My creations for the summoner folks!
LARVAE, DUK’ZARIST HERO
SUMMONING MODIFIERS
Having Duk’Zarist blood or being a Duk’Zarist Nephilim +10
Being a coward +10
Being an orphan +20
Being in love hopelessly +30
Being ignored by almost everyone +30
Earning the gratitude of a powerful person +30
Owning Larvae’s Mantle +110
Being brave -20
Being an expansive person -20
Ignoring others -40
Being famous -100
GENERIC POWERS
Mantle of Darkness: The character benefits from a bonus of +30 to Resistance Checks against Supernatural Detections.
Fast Pace: The character applies a bonus of +1 to his Movement value.
MINOR AFFINITY
Level : 3. Difficulty: 200. Zeon: 250.
BASE ABILITIES:
Attack: 90.
Dodge: 130.
Initiative: 130.
Weapon: Dagger.
Dagger (Weapon): Creates a Daggers with +0 Quality and Base Damage 30, attacking on Cut.
Night Eyes: The character gains Complete Night Vision.
Invisible Scout (Minor): The character is considered as having 200 on all following Secondary Abilities: Notice, Search, Hide, Stealth, Trap Lore, Ki Occultation.
INTERMEDIATE AFFINITY
Level : 4. Difficulty: 240. Zeon: 320.
BASE ABILITIES:
Attack: 100.
Dodge: 150.
Initiative: 160.
Weapon: Dagger.
Hide in Sight: Once per five turns, the character can attempt to hide in plain sight without applying any penalty for it.
Special Eyes: The character gains See Supernatural.
Invisible Scout (Intermediate): The character is considered as having 280 on all following Secondary Abilities: Notice, Search, Hide, Stealth, Trap Lore, Ki Occultation.
REAL AFFINITY
Level : 5. Difficulty: 260. Zeon: 450.
BASE ABILITIES:
Attack: 120.
Dodge: 170.
Initiative: 200.
Weapon: Dagger.
Sister Shadows: Once per Incarnation, the character can summon a supernatural darkness with an area radius of 10m that lasts for 5 turns.
Total Caution: The character is considered as benefitting from Danger Sense and can reach Zen difficulty in all checks related to Secondary Abilities listed in the Invisible Scout ability.
Invisible Scout (Real): The character is considered as having 310 on all following Secondary Abilities: Notice, Search, Hide, Stealth, Trap Lore, Ki Occultation.
LI CAO, GENERAL OF SHIVAT
SUMMONING MODIFIERS
Being from Shivat +10
Being wounded +10
Having wounded someone in combat within the last hour +20
Loving one own’s country +30
Being desperate +40
Owning one of Li Cao’s possessions +40
Owning Zetsubou +110
Being from Lennet -20
Never having known desperation -20
Ignoring others -40
Being uninterested in one own’s country fate -100
GENERIC POWERS
Leader of Men: The character is considered as having 150 on Leadership and Tactics Secondary Abilities.
MINOR AFFINITY
Level : 1. Difficulty: 170. Zeon: 180.
BASE ABILITIES:
Attack: 90.
Dodge: 90.
Initiative: 60.
Weapon: Zetsubou.
Zetsubou (Weapon): Creates a ram dao with a of +5 Quality Bonus and a Base Damage of 70, capable of damaging energy, attacking on Cut.
Power Rings: Whenever the character inflicts damage or is inflicted damage from a single enemy, he gains a bonus of +5 against such opponent, up to a maximum of +25. If the opponent dies, gets more than 50m away from the character or the character starts attacking another target, these bonuses are lost.
INTERMEDIATE AFFINITY
Level : 3. Difficulty: 200. Zeon: 250.
BASE ABILITIES:
Attack: 120.
Dodge: 120.
Initiative: 70.
Weapon: Zetsubou and Kirihari.
Zetsubou (Weapon): The Quality Bonus of Zetsubou increases to +10 and its Base Damage to 80.
Kirihari (Weapon): Creates a Repeating Crossbow with +5 Quality Bonus and unlimited +5 Quality Ammunitions with Base Damage of 60 attacking on Thrust, capable of damaging energy.
