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CyndaneTierney

FiveEons

Sep 1st, 2019
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  1. Five Eons
  2.  
  3. Five Eons is a game about a world in decline, going through an Apocalypse. The player characters are heroes from a previous Eon (the current one is the fifth eon) brought to the current one to help save the world. Demons have been unleashed on the world again, and the people aren't able to keep them at bay, causing the desperate play of summoning heroes of old. While the summoners aren't capable of forcing the heroes to act, well, heroically, they hope that the heroes will because this is their home now. Unfortunately, the resurrection process has weakened the heroes, lessening the legendary power that they were known for. As an aside, a hero's legend does not have to (and probably doesn't) match their actual deeds.
  4. All the heroes were killed in a previous Eon during its apocalypse by a demon (defined in this game as one of the monsters released upon the land during an apocalypse), except for anyone from the Fourth Eon.
  5. The First Eon was an idyllic, peaceful fantasy land without death or sorrow. Well, until the apocalypse anyway. Heroes from this time will likely not have much in the way of combat skills.
  6. The Second Eon was your classic, D&D-esque fantasy land. Most any concepts can fit here, no matter how silly. After all, the game isn't even taking place in the Second Eon.
  7. The Third Eon was the Eon of technology with mega-cities dotting the landscape. This was also the first Eon where demons were summoned. Summoning magics existed before this, but this was a new introduction. Due to the destruction from such actions, magic is banned in most cities in the Third Eon. Not that that stops some people.
  8. The Fourth Eon was an Eon of war. Many nations exist in this Eon, but for all intents and purposes three world powers exist: a magitek-powered empire in the east trying to conquer the world, an alliance of nations banding together for defense against the superior technology of the empire, and animal people of the southern lands which most people just leave alone because they don't generally want to be bothered. Plus their magical prowess is great enough that it's not worth bothering them.
  9. The Fifth Eon is the Eon on the edge of collapse. Demons have been released into the land and run wild over everything. The various species has withdrawn into themselves for defense, so it's only a matter of time before they run out of supplies and the demons finish the apocalypse.
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  11. And this is where the heroes come in. Summoned to this land in decline with naught but what they had on them when they died and the Artifact connected to their legend that was used to summon them here. Let's hope they can save the world.
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  13. ~
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  15. So, you want to play a game of Anima: Beyond Fantasy, the high-fantasy rpg? First, you'll need a book.
  16. https://www.mediafire.com/folder/3rsj3sa113hg2/Anima
  17. Beyond Fantasy is the core rulebook.
  18. Core Exxet has the rule changes from second edition, which wasn't published in English. All the books with Exxet in the name are based on the second edition rules. It also has the revamped rules for MP costs for spells, so you'll need this as a mage.
  19. Game Master's Toolkit has a few Advantages, Disadvantages, and Combat Styles.
  20. Arcana Exxet has all the magic stuff you could need, as well as a little psionic stuff since psionics didn't get their own book.
  21. Dominus Exxet has everything you need for anime nonsense martial arts. It also has "impossible" weapons and new equipment. The impossible weapons are fun to look at, if nothing else. Weapons range from more normal-ish ones like gunblades to Gate of Babylon from the Fate series.
  22. Gaia - Beyond the Dreams is a setting book. You won't need that for this campaign.
  23. Prometheum Exxet has Artifacts, Artifacts, and more Artifacts.
  24. Those Who Walked Among Us is a monster manual. You won't need that either.
  25.  
  26. ~
  27.  
  28. So, you want to make a character? This is the hardest part. First, you need to figure out what you want to play. Here is a handy list from which you can choose two to be good at.
  29. Weapons, Anime Martial Arts (Ki Dominion techniques), magic, psychic powers, and skills. Yes, skills gets its own entry. You can generally be good at five of them without choosing to be good with skills, but that's still only five out of thirty-eight skills.
  30. And then you'll need to choose your class. Here's a brief list of the classes that support the chosen disciplines.
  31. Classes listed as Dedicated get a special bonus for specialization, hybrid classes don't.
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  33. Weapons (Dedicated: Warrior, Acrobatic Warrior, Weaponmaster, Technician. Hybrid: Paladin, Dark Palaidn, Tao, Warlock, Warrior Summoner, Warrior Mentalist.)
