 3, 30 from Tai Chi) Ki Abilities: Use of KI 40 KI Control 30 Kiai 10 Presence Extrusion 10 Energy Armor 10 Armor of Greater Energy 10 Armor of Arcane Energy 10 Aura Extension 10 Destruction by KI 20 Elemental Attack 10 (Earth) Increased Damage 10 = MK spend in Ki Abilities Techniques: The Mother’s Gift Orbis Terrarum Matris Complexo “The Earth Mother’s Embrace” MK 20 Level 1 Dodge + 40, 7 will, Counterattack bonus + 50 4 Dex Description: The attacker hit a Stone copy of Korvon only to be caught off guard as Korvon comes up through the stone to strike him. Orbis Terrarum Matris Telum “The Earth Mother’s Arms” MK 20 Level 1 Damage Resistance 200 AT 4 Will 8 maintain Will 3 Regenerate 100 Description: Stone skin hardens over top of him Total MK Spent:210 Natural Bonuses: Giant + 2 to size Withstand Fatigue + 1 to fatigue Resistance to Damage + 15 PhR Uncommon Strength + 1 Str Spiritual Vision: Special Susceptibility to Magic: - 10 MR Immortal Soul: - 3 exp Natural Abilities: + 5 to Style per level Special Bonuses: Introvert Mental Pattern 30 DP Innate Psychic Slot Total DP: 115 DP ------------------------------------------------------------------------------------------------------ [Final Values] LP: 140 (120 Base, 20 from Class) Regeneration: 9/11(2/4) MV: 9(11) Fatigue Points: 10(12) Presence: 35 PhR: 60/70 | DiR:60/70 | VR:60/70 | MR:35 | PsR: 50 Ki Pool: str: (9/11)1/2, dex: (9/11)1/2, Agl: (9/11)1/2, Con: (9/11)1.2, int: (5)1 , pwr: (8)1 , wlpwr: (17)7 Attack: 95/105(85 w/o Char Mod) Block: (w/o Char Mod) Dodge: 90/100 (80w/o Char Mod) Initiative: 70(90) Max number of actions: 3(4) Secondary Abilities Notice: 35/40 (30 w/o Char Mod) Feats of Strength: 40/50 (30 w/o Char Mod) Hide: 30/40 (20 w/o Char Mod) Stealth: 40/60 (20 w/o Char Mod) Orbis Terrarum Matris Offensus “The Earth Mother’s Displeasure” Full power non KI based Attack Unarmed Attack 105 Damage (Muay Thai) 20 + 2x str bonus 20 = 60 Increased Damage + 10 Elental Attack (Earth) impact type + 10 dam Total Attack 105 Damage 80 [Equipment]
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