Incarnations, from Arcana Exxet

By Arikail, in Anima: Beyond Fantasy RPG

And now, it's time for the start of the next chapter from Arcana Exxet. This one is pure Summoners, and draws quite heftily from Fate/Stay Night. Good times ahead. First, general rules, and then I'll get into each of the individual Incarnations. And when I get finished, I'll post up a summary document, as well, as normal. Thanks for your patience.

Chapter 6: Incarnations


At the time of death, certain special people are able to fuse their residual energy to the Flow of Souls, becoming a tiny part of it, residing there as concepts. These conceptual beings are incarnations, and have great powers to give to Summoners who are willing to use them.

The Origin of Incarnations
Incarnations are a foreign concept. There are occultists who call them "Heroes of Existence", the chosen of the world. In fact, they are concepts formed from special people acting in specific moments in history, who have managed to leave a mark so important that they last forever.


It is important to note that the incarnations are by no means transcended souls. Really, saying that they are the same people they were in life is a complete mistake. What gives them form is the energy that the dead leave behind, the reflection of their existence when they were alive. While their souls return to the Soul Flow normally, her idealized concept, as seen through the eyes of the people, gives birth to a representation of who they were. In this regard, it would be appropriate to compare them to Aeons and other beings born of concepts that reside in the outer layers of the Flow of Souls, with the difference that the incarnations are based on mortals who once lived in Gaia.


Not everyone, for the sake of having power or importance, is able to give birth to an incarnation. For someone to become an incarnation, they need to fulfill a multitude of special conditions in very specific moments in history. First, the person must be a natural child and have a disproportionate importance for the existence (or that is, they have a very high Natura). Second, they should never die in a "normal" manner, their end must always be exceptionally turbulent, so that her death causes a huge release of energy and produces a strong existential reflection. Finally, a considerable number people must believe in them, considering them unique and special. It is for this reason that those who have done great deeds in the shadow of history will never lead to incarnations; it is necessary to secure their powers as "eternal concepts."


It is the nature of incarnations that they have no specific "plans" or "will", but simply exist to fulfill a function, the same as they did in life. Their personalities are based on those from ancient times, but their memories are often fragmented and unable to remember things clearly. Interestingly, most are quite aware of their status as "incarnations" and do not consider too much the kind of actions they take during the short moments they visit the world through the powers of their caller.


The power of incarnations is quite variable, depending on both the one who called them and the "strength" of their belief in general society. Therefore, though often with some reflections based on their mortal skills, residing in the Flow of Souls can grant them entirely new powers, unique supernatural abilities beyond the reach of men.


With the activation of Rah’s Machine, several centuries have passed where no one has become an incarnation (possibly because of the existential disruption caused by Upnapistim), but within the past two hundred years, some have started to returned to form incarnations.

Functions of the Incarnations
For the purposes of play, an incarnation is similar to the Arcana or the Great Beasts, with the difference that when invoked, its essence is manifested in the world through the character. In some ways, one might say she "owns" the caller, merging with him and altering his appearance to give him new skills.
The first thing you have to do as a character when you use an incarnation is to declare what affinity you plan to synchronize with. This determines the level of difficulty of the Invocation Check that must be performed. You must then decide how long you want the incarnation to remain active, using the appropriate modifier as shown in Table 12. Finally, the modifiers for Invoking this particular incarnation are applied which, as we shall see, depend on the similarities that are between them. If the check fails, the effects of the level of failure are the same as if he had failed to summon a normal creature, as explained in the rulebook. If, however, it is successful, pay the Zeon cost of the incarnation and it merges with him. The caller remains "in charge", but he can use the skills and powers of the incarnation as if they were their own for the time period determined on the Table 12.


Contrary to what happens with the Arcana or Aeons, to benefit from the power of an invocation does not necessarily require a covenant with them. Instead, the caller needs to have detailed knowledge about the life of the
individual. If a caller does not have enough information about the life and personality of the incarnation, add a +50 to the difficulty of the invocation.

Table 12: Time Modifiers

Time of Synchronization Difficulty Modifier
5 Rounds -50
10 Rounds -25
One Minute 0
Ten Minutes +40
Half Hour +80
One Hour +120

Grade of Affinity
Each incarnation is divided into three different degrees of affinity. The greater the power of the caller or the more they have in common with each other, the stronger the bond and the greater the capabilities the caller gains by bonding with the incarnation. A lower affinity represents that there is some synchronization between the caller and the incarnation, but the powers which the latter transfers to its host are only mortal, and a tiny fragment of what it actually possesses. When the affinity between the two grows to reach an intermediate affinity, the powers are greatly increased. However,
only those who get a real synchronization are able to capture the full capabilities of the incarnation and at that time, as
its name suggests, they have become "really" there.

Level Requirement
Each affinity has a minimum level requirement, since there must be some similarity between the spiritual presence of the character and that of the incarnation. Therefore, until the caller has achieved this level, he cannot try to invoke a particular incarnation, regardless of whether he has the skill to do so.

Evangeline, a level 4 Summoner, might try to invoke Linx Kazte Hex at his lowest affinity, since the required level for this is 4, but not at intermediate or real levels, because these require 8 and 12, respectively.

