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Rayne Avalon

Idiots guide to anima

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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.

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 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 

 

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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.

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This is basically what the spanish have. (thrown through google)

1. Generates and calculates your features
2. Choose your race
3. Choose your category
4. Purchase your advantages and disadvantages
5. PD invests in the primary skills
5.1 Characters related to fighting
5.2 Characters with skills Ki
5.3 Characters Spellcasters
5.4 Characters with convening skills
5.5 Characters with mental abilities
6. PD invests in secondary skills
7. Add the special bond
8. Increases natural bonus
9. Calculate your points and your turn
10. Calculate your resistors

1. Generates and calculates your features
We must generate and distribute among your eight values
features (p. 10 and 11)
2. Choose your race
Choose the breed of your choice and record their special abilities.
You can choose between different types of Néphilims (p. 29 to 32), or
Your Game Director permits, purebred (p. 258 to 261).
3. Choose your category
Choose one of twenty categories available. They will be those
showing you what are the costs of developing their mark (p.
35 to 44).
4. Purchase your advantages and disadvantages
Choose your benefits. To do this you have three points of Creation
although you can get more by choosing a maximum of three
disadvantages (p. 17 to 24).
5. PD invests in the primary skills
Invest your PD between the three primary skills; Skills
Combat, Magic and Psychic. The cost of these skills and
PS how you can spend in each field is determined by
your category, if the limit is 60% you can spend 360 PS and 300
PS if it is 50%. Remember that all categories, regardless
the archetype to which he belongs, can access any
skill.

5.1 Characters related to fighting
The fighters are based on its ability to attack and defense
although they should develop the use of various weapons,
armor. Any person whowants to to develop skills
combat, regardless of category, should invest
few points on offense and defense to know how to fight.
"Attack and Defend: No matter what your skills limit
primary battle, you can never spend more than half of your PD
Total attack and defense. That is, even if your status allows you
PD 360 to spend in combat, you're limited to using a maximum of 300
PD 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 its
ability to attack and defense so you know initially use
automatic weapon. That means that if you fly other
weapons must apply a negative (p. 58) or to spend their PD
learn to use them with the same skill (p. 58 to 60).
-Tables and Martial Arts Styles: used to improve
the effectiveness of certain combat maneuvers or master the use
of the infighting and advantages. Have
a fixed cost of PD. If you want to specialize in a fighting style
determined or know martial arts, invests about PD here.
-Carry Armor: The ability that lets you take better
or worse protections. If you want your character to use
complex and heavy armor, it should develop this
ability (p. 77 to 79).

-C5.2 Ki Characters with skills
The characters who want to develop their skills Ki
it is advisable to develop Ki Accumulation Multiples
and their points of Ki. Ki skills are primary combat
therefore fall within the limits of PD that you can
spend in the field.
Multiple-Ki Accumulation: The accumulation of Ki will
allowed to use your points faster Ki. To know which
build your base, you have to address the value of your characteristics.
Every time you buy a new multiple cost investing
determined in PD, increasing by one the value of the accumulation of
one of your features (p. 96 and 97).
-Ki, are the points that allow you to use the skills and techniques
Domain. Purchased individually by using your PD (p. 96 and 97).
Marcial-Knowledge: Knowledge or CM Marcial
used to learn techniques and skills of Ki. The value of your CM
is directly determined by your category, but may
increased purchasing certain martial arts (p. 96).

5.3 Characters Spellcasters
Any person who intends to cast spells is based
mainly in three different skills, its accumulation
magic (ACT), its projection Zeon and magical. Always
should seek a balance between the two is a good base
invest half of your PD of magic in your projection and the rest
equivalently distribute between Zeon and ACT, but this is not
more than a mere recommendation. Depends on preferences
Each player has his own style. On the other side is
track level, which shows you your magical knowledge or what is the
same, how many spells you know. PD does not develop, but
is marked by your intelligence (p. 114).

-ACT: Represents how many points you can spend by Zeon
assault. The base of the ACT is calculated using the Power property
and increases depending on how many you buy multiples. Each
Multiple lets you add back to your ACT database value. Ie
if a character has a base 10 and ACT acquires two multiples
would 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 Zeon
You must first attend to your property and then Power
PD spending increase its value. The Zeon up in groups of 5
points. That is, if it costs a category 2 PD a +5 to
Zeon spent 10 PD, 50 points increase your maximum reserve
Zeon (p. 111).

Magic-Projection: The ability to project spells
on a target. Warlocks used to calculate the extent of their
spells, attack and defend. It develops as any other
Skill, Attack, Defense, Carry Armor ... (p. 112). Recalls
that at most you can spend half the field PD
Projection magical skills (p. 15).
5.4 Characters with convening skills
If a person wants to be convening skills
Convene developing, mastering, or call off Atar. Also
should increase their ACT and Zeon, the ACT to increase
zeónica feedback and have more creatures are tied, while the
Zeon will allow you access to more powerful invocations.

-Convene, mastering, Atar and call off: Any
these skills are developing normally. That is, if the cost
control is 2 and you spend 100 PD, would have a base of 50
points. You can have them all or just some, depending on
fields in which you are most interested (p. 178 to 181).
-ACT and Zeon: As in the previous section.
5.5 Characters with mental abilities
If a character tries to develop psychic abilities have
first calculate your potential psychic and then reversing PD
develop and acquire mental projection CV.

Potential Psychic: Indicates how powerful capabilities will
mental character. Is calculated using the property of Will
but 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 enhance
Inborn you already have or acquire. Each CV has a fixed value of PD
(p. 195 to 197).
Psychic-projection: Represents the ability to project
mental powers on the objectives. Psychics use it to
calculate the extent of his spells, attack and defend. It develops
like any other skill, Attack, Defense, Carry Armor ...
(p. 197). Remember that at most you can spend half the
PD field in projection psychic abilities (p. 15).
6. PD invests in secondary skills
Invest as much PD as you are or want in your abilities
secondary. Unlike the primaries, no
PD limit to how many you can spend here, if you wish, you
even use them all. The minimum value of a secondary skill
can never be less than 5. Therefore, if you want to develop a

secondary skill in particular, have to invest at least
PD enough to have 5.
7. Add the special bond
Then you have to add the bonuses you give the
bond characteristics and innate skills category
relevant primary and secondary schools to which they are associated (p.
11 to 13).
8. Increases natural bonus
Choose either a secondary skill and adds the bonus of
feature that is linked as a special bonus. That is, if you
Intelligence 8 (whose bonus is +10), if you want you can add a +10
History especially since intelligence is a skill (p. 15).
9. Calculate your points and your turn
Now calculate your base hitpoints using Table 4 and
throw in the special bonus provided by your category.
You can also reverse PD to buy multiples of Life. Each
Once you get one, you can add the value of your Constitution
to your maximum hitpoints. To calculate your turn, you have
add your bonus skill, agility and provided by your
category to a database 20. Depending on what weapons used,
You can apply various modifiers (Page 16).
10. Calculate your resistors
Finally, in addition to the presence of your character's bonus
feature that corresponds to each of the five classes
resistance. All first-level characters are present
30 (p. 17)

Some last details ...
You have completed all matters relating to the Basic tab
character, but you still have many things to decide. If your
Director not to grant an initial monetary amount, you
randomly generate their initial funds using the table
social category on page 64. You also have to choose which
will be your starting weapons and armor, in case you have,
and if you're a sorcerer with knowledge of road, what are the
free access spells you'll meet.
And most importantly, you have to develop a story for him
and she, having never forget that a character is always more
a single sheet of paper.

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