Rayne Avalon 0 Posted January 18, 2011 hey was just wondering if anyone knew of an idiots guide or something online for this game. im still stumped by character creation and this is the last thing i can think of that might help me. and if there isnt one then perhaps it might be a good idea to make on for those of us who are not RPG inclined as of yet. Quote Share this post Link to post Share on other sites
cdcace 3 Posted January 19, 2011 Okay if you haven't figured this out already, the only Idiot guide you can get is smacking yourself in the head with the book. I'm an expericed d20 system player and when i first played this I was dumb struck of how hard it was to understand. Heres my advice to help you with the character creation process, take a blank character sheet and spend a good amount of time reading and re reading the first chapters. It is the only way to learn, also right before the race page their is a step by step telling you where to start with making a new character. I also suggest making the following classes so it will help you the DM understand the game system better. This will require you to read the following chapters on Magic, Physchis and Summoning and KI abilities. Fighter Mentalist Wizard Summoner Technician Quote Share this post Link to post Share on other sites
Hrathen 1,463 Posted January 25, 2011 Unfortunatly Anima isn't an idiots game. (Not to say that you are an idiot) But for people who have been playing D&D for decades, picking up the next D20 game and learning the rules isn't that hard. Not really because they are simple (they are, relativly) but because you are used to the way things work. Especially things like spells. When you learn Anima you have to learn the whole game from the bottom up. And it has about five different "magic" systems. I would recommend that you don't try to learn them all at once. Learn all the rules and then pick a wizards for example and see how they work. Most the individual systems are pretty easy. (I am having a little trouble with ki techniques, but that is because you are allowed to build your own powers from scratch) But the only other thing I can tell you is that you have to put in the time. You are going to have to read through the whole book, and then keep reading. But I will also tell you that Anima is a really good system. I think your hard work will be rewarded. Quote Share this post Link to post Share on other sites
Cultadium 12 Posted January 27, 2011 This is basically what the spanish have. (thrown through google) 1. Generates and calculates your features2. Choose your race3. Choose your category4. Purchase your advantages and disadvantages5. PD invests in the primary skills5.1 Characters related to fighting5.2 Characters with skills Ki5.3 Characters Spellcasters5.4 Characters with convening skills5.5 Characters with mental abilities6. PD invests in secondary skills7. Add the special bond8. Increases natural bonus9. Calculate your points and your turn10. Calculate your resistors 1. Generates and calculates your featuresWe must generate and distribute among your eight valuesfeatures (p. 10 and 11)2. Choose your raceChoose the breed of your choice and record their special abilities.You can choose between different types of Néphilims (p. 29 to 32), orYour Game Director permits, purebred (p. 258 to 261).3. Choose your categoryChoose one of twenty categories available. They will be thoseshowing you what are the costs of developing their mark (p.35 to 44).4. Purchase your advantages and disadvantagesChoose your benefits. To do this you have three points of Creationalthough you can get more by choosing a maximum of threedisadvantages (p. 17 to 24).5. PD invests in the primary skillsInvest your PD between the three primary skills; SkillsCombat, Magic and Psychic. The cost of these skills andPS how you can spend in each field is determined byyour category, if the limit is 60% you can spend 360 PS and 300PS if it is 50%. Remember that all categories, regardlessthe archetype to which he belongs, can access anyskill. 5.1 Characters related to fightingThe fighters are based on its ability to attack and defensealthough they should develop the use of various weapons,armor. Any person whowants to to develop skillscombat, regardless of category, should investfew points on offense and defense to know how to fight."Attack and Defend: No matter what your skills limitprimary battle, you can never spend more than half of your PDTotal attack and defense. That is, even if your status allows youPD 360 to spend in combat, you're limited to using a maximum of 300PD to increase your attack and your defense (p. 15).-Defense: There are two types of defenses, the stop and the elusive.While nothing prevents a character trying to develop both,is best to specialize in only one of them. Knowledge of Weapons: A character to develop itsability to attack and defense so you know initially useautomatic weapon. That means that if you fly otherweapons must apply a negative (p. 58) or to spend their PDlearn to use them with the same skill (p. 58 to 60).-Tables and Martial Arts Styles: used to improvethe effectiveness of certain combat maneuvers or master the useof the infighting and advantages. Havea fixed cost of PD. If you want to specialize in a fighting styledetermined or know martial arts, invests about PD here.-Carry Armor: The ability that lets you take betteror worse protections. If you want your character to usecomplex and heavy armor, it should develop thisability (p. 77 to 79). -C5.2 Ki Characters with skillsThe characters who want to develop their skills Kiit is advisable to develop Ki Accumulation Multiplesand their points of Ki. Ki skills are primary combattherefore fall within the limits of PD that you canspend in the field.Multiple-Ki Accumulation: The accumulation of Ki willallowed to use your points faster Ki. To know whichbuild your base, you have to address the value of your characteristics.Every time you buy a new multiple cost investingdetermined in PD, increasing by one the value of the accumulation ofone of your features (p. 96 and 97).