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Anima - A very open, very fun game. Playing now.

I want to run a game of Anima, level one or two, tonight. I want to test out Roll20 tonight, I have pre-mades, though you can customize as much as you like. Three players needed. Most everything I'll be coming up with on the spot, and a lot of it has to do with how the group turns out. If you want to join, need help building a character, have questions, or anything else just message me.
Bump!
Still need people? I haven't seen the Anima RPG yet but I do have the card game.
Sent you a PM, I'm interested if you still have space.
I never really played a table rpg before and found this site. I would be interested in learning together if you dont mind taking a complete new player. I dont even know how to start but I can learn fast, if you take the challenge. But then what would be your campaign setting about?
Anima: Beyond Fantasy is set in an essentially alternate reality version of Earth, where things like magic, psychic powers, and Ki energy exist and are not uncommonly found. The technology ranges from early renaissance to modern to futuristic depending on where you are, and there are a LOT of places in Anima, it's a HUGE world to explore. Since you're new to tabletop role-playing games, Anima's system can best be described as "roll 1d100, add your modifiers, and try and roll as high as possible". The character you make can be very simple (Warriors and Thieves), moderately complex (Psychics and Summoners), or very complex (Magicians and Ki Users). In the end, though, it's almost impossible to make a BAD character in Anima, and the Dm apparently has some pregenerated characters available. I'm not sure if he's accepting new players, however. His last post was in November, so he might have decided not to run an Anima game.
Mythrii, my wife, who has always run the game since we discovered it decided that it's my turn to run it. This, at first, was to see how interested people were, but I won't deny anyone the chance to play. So I need to know when people are available. I do have pre-mades, but I'd rather sit down with each person who joins and build their character with them. I'm never 100% on which days I'm available, but it'll usually be pretty early, and I'll be sure to talk with everyone and figure out the best day each week. As far as in-game content goes, anyone can be anything within reason. So, no one is from Hell, nobodies stats go above ten yet. I want incredible people, not gods at this point. I would also like it if the group actually worked - Tank - Healer - Damage - Damage - (Maybe one more) Juss send me a message, we'll talk, set up your role, and be good to go soon.
I found my old character I made about two years ago, she's a level 2 Summoner. She's not really a combat character, more for role-playing and support magic, but she has a bound Summon so she can contribute with the summon in battle. If that sounds okay, I can send you the character sheet whenever you're ready. I don't know what role she would fill, but I can assure you she'd be 100% pure fun.
You don't have to send it to me, and you can use her. RP is a major point in the game, small decisions will cause things to change drastically. For anyone that was wondering, the adventure is set up around the group. Back-stories, personalities, and all the other fluff don't have to match up 100%, but there should be a legitimate reason you all happened upon one another and are willing to put your lives on the line for each other. So, once all the characters are made I'll figure out which city you're in and go from there.
Sounds good. My character is a traveling merchant, specializing in valuable items both magical and non-magical. She'd no doubt be looking for some decent guards to protect her wares; if we're starting fairly poor, she could be looking to make some capital by taking on an odd job or two with a group. She's very friendly, not the greedy sort at all, so she'd probably fit right in with the rest of the group. If she and the group have traveled and worked together previously, she's probably willing to go the extra mile for any of them. She travels all over, so she'll fit in no matter where the campaign starts. That should be a good starting point, I think. I'm getting excited to play this game. We should definitely find more players.
Hey Kenny, I'm interested in joing this game. I havent played anima but I'm looking for a new system to get into. I read the PHB and it seems very interesting I especially like that they added real world marital arts in this which is really cool. I really leaning towards taoist but I might need a bit of help with CC.
I am a Weaponmaster. Thinking if no one minds, I'll snatch that Tank role.
Sounds good, that means we have our Tank, our Damage, and our Utility character (me). I haven't actually played Anima much, so how required are each of the roles? If I absolutely have to, I think there might be a damage spell my character can cast with Innate Magic - she has an extremely low Zeon reserve, but very high Magic Accumulation and recovery. Should we talk about scheduling, or do we need more players first? I have a very open schedule for gaming, though Sundays are best.