Invocation Modifiers
All incarnations have some special modifiers to their difficulty, depending on how they are related to the caller. Naturally, the more features they have in common, the easier it will be for a character to get in sync with a particular entity.


Similarly, there are objects that belonged to the living individuals who became incarnations. These artifacts are called "keys", and they also give a bonus to the caller if he possesses them.

Powers of the Incarnations
All incarnations provide powers and special abilities to the character, as explained in their descriptions. The caller maintains their own characteristics, abilities and powers, but can replace any of them with those of the incarnation if the latter's are superior. For example, the character may choose to use the Attack and Defense abilities of the incarnation rather than their own, while retaining their ability to Summon.


Many of the incarnations create weapons, supernatural representations made of spirit matter which they had in life. In these cases, the damage that is indicated in the descriptions of these artifacts is the Final Base Damage, which includes both its bond quality, potential bonuses for Strength of character, as well as other special powers that the incarnation may have.


The powers of the incarnations increase depending on the degree of affinity reached. However, higher grades keep all the powers of lower affinities, even if they are repeated in the description.


The only limitation is it is not possible to combine the natural fighting power of an incarnation with Ki techniques, Legacies of Blood or Ars Magnus that increase or modify their ability somehow.


And the first of the Incarnations. My I present:

Linx Kazte Hex, The Shadow That Brings Death


Linx is a legendary Togarini heroine, a woman who, during the darkest days of the Empire of Yehudah, became a nightmare for the Warlock Kings. Anyone who abused their power could be sure that they would soon feel her cold steel. For more than a decade she confronted the established order, always escaping without a scratch, as luck seemed to be on her side. Although it never became known who she actually was, legends say she was a noble woman of exceptional beauty and unique charisma that used her public position to hide in the open and gain entrance to her target’s locales, returning in her identity as Linx later to attack. Her final achievement was to end the life of the first lord of Yehudah in personal combat, although she apparently died during the confrontation.

Invocation Modifiers
Being female +10
Having 140 or higher Style +10
Having at least a 9 Appearance +20
Show rebellion against the authority +20
Not getting along with sorcerers +30
Gaining a possession of Linx +40
Possess Linx’s Brooch +120
Having The Gift -30
Having a physical defect -40
Being truthful -50
Oppressing people -100

General Powers
Blessed Existence: The caller obtains the Lucky and Charming Advantages.
Jinx: All surrounding the caller automatically gain the Unlucky Disadvantage.

Minor Affinity
Level: 4 Difficulty: 260 Zeon: 400

Basic Abilities
Attack: 130
Dodge: 170
Initiative: 120
Weapon: Bloody Rose

Bloody Rose (Weapon): Creates a Cestus. It is a +5 Quality weapon with 50 Base Damage that attacks on the Thrust and Cut tables.
Bloody Mess: The caller receives a +20 bonus when calculating Criticals caused by Bloody Rose.
Master of Shadows (Minor): The caller gets a final skill of 140 in the following secondary skills: Acrobatics, Hide, Style, Persuasion, Notice, Search, and Theft.

Intermediate Affinity
Level: 8 Difficulty: 300 Zeon: 600

Basic Abilities
Attack: 200
Dodge: 250
Initiative: 160
Weapon: Bloody Rose and Joyful Ascendance

Ambidextrous: The caller gains the Ambidextrous Advantage.
Amplified Jinx: The people who around Linx who possess the disadvantage of Bad Luck have its effects doubled into an almost unbelievable degree.
Bloody Rose (Weapon): Bloody Rose increases to +10 Quality and it’s Base Damage is now 60. It is capable of damaging energy.
Joyful Ascendance (Weapon): Creates a whip. It is a +10 Quality weapon with 60 Base Damage, attacking on the Thrust table, with Blunt as a Secondary Critical.
Electric Lash: For a single round every minute, the caller can transform Joyful Ascendance into a living lightning whip, increasing the range to 50 meters and Base Damage to 100. It attacks on the Electricity table.
Blitz: Once per turn, at the cost of a fatigue point, the caller can move instantly to a target location that is not greater than 100 meters distant.
Expand Wounds: The caller receives a +40 bonus when calculating Criticals caused by Bloody Rose.
Master of Shadows (Intermediate): The caller gets a final skill of 200 in the following secondary skills: Acrobatics, Hide, Style, Persuasion, Notice, Search, and Theft.

Real Affinity
Level:
12 Difficulty: 380 Zeon: 900

Basic Abilities
Attack: 250
Dodge: 300
Initiative: 200
Weapon: Bloody Rose and Joyful Ascendance

Bloody Rose (Weapon): Bloody Rose’s Quality increases to +15 and has a Base Damage of 70. In addition, all attacks made are considered to be striking vulnerable points when determining whether they produce Criticals or not.
Joyful Ascendance (Weapon): Now increases to +15 Quality with a Base Damage of 70. Additionally, it now attacks on the Electricity table.
Pummeling Attack: By spending a point of Fatigue, additional attacks take a -10 penalty instead of a -25, for a round.
Deadly Wound: The caller receives a +60 bonus when calculating Criticals caused by Bloody Rose.
Master of Shadows (Real): The caller gets a final skill of 260 in the following secondary skills: Acrobatics, Hide, Style, Persuasion, Notice, Search, and Theft.