Kami Blood: The character has Inhumanity and can spend 1 ki point each turn to grant an additional +5 Quality Bonus to Zetsubou.
REAL AFFINITY
Level : 5. Difficulty: 260. Zeon: 370.
BASE ABILITIES:
Attack: 165.
Dodge: 165.
Initiative: 80.
Weapon: Zetsubou and Kirihari.
Zetsubou (Weapon): The Base Damage of Zetsubou increases to 90.
Kirihari (Weapon): The Base Damage of Kirihari increases to 70.
The Goat: The character is considered as using the Yáng Impossible Weapons while using Kirihari .
Zetsubou Shiita: Whenever the character is benefitting from an Attack bonus of +25 due to the Power Rings ability, he can make a special attack with Zetsubou benefitting from a bonus of +50 to the Attack Roll and Base Damage. Using Zetsubou Shiita reduces the bonus granted by Power Rings ability to +20.
TETSUO KUROKAMI, THE SEPPUKU WARRIOR
SUMMONING MODIFIERS
Serving the Official Temple of Shukyokami +10
Being loyal +20
Being from the Kurokami clan +20
Having slain a greater Oni +30
Feeling the shame of the actions of a familiar +40
Owning one of Tetsuo Kurokami possessions +40
Owning Susano’O +110
Betraying someone -20
Never having known desperation -20
Serving the Forbidden Temple of the Shukyokami -40
Betraying someone unexpectedly -100
GENERIC POWERS
Thunder Fist: The character is considered as having 11 on Dexterity and Agility and can reach Inhuman levels in all Actions based on such Attributes.
MINOR AFFINITY
Level : 2. Difficulty: 190. Zeon: 230.
BASE ABILITIES:
Attack: 110.
Block: 110.
Initiative: 90.
Weapon: Susano’O.
Susano’O (Weapon): Creates an armed bracer +5 (granting no bonus to Attack and Block) that combined with martial arts allows him to make an attack per turn with Base Damage 80, negating a point of AT, attacking on Imp or Ele.
Electric Vortex: The character applies a bonus of +20 to all Block rolls against Magic Attacks, Psychic Attacks, and Ki Technique Distance Attacks.
Martial Master (Base): The character halves all penalties for Blocking against Thrown Projectiles and can touch energy with his attacks and defences.
INTERMEDIATE AFFINITY
Level : 4. Difficulty: 250. Zeon: 350.
BASE ABILITIES:
Attack: 140.
Block: 140.
Initiative: 110.
Weapon: Susano’O.
Susano’O (Weapon): Increases the Quality of Susano’O to +10 and its Base Damage 100, negating two points of AT.
Area Vortex: Area Attacks blocked by this character while benefitting from the Electric Vortex ability have no effect at all.
Electrification: If this character blocks an Attack while benefitting from the Electric Vortex Ability, his Base Damage is increased by 10 for 5 turns.
Martial Master (Intermediate): The character halves all penalties for Blocking against both Thrown and Shot Projectiles.
REAL AFFINITY Level 6
Level : 6. Difficulty: 280. Zeon: 430.
BASE ABILITIES:
Attack: 160.
Block: 200.
Initiative: 130.
Weapon: Susano’O.
Lightning Fury: Once every three turns, the character can make up to 5 penalty-free Attacks with Susano’O. Opponents cannot counterattack until the character has complete his whole attack sequence.
Lightning Strike: Once every two turns, the character can make an Electric Elemental Distance Attack with a Base Damage of 120, negating up to 2 points of target’s AT.
Retroconversion: If this character blocks a Magic Attack, he can recover Zeon equal to half the Zeon spent for casting the spell. If the character blocks a Ki Technique Distance Attack, he can recover Ki points equal to one quarter of those spent for using the technique.
Martial Master (Intermediate): The character suffers no penalties for blocking against thrown or shot projectiles.