I too have a flexible schedule except sat and sundays are not good days for me. I'm available Mon-fri though
From my experience, having all roles filled is not very necessary, but as the majority of my experience is from running the game, not playing it, I also have to say that is just because of the way I run it. If Kenny is requesting a tank or heals, that probably means we'll need them. As for scheduling, I think he plans on talking to us individually about it, but as it is my schedule is pretty open, as well.
Okay, we'll figure out the scheduling individually I guess. I'll contribute to combat with the summoned creature, while giving loads of useful spells out of combat. In fact, my character has a pretty immense Zeon recovery rate, so if we have fewer players than we want, I can shore up our combat capabilities with 2-3 lower level summons. Mostly I just want to roleplay a fun character. If the DM absolutely, positively needs a healer for the group and no one else can do it, I can always pick up a spell or two that heal some hit points, but I won't have very many uses per day.
Or you can hire an npc. Each person interested should send me a pm, we'll work the character out together. One day when everyone can be on we will get together and chat in-game, if all goes well we may even play a bit that day.
If I may suggest so, since everyone seem to be open-minded in regards to availability, we could start working out this "One day" right now, by setting some pool for a first meeting, or something. GMT/CET/Else? Morning/Afternoon/Night? Weekdays/Friday/Weekend? I would suggest to time according to the UTC/GMT since its traditionally regarded as "universal". The night time of UTC is ~probably~ more flexible for western players as it probably means it is probably afternoon for America which may be reasonable. So long as nobody lives in Asia it may work. Then only decide if it would take place on Weekdays/Friday/Weekend? Also how much time would be required to prepare for a first run?
Assuming the game would happen every week, the only time I am absolutely unavailable would be Saturday from 11 to 4 eastern time. I would prefer if the game took place on a week day at or after 6 p.m. eastern time. As Manfred said, that would give the most flexibility to central or west coast players. I think we can at least figure out a good time and date, do a test run with the equipment, and start the game as soon as everyone is done with their characters (and Kenny has written up the adventure). My computer is unable t use the voice chat system inside roll20, so I would much prefer if we could use Skype while playing.
Then, considering 2 people already said saturdays/sundays are sub-optimal, I guess it would be best to discard weekends altogether? Kenny also said "it'll usually be pretty early" and I will boldly assume he is from USA. That could conform to a 6pm UTC time as that would be 10am in Los Angeles, California, which is "pretty early" in my humble opinion. I can do it immediately as I am enjoying vacations so no problem about weekdays to me. That said I will put up a list and you guys see if you find it reasonable/get a better picture: Monday - 6PM(18h) UTC / 10AM PST (LA, CA - USA) Monday - 8PM(20h) UTC / 3PM (15h) EST (NY - USA / Toronto - Canada) Monday - 4PM(16h) UTC / 5PM (17h) CET (Most of Europe) Monday - 7PM(19h) UTC / 5PM (17h) (Argentina / Brasil / Some South America) Above some time zone examples. I didnt check Daylight Savings so maybe they can be adjusted further.
As I have it thus far: James Chatham - Thursday - Saturday, Tuesday & Wednesday after 3pm. Manfred O. - Mon - Fri, 7am to 12 in Alaska time Kamisan - Fridays early afternoon, Saturdays. Flamez - EST (-5) available from 6-10pm (2-6pm AK) Monday,Tuesday,Saturday and Sunday. Clarke P. - All Friday, Saturday nights, all Sunday. Summoner. C4D Corki - Damage, Tao. Mon. - Fri. no weekends. Mythrii - Tank, Weaponmaster. Message or post your available times here anyone who hasn't, please remember to include your timezone, or be a go-getter and convert it to Alaska Time when you post. If some are way too far off to play there's a chance I can't shift things around to bring you in. I have enough players at this point, more than enough. Mythrii is right, if nobody shows then we only need two or three people, but I'd like to have a constant four or five. @Manfred O. - The first encounter is set up, "walkin through the woods" music and all, working with each person and their character is not, however. (soon) @Clarke P. - We can use Skype, though I never planned on it before, nor have I used it before. @Everyone - I work nights, not every night, nor do I know if I'll actually be working the night I was scheduled, or if they'll give me more. Any day after 8:30am AK time, up to 7pm is when I'm available to run/play.
