Summons help

By Lia Valenth, in Anima: Beyond Fantasy RPG

I've seen this topic come up a few times, but is there anywhere that people have made a list some basic summons (for at least levels 1-4) for summoners to use?

For that matter does Those Who Walked Amoung Us have summons in it and I should wait for that? (I assume so, but as that some people here actually have access to it I thought I'd ask)

I have been going through the suggestions of how to make summons, and while helpful, some actual examples of how to balance the creatures would be of great assistance.

That one is pretty easy to do with the Creature Creation section of the Core rulebook. What I did was use the classical demon types for the early levels 0-2 and then for all demons of level 3 and higher, a bestiary would have to be created for the element to which the summoner has aligned.

Level 0 - Imps (400DP, Class: Wizard [illusion])
Level 1 - Daemons (600DP, Class: Warlock [fire])
Level 2 - Succubi (700DP, Class: Mentalist [sentience, telepathy]}

I built them just like characters, but used the Creature Creation rules to determine attributes, size, advantages/disadvantages, and natural and special abilities. The same DP was spent on primary and secondary skills according to the creature's class.

Considering they can obtain primary class abilities *and* special powers, and the fact that demons are not affected by normal weapons because of their nature (between worlds), they are quite powerful for their level. There is a level 4 summoner in my campaign who has summoned a Succubus, and she remains bound in an object for fear of her manipulative powers, which are rather scary.

Keep in mind, demons like this come from classic tales of such beings, and their Modus Operandi comes with them. As such, they will do whatever they can to get their freedom back, and if that means shafting or manipulating a summoner who isn't on the ball and good with pacts, then s/he may have a short career.

First of all you may use any Being Between Worlds in the base Rulebook as a summon. Of course Those Who Walked Among Us has a few more...(up to a Level15, if I remember correctly).

There are also a couple on The First Web Supplement (which was translated and a link to that tranlation was posted somethere else on this forum).

BIG NOTE: Undeads and Constructs cannot be summoned! Actually Undead can be summoned but ONLY by other Undeads.

Here are the stats for the demons I mentioned. I consider these generic low level archetypes that gravitate to one or more of the Shajads. Therefore, they do possess a little bit of Elan - Gifts will depend on the specific Shajad.

The Imps (Servitor)

Level: 0 Category: Between Worlds 10
Life Points: 60
Class: Wizard
STR: 3 DEX: 6 AGI: 6 CON: 4
POW: 5 INT: 8 WP: 5 PER: 5
PhR: 15 DR: 15 PR: 20 MR: 30 PsR: 15

I nitiative: 60 Natural
Attack: 10 Natural
Defense: 20 Dodge
Armor: 2
Damage: 30 Natural

MA: 10 Zeon: 145
Magic Projection: 25 Level of Magic: 30 Illusion

Essential Abilities: Disquieting or Charm, The Gift, Addiction (candy or some other 'goodie'), Elan 10 (Shayad), Racial Fear: Dogs

Powers: Mystical Flight 4, Divination (1/day they may attempt to divine knowledge of the past, present, or future: +30 vs. Difficult (120), Cost: 40 Zeon), Damage Barrier (160)

Size: 4 Small Regeneration: 1
Movement: 4 or 4 (Flight) Fatigue: 4

Gifts: *refer to associated Shajad
Secondary Abilities: Notice 20, Occult 20, Magic Appraisal 10, Hide 20

Description: Imps appear as small humanoid beasts standing from 3 to 18 inches in height, and sometimes bear horns, bat's wings, or tails. They tend to be slight of build, almost with childlike proportions. Their eyes can be any color, and their teeth are usually sharp.

Modus Operandi: Imps are dangerous servants in that they may develop a selfish agenda or cruel sense of humor which they are not adverse to visiting upon their master and his friends. They may also choose to not speak true, so there is no way to really control their actions. They will lie, steal, sow dissension, or play practical jokes (magical or non-magical) on the average of once per day (total).

They will not knowingly get their master killed or maimed, but are otherwise not overly considerate of his well-being. They will use their powers on his behalf when he demands it (though even here their sense of humor may have an effect) and will fight his enemies. Imps may be called upon as needed and then returned to their own dimension. Given their warped personalities, the wise master will keep them bound, or leave them in their own dimension as much as possible. Imps have a small chance of divining past, present and future events, but will seldom speak truthfully of what they know.


