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vaxx01

opions?

86 posts in this topic

Actually I believe that you can edit a post ONLY within 5 minutes after writing it or by leaving the page open, meaning double post on this forum happens (unfortunately).

 

vaxx01: believe it or not, projections and attack/block are STILL low. With Introversion and only physical increase psychic powers you may choose to totally forfeit psychic projection, probably, but having low att/def and magic projection should still hurt.

rybras: did I ever mention I LOVE secondary abilities based characters? If I didn't please forgive me! Of course I like your character. I believe the specialist class of Sniper I made should work very fine with it, too. The only "fault" (on my view) is that I would not take vulnerability to poisons for an Assassin, because, using poisons (and very powerful ones) is one of the ways Assassins can really prove lethal in Anima (since they are pretty much "weak" in direct combat) and manipulating poisons if something ever went bad, a nasty GM might ask for a VR check. I'd rather use "Easily Possessed" (how often do enemies try to take control of you in your campaigns?) o vulnerability to Magic (this should actually hurt more). Anyway, overall i really like this character.

Anyway, this is the character with which I started the campaign I'm currently playing as a player (it now is level 4):

ALEYSTER STORMBRINGER:
10-9-8-8-10-8-10-8 (Dies were rolled by GM due to some issues…I thanked him…note that we allow Even Level CPs to be spent on almost anything and not only Characteristic Points)
STRENGTH: 10
DEXTERITY: 10
AGILITY: 8
CONSTITUTION: 10
INTELLIGENCE: 8
POWER: 8
WILLPOWER: 9
PERCEPTION: 8
ASPECT: 10
Size: 20
Race: Human (Phaion Nobility)
Class: Weapon Master
Level 2 – 0 +100 (Been Around) = 100/225 XP

CP:
DISADVANTAGES (5): Code of Conduct (1), Adverse Destiny (2), Level 2 Powerful Enemy (2).
ADVANTAGES (3+5+1): Elan 3 (Noah) (3), Artifact 2 (2), Been Around 2 (2), Jack of All Trades (2).

Presence: 35
Phisical Resistance: 35 +15 (Constitution) +30 (Resistant) = 80
Venom Resistance: 35 +15 (Constitution) = 50
Disease Resistance: 35 +15 (Constitution) = 50
Magic Resistance: 35 +10 (Power) = 45
Psychic Resistance: 35 +10 (Willpower) = 45

HP: 135 +40 (Class) +140 (140DP) = 315
Initiative: 20 +10 (Class) + 25 (Dex+Agi) +25/+15/-15/+15/+25/+5 (Rapier/Shang Gou/Koncerz/Long Sword/Shuko/Buckler) -10 (2XWeapon) -10 (Armor) +20/+30 (Ignore Penalties) =80/70/50/70/80/60

Mov: 8
Fatigue: 10
Regeneration: 3

DP: 700

PRIMARY AB ILITIES: 420DP

COMBAT: 420DP
Attack (Buckler as base weapon proficiency): 85 (170DP) +15 (Dex) +10 (Class) +10/15/+20 (Weapon+10/15/+20) = 110/120/125/130
Block (Buckler as base weapon proficiency): 85 (170DP) +15 (Dex) +10 (Class) +60 (2XBuckler+20) = 110/170
Dodge: 85 (As Block) +10 (Agi) +10 (2XBuckler) -60 (Undeveloped Defense) +30 (Ignore Penalties) = 65/75
Wear Armor: 5 (5DP) +20 (Class) +15 (Str) = 40

Sword Class Module 25DP
Shuko Module 10DP
Guardian Magnus 40DP

SECONDARY ABILITIES: 140DP

ATHLETICS: 0DP
Acrobatics: 10 (Jack) +10 (Agi) = 20
Athleticism: 10 (Jack) +10 (Agi) = 20
Climb: 10 (Jack) +10 (Agi) +80 (2XShuko+15) = 20/100
Jump: 10 (Jack) +15 (Str) = 25
Ride: 10 (Jack) +10 (Agi) = 20
Swim: 10 (Jack) +10 (Agi) -50 (Armor) +35 (Ignore Penalties) = 5

SOCIAL: 0DP
Intimidate: 10 (Jack) +10 (Wil) = 20
Leadership: 10 (Jack) +10 (Pow) = 20
Persuasion: 10 (Jack) +10 (Int) = 20
Style: 10 (Jack) +10 (Pow) = 20

PERCEPTION: 20DP
Notice: 10 (Jack) +10 (20DP) +30 (Per) = 50
Search: 10 (Jack) +10 (Per) = 20
Track: 10 (Jack) +10 (Per) = 20

INTELLECTUALS: 0DP
Animals: 10 (Jack) +10 (Int) = 20
Appraisal: 10 (Jack) +10 (Int) = 20
Herbal Lore: 10 (Jack) +10 (Int) = 20
History: 10 (Jack) +10 (Int) = 20
Medicine: 10 (Jack) +10 (Int) = 20
Memorize: 10 (Jack) +10 (Int) = 20
Navigation: 10 (Jack) +10 (Int) = 20
Occult: 10 (Jack) +10 (Int) = 20
Science: 10 (Jack) +10 (Int) = 20

