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Pilz

Tips for new Anima Players

Oct 4th, 2015 (edited)
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  1. Core and some other stuff for y'all:
  2. http://www.mediafire.com/download/tyosqvowgcj1zsz/Anima_stuff.7z
  3.  
  4. 1. Keep it Simple, Stupid. Archetypes show the sorts of things a Class can do. Try to pick a single-archetype class. Tao technically has two archetypes, but it's pretty simple.
  5. 1a. SUMMONERS ARE WEIRD, TREAD THAT PATH ONLY IF YOU DAREEEEEE. This is because they have multiple paths of progression ('normal' summoning, Invoking, Incarnating, ki summoning...), a TON of bookkeeping, require a lot of homebrewing on the GM's side (generally we're gonna have to stat up everything you summon, and then you're gonna have to level it up!). They also end up fucking about with a lot of supernatural stuff in very open, very obvious ways, and can have issues with time consumption (A summoner caught flat-footed is probably dead, but give him a month or two and they'll summon something strong enough to tear a hole right through the plot's tender anus).
  6. <IterationDrive> (If you want hard number,s the last summoner I played had *eight* character sheets they had to keep up with.)
  7. <IterationDrive> EIGHT, PILZ. EIGHT.
  8. <Pilz> howzat
  9. <IterationDrive> Main sheet. Familiars 1 through 5. Three different types of haemonculi.
  10. <IterationDrive> Oh, wait
  11. <IterationDrive> and the sheele's soul form.
  12. <IterationDrive> ... so that's ten acutally
  13.  
  14. 2. Every Character generally uses one 'primary' characteristic (8-10) and two "secondary" (7-10).
  15. 2a. Fighters will want some combination of Dex (Attack/Block/Init), Agi (Dodge/Init/Movement), Con (Life Points, Resistance), and Str (Damage, let you have BEEG WEPON)
  16. 2b. Domines are weird, and you should talk to us if you're making a Technician. Basically, what you want to do in terms of Techniques will determine what Characteristics you want. You should make sure to look at Dominus Exxet first (see below)
  17. 2c. Mystics want some combination of Dex (To-hit, defense), Int (More Zeon, More Spells, Stronger Spells), Pow (Faster regen, faster spellcasting) and Agility (Dodge, Init, Movement)
  18. 2d. Psychics will want some combination of WP (Lots of stuff), Dex (To-hit, Defense), and something like Agi or Con.
  19. 2e. Prowlers are skillmonkeys/sneaky types. It'll depend on how you want to play, but generally Agi and Dex are both high priorities
  20.  
  21. 3. If you're using Techniques or Martial Arts, use the rules and tables in Dominus Exxet...they were rewritten and basically made better overall!
  22.  
  23. Resources of Dubious Certainty:
  24.  
  25. http://pastebin.com/s82FGjv1 System Briefing
  26.  
  27. http://pastebin.com/6ZxECTue Setting Briefing
  28.  
  29. http://pastebin.com/kxGkLukA Various Houserules (not finalized, just a compilation of ideas)
  30.  
  31. Step 1: Characteristics
  32. Select 1 primary characteristic and 2 secondaries. This will often depend on how you want to fight. You will almost always want Dexterity to be one of these. Point buy everything up to 5 (costs 40), then augment your primary to 10 and your secondaries to 8 or 9. Use the leftovers however you like. You can also reduce one or two stats to 4, but I generally don't recommend that personally.
  33.  
  34. Step 2: Disadvantages
  35. Choose up to 3 disadvantages.
  36.  
  37. Step 3: Advantages
  38. You have 3 CP to buy advantages with, plus whatever you've earned by taking disadvantages. Spend it. Remember to get The Gift if you use magic, some sort of Psychic ability if you're psychic, and some Martial Knowledge if you're a fightboi.
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