Nerval, Defender of the Lost


Nerval is one of the least known of the incarnations, because his origin dates from the early centuries of the Age of Chaos. Many callers have used his powers throughout history, knowing little more than that he was the first of the Lim Shide in memory. The only things that have actually lasted about him is that while he was in charge, not a single person who he protected lost their life.

Invocation Modifiers
Protecting the weak +10
Being known +20
Earning the trust of the people +20
Suffering for others +30
Gaining a possession of Nerval +40
Owning Claudius +130
Lying -30
Being greedy -40
Breaking your word -50
Being unable to protect life -100

Generic Powers
Absolute Alertness: The caller is considered to have the Danger Sense Advantage.
Nestor (Armor): By Invoking Nerval, the caller’s body is covered by a bone dragon armor that provides AT 5 against all physical attacks and AT 3 against Energy. Unfortunately, it also produces a -40 initiative during the time you have activated this incarnation.
Defender of the Lost: The caller is considered to have the Lesser Magnus, Guardian.

Minor Affinity
Level: 4 Difficulty: 280 Zeon: 350

Basic Abilities
Attack: 150
Dodge: 180
Initiative: 40
Weapon: Claudius

Claudius (Weapon): Creates a bastard sword. It is a weapon of +5 Quality with a Base Damage of 80. It attacks on the Cut and Cold tables. It can damage all kinds of beings.
Steel Skin (Minor): The caller receives +100 Life Points.

Intermediate Affinity
Level: 7 Difficulty: 340 Zeon: 700

Basic Abilities
Attack: 200
Dodge: 240
Initiative: 70
Weapon: Claudius

Steel Skin (Intermediate): The caller receives +200 Life Points.
Roth Zaxxon: The caller does not receive a penalty for making a second attack. If he declares he is making three attacks, all attacks suffer a -40 penalty.
Claudius (Weapon): Creates a bastard sword. It is a weapon of +10 Quality with a Base Damage of 90.
Superior Defender: If someone protected by the character who has called Nerval is below a quarter of his Life Points, the caller gets a +50 to Defense against attacks aimed at that individual. These defenses do not allow counterattacks.

Real Affinity
Level: 11 Difficulty: 400 Zeon: 900

Basic Abilities
Attack: 280
Dodge: 330
Initiative: 100
Weapon: Claudius

Claudius (Weapon): Creates a bastard sword. It is a weapon of +20 Quality with a Base Damage of 120.
Steel Skin (Real): The caller receives +350 Life Points.
Glorious Nestor: The armor granted by Nestor is considered unchangeable.
Cesarius: After ten rounds, the caller can apply a +100 to one of their defense each turn.

They seem interesting, with those you can adapt to the situations better than with a familiar.

Thanks Arikail.

No problem. I forget how many of these there are, exactly, but a decent number. and yeah, provide lots of options, it looks like. After this is done, then I'll start on the Great Beast chapter.Yes, Summoners get 3 chapters in Arcana Exxet. :D

Sorry about the long delay, I was preparing for and attending the Grand Masquerade hosted by White Wolf in New Orleans. Now, without further ado, I shall continue with this project to bring Arcana Exxet to the English masses. Next on this list is:

Eiko, Oni Princess


Eiko was the young daughter of a powerful minor daimyo of Asakura clan whose blood ran strong with the power of the Kami. But her amazing natural abilities, higher than all his brothers and sisters, hid the fact that her mother was actually one of the Oni queens. Combining divine and demonic powers in her body, in life Eiko was one of the greatest warriors of the Asakura family, who became the absolute ideal of all samurai maidens, who still revere her name. Nobody knows exactly how she died, as she disappeared mysteriously without a trace, but some people said it happened while she was preventing the Resurrection of the Dark Aeon Orochi, having stopped the event by her own hand before being fatally poisoned by the wicked blood of the entity.

Invocation Modifiers
Belonging to Asakura Clan +10
Being Female +10
Having an unstoppable desire to improve +20
Having Oni blood in your veins +50
Owning a possession of Eiko +40
Owning Chinomi +140
Conspiring against your allies -20
Abusing the weak -20
Not showing compassion -60
Not having Honor -100

Generic Powers
Eyes of the Night: The caller is considered to have the Night Vision Advantage.
Jigoku Shoujo: The caller can perform Inhuman Physical Actions.

Minor Affinity
Level: 3 Difficulty: 220 Zeon: 200

Basic Abilities
Attack: 150
Dodge: 100
Initiative: 20
Weapon: Chinomi Tetsubo

Oni Blood: The caller gets a +30 to their Life Points and +25 to her PhyR. In addition, her Strength attribute is considered to be 11 to determine how much weight she can carry.
Chinomi Tetsubo (Weapon): Creates a tetsubo. This is a +5 Quality weapon with 100 Base Damage that attacks on the Blunt and Electricity tables.
Funkei (Armor): Creates a shell that covers the right arm of the caller. It is a natural armor while also providing mystic armor with AT 3 against all physical attacks and AT 6 against ENErgy.
Unstoppable (Minor): The caller gets a final rating of 140 in the following skills: Composure, Feats of Strength, and Withstand Pain.