The Daemons (Demons of Combat)

Level: 1 Category: Between Worlds 15
Life Points: 160
Class: Warlock
STR: 9 DEX: 8 AGI: 6 CON: 7
POW: 6 INT: 7 WP: 5 PER: 4
PhR: 35 PR: 35 DR: 35 MR: 45 PsR: 30

Initiative: -20 Sword / 60 Natural
Attack: 75 Natural
Damage: 100 / 40
Defense: 0
Armor: 6

MA: 10
Zeon: 220
Magic Projection: 50
Level of Magic: 20 Fire

Essential Abilities: The Gift, Elan 20 (Shajad)
Powers: Mystical Flight 6, Special Attack: Tail (Base 40 *poison lvl 40), Daemon Armor (AT 6), Damage Barrier (160)

Size: 16 Regeneration: 1
Movement: 6 or 4 (Flight) Fatigue: 7

Gifts: *refer to associated Shajad
Secondary Abilities: Notice 20, Occult 30, Magic Appraisal 10, Hide 10, Intimidate 30

Description: Daemons appear in many forms, but usually as muscular humanoids with bat wings, armor, and swords. Their skin is usually a marbled pattern of black or deep red, and their eyes emanate a green glow. Daemons are knowledgeable in both magic and battle, and are as cunning as they are cruel. They can assess the properties of magical objects and substances, and will speak truthfully to the best of their knowledge in exchange for their freedom.

Modus Operandi: The Daemon has either a poisoned tail which can inject an insidious toxin. The Daemon sustains (Daily) their Fire Immunity, and uses Fireball and other spells of Fire magic to cause chaos and destruction while slaughtering their victims. In melee combat, They fight with great swords or other large two-handed weapons and do not block or dodge, they are entirely offensive. Even against weapons capable of touching them, they are well protected with an armored carapace which is not removable, but has the strength and appearance of plate armor (AT 6)


The Succubi (Demons of Desire)

Level: 2 Category: Between Worlds 15
Life Points: 80
Class: Mentalist
STR: 5 DEX: 5 AGI: 6 CON: 5
POW: 7 INT: 5 WP: 8 PER: 7
PhR: 35 DR: 35 PR: 35 MR: 60 PsR: 45

Essential Abilities: Access to Psychic Disciplines, Elan 30 (Shajad), Seducer (+60 Persuade), Vice: nymphomania
Powers: Natural Weapons, Poison Tail (Lvl 40 Paralyze), Mystical Flight 8, Metamorphosis, Damage Barrier (160)

Initiative: 55 Natural
Attack: 25 Natural
Damage: 40 (claws/tail)
Defense: 25 Natural
Armor: 2

Psychic Potential: 90 Free PP: 2
Psychic Projection: 31 Innate Slots: 2
Disciplines: Sentience, Telepathy
Psychic Powers: Sense Feelings, Intensify Feelings (+20), Create Feelings, Mental Restraint, Mental Communication

Size: 10 Regeneration: 1
Movement: 6 (Flight 8) Fatigue: 5

Gifts: *refer to associated Shajad
Secondary Abilities: Notice 20, Persuade 65, Dance 50, Hide 15 Stealth 15, Occult 35, Intimidate 35, Style 10

Description: The Succubus is a psychic parasite, which feeds on emotional (sexual) energy. Because it will not survive unless it can effectively arouse emotions, it chooses a form (metamorphosis) that will cause its prey to find them attractive at an instinctive level.

Note: Female Summoners will generally attract an Incubus instead of a Succubus. If they wish to force a Succubus to appear (and the same goes for male Summoners calling an Incubus), they suffer a -40% to their Summon attempt. The Incubus has all the same skills and behavior, except that he of course, is intent on seducing females.

Modus Operandi: Succubi arrive on this plane with only one goal: the seduction and sex with humans. They are very strong willed; any deed the Summoner desires of them which will further their goal will be approved of and encouraged by the Succubi. However if the Summoner desires them to perform a task not immediately related to their goal they will usually have to be coaxed or threatened to comply. If the Summoner is male, they will set upon him with persuasion and promises of pleasure to entice him to be their mate. If he resists, they will readily perform tasks or missions if they are promised a male who will oblige them.

Succubi are extraordinary in their ability to control others. Their natural charms and skills are effective enough, but their psychic powers are truly frightening. When they cannot persuade outright, they will implant desires in their victims that will cause them to seek out the same ends that have been asked of them – willingly. The Succubus uses this technique often, and if things go awry, they will remove their victim’s will to fight, or even their memory, if it will resolve the situation in her favor.