ABDEL MAJID AL KARJAH, FIRST SULTAN OF KUSHISTAN
SUMMONING MODIFIERS
Being a man and considering men superior to women +10
Being from Kushistan +20
Being a follower of Jihamath +20
Having Destroyed a Djinn or Yinnun +30
Befriending an Ebudan or an Ebudan Nephilim +30
Owning a possession of Abdel +40
Owning Daggers of Sun and Moon +110
Being a woman or believing in parity of sexes -20
Having killed an Ebudan -40
Being a follower of a religion other than Jihamath -40
Having Djinn’s Blood -100
GENERIC POWERS
Ambidextrous: The character is considered as benefitting from the Ambidextrous advantage.
Cape of Wings: The character is considered as benefitting from an AT of 2 against all but ENE.
Great Leader: The character is considered as benefitting from the Charm, Brilliant Mind and Powerful Soul advantages.
MINOR AFFINITY
Level : 3. Difficulty: 220. Zeon: 250.
BASE ABILITIES:
Attack: 115.
Dodge: 115.
Initiative: 75.
Weapon: Daggers of Sun and Moon.
Daggers of Sun and Moon (Weapon): Creates 2 Daggers with +0 Quality and Base Damage 40, capable of damaging Energy, attacking on Cut.
Jump of The Angel: Once every five turns, the character is considered as if having an equivalent of Agility and Strength 13 when determining the reach of a Jump, adding +80 to his/her Jump secondary ability.
Great Sultan (Minor): The character is considered as having 120 on all following Secondary Abilities: Athleticism, Jump, Ride, Leadership, Persuasion, Style, Notice, Appraisal, History (ancient Kushistan), Memorize, Animals (Desert), Occult (Djinn).
INTERMEDIATE AFFINITY
Level : 5. Difficulty: 250. Zeon: 380.
BASE ABILITIES:
Attack: 140.
Dodge: 140.
Initiative: 90.
Weapon: Daggers of Sun and Moon.
Daggers of Sun and Moon (Weapon): The quality of Dagger of Sun increases to +5 during sunny day (and it’s Base Damage increases to 50) and that of Dagger of Moon increases to +5 during night. Initiative is not affected by it.
Glide: Once every five turns, the character can reduce the distance of a fall to ¼ of its actual value for calculating falling damage.
Half Moon: The character can make area attacks applying only half penalty, affecting up to 5 opponents.
Never Surrender: Once every five turns, the character can grant a +120 bonus to Composure to himself and all allies within 250m of him.
Great Sultan (Intermediate): The character is considered as having 160 on all following Secondary Abilities: Athleticism, Jump, Ride, Leadership, Persuasion, Style, Notice, Appraisal, History (ancient Kushistan), Memorize, Animals (Desert), Occult (Djinn).
REAL AFFINITY
Level : 7. Difficulty: 280. Zeon: 500.
BASE ABILITIES:
Attack: 190.
Dodge: 190.
Initiative: 95.
Weapon: Daggers of Sun and Moon.
Daggers of Sun and Moon (Weapon): The quality of Dagger of Sun increases to +10 during brightly sunny days (and it’s Base Damage increases to 60) and that of Dagger of Moon increases to +10 during full moon nights. Initiative is not affected by it.
Defensive Impulse: Once every five turns, the character can gain a bonus of +10 to a Dodge roll.
Sun’s Light: Once every three turns, the character can make an attack based on Heat with a distance of 20m and Base Damage 70. The Target must pass a Notice check against a difficulty of 180 or be affected from the Blind penalty against this attack. This attack can only be used on a sunny day.
Warcry: Once every five turns, the character can grant a bonus of +10 Initiative and +20 Damage to himself and allies within 10m of him for the duration of 1 turn.
Great Sultan (Real): The character is considered as having 200 on all following Secondary Abilities: Athleticism, Jump, Ride, Leadership, Persuasion, Style, Notice, Appraisal, History (ancient Kushistan), Memorize, Animals (Desert), Occult (Djinn).