Intermediate Affinity
Level: 6 Difficulty: 300 Zeon: 480

Basic Abilities
Attack: 200
Dodge: 150
Initiative: 35
Weapon: Chinomi Tetsubo

Jigoku Shoujo (Intermediate): The caller is considered to also have the Disquieting Advantage.
Oni Blood (Intermediate): The caller gets a +100 to their Life Points and +50 to her PhyR. In addition, her Strength attribute is considered to be 12 to determine how much weight she can carry.
Chinomi (Weapon): Chinomi’s Quality increases to +15 and has a Base Damage of 120. It is capable of Damaging Energy.
Inazuma: Once a minute, you can call a columnof electricity to attack an opponent at a distance of up to 200 meters. Inazuma has a Base Damage of 100 points and attacks based on the ELEctricty AT. This ability can only be activated outside.
Sukketsu: Once per minute, you can awaken the true form of Chinomi, gaining a +40 bonus to its Attack and Damage, a
+20 to any Critical produced, and the caller restores an amount of Life Points equal to half the damage (in the case of a being with Damage Resistance, this amount is divided by the Damage Resistance multiple of the creature).
Unstoppable (Intermediate): The caller gets a final rating of 180 in the following skills: Composure, Feats of Strength, and Withstand Pain.

Real Affinity
Level: 9 Difficulty: 360 Zeon: 600

Basic Abilities
Attack: 250
Dodge: 200
Initiative: 50
Weapon: Chinomi

Oni Blood (Real): The caller gets a +200 to their Life Points and +75 to her PhyR. In addition, her Strength attribute is considered to be 14 to determine how much weight she can carry.
Unstoppable Demon: You may spend a point of Fatigue before Initiative is rolled. Doing so prevents you from being put on the Defensive. This ability is void if you suffer a Critical.
Chinomi (Weapon): Chinomi’s Quality increases to +20 and Base Damage is now 140.
Inazuma Tenshou: By spending a point of Fatigue and hitting the floor with her tetsubo, the caller can project a wave of immeasurable destructive power. The attack affects everything that is in a line 10 meters in length, within which she cannot designate targets. In addition to a Base Damage of 120 on the BLUnt table, anyone who suffers damage from this attack also must resist an Impact of Force 14 (I believe this is what this section says) .
Unstoppable (Real): The caller gets a final rating of 240 in the following skills: Composure, Feats of Strength, and Withstand Pain.

Whoa! i'm in love with this last one, makes me wanna play a female summoner just for Eiko. Keep on rocking man.

Can I use my defense if it is better than that of Incarnation?

Discussed in the general first post, under Powers of the Incarnations, the caller retains all their characteristics, but may apply the Incarnations, if those are better. So I'd say yes, you can use your Defense if it's better then the Incarnations. Handy in some circumstances, especially for a Warrior Summoner.

Just finished this section myself and I love the flavor on a lot of these guys (Loly Ann's puppets are probably my favorite just for the bellyflopping panda attack). I think "Shide" is a typo on the book and should probably be "Sidhe". Also, there's a definite mistake in one of Kristoff's powers (both the middle and top level of his ability bonus list a final skill of 180; the top one should probably be 240).

Thanks, I'll keep that in mind when translating them out later. Work's been busy, and I've been getting things ready for my game and a couple conventions, so haven't been able to translate as much as I'd like. This is not dead, just delayed. I hope to get the rest of these up soon-ish.

And to add another. But before that, I should note that I found a couple of errors. Both Eiko and Nerval utilize Block instead of Dodge. Replace the listings with the appropriate Ability. Whoops. Without further ado, let me present:

Quezcatli, Son of the Sun


The traditions of Izti would not be complete without the figure of Quezcatli, the popular hero most admired and revered by his people. Legend has it that centuries ago, man was separated from the path marked for them by the gods, and these gods, enraged, snatched away the sun. As punishment, they caught her light on a stone and placed it in the valley of the dead, thus condemning humanity. The priests, through many sacrifices, managed to discover an open a road to the valley, but none of the warriors and champions who traveled there succeeded in their endeavor. Ironically, it would be a humble young soldier called Quezcatli who delved deep into the dark valley, wandering through its depths for seven years. When he arrived at the stone, he realized that only an appropriate sacrifice would release the light within. Without a single iota of doubt, Quezcatli tore out his own heart, offering his own life in exchange for his people. Appeased, the gods lifted their wrath, and the sun rose again to heaven, but, upon observing the dead human that had released her, she was flooded with grief. Her tears bathed the body of the young man, and finally ended the endless night, and all of the world's people know who they owed their survival.

Invocation Modifiers
Being Human +10
Behaving With Courage +20
Neglecting Rewards +20
Sacrificing for Others +30
Owning a possession of Quezcatli +40
Owning Quezcatli’s Collar +150
Being Selfish -10
Owning Many Possessions -20
Ignoring the Needy -50
Offending the Gods -100

Generic Powers
Endless Night Walker: The caller is considered to have the Advantage Night Vision.