VIGOR: 120DP
Withstand Pain: 10 (Jack) +60 (60DP) +10 (Wil) = 80
Composure: 10 (Jack) +60 (60DP) +10 (Wil) = 80
Feats of Strength: 10 (Jack) +15 (Str) +10 (Class) = 35

SUBTERFUGE: 0DP
Disguise: 10 (Jack) +15 (Dex) = 25
Hide: 10 (Jack) +10 (Per) = 20
Lock Picking: 10 (Jack) +15 (Dex) = 25
Poison: 10 (Jack) +10 (Int) = 20
Stealth: 10 (Jack) +10 (Agi) -25 (Armor) +25 (Ignore Penalties) = 20
Theft: 10 (Jack) +15 (Dex) = 25
Trap Lore: 10 (Jack) +10 (Per) = 20

CREATIVE: 0DP
Art: 10 (Jack) +10 (Pow) = 20
Dance: 10 (Jack) +10 (Agi) = 20
Music: 10 (Jack) +10 (Pow) = 20
Sleight of Hand: 10 (Jack) +15 (Dex) = 25
Forge: 10 (Jack) +15 (Dex) = 25

NOTE: I didn't put the Armor penalty everywhere, since it's always absorbed by the Ignore Penalties abiltity.

MARTIAL KNOWLEDGE: 30
Guardian Magnus: 10
Unspent: 20

ELAN (Noah): 70
Resistant 5
Inhuman 5
Ignore Peanlties 10
Dark Power: 15 (35/140)
Equipment: 10
Unspent: 15

MONEY: 1147GC (Sold almost everything granted to Phaion Nobility to buy weaponry and other useful stuff) + 2XRapiers (0.5GC left)

2XRapier+10: (+0 gone to +10) (+10Attack, +10Block, Dam 60 [75], Ini+25, Thrust, Cut, Sword, Precision, Fort31, Bre12, Pres120, -2AT)

2XShang Gou+10: (+0 gone to +10) (+10Attack, +10Block, Dam 60 [75], Ini+15, Cut, -, Sword, Complex/Trap Weapon/Use two for Great Area Attack at -40, Fort32, Bre11, Pres120, -2AT)

2XKoncerz+15: (+5 gone to +15) 480GC (+15 Attack, +15 Block, Dam 90 [115], Ini-15, Cut, -, Sword, Cavalry Charge/Great Area Attack, Fort 49, Break 22, Pres 170, -3AT)

2XLong Sword+15: (+5 gone to +15) 100GC (+15 Attack, +15 Block, Dam 80 [105], Ini+15, Cut, -, Sword, -, Fort 53, Break 23, Pres 175, -3AT)

Shuko+15: (+5 gone to +15) 60GC (+15 Attack, +15 Block, Dam 50 [75], Ini+25, Thrust, -, Short Arm, +40Climb, Fort49, Break 18, Pres 175, -3AT)

2XBuckler+20 (+10 gone to +20, part of Aries Armor) (+20 Attack, +20 Block, Dam 55 [80], Ini+5, Imp, -, Shield, +10Block/+5Dodge, Fort 64, Break 25, Pres 220, -4AT)

Aries Armor: Half Plate+20 (Cut8, Imp8, Per8, Heat6, Ele4, Cold5, Ene5, Req 50, Nat -, Mov 0, For 66, Pres 235, Complete, Hard, fittted with 10 chains that automatically link weapon handles and can be used for Aries Magnus, thanks to the extremely large bracers that work as 2XBuckler+20)

Open Helm+20 (+10 gone to +20, part of Aries Amor) (Cut9, Imp8, Per9, Heat7, Ele4, Cold7, Ene5, Req 0, Penalty -, For 66, Pres 225, Head, Hard)

1XGood Boots 0.5GC
3XGood Belt 0.3GC
10XDecent Man Underwear 0.1GC
1XGood Gloves 0.2GC
2XGood Pants 0.2GC
2XGood Shirts 0.4GC
1XDesigner’s Coat 5GC
1XDecent Man’s Formal Outfit 2GC
1XDecent Man’s Kimono 0.15GC
1XWarhorse 250GC
1XLight Barding 20GC
4XGood Field Rations 0.2GC
1XSmall Tent 1GC
1XSmall Chest 0.15GC
1XGood Lock 5GC
2XLarge Bags 0.1GC
1XGood Rope 0.25GC
1XHook 0.15GC
2XBlanket 0.02GC
1XBackpack 0.3GC
6XSharpening Stones 0.03GC
Oil Lamp 0.2GC
6XOil 0.03G
1XFlint & Tinder 0.01GC
1XLock Pick 1GC
1XSmall Trap 0.5GC

I've made far stronger builds, but none is as fun-play as this one.