  34. As one might suspect, the game expects you to fight, even if it's with your fists, like in the Tao's case. Stat-wise, you'll need Strength for damage, Dexterity for Attack and Block, Agility for Dodge, and Constitution for life points.
  35. Warriors get free Attack, Block, and Wear Armor every level. Acrobatic Warriors get Attack, Dodge, and some skills every level. Weaponmaster pay half cost for combat modules. Technicians get a LOT of martial knowledge with which to purchase anime sword nonsense as well as some Attack.
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  37. Anime Martial Arts (Dedicated: Technician. Hybrid: Tao.)
  38. Ki Dominion techniques must be purchased with martial knowledge, which all classes get in very small amounts, except for the Tao and the Technician. Ki Dominion techniques require gathering up ki, which generates passively, and then releasing the energy in a flashy attack.
  39. Key stats vary for the dominion master, depending on what techniques they pick up.
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  41. Magic (Dedicated: Wizard, Summoner. Hybrid: Paladin, Dark Paladin, Warlock, Illusionist, Wizard Mentalist, Warrior Summoner.)
  42. The art of blowing people up with magic powers. Intelligence determines how many spells you can know and your initial Zeon Points (magic points). Power determines your Magic Accumulation, which determines how many zeon points you can pull out of your inner magic tanks every turn. If you want to cast a spell with a higher cost than your MA, then it'll take multiple turns to cast.
  43. Also, while magic spell effects are obvious, spellcasters don't have to chant spells or wave their hands unless they take a disadvantage that requires it. Spellcasters will also have to spend two points on the advantage The Gift to be able to cast spells in the first place.
  44. Wizards get a LOT of zeon points every level. Summoners get less, but they also get get skills for summoning and binding monsters to their whim.
  45. Mages also have Magic Projection, which is what they use to hit and defend with magic spells.
  46. Make sure you get the Core Exxet rules for the revamped spell costs.
  47.  
  48. Psychic Powers (Dedicated: Mentalist. Hybrid: Wizard Mentalist, Warrior Mentalist.)
  49. Doing things with your mind. Being a one stat wonder, all you'll need is Willpower. You'll have to purchase Access to One Psychic Discipline (1 advantage point) or Free Access to Any Psychic Discipline (2 advantage points) to get into this class.
  50. You'll have to purchase Psychic Points, which can be used to access the disciplines and then the powers within those disciplines. You'll also need Psychic Projection to hit people with Psychic Powers.
  51. Psychic powers are better the better you roll, but if you fail to meet the smallest required number, you suffer fatigue damage.
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  53. Skills (Dedicated: Ranger, Shadow, Thief, Assassin. Hybrid: Illusionist)
  54. These classes give you a bunch of skills in addition to minor benefits. Can be worth it for certain builds.
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  56. Dishonorable Mention: Freelancer. Friends don't let friends play Freelancers. They do nothing well.
  57.  
  58. ~
  59.  
  60. So, you've chosen your class and read a little of the rules. Let's build a character. Roll 1d10 for each stat, rerolling anything lower than a 4, and then replace the lowest stat with a 9.
  61. Then you need to pick Advantages. You get three free points to do with as you like, and then you can get up to three Disadvantages (not three points, but three) to get more points.
  62. All characters are assumed to be humans or other normalish fantasy races with no special abilities. If you want to make something weird, like a kitsune or golem, then you'll have to get the Advantage Mutation from Core Exxet. That gives you DP that you can spend on Powers from the Creation of Beings chapter. The powers start on page 186 of the core rulebook.
  63. All characters also have a free artifact to be designed with cooperation between the GM and the player. It is obviously tied to the character's legend, so it would be a good idea to design it along with the character. Characters can have more artifacts, but they will have to be purchased normally with the Artifact Advantage.
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  65. Then the big bugbear in the room, spending your Development Points, of which you get 600 at chargen. I'd recommend taking your primary schtick and spend your cap in that (360 points for 60% categories and 300 for 50% categories). Spend the remainder in skills or a secondary schtick as you see fit.
  66. Remember that in Core Exxet you get a +10 to five skills of your choice, and you get to add double your stat modifier (instead of x1) to a skill based on a physical stat and a mental stat.
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  68. ~
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  70. Then you'll choose gear. For this campaign, we're not worrying about gear and costs. Just pick mundane things your character would have had on him or her when the character died in a previous age.
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