ARES, JAYAN WARLORD
SUMMONING MODIFIERS
Being proficient in the use of two-handed axes +10
Having Jayan’s blood or being a Jayan Nephilim +20
Being a warrior +20
Fighting against slavery +30
Befriending Earth Elementals +40
Owning one of Ares’ possessions +40
Owning Gnome Ares +130
Being a slave -20
Being fearful of combat -30
Fighting Jayan -60
Keeping slaves -100
GENERIC POWERS
Ares Body: The character is considered as having 13 on Strength, and Constitution as well as a bonus of +20 to PhR. The character is considered as benefitting from the Brawny advantage.
Third Eye: The character is considered as benefitting from The Third Eye ability of Jayans.
LOWER AFFINITY
Level : 2. Difficulty: 190. Zeon: 150.
BASE ABILITIES:
Attack: 120.
Block: 100.
Initiative: 20.
Weapon: Gnome Ares.
Gnome Ares (Weapon): Creates a Two-Handed Axe +5 with Base Damage 160 attacking on CUT.
Endurance: The character is considered as having +3 Fatigue Points.
Unyielding (Minor): The character is considered as having 120 on all following Secondary Abilities: Composure, Withstand Pain, and Feats of Strength.
INTERMEDIATE AFFINITY
Level : 4. Difficulty: 250. Zeon: 350.
BASE ABILITIES:
Attack: 160.
Block: 140.
Initiative: 35.
Weapon: Gnome Ares.
Gnome Ares (Weapon): The Quality bonus of Gnome Ares increases to +10 and its Base Damage to 170.
Bull Charge: When charging, the character may choose to use an Initiative of 115 and a Base Damage of 85, instead of using Gnome Ares. The charge attack also benefits from a bonus of +20 to Attack and the character won’t suffer any penalty to Defense while using the Bull Charge.
Crevasse (Intermediate): Once every 5 turns, the character can as a Complete Attack Action hit the ground and form a crevasse 15m long. Individuals caught within the crevasse must pass an Agility check against a difficulty of 10 or suffer from a 20m fall inside the crevasse.
Unyielding (Intermediate): The character is considered as having 160 on all following Secondary Abilities: Composure, Withstand Pain, and Feats of Strength.
REAL AFFINITY
Level : 7. Difficulty: 290. Zeon: 510.
BASE ABILITIES:
Attack: 230.
Block: 180.
Initiative: 50.
Weapon: Gnome Ares.
Gnome Ares (Weapon): The Base Damage of Gnome Ares increases to 200.
Crevasse (Real): The length of the crevasse is increased to 20m long.
Resilient: The character gains a bonus of +150Life Points.
Unstoppable: The character halves Defence Penalties while employing a Take Hit Maneuver and is considered as benefitting from an Unmodified AT value of 4 against all attacks.
Unyielding (Real): The character is considered as having 200 on all following Secondary Abilities: Composure, Withstand Pain, and Feats of Strength.
LO PAO, HERO OF SHIVAT
SUMMONING MODIFIERS
Living the life of a hero +10
Being from Varja +20
Being reknown as a hero +30
Being considered a worthy successor by the current owner of Ryu Ying +60
Dealing a Pact with Seiryu +60
Owning one of Lo Pao’ possessions +20
Ryu Ying +100
Being unaccustomed to fighting -20
Fearing greater numbers -30
Breaking a pact with Seiryu -60
Killing the current owner of Seiryu -100
GENERIC POWERS
Double Jointed: The character has a bonus of +3 to all checks to oppose disarm, trap, take down, throw, and crush manoeuvres.
Fearless: The character is immune to Fear and Terror states, even if supernaturally induced.
LOWER AFFINITY
Level : 2. Difficulty: 180. Zeon: 160.
BASE ABILITIES:
Attack: 110.
Block: 110.
Initiative: 90.
Weapon: Ryu Ying.
Ryu Ying (Weapon): Creates a Quarterstaff +5 with Base Damage 50 attacking on IMP, capable of damaging energy.
Elong Weapon (Minor): Ryu Ying can elongate to reach opponents up to 4m away.
Great Swoop (Minor): Ryu Ying can be used to perform area attacks against up to 8 opponents at a time.