If forced into physical combat, the Succubus is not helpless, and will fight unarmed with her claws and dirty fighting, using every trick and advantage they can to first disable and then overwhelm their opponent. Her last resort is her barbed tail, which contains a paralyzing poison.

--------------------------------------------------------------------

I'd like to include these stats for a Homonculus - its not a demon per se, but they can be easily created by Wizards knowledgeable in the Creation Path:

Homunculus (espionage)

Level: 0 Category: Between Worlds 5
Life Points: 20
Class: Assassin
STR: 2 DEX: 5 AGI: 5 CON: 2
POW: 1 INT: 5 WP: 5 PER: 5
PhR: 0 DR: 0 PR: 20 MR: -10 PsR: 20

Initiative: 40 Natural
Attack: 0 Natural
Defense: 0 Evasion
Armor: None
Damage: 5 Natural

Essential Abilities: Heightened Senses (Sight, Smell)
Powers: Flight natural 6, Night Vision

Size: 2 Tiny Regeneration: 0
Movement: 1/6 Fatigue: 2

Secondary Skills: Notice 50, Tracking 25, Stealth 50, Hide 50, *65 DP remain - optional skills or abilities might include memorization, or some other appropriate ability.

Modus operandi:
This creature would be your eyes and ears. Its small size allows it to penetrate almost everywhere without the need to pick locks.

@ hellgeist:

As far as I see from the "Between Worlds" column, creatures between worlds are in no way unaffected by normal weapons... if you want them to be unaffected by normal weapons you have to buy a special ability granting that (as opposed to spirits, which would be unaffected by normal weapons by default, but having to pay 100 DP for that privilege)

Also, in my opinion, summoned creatures count as creatures created by the GM as opposed to creatures created by magic as stated on p. 282. As such, you don't have to buy their characteristics with DP but simply assign them. I usually award creatures of low gnosis and / or level 45 points for attributes, 4-6 get 55 points and anything higher gets 65 points... not exactly fair and not a perfect method, but it works well enough for me.

If I read any of those rules wrong, please tell me... it might also be that the spanish edition sheds a little more light on this.

Also, I created a few summonable creatures, which you can find by following my link from this thread (which also links to my excel-based character sheet and the combat organizer that goes with it):

www.fantasyflightgames.com/edge_foros_discusion.asp

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efpag=0&efid=85&efcid=3&efidt=299819 (in case the link doesn't work)

The relevant links are a bit further down on the thread (reply 14). I hope this helps a bit.

I used the Creature Creation guidelines because they are in place for a GM to design any creature, not just those created by magic. The only difference is that the GM sets the total DP and Gnosis for the creature instead of it being determined by the spell.

That said, I edited those to add Damage Barrier (160) to reflect how I intended them to be. Their physical forms are alien to Gaia, and are very resilient to damage. I also increased their MR, as pg 179 mentions that they are more resistant to magic than natural creatures, and capable of applying these bonuses against tests for control or binding. These are based on the following scale; +10 MR for 0 level, +15 MR for Lvl 1-2, and +20 for lvl 3-5, and +25 for Lvl 6+

What you say about using the creation guidelines is true, but it specifically says on p. 282 that there are "two limitations" when creating beings with magic as opposed to those a GM creates:

  • magically created beings can not have knowledge-related or intellectual abilities higher than those of their creator
  • they cannot surpass him in summoning ability.

Later in the text it says, though: "Given that it is the warlock himself who decides their (the characteristics') value, instead of throwing dice or choose them freely (...)". This prompted me to go the route of choosing summoned creatures' characteristics while a wizard has to build the creatures he creates according to able 81. As for DP and Gnosis: I choose the gnosis according to the guidelines for gnosis and the DP is set by the level of the creature.

As for the MR bonus the text talks about on p. 279, that's not something all being from Between Worlds have, but also something you have to buy extra, according to the table "Mystical and Psychic Resistance" on p. 291. Beings between worlds just have the added benefit of applying this bonus also to the summoning difficulty.