Ok, in this case you can set me up Mon - Fri, 7am to 12 in Alaska time.
Noted.
My saturdays should be clear, although I'm at +8GMT I should be able to make any time during it.
Ah! And Friday nights my time should be free as well! If you're in US it should be around friday afternoon for you.
Friday is actually a great day for me as well - I don't have any obligations (that I know of). Alaska Time 8:30 through 14:30 would be the best time frame for me, but I'm flexible. It looks like Friday is the ideal day for everyone! I can't wait to get this party started! If were low on players that's okay, as a Summoner with Creation magic my character can always whip up more friends in a pinch.
In the US you say? Not exactly, the Australians take more of a liking toward Alaska than anyone in the lower 48.
There is new stuff in roll20 that might be of interest: <a href="http://community.roll20.net/discussion/3611/new-update-1210-character-attributes-and-abilities" rel="nofollow">http://community.roll20.net/discussion/3611/new-update-1210-character-attributes-and-abilities</a>
We'll play Fridays, mid afternoon, around 2 or 3 for up to 4 hours. The first game will be this Friday, so please respond to the pm I sent to those whose schedules match up. It will be set up for everyone to start getting familiar with the world, and how to use their character. Update: Don't feel bad if you are late or don't show, it only takes a couple of people to play the game properly.
What time exactly is it Kenny?
If he says mid afternoon it probably means about 3PM in Alaska ST I guess.
I'll be ready at 2 ak time, and we can start testing rolls and seeing how people work together. The real story begins at 3 at the latest.
Anyone playing should send me their Skype, if they have one. If you don't, I assure you it's worth getting.
Game post-poned to a later date, major apologies to those who were getting excited to play today. A bright side, this will give me more time to work with the characters. We can work on which day we play over this forum, though Fridays are still favored. We don't have to wait a week to play or anything, juss need to set up a new date for our first game.
Its all good man like I said I can play mon-fri weekends arent good for me though .
Any night of the week is good for me - I am in Eastern time. I like Fridays but I could play on other nights if need be. I would like it if we used this or another thread to chat about our character builds and backstories - It'll help us get to know each other better and understand our respective roles in the party. Is that okay?
Major fumble. I will take the chance to customize my char.
@Clarke P. Why yes, that it perfectly okay. Have at it gents.
There is a guidebook I found online that gives examples of character creation for all classes - I will send it to everyone once we have our Skype set up. I sent it to Kamisan already, but in the mean time, here are a few tips of my own - I hope they help. 1) Think up your character concept first. Anima is definitely flexible enough to handle whatever character you try to make, so go nuts. If it exists in Anime, it exists in Anima. The one restriction is that you're probably going to want to be Human. There aren't really any non-human races in Anima, and the Nephilim are a bit complicated and they impose a penalty to how much experience you'll gain over time (and how fast you level up). 2) If you use supernatural abilities, pick the system that's right for you. Believe it or not, a lot of combat tricks (like boosting physical ability, throwing fire and ice around, and flying around Wuxia-style) can be done with Ki, Magic, or Psionics. Knowing the qualities of each system is important, so here's a quick summary: Ki powers draw from inner reserves of life force, and they're mainly geared for combat. They charge up pretty fast, and with the right advantages you can recover your Ki points very quickly, so you can recharge between fights very easily. Ki powers can do anything you've seen from anime like Dragonball Z, Ruroni Kenshin, or Naruto. They're a great choice if you're a very physical character who wants to use their powers in battle. You can also create your own awesome techniques, so there's a lot of customization available. The downside of Ki is that most likely you'll only have one or two techniques at most at early levels, and it takes a while to accumulate all the cool moves you want. Psychic powers are powerful mental abilities your character has developed that let you project your willpower onto the world around you - they're balanced between combat and out-of-combat use. They can be used essentially at will, and can do anything from light enemies on fire to read the minds of others to boost your physical abilities past mortal limits, anything you've seen from Persona, Akira, or Elfin Lied. They're based around your Willpower stat so you can adapt them to most other kinds of characters without a lot of investment. The downside of Psychic powers is that there aren't a huge number of options for powers you can learn, you only learn a handfull at low levels, and when you fail your roll for a Psionic power you lose Fatigue points (which can quickly render you unconscious or severely drained at the very least). Magic spells are incredible effects your