The Tricking Monkey (Minor): The character is considered as having 120 on all following Secondary Abilities: Acrobatics, Jump, Persuasion, Theft, and Sleight of Hand.
INTERMEDIATE AFFINITY
Level : 4. Difficulty: 300. Zeon: 380.
BASE ABILITIES:
Attack: 150.
Block: 150.
Initiative: 140.
Weapon: Ryu Ying.
Ryu Ying (Weapon): The Quality of Ryu Ying increases to +10 and its Base Damage to 90.
Elong Weapon (Intermediate): Ryu Ying can elongate to reach opponents up to 10m away.
Great Swoop (Intermediate): Ryu Ying can be used to perform area attacks against up to 15 opponents at a time.
Flying Cloud: The character is considered as having a Mystical Flight 14 Creature Power.
The Tricking Monkey (Intermediate): The character is considered as having 180 on all following Secondary Abilities: Acrobatics, Jump, Persuasion, Theft, and Sleight of Hand.
REAL AFFINITY
Level : 7. Difficulty: 330. Zeon: 520.
BASE ABILITIES:
Attack: 200.
Block: 200.
Initiative: 190.
Weapon: Ryu Ying.
Ryu Ying (Weapon): The Base Damage of Ryu Jing is increased to 120.
Elong Weapon (Real): Ryu Ying can elongate to reach opponents up to 20m away.
Great Swoop (Real): Ryu Ying can be used to perform area attacks against up to 25 opponents at a time.
Thousand Monkey Smashes: The character can once each 5 turns make up to 11 penalty free attacks against single targets in a single turn. Opponents cannot counterattack against the character until the whole attack sequence is completed.
The Tricking Monkey (Real): The character is considered as having 240 on all following Secondary Abilities: Acrobatics, Jump, Persuasion, Theft, and Sleight of Hand.
TAUMIEL UL DEL SYLVANUS, LAST KING OF SYLVANIA
SUMMONING MODIFIERS
Feeling a deep sadness +10
Having Sylvain’s blood or being a Sylvain Nephilim +20
Being a father +20
Being the recognized leader of a large community +30
Being a king +50
Owning one of Taumiel’s possessions +30
Owning Zabiel +130
Having Duk’Zarist’s blood or being a Duk’Zarist Nephilim -20
Being optimistic about future -30
Having killed a Sylvain -60
Being in touch with the Powers in The Shadows -100
GENERIC POWERS
The Crown of Ul: The character is considered as benefitting from Charm, Disquieting, and Danger Sense advantages.
Clarity: The character has a bonus of +50 to all Resistance checks against effects that would alter his mind and perception.
LOWER AFFINITY
Level : 6. Difficulty: 280. Zeon: 400.
BASE ABILITIES:
Attack: 180.
Block: 180.
Initiative: 90.
Weapon: Zelber.
Zelber (Weapon): Creates a Long Sword with a Quality Bonus of +15, and Base Damage of 80, dealing Light Elemental Attacks that can damage any being.
Zabiel (Minor): Zabiel is a Full Plate with +20Quality (affecting Energy as well), which Swim and Stealth penalties can be removed as those for other abilities. The character is considered as having Wear Armor 110.
All Praise The King (Minor): The character is considered as having 170 on all following Secondary Abilities: Intimidate, Leadership, Style.
INTERMEDIATE AFFINITY
Level : 7. Difficulty: 320. Zeon: 460.
BASE ABILITIES:
Attack: 195.
Block: 195.
Initiative: 100.
Weapon: Zelber.
Zelber (Weapon): The Quality Bonus of Zelber is increased to +20, and its Base Damage to 90. Zelber’s attacks completely negate targets’ AT.
Zabiel (Intermediate): Zabiel makes the user invulnerable to attacks that don’t affect energy and reduces the Base Damage of those by -20. The character is considered as having Wear Armor 130.
All Praise The King (Intermediate): The character is considered as having 200 on all following Secondary Abilities: Intimidate, Leadership, Style.
REAL AFFINITY
Level : 8. Difficulty: 320. Zeon: 500.
BASE ABILITIES:
Attack: 220.