-Ki, are the points that allow you to use the skills and techniquesDomain. Purchased individually by using your PD (p. 96 and 97).Marcial-Knowledge: Knowledge or CM Marcialused to learn techniques and skills of Ki. The value of your CMis directly determined by your category, but mayincreased purchasing certain martial arts (p. 96). 5.3 Characters SpellcastersAny person who intends to cast spells is basedmainly in three different skills, its accumulationmagic (ACT), its projection Zeon and magical. Alwaysshould seek a balance between the two is a good baseinvest half of your PD of magic in your projection and the restequivalently distribute between Zeon and ACT, but this is notmore than a mere recommendation. Depends on preferencesEach player has his own style. On the other side istrack level, which shows you your magical knowledge or what is thesame, how many spells you know. PD does not develop, butis marked by your intelligence (p. 114). -ACT: Represents how many points you can spend by Zeonassault. The base of the ACT is calculated using the Power propertyand increases depending on how many you buy multiples. EachMultiple lets you add back to your ACT database value. Ieif a character has a base 10 and ACT acquires two multipleswould have a final ACT 30 (p. 111).-Zeon: These are your total magic points. The more you have,more spells you cast. To find out how many points of ZeonYou must first attend to your property and then PowerPD spending increase its value. The Zeon up in groups of 5points. That is, if it costs a category 2 PD a +5 toZeon spent 10 PD, 50 points increase your maximum reserveZeon (p. 111). Magic-Projection: The ability to project spellson a target. Warlocks used to calculate the extent of theirspells, attack and defend. It develops as any otherSkill, Attack, Defense, Carry Armor ... (p. 112). Recallsthat at most you can spend half the field PDProjection magical skills (p. 15).5.4 Characters with convening skillsIf a person wants to be convening skillsConvene developing, mastering, or call off Atar. Alsoshould increase their ACT and Zeon, the ACT to increasezeónica feedback and have more creatures are tied, while theZeon will allow you access to more powerful invocations. -Convene, mastering, Atar and call off: Anythese skills are developing normally. That is, if the costcontrol is 2 and you spend 100 PD, would have a base of 50points. You can have them all or just some, depending onfields in which you are most interested (p. 178 to 181).-ACT and Zeon: As in the previous section.5.5 Characters with mental abilitiesIf a character tries to develop psychic abilities havefirst calculate your potential psychic and then reversing PDdevelop and acquire mental projection CV. Potential Psychic: Indicates how powerful capabilities willmental character. Is calculated using the property of Willbut can be increased using CV (p. 194 and 195).-CV: It represents your individual investing your mental energies.You can use the CV to master new powers to enhanceInborn you already have or acquire. Each CV has a fixed value of PD(p. 195 to 197).Psychic-projection: Represents the ability to projectmental powers on the objectives. Psychics use it tocalculate the extent of his spells, attack and defend. It developslike any other skill, Attack, Defense, Carry Armor ...(p. 197). Remember that at most you can spend half thePD field in projection psychic abilities (p. 15).6. PD invests in secondary skillsInvest as much PD as you are or want in your abilitiessecondary. Unlike the primaries, noPD limit to how many you can spend here, if you wish, youeven use them all. The minimum value of a secondary skillcan never be less than 5. Therefore, if you want to develop a secondary skill in particular, have to invest at leastPD enough to have 5.7. Add the special bondThen you have to add the bonuses you give thebond characteristics and innate skills categoryrelevant primary and secondary schools to which they are associated (p.11 to 13).8. Increases natural bonusChoose either a secondary skill and adds the bonus offeature that is linked as a special bonus. That is, if youIntelligence 8 (whose bonus is +10), if you want you can add a +10History especially since intelligence is a skill (p. 15).9. Calculate your points and your turnNow calculate your base hitpoints using Table 4 andthrow in the special bonus provided by your category.You can also reverse PD to buy multiples of Life. EachOnce you get one, you can add the value of your Constitutionto your maximum hitpoints. To calculate your turn, you haveadd your bonus skill, agility and provided by yourcategory to a database 20. Depending on what weapons used,You can apply various modifiers (Page 16).10. Calculate your resistorsFinally, in addition to the presence of your character's bonusfeature that corresponds to each of the five classesresistance. All first-level characters are present30 (p. 17) Some last details ...You have completed all matters relating to the Basic tabcharacter, but you still have many things to decide. If yourDirector not to grant an initial monetary amount, yourandomly generate their initial funds using the tablesocial category on page 64. You also have to choose whichwill be your starting weapons and armor, in case you have,and if you're a sorcerer with knowledge of road, what are thefree access spells you'll meet.And most importantly, you have to develop a story for himand she, having never forget that a character is always morea single sheet of paper. Quote Share this post Link to post Share on other sites
hellgeist 0 Posted February 20, 2011 Just cross-posting this guide, because it's a visual aid, and i've found that it helps new players make their first characters. http://download299.mediafire.com/mldetw2uxchg/myyojueont5/Order+of+Steps+for+Character+Generation.pdf Quote Share this post Link to post Share on other sites
KidChainsaw 1 Posted February 21, 2011 I'd also get the GM's toolkit/screen for the game. It has sample characters for each class - so you can get an idea of what a finished character has points and "should" look like. Quote Share this post Link to post Share on other sites