character activates by expending Zeon - a sort of energy within themselves. Magic is divided into several Schools, and each one specializes in different effects (Creation magic, my character's school, is all about healing, protecting, and creation objects out of thin air). Magic can do almost anything you can think of, from creating light to breathing underwater to blowing up buildings to stopping time itself. If a spellcaster did it in Anime or a D&D game, they probably used this system. Magic uses Power and Intelligence, so it works well with intellectual characters. Magic characters can also have a HUGE reserve of Zeon points, and cast dozens of spells in a single day. The downside of Magic is that Zeon recovers EXTREMELY SLOWLY - it might take you two weeks to recover all of your Zeon. Finally, there's a second type of magic called Summoning. It's what my character does, and it allows you to summon, bind, control, and banish summoned monsters like undead, elementals, and beings from realms mortal men were not meant to see. These passive summons slow down how fast your Zeon recovers, so they're not a great choice unless you invest a LOT of points into Zeon recovery rate. The second type of summoning, I call Active Summons, let you summon the Major Arcana from the Tarot Deck to cast powerful spells and generally kick ass. This kind of summoning is VERY draining but can do some pretty fun stuff. The drawback is that you don't have much control over which Tarot you know how to use, it's 99% a roleplaying thing. 3) Pick the class that gives you the best benefits. Every class gives you 2 things: reduced costs with certain Primary and Secondary abilities, and automatic bonues per level like life points, martial knowledge, secondary ability bonuses, extra Zeon, etc. Pick the class that best fits your concept. For example, if you want to be a warrior who uses psychic powers in a pinch, the Warrior Mentalist class is probably the best fit for you. If you want to be a stealthy warrior with a hint of Ki, the Shadow class has that covered. 4) Invest at least 50% of your points into whatever your character does best. If you're a Wizard, put at least 50% into magic accumulation, zeon, and magic projection. If you're a Warrior, but at least 50% into Attack, Block/Dodge, Wear Armor, and maybe some extra Life Multiples. 5) Always invest a little DP into Block or Dodge. I'd put at least 10% of your points into one of those. No matter what character you have, staying alive is ALWAYS important. 6) Spread out at least 20-30% of your points into a bunch of Secondary Abilities. If you're a Prowler type, you probably want about 40% in here. Your character should have at least 6 skills they are good at and could attempt check with without embarrassing themselves. 7) When in doubt, take whatever sounds cool or related to your character concept. It is VERY hard to make a bad Anima character, and sometimes the flawed, unique characters are the ones that make the best stories. That's it for now, I hope that helps. You can contact me on skype if you have any more questions.
hey, ive just recently read some of the core book and it seems like a fun system, if you might have space for anyone else
If you're in need of another player depending on the day and time I would be able to play. I'm available Mon/Tues/Thurs/Fri/ after 6PM EST/2PM AKST
Is this an effects/points based system like BESM? If so, what are the differences?
I can't speak for the GM about availability, but I can give some basic info about Anima itself. Anima is a point-based system, kind of like Mutants and Masterminds but with different restrictions. Characters must select a class from a moderately long list - classes include such concepts as Acrobatic Warrior, Tao, Shadow, and Warrior Mentalist. Your class determines how expensive certain abilities are for your character - a Thief has very cheap secondary abilities (skills) like Hide and Stealth, but magical abilities are prohibitively expensive. Likewise, a Wizard has cheaper access to Zeon points for magic and magic accumulation, but stealth skills are more expensive to acquire. No class is good at everything, but nearly any character build can be very useful to the party. Essentially, if it exists, you can make it in Anima. I have personally created characters that emulate everything from Bleach to Naruto to Pokemon to Persona and beyond. I posted a guideline for character creation above, and I'll stress again that character concept is king in Anima. Whatever your stats or abilities end up being, you'll probably fit into the group and be a useful, contributing member to boot. There are no useless professions in Anima - the only thing to keep in mind is making sure your character's ethics and personality don't clash with the group. My character is Good with a capital G, so I don't think evil or amoral characters would fit the party - but that's just my opinion. If you don't have the rulebook you can purchase it online from a number of reputable sites . I have a hardcover copy and I can assure you that it's worth the price for the artwork alone. If the GM is cool with you joining the game, I can help you create your characters - I'm well versed in the process and I know some tips and tricks that will get your character concept realized.