Minor Affinity
Level: 2 Difficulty: 200 Zeon: 150

Basic Abilities
Attack: 100
Dodge: 120
Initiative: 60
Weapon: Macahuitl & Atlatl

Vigor: The caller receives +30 Life Points.
Macahuitl (Weapon): Create a club. It is a weapon with +5 Quality, Base Damage of 60, and attacks on the IMPact table.
Atlatl (Weapon): Create a javelin. It is a +5 Quality weapon with 50 Base Damage, attacking on the PIErcing table.
Hunter (Minor): The caller gets a final rating of 120 in the skills: Notice, Search, and Tracking.

Intermediate Affinity
Level: 4 Difficulty: 240 Zeon: 300

Basic Abilities
Attack: 140
Dodge: 140
Initiative: 70
Weapon: Macahuitl & Atlatl

In the Valley of the Dead: The caller’s attacks are capable of Damaging Energy.
Atlatl Ramudah: Once during the period in which the incarnation remains active, the caller can launch an attack with the Atlatl with a bonus of +40 to his offensive ability. In this attack, the caller can attack anywhere on the body of an enemy without penalizing their ability.
Mask of the Sun: The caller takes half damage from HEAt based attacks, and has the Advantage See Supernatural.
Hunter (Intermediate): The caller gets a final rating of 150 in the skills: Notice, Search, and Tracking.

Real Affinity
Level: 6 Difficulty: 260 Zeon: 450

Basic Abilities
Attack: 160
Dodge: 180
Initiative: 80
Weapon: Macahuitl & Atlatl

Son of the Sun: The caller is considered to have the Advantage To The Limit.
The Blood of the Sun: The caller's blood is cursed and burns the soul of those who shed it. Anyone who attacks and causes a wound in which the caller loses at least 50 Life Points must make a PhyR roll against a difficulty of 140 or suffer HEAt damage equal to twice the level of failure, or against difficulty of 160 if the attack caused the caller to lose over 100 Life Points.
Hunter (Real): The caller gets a final rating of 180 in the skills: Notice, Search, and Tracking.

And because I had a little extra time today, here's:

Gygjur, Assassin of Dragons


In ancient times, when the dragons were the largest of the beasts and no one dared to challenge their power, Gygjur was the first warrior Lim Shide that brought an end to one of these monstrosities. But that was not his only feat, wherever loomed a great beast, the hunter Lim Shide traveled tirelessly, killing all the creatures of legend that terrorized his people, without ever knowing defeat.

Invocation Modifiers
Having Feats of Strength 180 or Higher +20
Kill a being of Size 25 or Higher +20
Kill a Dragon +50
Obtain a Possession of Gygjur +40
Own a tusk fragment of the first dragon slaughtered +150
Partnering with a supernatural being -30
Having a Size smaller than 19 -40
Avoiding a confrontation with a Dragon -50
Fearing Death -100

Generic Powers
Dragonslayer:
All attacks the caller makes against giant creatures (those with size 25 or higher) cause Double Damage.
Eternal Blood: The caller is considered to have the Blood Legacy of Eternal Blood.
Inhuman Strength: Gygjur gives the caller the equivalent of Strength 13, and he can perform Inhuman actions that depend on that attribute.

Minor Affinity
Level: 5 Difficulty: 270 Zeon: 390

Basic Abilities
Attack: 170
Block: 170
Initiative: 40
Weapon: Nothung

Nothung (Weapon): Creates a Two-Handed Ax. This is a weapon with +10 Quality with 120 Base Damage that attacks on the CUT and COLd tables.
Hide of the Dragon: Gygjur skin had the ability to absorb the power of any incoming attacks, giving the caller the ability to reduce the Base Damage of any attack directed against him by 10 points.
Unstoppable Strength: Gygjur can ignore the first time he is put on the defensive for each turn. If more than one attack forces him to go on the defensive, this ability is no longer in effect (for that turn) [Added for clarification and personal interpretation].

Intermediate Affinity
Level: 9 Difficulty: 380 Zeon: 750

Basic Abilities
Attack: 250
Block: 250
Initiative: 80
Weapon: Nothung

Nothung (Weapon): Nothung’s Quality increases to +15 and it’s Base Damage becomes 130.
Hide of the Dragon (Intermediate): All attacks now have their Base Damage reduced by 20 points.
Form of Combat: At will, once during the duration of the incarnation, the caller is able to connect to the combat form of Gygjur, increasing his muscle mass disproportionately. For ten rounds, the caller has Strength 15, increases his Base Damage by 20 points, and has an AT of 6 against all attacks. Unfortunately, while in this state, he suffers a -30 to Initiative, and has his Movement reduced by 2.

Real Affinity
Level:
13 Difficulty: 490 Zeon: 1,400

Basic Abilities
Attack:
320
Block: 320
Initiative: 80
Weapon: Nothung

Nothung (Weapon): Nothung’s Quality increases to +20 and it’s Base Damage becomes 140.
Impervious: The caller ignores any penalty to Actions that is not caused by physical deprivation or supernatural effects.
Shadow of Destruction: After ten rounds, before determining Initiative, the caller can state that he wants to prepare to activate Shadow of Destruction; during the following round, the caller can perform five attacks at his full skill level.