Block: 220.
Initiative: 110.
Weapon: Zelber.
Zelber (Weapon): The Base Damage of Zeler is increased to 100. Zelber’s attacks automatically inflict a Critical on all beings but those immune to Criticals and those with Damage Accumulation (who are always considered as being struck in a Vulnerable Point).
Zabiel (Real): Zabiel renders the user immune to the effects of all Criticals that don’t inflict Decapitation. The character is considered as having Wear Armor 200.
Desperate Strength: When reduced to a quarter of his base Life Points, the user of this technique gains an All Action and Initiative bonus of +30 and becomes capable of making a single attack per turn with an Attack, Base Damage, and Critical bonus of +75.
All Praise The King (Real): The character is considered as having 220 on all following Secondary Abilities: Intimidate, Leadership, Style.
HIGH ARBITER DRUAGA, CHAMPION OF BAAL
SUMMONING MODIFIERS
Feeling tired of institutional power +10
Having a Demonic Familiar or a Demonic Item +20
Having Elan with Abaddon +30
Having Demonic Blood +30
Having controlled a huge number of demons +40
Owning Druaga’s Arbiter Armor +60
Owning Glam +150
Never having dealt with demons -20
Having Elan with any Entity but Abaddon -30
Being satisfied with institutional power -40
Having Elan with Azrael -100
GENERIC POWERS
Druaga’s Armour: The character is considered as benefitting from a Full Plate armour of +15 quality, which quality bonus applies to Energy as well. Moreover, the character is immune to mind reading or affection Psychic Powers and Spells.
MINOR AFFINITY
Level : 4. Difficulty: 240. Zeon: 300.
BASE ABILITIES:
Attack: 150.
Block: 150.
Initiative: 35.
Weapon: Glam.
Glam (Weapon): Creates a two-handed axe +5 with Base Damage 130, attacking on Cut, which can be thrown following the same rules as a boomerang.
Infernal Avatar (Minor): Once per summoning, the character can distribute a bonus of +30 among his Attack and Defence, which remains active for 8 turns.
Infernal Features (Minor): The character gains Inhumanity, along with the ability to see Magic and Spiritual Beings.
Whispers from Hell (Minor): The character is considered as having a value of 120 on the following Secondary Abilities: Intimidate, Persuasion, Occult, Composure.
INTERMEDIATE AFFINITY
Level : 6. Difficulty: 270. Zeon: 400.
BASE ABILITIES:
Attack: 170.
Block: 170.
Initiative: 45.
Weapon: Glam.
Glam (Weapon): The Quality Bonus of Glam increases to +10 and its Base Damage to 140.
Infernal Avatar (Intermediate): Once per summoning, the character can distribute a bonus of +60 among his Attack and Defence, which remains active for 10 turns.
Infernal Features (Intermediate): In addition to previous Infernal Features, the characters is no longer considered as having any vulnerable point and cannot be automatically killed by heart or head amputation results.
Infernal Grab: Once every three turns, the character may make a penalty-free Trap Attack targeting anyone enemy within 20m of him, applying an equivalent Strength of 12. The target must use his/her Power value to resist the Trap Effect. On a successful trap, the character can maintain the trap as usual without suffering any penalty and continuing using the Strength value of 12.
Whispers from Hell (Intermediate): The character is considered as having a value of 150 on the following Secondary Abilities: Intimidate, Persuasion, Occult, Composure.
REAL AFFINITY
Level : 9. Difficulty: 360. Zeon: 650.
BASE ABILITIES:
Attack: 230.
Block: 230.
Initiative: 60.
Weapon: Glam.
Glam (Weapon): The Quality Bonus of Glam increases to +15 and its Base Damage to 150.
Infernal Avatar (Real): Once per summoning, the character can distribute a bonus of +100 among his Attack and Defence, which remains active for 12 turns.
Infernal Features (Real): In addition to previous Infernal Features, the character is considered a Darkness Elemental with Gnosis 25 with a bonus of +30 to all Resistances and a Regeneration of 16.
