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#1 ElricOfMelnibone

ElricOfMelnibone

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Posted 16 March 2014 - 11:26 AM

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.

 



#2 ElricOfMelnibone

ElricOfMelnibone

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Posted 16 March 2014 - 11:35 AM

NIE, QUEEN OF SIDHE

SUMMONING MODIFIERS

Being female +10

Being a follower of Lillium +20

Fighting for a just cause +20

Trying to destroy a great evil +30

Being in love +30

Owning a possession of Nie +30

Owning Carnwennan +120

Being christian -20

Being evil -40

Never having loved -50

Betraying a loved one -150

GENERIC POWERS

Moon Curse: Opponents fighting directly the character suffer from the Bad Luck disadvantage.

Inhuman Flexibility: The character has Inhumanity and is considered as having an Agility and Dexterity of 13.

LOWER AFFINITY

Level : 4. Difficulty: 250. Zeon: 340.

BASE ABILITIES:

Attack: 140.

Dodge: 160.

Initiative: 140.

Weapon: Carnwennan.

Carnwennan (Weapon): Creates a Dagger with a quality bonus of +15 and a Base Damage of 60, capable of damaging energy.

Lightning Attacks: The character only suffers a penalty of -10 for Additional Attacks.

Shadow Queen (Minor): The character is considered as having 140 on following Secondary Abilities: Acrobatics, Notice, Hide, Stealth, and Sleight of Hand.

INTERMEDIATE AFFINITY

Level : 7. Difficulty: 250. Zeon: 340.

BASE ABILITIES:

Attack: 190.

Dodge: 230.

Initiative: 200.

Weapon: Carnwennan.

Perfect Assassin: When making a Surprise attack with Carnwennan, the character gains a bonus of +50 to Base Damage and +40 to Critical Level, if it scores a critical hit.

Nullification: Whenever an opponent suffers damage from Carnwennan, it loses all Resistance bonuses (both natural and supernatural) for the reminder of the turn.

Shadow Queen (Intermediate): The character is considered as having 200 on following Secondary Abilities: Acrobatics, Notice, Hide, Stealth, and Sleight of Hand.

REAL AFFINITY

Level : 10. Difficulty: 400. Zeon: 800.

BASE ABILITIES:

Attack: 250.

Dodge: 270.

Initiative: 270.

Weapon: Carnwennan.

The Shadow Move: Once per minute the character can make an attack that obliges the opponent to take a Notice check against a difficulty of 440 or suffer from the Surprise penalty to the Defense roll, applying no penalties for aimed attacks and benefitting from an additional bonus of +75 to the Critical Level, if it scores a critical hit.

The Dark Reflection: Once every five turns, the character can project an illusory copy of himself that will fight independently. It can be recognized by Ki Detection only by passing a Difficulty of Inhuman and attacks following rules for Ghostly Illusions unless its target passes a PsR check against a difficulty of 180.

Shadow Queen (Real): The character is considered as having 280 on following Secondary Abilities: Acrobatics, Notice, Hide, Stealth, and Sleight of Hand.

 

VICTORUS KERION, VETALA ASSASSIN

SUMMONING MODIFIERS

Attempting the summon at night or in darkness +10

Being a Vetala or being a Vetala Nephilim +20

Working as an assassin for hire +20

Having at least 200 on Poison Secondary Ability +30

Dealing a Pact with Naga +50

Owning one of Kerion’s possessions +30

Owning Jealous Fang +120

Taking on opponents by front -20

Attempting the summon under daylight -30

Disdaining the sight of blood -60

Failing to fulfil an assassination assignment -100

GENERIC POWERS

Blood Power: The character is considered as benefitting from a bonus of +4 to Regeneration.

Light Curse: Each passing turn in plain daylight, the character must pass a PhR check against a difficulty of 160 or suffer burning damage equal to the failure level.

Shadow Master: The character is considered as having Inhumanity and a value of 320 on Hide and Stealth secondary abilities.

LOWER AFFINITY

Level : 5. Difficulty: 270. Zeon: 350.