And after way too long of not working on this, the next is ready. Here's Arturia, the White Lion.

Arturia, The White Lion


Arturia is like no other creature that has ever existed, he is the only natural animal that, throughout history, has received the consideration of incarnation. He was the inseparable companion of the first emperor Zhorne Giovanni, fighting at his side against creatures and nightmares that have terrified even the gods. His greatest act of heroism was to be sacrificed to save the life of his friend in more ways than one, it was that action that allowed the world to survive the biggest crisis it had ever faced.

Invocation Modifiers
Spending Long Periods in Wild Places +10
Having Knowledge of Animals +20
Owning Some of Arturia’s Hair +40
Willing to Sacrifice for a Friend +50
Owning an Old Possession of Zhorne +100
Spend Long Periods in Town -20
Not Having Friends -50
Not Being a Natural Being -100

Generic Powers
Animal Nature: The caller is considered to have the Animal Affinity Advantage.
Bestial Skin: The caller is considered to have AT 4 against all attacks except ENErgy.

Minor Affinity
Level: 1 Difficulty: 160 Zeon: 180

Basic Abilities
Attack: 80
Dodge: 80
Initiative: 70
Weapon: Bestial Jaws and Claws

Bestial Jaws and Claws (Weapon): The caller has natural weapons. These are Base Damage 50 and attack on the EDGe and PIErcing table, and ignore a point of AT of their target.
Bestia l Attributes (Minor): The caller gets 10 in their Attributes for Strength, Agility, and Constitution.
Bestial (Minor): The caller gets a final rating of 120 in the skills: Athleticism, Climb, Intimidate, Jump, Swim, and Withstand Pain.

Intermediate Affinity
Level: 3 Difficulty: 200 Zeon: 300

Basic Abilities
Attack: 110
Dodge: 110
Initiative: 100
Weapon: Bestial Jaws and Claws

Bestial Jaws and Claws (Weapon): The caller’s Natural Weapons increase their statistics, now having Base Damage 80 and ignoring 3 points of AT.
Bestial Attributes (Intermediate): The caller gets 12 in their Attributes for Strength, Agility, and Constitution, and may perform Inhuman Actions.
Animal Senses: The caller is considered to have the Advantages Night Vision and Acute Senses.
Bestial (Intermediate): The caller gets a final rating of 150 in the skills: Athleticism, Climb, Intimidate, Jump, Swim, and Withstand Pain.

Real Affinity
Level: 6 Difficulty: 280 Zeon: 400

Basic Abilities
Attack: 170
Dodge: 170
Initiative: 130
Weapon: Bestial Jaws and Claws

Bes tial Jaws and Claws (Weapon): The caller’s Natural Weapons increase their statistics, now having Base Damage of 100 and ignoring 5 points of AT.
Bestia l Attributes (Real): The caller gets 13 in their Attributes for Strength, Agility, and Constitution, and may perform Inhuman Actions.
Bestial (Real): The caller gets a final rating of 200 in the skills: Athleticism, Climb, Intimidate, Jump, Swim, and Withstand Pain.

And because I still had a bit of extra time, here's another.

Kha-nefer, The Unholy Priest


Even today, Estigia still pronounces the name of Kha-nefer with fear and suspicion. A living God to some, nameless tyrant to others, the one they call The Unholy Priest was the personal advisor to the young Pharaoh Mikheth, whom he used as a puppet to rule the country with an iron hand. Under his leadership, Estigia won prosperity at the expense of living in terror. With powers unimaginable, his followers considered him the greatest hero in history, able to defend its borders from the greatest of nightmares... himself being a much larger monster. His end, like all tyrants, came at the hands of his own people, who buried his cursed corpse deep in the Necropolis.

Invocation Modifiers
Causing Terror +10
Manipulating People +20
Abusing the Weak +40
Idolizing Your Power +50
Obtain a Possession of Kha-Nefer +40
Obtain the Priestly Staff of Kha-Nefer +120
Being Female -20
Faithfully Serving a God -60
Showing Mercry -60

Generic Powers
Aura of Superiority: The caller is considered to have the Disturbing Advantage.


Minor Affinity
Level: 3 Difficulty: 230 Zeon: 200

Basic Abilities
Attack: 120
Block: 120
Magic Projection: 120
Initiative: 50
Weapon: Khopesh

Khopesh (Weapon): Creates a Khopesh (Long Sword?) of +5 Quality, that has Base Damage of 60 and attacks on the EDGe table.
Unholy Discharge: The caller can throw a supernatural discharge each turn, whether or not he has been physically attacked, with a Damage of 60 that attacks on the ENErgy table. This ability is equivalent to a spell with a zeónic value of 50 points. If it causes damage, the target of the attack must make a PhR vs. 100 or suffer from nausea and general discomfort that will produce an All Action Penalty of .
Sharp Tongue (Minor): The caller gets a final rating of 120 in the skills: Intimidate, Leadership, and Persuasion.