And to close, a Damage Barrier makes the being effectively invulnerable to all effects not created by energy, canceling pretty much all of the normal fighters and most of the psychics effects. Some ki effects can help and a lot of magic but it is still pretty much invincible against mundane threats, basically being able to kill whole villages all by itself. I like the feeling of most anima stuff being vulnerable to large amounts of people, otherwise the history of the game would have played outr differently. Basically numners are pretty much all the advantage humanity has against the supernatural, as far as I see it. Sure, humanity has the occasional wizard, mentalist or ki master, but considering every supernatural predator and all the supernatural races have easy access to powers of some kind, if they ha easy access to Damage Barrier 160, a vast amount of the human soldiers would never pose a threat against them.

Of course, the supernatural level in my games has been very low up to this point... and you are entirely justified to run your game however you like. No criticism on my part intended, just giving my point of view :)

Thanks, and I appreciate your insight into this. Our campaign is at the upper end of mid-level supernatural, and these creatures are at times superior and at times quite inferior to the threats and risks the characters face. I will do another assessment on these 3 before next session to re-evaluate resistance. Until this thread I hadn't paid attention to the MR factor, and since you pointed out that its a reference to the Abilities section, then my ad-hoc numbers won't apply.

Basically, these creatures are like what I'd expect to see in a horror setting, where a mundane protagonist can do little more than slow the creature down with weapons - really they need to burn it, blow it up, it or get it crushed by something big like a collapsing wall or portcullis, all of which I'd consider sufficiently beyond the means of a normal weapon.

The demons in Berserk are like this - only when faced with a strong and skilled fighter with an enormous weapon or extraordinary skills will they receive a hard enough hit on the attack table to harm them or cause a critical. Though in the case of something like Nosferatu, a high level daemon, even that isn't enough.

A summoner invests the majority of their DP into just being able to summon/control/bind/banish, knowing that the risks of just trying to use these skills to gain access to a mystical ally could easily end their life on a bad roll, or much worse if conditions caused a very bad failure. So I feel the benefit should be better than what you could just as easily get by paying a mercenary to follow you around and fight for coin.

Even with success, using the power of a demon is a two edged sword, as the Church will very much indeed hunt you down and have you burned at the stake for witchcraft if they find out about you. If your demon fails in such a situation, there is no hope once caught. A wizard or domine might be able to influence others to escape or free themselves, but a summoner who wants to help himself would need to perform a ritual - not going to happen in a guarded prison cell, whereas most other types of supernatural powers could be used much more discreetly, safely, and quickly.

To balance all these cons, I made even the lower level summons worth the risks.

The Invocations are another matter, I haven't experienced those at all in this campaign. They may be a more agile option for a summoner, I don't know - but so far we have yet to see them in action.

Hellgeist, I'd like to point out how Demons are not usually linked to shajads except for Abaddon.

Shajads and Gaira are Darkness, not Evil. Ok, Zemial is senseless destruction and Abaddon is Evil itself, but for other Shajads, their "evilness" isn't that obvious. They have a "dark" aptitude, but Dark doesn't mean Evil in Gaia more than Light means Good. It's an "oriental" setting, where both light and darkness are required as complementary aspects of the existence.

Dark ElementalCreatures are often "linked" to Shajads, but Demons aren't usually or if they are, they're usually bound to Abaddon. Of course some mindless destroyers might be linked to Zemial, some extremely manipulative might be linked to Jedah and a few very chaotic in their essence might have some link to Eriol, but such cases should be extremely rare. Perhaps Erebus for those Nightmare related or very on the scholar side.

Oni from Vairya are a bit different, they tend to have some personality beside evil. I guess for them some link to Shajads or even Berils might be possible.

Actually also demons might develop link to Berils. Wood dwelling demons (Saryr like creatures) might be linked to Raphael, or some might have links to Barakiel or Edamiel. Some with an extremely free spirit might even become linked to Uriel.

Anima IS a beyond Good and Evil setting. Assuming Light=Good and Darkness=Evil is pretty much a misinterpretation of it.

I didn't say that demons are intrinsically evil, just that they tend to align with the Shajads. And in that, they chose such a path the same way a character might. These three lesser archetypes do have their own origin - the urge for battle, the desire for a mate, and the thrill of deception/trickery are very basic behaviors that can be found throughout all human culture. When these things come into existence in the Wake frequently enough, a pattern is laid down that can take form somewhat autonomously. I suppose you could say the lesser demons are a sub-species of the human spirit that have spawned into other dimensions the way sub-personalities and guardian structures colonize the unconscious mind.

While ghosts are the shadows of past human lives, these demons are the shadows of human life itself.

I want to thank everyone for the help. It was and is extremely beneficial, thank you.