BASE ABILITIES:

Attack: 160.

Dodge: 160.

Initiative: 120.

Weapon: Jealous Fang.

Jealous Fang (Weapon): Creates a Dagger with a quality bonus of +10 and a Base Damage of 50, capable of damaging energy.

Poison Addict (Minor): The character benefits from a bonus of +20 to VR.

Poison Stock (Minor): The character has 5 doses each of all following Poisons: Cyanide, Belladonna, Atropine.

INTERMEDIATE AFFINITY

Level : 8. Difficulty: 360. Zeon: 700.

BASE ABILITIES:

Attack: 220.

Dodge: 220.

Initiative: 160.

Weapon: Jealous Fang.

Blood Ecstasy: If the character drinks the blood of an opponent, he/she benefits from an All Action bonus of +10 for the following 10 minutes.

Naga’s Blessing: Difficulty of all VR checks against poisons injected through Jealous Fang is increased by +40.

Poison Addict (Intermediate): The character benefits from a bonus of +50 to VR.

Poison Stock (Intermediate): In addition to poisons described in Minor level of this ability, the character has 5 doses each of all following Poisons: Royal Arsenic, Curare, Al-Baladin.

REAL AFFINITY

Level : 10. Difficulty: 390. Zeon: 830.

BASE ABILITIES:

Attack: 250.

Dodge: 250.

Initiative: 190.

Weapon: Jealous Fang.

Vetala Body: The character is immune to all Critical hits that don’t cause decapitation.

Naga’s Boon: Once per turn, the character can make so that the effect of a poison injected through Jealous Fang is instantaneous (taking effect during the same turn it’s injected) regardless of its normal time of activation.

Poison Addict (Real): The character automatically passes all VR checks.

Poison Stock (Real): In addition to poisons described in Minor and Intermediate level of this ability, the character has 5 doses each of all following Poisons: White Cobra, Ramalen Sap.

 

DULLAHAN, THE DARK KING

SUMMONING MODIFIERS

Being feared +10

Having a score of 140 or more on Intimidate secondary ability +20

Seeking revenge over someone at all costs +20

Controlling dark spirits of Lillium +30

Having Lim Sidhe Blood +40

Being consumed with desperation +60

Owning Gram +120

Being optimist -20

Having fought against dark spirits of Lillium -40

Being forgiving toward others -60

Having destroyed a Dullahan -100

GENERIC POWERS

Blood Drinker: Whenever the character kills a target with Gram, the sword gains 1 Power Point up to a maximum of 13. Power Points can be spent to fuel abilities from this Incarnation.

The Dark King: The character is considered as if benefitting from the Disquieting and See Supernatural Advantages.

MINOR AFFINITY

Level : 5. Difficulty: 270. Zeon: 400.

BASE ABILITIES:

Attack: 170.

Block: 170.

Initiative: 45.

Weapon: Gram.

Gram (Weapon): Creates a Two-Handed Sword of +10 Quality, with a Base Damage of 110 capable of damaging energy, attacking on either Cut or Cold.

Blood Armor: The character can spend 1 of Gram Power Point to obtain an AT of 6 against all attack types for the duration of 1 turn.

Blood Hell: The character can spend 1 of Gram Power Point to obtain +50 to the Base Damage of a single Attack with Gram.

Vorpal (Minor): When making an Aimed Attack to the head, the character only applies a penalty of -20 to the Attack roll and a bonus of +20 to the Critical Level, if a Critical hit is scored.

Powers of Darkness (Minor): The character is considered as having 150 on all following Secondary Abilities: Intimidate, Leadership, Persuasion, Style, Composure, and Withstand Pain.

INTERMEDIATE AFFINITY

Level : 8. Difficulty: 320. Zeon: 650.

BASE ABILITIES:

Attack: 230.

Block: 230.

Initiative: 60.

Weapon: Gram and Infernal Shield.

Gram (Weapon): As long as Gram possesses at least 1 Power Point, its quality is increased to +15 and its Base Damage to 120.