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he is primarily a spell caster so up close combat is not a major thing, that being said with his possible intitive bonus say hegoes first and cast death shield at max which gives him 3000 LP of protection, on top of that you add that a large part of his offensive spells will heal him in the process them if he were to swich over to regenerate all he really has to do is seperate himself from combat for a minute or so then between his regen level and his ki abilities he will recover extremely quickly.  and in attack or defense his ability to basically double boost any of his physical advantages will help make up for his short falls.  Especially when you count the fact that psychically he cant fail the projection roles.

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vaxx01 said:

he is primarily a spell caster so up close combat is not a major thing, that being said with his possible intitive bonus say hegoes first and cast death shield at max which gives him 3000 LP of protection,

I'll assume you can reach these high initiative rolls consistently because I can't seem to find your psychic potential. Working off of your 60 MA and assuming you are spending 5 fatigue points to cast your shield in one turn at highest possible (1400 LP shield), you would have to defend with your 50 projection roll. Your average level 1 Bandit from the core book is already 20 points up and has a decent chance of bypassing your shield and damaging you.

vaxx01 said:

on top of that you add that a large part of his offensive spells will heal him in the process

Necromancy's spells are pretty zeon-heavy, putting heavy strain on your zeon pool. Especially if you cast your shield at maximum level on the first turn, leaving you with only 235 zeon points. Your spells still have to hit the target if you want to drain any life. That can be a little bit difficult with 50 projection or 25 attack compared to (using the default bandit again) an enemy with 60 dodge. Not too difficult, but the enemy has the advantage.

vaxx01 said:

them if he were to swich over to regenerate all he really has to do is seperate himself from combat for a minute or so then between his regen level and his ki abilities he will recover extremely quickly.

Once again, I assume you can manage to boost your psychic powers that high without fumbling and falling unconscious. Separating yourself from combat is pretty difficult in the first place unless you can cause surprise or something. Staying out of combat for a minute would mean that on your return you would more than likely fine the combat resolved. This may be good or bad, depending on how well the rest of your party can fare without you.

Also you must realize that escaping combat is not always an option. What if the reason for the combat is that the enemy is blocking the exit? Or maybe you are trapped on the deck of a ship with no where to escape but overboard.

vaxx01 said:

and in attack or defense his ability to basically double boost any of his physical advantages will help make up for his short falls. Especially when you count the fact that psychically he cant fail the projection roles.

He can boost any of his stats only once (unless he already cast his Necromancy shield at highest level using fatigue) without suffering large penalties due to fatigue. Boosting his stats to the maximum only puts him at 100ish which is decent but not really enough of a boost to cause major damage. And unless all of his enemies are eliminated in the first turn, he's going to be giving out a lot of free counterattacks with his abysmally low Attack. Even if he somehow had 20 in both AGI and DEX, that's only a +45 bonus which puts him at 70 attack and dodge.

 

Honestly, this character is only useful in a select few situations and judging from his secondary abilities, social situations is not one of them. I would recommend dropping one of the fighting styles (Ki, Magic, or Psychic) and changing to a mixed class like Wizard Mentalist or Warlock. Boost those projections and/or combat abilities or you will find yourself with a dead character the first time an enemy open rolls. Judging from your build, I think a Warrior Mentalist would be just fine once you take away Magic.

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first the his psychic potential for willpower 9 is + 50, secondly the introvert mental patter adds + 40 on any power cast on my self, as well as the fact as long as it is cast on myself I AUTOMATICALLY HIT, so projection is not necessary … but if you have problems with that Idea look at my earlier post where I copied the introvert pattern from the Arcana Exxet book pg 101.

secondly I can double boost 1 from characterisctic augmentation from KI abilities, the abilities and powers of physical increase, example

my dex is a 9 + 10 bonus Char AUG give a + 3 = 12 with a + 20 bonus, Psychic increase at halve value for over 10 is a + 5 = 17 with a bonus of + 35 to my base and this principle can be repeated any of my physical characteristics.

third neccromantic shield at highest power is 1000 + 100 per 10 max int x 20 my int 10, so 10 x 20 = 200/ 10 = 20 x 100 = 2000 = 3000 pt shield and while my Magic Projection is not that high I have invested in my MA which is more than enough to cover 1 every 20(4).

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vaxx01 said:

first the his psychic potential for willpower 9 is + 50, secondly the introvert mental patter adds + 40 on any power cast on my self, as well as the fact as long as it is cast on myself I AUTOMATICALLY HIT, so projection is not necessary … but if you have problems with that Idea look at my earlier post where I copied the introvert pattern from the Arcana Exxet book pg 101.

Okay. So on an average (about +50 from the dice) roll we can expect you to reach powers of Absurd Difficulty (including the extra increase from maintaining the power). This equates to a +60 init roll (not enough to cause surprise but you will probably act first) or +4 regen level (not enough to make a difference in combat or even +4 to Dexterity OR Agility (+2 to both if you split your power) for +10 to rolls from those fields. If projection is not necessary then why spend points on it?

vaxx01 said:

secondly I can double boost 1 from characterisctic augmentation from KI abilities, the abilities and powers of physical increase, example

my dex is a 9 + 10 bonus Char AUG give a + 3 = 12 with a + 20 bonus, Psychic increase at halve value for over 10 is a + 5 = 17 with a bonus of + 35 to my base and this principle can be repeated any of my physical characteristics.