Intermediate Affinity
Level: 6 Difficulty: 280 Zeon: 450

Basic Abilities
Attack: 150
Block: 150
Magic Projection: 150
Initiative: 65
Weapon: Khopesh

Vortex Arena: The caller can, once per minute, cause a powerful solar discharge capable of scorching anything. The attack is performed on HEAt table, and has a Base Damage of 80 points.
Scarab Screen: Once per minute, the caller can create a supernatural shield made of scarab beetles able to endure 600 points of damage. This ability is equivalent to a spell with a zeónic value of 80 points. Any organic being who tries to physically attack him while he is surrounded by vermin should automatically overcome a Venom Res. Roll against a value of 120 each round, or suffer damage equal to twice the level of failure. The shield remains active until it is destroyed.
Eternal Body: The caller is considered to have the Ki Ability Use of Necessary Energy.
Heat Resistance: The caller takes half damage from attacks that cause HEAt damage.
Sharp Tongue (Intermediate): The caller gets a final rating of 160 in the skills: Intimidate, Leadership, and Persuasion.


Real Affinity
Level: 9 Difficulty: 320 Zeon: 550

Basic Abilities
Attack:
200
Block: 200
Magic Projection: 200
Initiative: 80
Weapon: Khopesh

Tormented Existence: The caster is immune to fire damage, and ignores any critical or penalty caused by injuries or physical needs. For spell effects, he is considered as being Undead.
Scourge of the Desert: Everyone who touches the body of the caller is automatically be affected by the Dry spell as if cast at the Intermediate Degree (120 Mag. R. or take damage equal to half the level of failure). By contrast, inanimate objects must pass a Mag. R Control check or melt into slag in a few rounds.
Unholy Fire Swarm: Every minute, the caller is able to create a swarm of flaming insects, extending 25 meters around him, and scorching everything it touches, no target selection possible. This ability is equivalent to a spell with a zeónic value of 150 points. The attack has a Base Damage of 80 and attacks on the HEAt table, although it is capable of damaging immaterial beings.
Inevitable Vengeance: The Khophesh’s Quality is increased to +15, it’s Base Damage is increased to 80 and it now attacks on the HEAt table. Once per minute, the caller can make a person who has been damaged by the Khopesh (not necessarily in that round) burst into flames, entering directly into the status of On Fire.
Sharp Tongue (Real): The caller gets a final rating of 160 in the skills: Intimidate, Leadership, and Persuasion.

I have recently been going over these (finally got a summoner who might use these in my group, so as GM I should know a bit about them) and I found only one thing I dislike. The thing I don't like is the same problem as Metamagic for Wizards. There is a "Minimum Level" to using these abilities (and getting metamagic). I don't like using "Minimum Levels" for anything, so is there another thing that could be used? I was thinking using Base Presence, but that is the same thing. Final Presence however is not, and while I do not know anyway to increase Base Presence there must be a way (therefore I am not technically limiting it to people above a certain level). Would that work, or would it unbalance something for some reason?

Lia Valenth said:

I have recently been going over these (finally got a summoner who might use these in my group, so as GM I should know a bit about them) and I found only one thing I dislike. The thing I don't like is the same problem as Metamagic for Wizards. There is a "Minimum Level" to using these abilities (and getting metamagic). I don't like using "Minimum Levels" for anything, so is there another thing that could be used? I was thinking using Base Presence, but that is the same thing. Final Presence however is not, and while I do not know anyway to increase Base Presence there must be a way (therefore I am not technically limiting it to people above a certain level). Would that work, or would it unbalance something for some reason?

Well what about a character's TOTAL PRESENCE be the acumilation of their presence and and that of their gear? Since all items in the game have presence, you could say that the summoner is barrowing/leeching the presence of the item to augment his/her own. and if the item is not an item of quality, let it be destroyed in the process as a sacrifice.

I believe Minimum Level is a good mechanic because it's balanced quite good with the rest of the mechanics of the game (at least as far as Metamagics and Incarnations go), so I can't see any need to change that.

I wouldnt remove/chamge the requirements. Imagine your level 3 summoner becoming a level 9 Gygjur, Assassin of Dragons. Wheres the challenge?


Valid. I don't like using level as a requirement, but as there is nothing I can think of to keep it balanced I'll have to keep it as is. Its just personal preference that makes me dislike it.

After you use it for a while and see it's rather balanced you'll probably get to like it. I found it a good enough rule to use it while implementing my Alchemy system.

I'm now halfway through the Incarnations. Took a lot longer than expected, for various reasons. But, here's the next one:

Anassilish, The Faceless

Anassilish was the most recognized D'anjayni of it’s time. No one knows for sure whether it was a man or a woman, the only thing that can be ascertained about their life is that throughout its existence it came to steal hundreds
of identities some of the most important individuals in history. However, the really strange thing is that nobody knows exactly how they succeeded in becoming an Incarnation, or at least, no one remembers ...