Infernal Shield (Weapon): The Infernal Shield grants the same defensive bonuses of a full shield capable of blocking Energy. When successfully blocking an enemy weapon, the character may choose between having the shield apply an impact with Breakage 22 on the weapon or immediately apply a Trap Manoeuvre with an equivalent Strength of 8.

Dark Avenger: The character has an All Action bonus of +10 when performing in order to achieve a vengeance.

Dark Court: The character can use his/her summoning abilities on Undead Creatures as well.

Vorpal (Intermediate): The Critical Level bonus to Aimed Attacks to the head is increases to +40.

Powers of Darkness (Intermediate): The character is considered as having 200 on all following Secondary Abilities: Intimidate, Leadership, Persuasion, Style, Composure, and Withstand Pain.

REAL AFFINITY

Level : 11. Difficulty: 390. Zeon: 650.

BASE ABILITIES:

Attack: 280.

Block: 280.

Initiative: 75.

Weapon: Gram and Infernal Shield.

Gram (Weapon): As long as Gram possesses at least 7 Power Points, its quality is increased to +20 and its Base Damage to 130.

Life Stealer: The character can spend 1 Gram Power Point to recover 40 Life Points.

Ragnarok: The character can spend 7 Gram Power Points to gain a bonus of +100 Attack for an Entire Turn.

Unholy Power: The character has an All Action bonus of +5 per Power Point stored in Gram, but if 10 or more Power Points are stored inside it, the character must pass each turn a PhR check of 120, +10 for each Power Point stored in it beyond 10, or suffer 50 points of Damage that are considered as a Life Points Sacrifice.

Vorpal (Real): The character can spend 1 Gram Power Point to completely eliminate Aimed Attack Penalties to the head and increase the Critical Level bonus of such attacks to +80.

Powers of Darkness (Real): The character is considered as having 230 on all following Secondary Abilities: Intimidate, Leadership, Persuasion, Style, Composure, and Withstand Pain.

 

KARLA EDIL SITH

SUMMONING MODIFIERS

Being 15 years old or younger +10

Following Judas Philosophy +20

Having Elan with Judas Philosophy +30

Being in non-mutual love with someone +30

Being ready to forfeit one’s own life for the sake of a loved one +50

Owning a possession of Karla +50

Owning a possession of Zhorne +50

Being 40 years old or older -20

Having Elan with any Entity -30

Not being in love with anyone -50

Sacrificing the life of a loved one in trade for one’s own -100

GENERIC POWERS

Gnosis Immunity: The character can use all his/her summoning abilities on any creatures regardless of their Gnosis.

LOWER AFFINITY

Level : 5. Difficulty: 280. Zeon: 430.

BASE ABILITIES:

Initiative: 80.

Weapon: None.

Enhanced Control (Base): The character benefits from a bonus of +30 to the Control Summoning Ability and can use the Control ability on non-humanoid Natural Beings as well as Being Between Worlds.

Pact Fighter (Base): The character benefits from a bonus of +10 to the Attack, Defense, and Projection values of anyone Invocation used in combat.

Nemesis Powers (Base): The character is considered as having following Nemesis Abilities: Use of Nemesis, Void Armor, Void Body, Undetectable, Inhumanity.

 

INTERMEDIATE AFFINITY

Level : 9. Difficulty: 330. Zeon: 820.

BASE ABILITIES:

Initiative: 100.

Weapon: None.

Mass Summoner: The character is considered 1 Level Higher for the purpose of summoning masses of creatures.

Enhanced Control (Intermediate): The character benefits from a bonus of +50 to the Control Summoning Ability and can use the Control ability on Undead creatures as well as Being Between Worlds and non-humanoid Natural Beings.

Pact Fighter (Intermediate): The character benefits from a bonus of +20 to the Attack, Defense, Projection, and Base Damage values of anyone Invocation used in combat.

Nemesis Powers (Intermediate): The character is considered as having following Nemesis Abilities in addition to those listed in the Minor level of this ability: Noht, Nullify Ki, Nullify Magic, Nullify Matrixes, Nullify Bonds, No Necessities, Void Movement, Void Essence.