So on a good potential roll you get +35 to you base 25 Attack or Dodge for a total of 60 Attack or Dodge. 60 is what I consider the lowest one would want to go at level one because it would put you on just about even terms with another level one enemy.

vaxx01 said:

third neccromantic shield at highest power is 1000 + 100 per 10 max int x 20 my int 10, so 10 x 20 = 200/ 10 = 20 x 100 = 2000 = 3000 pt shield and while my Magic Projection is not that high I have invested in my MA which is more than enough to cover 1 every 20(4).

Actually your maximum shield would be at 2200 LP. The max INT includes the base cost of 80. To spend the full 200 zeon points on that (thus severely crippling your zeon pool and leaving you maybe two or three good spells for the rest of the day) you would have to concentrate for 4 turns or 3 turns with some fatigue points spent.  The 1 every 20 means that with the maximum spent on your shield, you will have 10 zeon points subtracted directly from your pool with no MA needed.

Magic Projection is your shield's defense roll. If the enemy rolls higher than you (which they probably will considering how low your projection is) then they will bypass the shield and damage you instead of it.

 

Your character uses his psychic abilities and fatigue points to put him on par with an average level one character. Using Magic, Ki, and Psychic powers all in conjunction with one another in Anima usually tends to cripple a character more than help them. Once again, I highly recommend dropping one of those three fields and focusing on just two. I personally don't have any problems with this character but you will have many if you plan on playing him in a game.

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will the physical increase regen boost the regen level not the stat so it would be worth it, as far as projection went I though you had to have a projection just to have psychic ability sorry so that will open up more more points to put in the areas I came up short on.

you seem to keep forgeting that the KI aug can give me up toa 3 point boost in any physical stat, while I do agree that in a combat sense regen is not practicule say I shifted his his boosted KI to dex as well as his boosted MA then he could a dex augmented to a 12, then with Physican increase of say 5 he could pull up to 17, half for over 10. Now take into account that I did as you said and removed the psychic projection opening up 50 DP which I couls spend 20 on a PP for 1 burn into potential which would give a new total of + 100, then take the remainder into into magic projection up to 65.

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in the long run, you would benefit more by buying both magical projection modules to tie them to your attack and defense scores

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vaxx01: you can get your stats to 20…still your Att/Def value would augment only by 30, compared to any character with 10 on Dexterity. Now, if your base Att/Def/Proj is around 30 (as I remember reading on your sheet), it will get up to 60/65 or so. A level 1 fighter, who doesn't have the risk of relying on magic/psychic powers/ki, easily begins with 85 on both Att/Def, being at a 20/25 advantage over you. Besides characteristics augmentation is very costly for ki, how long do you think you can use it before it runs out? We're just suggesting you to focus the character either on Magic-Combat, Psychic-Combat (there is a very strong build for a Warrior Mentalist with Physical Augmentation and Introversion that I suggested to a friend a while ago) or Psychic-Magic (this is already harder to do, but still I believe a Wizard Mentalist can pull out some nice tricks and combos out of his/her hat).

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maybe you can explain something to me, the character sheet says you add you dex to magic projection rolls which case, could boost with changed values boost his magic projection to 95, now with the rules that are in play he stay's freelancer only until his next level when he switches to wizard. Which then can be used to take him to his highest potential.  that being said I looked at his base values by die roll average of 50, though out of 10 rolls i average 75 to 95.  when all his bonuses are added together he stands about equal to the level 2 characters in the book. yes he has draw backs at the moment , especially in social skills, but he would be hurting there anyway with the introvert mental pattern…. let's face it he's not a talker.  About my rolls and people think that it may not seem likely but for all you old time players you will understand this.  I've had my dice for about 30 years and they like me. lol the new magic projection value at 65, psychic value at 100, if you allow for the total allowible bonuses dex 9, plus 3 from aug up 12, and the physical increase at 50 then placed in the innate slot level boost would give a + 4 halved for over 10 +2 =14 equals a bonus of + 25 so a magic projection of 90.  like I said before he is not a close combat guy.  Just a thought

P.S. my next design is based off the summoner/wizard type working the kinks out now, anyway I know that this system really limits you to specializing in 1 area of ability, yet the design here is to see if a multi-talented character can work, and how well.

about the cost versus maintenance the modified values on ki is dex 14 reserve, and an accumulation of 3 but at the boosted stat 4 char aug, then5 with physical increase the cost to maintain is only 1.

also about buying your path level, that comes out of your zeon right or from DP, or do you just get it based off your stat this is not very clear.  We figure that path level cost is paid with permantent zeon,

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this is the modified version of the character …

[info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Freelancer

[build]
Attributes:
Str: 8 Dex: 9 Agi: 9 Con: 10
Int: 10 Pow: 9 WP: 9 Per: 8
= charecter creation type 1

Advantages:
Been Around 2
The gift 2
Access to One Psychic Discipline 1(Physical Increase)
Martial Mastery 2

Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.