Thanks Clark, I'll have to look into checking Anima out, as it seems to be growing in popularity.
it seems to be growing in popularity. There are less than 10 topics about Anima here in roll20, and I think there were only 2 tries to run a game, and none actually played. At least from what I found on search.
Anima is a very complex system and that quality works for, and against it. Once you've read through the rules and you understand how everything works, it's a breeze to play and it has a TON of quality content, especially for seasoned RPers and fans of anime. The problem is, well, understanding the system in the first place. The rules are placed sporadically all over the player's guide portion, and it's sometimes hard to find the table or rule you're looking for. Anima is like GURPS in a lot of ways - you can do practically anything with it, but figuring out HOW is the problem. Luckily, Kenny, Mythrii, and myself all know the rules very well, so it shouldn't be too hard to get acquainted with the system. If you have a character concept you'd like help with, you can send me a private message on roll20 and I'll help you in any way I can.
@Manfred O. I meant a fan base is growing in the english speaking role-playing community where there wasn't before. I wasn't comparing its popularity to the giants of the industry here on roll20. @Clark P. I'm going to look over the rule book to get some ideas. If I need help or have a question I'll send you a pm. Thanks.
Anyone that wants to get a hold of me look up, kenny.larson671, on skype. Please do so soon. Sorry I've been away, got called into work, took a day off with my lady, then got the Flu. It looks like our next game will actually be Friday, same time. Is there anyone that was already invited to the game that still needs help in character creation? Players who wanted pre-mades, I have the sheets set up in the game already, so when I hand control over to you your stats will be there, along with your bonuses to rolls. Who your character is, your personality, is still up to you. Clarke brings up a good point, no one in the group is a bad guy, some may have regrettable pasts, some may not be with the group for the same reason as everyone else. The point is that you are all working together, you might not be friends yet, or you might be related. This brings up another point. If you want to work on stories together; already know each other, married, couple, related, or anything of the sort to get past the awkward "first time meeting" deal, talk about it freely on here. I'm more than happy to have you all in the city unaware of one another until you are put into the group, but I thought you might like to make it a bit more personal. For the three that seemed interested, if everyone shows up we already have more than enough players, if someone doesn't show be on the ready, and I'll invite you in.
Im reading and re-reading the books for over a week now. From the little exposition I had to Anima and GURPS, my take is that they could never be alike at all. Anima merit seem to be on role play. GURPS merit seems to be on the system. I think it shows on the player base.
@Manfred O. I meant a fan base is growing in the english speaking role-playing community where there wasn't before. I wasn't comparing its popularity to the giants of the industry here on roll20. I never said anything about giants of the industry. And I am not comparing either. But I dont see any evidence of a growing fan base. And unlike you said there, there seem to be some english speaking Anima communities, but I dont see them growing either.
Sounds good Kenny. I'm fine with tying my character's story to another players' if they want. My character is Yuki, a female traveling merchant and Summoner. She deals in curios and rare magic, and she's well versed in Creation magic (healing, making things, protection magic mostly) and Summoning (mainly elementals and other mystical beings). She's from Shivah and (kinda) Lannet (China and Japan respectively Anima-wise), so she's short, dark-haired and of darker complexion. She's traveled all over, and makes considerable amounts of money so a bodyguard or fellow traveller would be a fine companion for her. She's ultimately a pacifist and an intellectual, so she'd favor companions who are intelligent and willing to talk first and fight later.