Infernal Call: Once every three turns, the character may Sacrifice 25 Life Points to make an Attack affecting everyone within 25m of him, applying a Base Damage of 150 and a bonus of +40 to the Critical Level of any Critical hit scored.
Whispers from Hell (Real): The character is considered as having a value of 180 on the following Secondary Abilities: Intimidate, Persuasion, Occult, Composure.
EYAD, FIRST ENLIGHTENED OF JIHAMATH
SUMMONING MODIFIERS
Being male +10
Being a follower of Jihamath +20
Having Elan with Dhaman +20
Having Elan with The Kalih +30
Being intolerant toward religions other than Enneath +40
Being recognised as a spiritual guide by a huge number of people +60
Owning a possession of Eyad +60
Being female -20
Desecrating a place sacred to Enneath -40
Being from a religion other than Enneath -60
Following the Path of Qamar -100
GENERIC POWERS
Jihamath’s Will: The character can re-roll a single die roll per turn. The character won’t benefit from any Elan Power he/she has which is not derived from Dhaman or Kalih Elan.
Prophet’s Voice: The character is considered as benefitting from Powerful Soul and Brilliant Mind advantages.
MINOR AFFINITY
Level : 3. Difficulty: 260. Zeon: 300.
BASE ABILITIES:
Magic Projection: 110.
Initiative: 70.
Weapon: None.
Gifts of Enneath (Minor): The character gains access to the first two spells from the Death, Knowledge, and Letters subpaths. The character is considered as having an MA of 100 while using such spells.
Voice of Inara: Before rolling for Initiative the character can declare he uses Voice of Inara to grant an Initiative and All Action Bonus of +20 to another single character.
The Book (Minor): The character is considered as having 120 on all Social and Intellectual Secondary Abilities.
INTERMEDIATE AFFINITY
Level : 7. Difficulty: 300. Zeon: 550.
BASE ABILITIES:
Magic Projection: 170.
Initiative: 90.
Weapon: None.
Gifts of Enneath (Intermediate): The character gains access to the first six spells from the Death, Knowledge, Letters, Peace, Umbral, and War subpaths. The character is considered as having an MA of 170 while using such spells.
Convoy Will: The ability “Jihamath’s Will” can be used to allow or oblige anyone within the character’s line of sight to re-roll a single die per turn, instead of the character himself.
Unerring Destiny (Intermediate): The character is considered as having the first 6 Determined Magic Projection Spheres from the Arcana Sephira while using spells granted by the “Gifts of Enneath” ability.
Voice of Qamar: Before rolling for Initiative the character can declare he uses Voice of Qamar to grant an Initiative and All Action Penalty of -20 to another single character. The character cannot use Voice of Inara and Voice of Qamar during the same turn.
The Book (Intermediate): The character is considered as having 180 on all Social and Intellectual Secondary Abilities.
REAL AFFINITY
Level : 10. Difficulty: 400. Zeon: 650.
BASE ABILITIES:
Magic Projection: 210.
Initiative: 110.
Weapon: None.
Gifts of Enneath (Real): The character gains access to the first nine spells from the Death, Knowledge, Letters, Peace, Umbral, and War subpaths. The character is considered as having an MA of 250 while using such spells.
Absolute Will: The “Jihamath’s Will” ability can now be used up to three times per turn.
Jihamath’s Protection: The character turns completely impervious to attacks unable to damage Energy.
Unerring Destiny (Real): The character is considered as having the first 7 Determined Magic Projection Spheres from the Arcana Sephira while using spells granted by the “Gifts of Enneath” ability.
Voice of Jihamath: Before rolling for Initiative the character can declare he uses Voice of Jihamath to grant an Initiative, All Resistances, All Action, and Base Dama Bonus of +30 to anyone within 10m of him, as well as an equal Penalty to anyone else within the same range. The character cannot use Voice of Jihamath during a turn he uses either Voice of Inara or Voice of Qamar. The Incarnation immediately ends at the end of the turn the character uses the Voice of Jihamath ability.
The Book (Real): The character is considered as having 240 on all Social and Intellectual Secondary Abilities.