Total DP to spend: 700 DP

Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: 25 = 50 DP
- Block: 25 = 50 DP
- Dodge: = DP
- Wear Armor: = DP
- KI: 5 Dex = 10 DP
- Accumulation Multiple 20 2 = 40 DP (DEX)
Total DP:150

Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 365 = (120 Base, + 20 from level, 225 from 90 DP
- MA Multiple: 60 1 = 60 DP
- Magic Projection: 75/85/95 (65 w/o char bonus = 130 DP)
- Magic Accumulation: 20
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP
Total DP:

Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points: 20(2+ (2= 40 DP)) =4
- Psychic Projection: = DP
- Psychic Potential: = 50 + 40 + 10(1 pp) = 100
Total DP:

Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 2
- Subterfuge: 2
- Creative: 2
Total DP: 100

Total MK to Spend: 120MK (20 MK*level + 80 MK (Martial Knowledge))
Ki Abilities:
40 MK Use of Ki
10 MK Presence Extrusions
10 MK KI Transmissions
10 MK Healing
10 MK Superior Healing
10 MK Use of Necessary Energy
20 MK Characteristic Augmentations
= 110 MK spend in Ki Abilities

Natural Bonuses:
+ 10 Zeon per level

Natural Abilities:
+10 to five different abilities per level

Special Bonuses:
Mental Patter (Introvert)
30 DP
1 innate psychic slot
------------------------------------------------------------------------------------------------------

[Final Values]
LP: 145 ( 135 Base, + 10 from Class)
Regeneration: 3, KI 6(2 rounds), Psychic up to 18
MV: 9, KI 12, Psychic up to 16 (105, 160, 1500 ft)
Fatigue Points: 10
Presence: 35
PhR: 50 | DiR: 50 | VR: 50 | MR: 55 | PsR: 45
Ki Pool: str: 8, dex: 14, Agl: 9, Con: 10, int: 10, pwr: 9, wlpwr: 9
Ki Accumulatiom: str: 1, dex: 3/4/5, Agl: 1, Con: 2, int: 2, pwr: 1, wlpwr: 1

Attack: 35/45/50 (25 w/o Char Mod)
Block: 35/45/50 (25 w/o Char Mod)
Initiative: 70, KI 80, Psychic up to 280

Secondary Abilities
Notice: 50 (40 w/o Char mod)
Magical Appraisal: 50 (40 w/o Char mod)
Occult: 50 (40 w/o Char mod)
Withstand Pain: 50 (40 w/o Char mod)
Sleight of Hand: 40 (30 w/o Char mod)

[Equipment]
Detailed list following later


Background is currently up 12 pages, on Microsoft word, if you want read it send me a message.
 

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 Learning spells(buying paths) is all dependant on ML, which id tied to Intelligence or if you buy some 5 ml for 5 dp maximum 10% max DP, counting towards mystcal primary

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ok i did alot of work here listening to what people said and  using this and that to modify this character to it's best possible state, yes it still has flaws but alot of that has to do with the backstory and character flaws in general.

[info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Freelancer

[build]
Attributes:
Str: 8 Dex: 9 Agi: 9 Con: 10
Int: 10 Pow: 9 WP: 9 Per: 8
= charecter creation type 1

Advantages:
Been Around 2
The gift 2
Access to One Psychic Discipline 1(Physical Increase)
Martial Mastery 2

Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.

Total DP to spend: 700 DP

Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: 45 = 90 DP
- Block: 45 = 90 DP
- Dodge: = DP
- Wear Armor: = DP
- KI: 5 Dex = 10 DP
- Accumulation Multiple = DP
Total DP: 190

Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 415 = (120 Base, + 20 from level, 275 from 110 DP
- MA Multiple: 60 1 = 60 DP
- Magic Projection: 100 = 200 DP
- Magic Accumulation: 20
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP

Necromantic Path 50
Time sub-path
Total DP: 370

Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points: 20(2+ (1= 20 DP)) =3
- Psychic Projection: = DP
- Psychic Potential: = 50 + 40 = 90
Total DP: 20

Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 2
- Subterfuge: 2
- Creative: 2

Secondary Abilities
Notice: 50 (40 w/o Char mod)
Magical Appraisal: 50 (40 w/o Char mod)
Occult: 50 (40 w/o Char mod)
Withstand Pain: 50 (40 w/o Char mod)
Sleight of Hand: 40 (30 w/o Char mod)
Total DP: 100

Total MK to Spend: 120MK (20 MK*level + 80 MK (Martial Knowledge))
Ki Abilities:
40 MK Use of Ki
10 MK Presence Extrusions
10 MK KI Transmissions
10 MK Healing
10 MK Superior Healing
10 MK Use of Necessary Energy
20 MK Characteristic Augmentations
= 110 MK spend in Ki Abilities

Natural Bonuses:
+ 10 Zeon per level

Natural Abilities:
+10 to five different abilities per level

Special Bonuses:
Mental Patter (Introvert)
30 DP
1 innate psychic slot
------------------------------------------------------------------------------------------------------