Invocation Modifiers
Be D’anjayni or have D’anjayni Nephilim Blood +10
Possessing Different Combat Styles +10
Having Disguise at 180 or higher +20
Having a personality that makes you go unnoticed +30
Obtain a Possession of Anassilish +60
Having no Name +150
Having your True Name known -10
Being unable to adapt to change -20
Having a strong personality -20
Being known -60

Generic Powers
Masks: Depending on the mask that is used at the time, this Incarnation provides many different skills. The Caller’s
mask can be changed once at the beginning of the turn as a passive action by passing his hand before his face.

Minor Affinity
Level: 2 Difficulty: 180 Zeon: 150

Basic Abilities
Attack: 100
Dodge: 100
Magic Projection: 90
Initiative: 40
Available Masks: Clay, Wood.

Mask of Clay (Impurity)
Attack: +20
Dodge: -10
Initiative: -10 Weapon: Kalidus

Kalidus (Weapon): Creates a War Scythe. This is a weapon of +5 Quality, with 60 Base Damage and attacking on the CUT table.
Pain Amplifier: Negatives caused by critical hits inflicted by the character are doubled.
Reaper: If someone dies at the hands of the Caller, the Caller gains half of the Zeon points the victim had at the time.
Bloodletter: All attacks by Kalidus cause Bleeding on the target (if the target can bleed, of course).

Mask of Wood (Stability)
Attack: +0
Dodge: +0
Initiative: +0 Weapon: Daldevar

Daldevar (Weapon): Creates a Rod. This is a +5 Quality weapon with Base Damage of 40 that attacks on the Blunt table.
Defensive Style: The Caller gets a +50 instead of +30 to Defense for the Full Defense Maneuver.
Multiple Defenses: The Caller does not begin to suffer negatives for receiving multiple attacks until the third attack.
Strong as the Wood: The Caller receives +20 to their Life Points and +10 Phy. Resist.

Intermediate Affinity
Level: 5 Difficulty: 280 Zeon: 400

Basic Abilities
Attack: 150
Dodge: 150
Magic Projection: 130
Initiative: 60
Available Masks: Clay, Wood, Iron, Ivory, Gold.

Mask of Iron (Tyranny)
Attack: +10
Dodge: -10
Initiative: 0 Weapon: Hades

Hades (Weapon): Creates a Chain. This is a +10 Quality weapon with Base Damage 50 that attacks on the BLUnt table. It can be used as a Trapping weapon with a Str. of 10. It can damage energy.
Oppressive Chains: If you make a Trapping Maneuver against an enemy, the Caller only suffers a -20 to their ability. If he succeeds (regardless of degree), each successive turn he increases his Str. for Trapping Maneuvers by 1 point, to a maximum of 16.
Transmit Agony: The Caller, if he has caught someone with a Trapping Maneuver, may spend a point of Fatigue to cause his captive to make a Phy. Resist vs. a Difficulty of 100 + 1 for every point of damage taken from the caller. The victim takes damage equal to the degree of failure.
Iron Mask: The Caller receives +40 Phy. Resist, has a Damage Barrier of 80, and may is considered to have Inhumanity for all physical actions.

Mask of Ivory (Purity)
Attack: 0
Dodge: 0
Initiative: -20 Weapon: Olympus

Olympus (Weapon): Creates a Long Bow and unlimited ammo. This is a +10 Quality weapon and the arrows are Base Damage 60 attacking on the PIErce table. It is capable of damaging energy.
Sigma: If an arrow damages someone, they must make a Magic Resist Check vs. a difficulty of 140 or be Fascinated for 10 turns, unable to perform active actions during that time.

Mask of Gold (Authority)
Attack: +10
Dodge: +10
Initiative: -10 Weapon: Staff of Kings

Staff of Kings (Weapon): Creates a Mace. This is a +10Quality weapon with a Base Damage of 60 that attacks on the BLUnt table. It is capable of damaging energy.
King: All who look upon a Caller wearing this mask for at least two consecutive turns must overcome a Magic Resist Check vs. a Difficulty of 120 or be Fascinated until they look away for one full turn or they succeed in the Magic Resistance Check. Each successive turn looking upon someone wearing this mask causes the Magic Resistance Difficulty to increase by 5 points, until it reaches a maximum of 140.
Mask of Gold: The Caller gets a +50 to all Resistances to avoid being manipulated or controlled.
Monarch: The Caller has a Final Ability of 180 in the Secondary Abilities: Intimidation, Leadership, and Style.

Real Affinity
Level: 8 Difficulty: 300 Zeon: 600

Basic Abilities
Attack: 200
Dodge: 190
Magic Projection: 160
Initiative: 80
Masks Available: Clay, Wood, Iron, Ivory, Gold, Platinum.

Mask of Platinum (Heroism)
Attack: 0
Dodge: 0
Initiative: +10 Weapon: Ashurian

Ashurian (Weapon): Creates a Long Sword. This is a +15 Quality weapon with a Base Damage of 70 that attacks on the CUT table and has the Precise Quality.
He Who Always Rises: At the end of a turn in which he has suffered, the Caller removes any negatives to his actions, regardless of origin or nature. This ability has no effect on penalties that were in effect before donning the Mask of Platinum.
Invincible: Every turn, the Caller recovers 25 Life Points and 1 point of Fatigue used while wearing the Mask of Platinum.