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Anima Ki Advantages Tier List

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Oct 30th, 2021
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  1. Ki Advantages:
  2. S:
  3. Masterful Seals: Only useful for Ki-based Summoners, but just a step short of mandatory for them. This lets you avoid having to entrust your Ki points to a d100 when summoning a powerful creature.
  4. A:
  5. Ki Perception: Ki Detection can easily reach a huge range and is a massive help in not being snuck on, unless you're facing a single ninja master. Just keep in mind that not everything can be detected.
  6.  
  7. Martial Learning: If your GM isn't a sadist, this advantage is useless. But if your GM does decide to use the learning rules and you aren't in a campaign that regularly timeskips, this is basically mandatory to learn new abilities in a relevant time frame.
  8.  
  9. Martial Mastery: This enables you to 'cheat' your per level MK and have a character with decent Ki abilities at level 1 without being a Technician. While this advantage technically puts you at a DP loss (as MK is 1:1 with PF) it allows you to preserve your primary abilities. Like most similar flat advantages its effects become less noticeable as you increase in level, but unlike others MK isn't a capped resource and having more of it is unlikely to be a waste at any point in the campaign.
  10.  
  11. B:
  12. Dual Limits: This competes with Ki Recovery, and is an in-combat alternative to it. You'll rarely want to buy two Limits during level 1 chargen, so only take this if you expect to come back to buying one in the future.
  13.  
  14. Ki Recovery: Mathematically this makes you 6x faster at recovering ki for 1 CP, then 2x faster for the second, then 5x faster for the 3rd. The second CP is worth far less than the other two, and you'll therefore generally want to spend either 1 or 3 CP on this advantage. Since the value of each ki point depends on your build and how fight-heavy the campaign is, think carefully before investing more than one CP in this advantage and consider if a Limit might not be more useful. Remember that recovering ki points does nothing for you if you're at full capacity, and 144 ki points per day is generally more than enough to start every day with a full tank.
  15.  
  16. Total Accumulation: The value of this depends on how technique-dependent your character is. If you're a warrior supporting himself with ki, you can generally do without. If you're likely to lose a regular fight unless you fire off your kamehameha ASAP, this is for you. A fair estimation of its average DP value is the amount that it would cost you to reach 150% of your current ki accumulation.
  17. Innate Power: A sizeable boost to your Ki reserves if Power is your main stat. Make sure to ask your GM if they do use the optional rule it relies on though.
  18.  
  19. C:
  20. Unconnected Techniques: There aren't many builds that would be able to afford higher level techniques by skipping the lower level ones. Martial Mastery is generally better if you're low on MK, but sometimes you deliberately just want one big move.
  21.  
  22. Imperceptible Ki: Ki is the most common supernatural power in Gaia, and every powerful warrior has it to some extent. As a result unlike for magical and psychic powers there are rarely any real advantages to pretending you haven't started developing your abilities. This does have some edge uses for Ki-using stealth characters however.
  23.  
  24. Increased Ki Accumulation: Unless you set up your techniques very deliberately, this will usually only amount to +2 or +3 Accumulation per CP at best, and it only works if you don't do anything else that turn. Total Accumulation often gives better values and scales better as your characteristics increase, and it doesn't leave you as that guy powering up in the background while everyone else fights for their lives.
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