[Final Values]
LP: 145 (135 Base, + 10 from Class)
Regeneration: 3, KI 6(2 rounds), Psychic up to 18
MV: 9, KI 12, Psychic up to 16 (105, 160, 1500 ft)
Fatigue Points: 10
Presence: 35
PhR: 50 | DiR: 50 | VR: 50 | MR: 55 | PsR: 45
Ki Pool: str: 8, dex: 14, Agl: 9, Con: 10, int: 10, pwr: 9, wlpwr: 9
Ki Accumulation: str: 1, dex: 1, Agl: 1, Con: 2, int: 2, pwr: 1, wlpwr: 1

Attack: 55/65/75 (45 w/o Char Mod)
Block: 55/65/75 (45 w/o Char Mod)
Initiative: 70, KI 80, Psychic up to 280


[Equipment]
Detailed list following later


Background is currently up 12 pages, on Microsoft word, if you want read it send me a message.
Comparison vrs other level two characters using average roll of 50
In the book it list examples of character creation, for level 2 character it does not list a value over 90
My magic projection is 100
My zeon is 415

His attack 90 + 50 = 140
My Necromantic Shield
Magic projection w/o char 150
Cost 280 zeon
Maintain 14 zeon
Shield value 3,000
Zeon left 135
Accumulation left is 6

He did not get through the projection so his damage goes to the shield

Next round

His attack still can’t get through

My action first physical increase from dex 9 to 12
My dex ki is 14
And have accumulation to cover maintentance

Second attack -25 penalty applies
Magic projection 120 ranged attack add dex bonus
Final bonus 95
So 145
Death beam base damage 80
Cost 60 zeon from 141

Round 3
first physical increase dex
My physic potential/ with introvert is 90
Total 140
Because of the introvert I don’t have to roll a projection I hit.
Placed in the innate slot it is boosted to 180 or absurd level
Dex 12 plus half for over 10 dex is now 14

Second attack -25 penalty applies
Magic projection 125 ranged attack add dex bonus
Final bonus 100
So 145
Death beam base damage 80
Cost 60 zeon from 87

Just an example not allowing for real dice rolls just using average values
Allowing for dice yes they can roll higher and lower, but so can I

This example is rushed and not very complete it just using values I’ve see in the book.

this is my final modification of this character, at this point he can stand as a character

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ok something has been pointed out to me, if your max zeon doesn't count until you accumulate it; say my character doesn't have the 415 reserve at the start of battle, then this build becomes useless.  And it also pretty much negates any praticle offensive spell caster class.  If you cant use your Zeon until you accumulated it the why have a max and what is happening to your accumulation when not in battle does your max count not matter at that point. this doesn't make sense.  If say a spell caster has a cap of 500 zeon people are telling me that his natual accumulation will not fill that cap when not being used for anything. It is like saying that you have a barrel of water that unless you turn on the tap will not fill regardless of the flow that is there.  On top of that what kind of mystical character does not keep their reserves full, it's like going to the desert with out water.

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 Your Zeon is a pool, your Max Zeon is the Size of that Pool. Your Current Zeon is the water in that pool. Your Accumulation is the size of your bucket. It happens often that you don't have your max zeon in your pool because you cast spells. Don't firget that casting a spell empties your pool. And you can't have your zeon accumulated at all times. First of all there are visual effects for doin so. 2nd is if you stop accumulating for one turn, all your zeon goes back to your pool -5, and you can't keep accumulating above your current zeon

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but like I said it pretty much renders a magic users all but useless, if their strongest weapon is unusable until after the fighter has killed them.

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 Also a fighter would be useless, if the wizard could cast all his strongest and deadliest spells in an instant.

And I don't know, if you have actually played a round, but this isn't a problem, if the wizard needs a bit of time, to cast a spell (same problem with Ki techniques, they aren't instantoues either). It would be a problem, if this powers (magic and ki) could be used without accumulation. An wizard, who could cast in the first round of a combat every spell he knows, as long as he has some zeon in his pool, could cast about 5 to 10 area attack spells, energy based, each with a base damage of 80 or more, with the initiative of an unarmed fighter, and the warrior could only make about 1 or 2 attacks per round, with a base damage around 60 to 110 (higher base damage would mean lower initiatve). This would I call "gamebreaking".

The wizard of my group had enough accumulation to cast a shield spell in the first around. After this, he started accumulating for "bigger" spells etc..

So long,

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i think that, I finally understand the power be it KI or magic system and alot of the character concepts have to readjust, to allow for the power pools.

sorry for the aggravation, but now when I build characters I can make the necessary adjustment.

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it think I got this figured out, to make sure I made adjustments to the troublesome character

[info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Freelancer

[build]
Attributes:
Str: 8 Dex: 9 Agi: 9 Con: 10
Int: 10 Pow: 9 WP: 9 Per: 8
= charecter creation type 1

Advantages:
Been Around 2
The gift 2
Access to One Psychic Discipline 1(Physical Increase)
Elemental Compatibility 1 (Necromancy)
Amplified Sustained Power 1

Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.

Total DP to spend: 700 DP

Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: 55 = 110 DP
- Block: 55 = 110 DP
- Dodge: = DP
- Wear Armor: = DP
- KI: = DP
- Accumulation Multiple = DP
Total DP: 220

Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 240 = (120 Base, + 20 from level, 100 from 40 DP
- MA Multiple: 60 (2) = 120 DP
- Magic Projection: 100 = 200 DP
- Magic Accumulation: 50 (10 + (20 from Elemental Compatibility 1 (Necromancy)) + 20 MA
Multiple
Final MA Regeneration: 60 (50 from MA, and 10 from improved regeneration 30 DP
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP

Necromantic Path 50
Time sub-path
Total DP: 330

Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points: 20(2+ (1= 20 DP)) =3
- Psychic Projection: = DP
- Psychic Potential: = 50 + 40 = 90
Total DP: 20

Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 2
- Subterfuge: 2
- Creative: 2

Secondary Abilities
Notice: 50 (40 w/o Char mod)
Magical Appraisal: 50 (40 w/o Char mod)
Occult: 50 (40 w/o Char mod)
Withstand Pain: 50 (40 w/o Char mod)
Sleight of Hand: 40 (30 w/o Char mod)
Total DP: 100

Natural Bonuses:
+ 10 Zeon per level

Natural Abilities:
+10 to five different abilities per level

Special Bonuses:
Mental Patter (Introvert)
30 DP
1 innate psychic slot
------------------------------------------------------------------------------------------------------

[Final Values]
LP: 145 (135 Base, + 10 from Class)
Regeneration: 3,
MV: 9,
Fatigue Points: 10
Presence: 35
PhR: 50 | DiR: 50 | VR: 50 | MR: 55 | PsR: 45
Ki Pool: str: 8, dex: 9, Agl: 9, Con: 10, int: 10, pwr: 9, wlpwr: 9
Ki Accumulation: str: 1, dex: 1, Agl: 1, Con: 2, int: 2, pwr: 1, wlpwr: 1

Attack: 65/75 (55 w/o Char Mod)
Block: 65/75 (55 w/o Char Mod)
Initiative: 70/80


[Equipment]
Detailed list following later


Background is currently up 12 pages, on Microsoft word, if you want read it send me a message.

 

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I've completely rebuilt this character from the ground up, let's see what you think now?

[info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Wizard

[build]
Attributes:
Str: 9 Dex: 9 Agi: 9 Con: 9
Int: 10 Pow: 10 WP: 9 Per: 8
= charecter creation type 1

Advantages:
Been Around 2
The gift 2
Elemental Compatibility 1 (Necromancy)
Superior Magic Recovery 1
Natural Knowledge of a Path (Necromancy) 1

Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.

Total DP to spend: 700 DP

Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: = DP
- Block: 30 = 60DP
- Dodge: = DP
- Wear Armor: = DP
- KI: = DP
- Accumulation Multiple = DP
Total DP:60

Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 485 = (Base 135, + 200 from level 150, 30 from DP
- MA Multiple: 50 (4) = 200 DP
- Magic Projection: 95 = 190DP
- Magic Imbalance:
- Magic Accumulation: 70
Final MA Regeneration: 100
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP

Magic level 50
Path necromancy 50 (40 from Natural Knowledge of a Path + 10 from Magic level)
Time sub-path
Mastery of Arcane Warfare
Increased Destruction 10
Empowered Shields 5
Remove Protection 5
Defensive Expertise 10
Mystic Accuracy 5
Magic level used 45
Total DP: 420

Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points:
- Psychic Projection: = DP
- Psychic Potential: =
Total DP: 0

Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 3
- Subterfuge: 2
- Creative: 2

Secondary Abilities
Withstand Pain: 40 (10w/o Char mod) 30 DP
Notice: 30 (20 w/o Char mod) 40 DP
Magical Appraisal: 65 (50 w/o Char mod) 30 DP
Occult: 40 (25 w/o Char mod) 30 DP
Hide: 35 (15 w/o Char mod) 30 DP
Stealth: 35 (15 w/o Char mod) 30 DP
Forging: 25 (15 w/o Char mod) 30 DP
Total DP: 210

Natural Bonuses:
+ 100 Zeon per level

Natural Abilities:
+10 Magic Appraisal per Level
+5 Occult per Level

Reduced Cost:
Magic Appraisal 1

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

[Final Values]
LP: 130 (120 Base, + 10 from Class)
Regeneration: 2,
MV: 9,
Fatigue Points: 9
Presence: 35
PhR: 45 | DiR: 45 | VR: 45 | MR: 60/40/80 | PsR: 45

Dodge: 40 (30 w/o Char Mod)
Initiative: 70

Examples of Spell with a value of 50
Necromantic Shield
Level: 46 Action: Passive
Cost: 80
Effect 1,000 LP shield blocks any attack
Added Effect + 100 LP
Maximum Zeon: Int x 20
Maintenance: 1 every 20(4)

One round casting
Burn 2 fatigue MA 100
80 points necromantic shield
Empowered Shields new LP 2000
Defensive expertise
165 on magic projection with a rolled value of 50

Death Beam
Level: 26 Actions: Active
Cost: 60
Effect: Base damage 80, attack energy AT
Added Effect + 5 to dam
Maximum Zeon: Int x 10
Maintenance: no

One round casting
Burn 2 fatigue MA 100
60 pts. Death Beam
20 to dam
Increased Destruction base damage 100
Precision trait
20 pnts - 2 to energy AT
145 on magic projection with a rolled value of 50
[Equipment]
Detailed list following later

 

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The build looks ok as far as I can tell. I would be more apt to give more time to this had there been a background attached. It is one thing if you have the background in your head and can think to yourself "well Grimm has *this power* because of *this happening in their past*, but we, your readers do not have that advantage.

 

vaxx01 said:

I've completely rebuilt this character from the ground up, let's see what you think now?

[info]
Name: Grimm Mortis
Age: 30
Country: Unknown
Race: Human
Social Status: To be Determined
Height, Weight: 6'6", 200 Lbs.
Hair, Eyes: Jet Black (stringy), Flat Grey
Appearance: 5
Exp: 100
Level: 2
Class: Wizard

[build]
Attributes:
Str: 9 Dex: 9 Agi: 9 Con: 9
Int: 10 Pow: 10 WP: 9 Per: 8
= charecter creation type 1

Advantages:
Been Around 2
The gift 2
Elemental Compatibility 1 (Necromancy)
Superior Magic Recovery 1
Natural Knowledge of a Path (Necromancy) 1

Disadvantages:
Damned 2
Severe Phobia 1
Optional rule from the GM tool kit to allow stat points to be used to remove disadvantages, or by other advantages.

Total DP to spend: 700 DP

Primary Abilities:
Combat Abilities: (Limit: 60% = 420 DP)
- Attack: = DP
- Block: 30 = 60DP
- Dodge: = DP
- Wear Armor: = DP
- KI: = DP
- Accumulation Multiple = DP
Total DP:60

Supernatural Abilities: (Limit: 60% = 420 DP)
- Zeon: 485 = (Base 135, + 200 from level 150, 30 from DP
- MA Multiple: 50 (4) = 200 DP
- Magic Projection: 95 = 190DP
- Magic Imbalance:
- Magic Accumulation: 70
Final MA Regeneration: 100
- Summon: = DP
- Control: = DP
- Bind: = DP
- Banish: = DP

Magic level 50
Path necromancy 50 (40 from Natural Knowledge of a Path + 10 from Magic level)
Time sub-path
Mastery of Arcane Warfare
Increased Destruction 10
Empowered Shields 5
Remove Protection 5
Defensive Expertise 10
Mystic Accuracy 5
Magic level used 45
Total DP: 420

Psychic Abilities: (Limit: 60% = 420 DP)
- Psychic Points:
- Psychic Projection: = DP
- Psychic Potential: =
Total DP: 0

Secondary Abilities:
- Athletic: 2
- Social: 2
- Perception: 2
- Intellectual: 2
- Vigor: 3
- Subterfuge: 2
- Creative: 2

Secondary Abilities
Withstand Pain: 40 (10w/o Char mod) 30 DP
Notice: 30 (20 w/o Char mod) 40 DP
Magical Appraisal: 65 (50 w/o Char mod) 30 DP
Occult: 40 (25 w/o Char mod) 30 DP
Hide: 35 (15 w/o Char mod) 30 DP
Stealth: 35 (15 w/o Char mod) 30 DP
Forging: 25 (15 w/o Char mod) 30 DP
Total DP: 210

Natural Bonuses:
+ 100 Zeon per level

Natural Abilities:
+10 Magic Appraisal per Level
+5 Occult per Level

Reduced Cost:
Magic Appraisal 1

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

[Final Values]
LP: 130 (120 Base, + 10 from Class)
Regeneration: 2,
MV: 9,
Fatigue Points: 9
Presence: 35
PhR: 45 | DiR: 45 | VR: 45 | MR: 60/40/80 | PsR: 45

Dodge: 40 (30 w/o Char Mod)
Initiative: 70

Examples of Spell with a value of 50
Necromantic Shield
Level: 46 Action: Passive
Cost: 80
Effect 1,000 LP shield blocks any attack
Added Effect + 100 LP
Maximum Zeon: Int x 20
Maintenance: 1 every 20(4)

One round casting
Burn 2 fatigue MA 100
80 points necromantic shield
Empowered Shields new LP 2000
Defensive expertise
165 on magic projection with a rolled value of 50

Death Beam
Level: 26 Actions: Active
Cost: 60
Effect: Base damage 80, attack energy AT
Added Effect + 5 to dam
Maximum Zeon: Int x 10
Maintenance: no

One round casting
Burn 2 fatigue MA 100
60 pts. Death Beam
20 to dam
Increased Destruction base damage 100
Precision trait
20 pnts - 2 to energy AT
145 on magic projection with a rolled value of 50
[Equipment]
Detailed list following later

 

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Raybras said:

 

 Marlstrom, if you want the background i believe voxx said there were 12 pages and to ask him if you wanted it

 

Sure. Sorry if my opinion offended ya.

 

 

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