REAL AFFINITY

Level : 13. Difficulty: 480. Zeon: 1050.

BASE ABILITIES:

Initiative: 120.

Weapon: None.

Desperate Blood Pact: Once per Incarnation the character can stop time as if employing the Existential Gap Arcana Sephira ability (without paying any required Zeon cost) and use given time to perform an Invocation without time penalties or bonuses and deal a pact with a higher entity, which will instead of its usual request ask the character to sacrifice a number of Life Points equal to the Difficulty of the Invocation. The character can then immediately use the Invocation (paying it Zeon cost as normal), without applying any time bonus or penalty, but getting instantly out of the Existential Gap. The pact with the creature will be considered temporary and apply only for the duration of the combat.

Enhanced Control (Real): The character benefits from a bonus of +75 to the Control Summoning Ability and can use the Control ability on non-Undead constructs as well as Being Between Worlds, Undead creatures, and non-humanoid Natural Beings.

Pact Fighter (Real): The character benefits from a bonus of +30 to the Attack, Defense, Projection, Base Damage, and MR difficulty values of anyone Invocation used in combat.

Nemesis Powers (Real): The character is considered as having all Nemesis Abilities.

 

AN DHANYATA, HIGH SENATOR OF SANATANA DHARMASU

SUMMONING MODIFIERS

Being a pacifist +10

Having Devah’s blood or being a Devah Nephilim +20

Having a score of 300 or more on all Summoning Abilities +20

Having full control of one’s own emotions +30

Having successfully mastered a Level15 or higher Level Creature +50

Having a pact with an Aeon or entity of equivalent or higher power +50

Owning An’s personal Dagger of Exile +120

Being a warmonger -20

Being controlled by emotions -40

Using Summoning Abilities recklessly -60

Unleashing Summoning Abilities over civilian population -100

GENERIC POWERS

Superior Mind: The character is considered as having 15 on Intelligence, Power, and Willpower, as well as applying a bonus of +15 to MR and PsR.

Third Eye: The character is considered as benefitting from the Eye of Soul advantage of Devah.

MINOR AFFINITY

Level : 7. Difficulty: 300. Zeon: 550.

BASE ABILITIES:

Magic Projection: 190.

Initiative: 70.

Weapon: Dagger of Exile.

Dagger of Exile (Weapon): Creates a Dagger +0 with Base Damage of 60 that upon striking a Being Between Worlds obliges it to take a MR check against a difficulty of 80 plus the damage dealt up to a maximum of MR difficulty of 180. Targets that fail the check are automatically Banished. The weapon does not inflict any damage otherwise. The character may use his Magic Projection instead of Attack while attacking with a Dagger of Exile.

Ancient Pacts (Minor): The character is considered as having successfully dealt a Pact with any Invocation which initial Summoning cost is equal or inferior to 300 Zeon.

Master Summoner (Minor): The character benefits from a bonus of +10 to all his Summoning Abilities.

Ring of Containment: The character is considered as if having a controlled Medusa bound which can be unleashed or revoked at any time as a bound creature.

Nexus Knowledge (Minor): The character is considered as having 160 on all following Secondary Abilities: Animals, Herbal Lore, Occult, Magic Appraisal, and Composure.

INTERMEDIATE AFFINITY

Level : 10. Difficulty: 380. Zeon: 700.

BASE ABILITIES:

Magic Projection: 235.

Initiative: 80.

Weapon: Dagger of Exile.

Ancient Pacts (Intermediate): The character is considered as having successfully dealt a Pact with any Invocation which initial Summoning cost is equal or inferior to 550 Zeon.

Bracer of Storing: The character is considered as if having a controlled Sphinx bound which can be unleashed or revoked at any time as a bound creature.

Master Summoner (Intermediate): The character benefits from a bonus of +20 to all his Summoning Abilities.

Nexus Knowledge (Intermediate): The character is considered as having 220 on all following Secondary Abilities: Animals, Herbal Lore, Occult, Magic Appraisal, and Composure.

REAL AFFINITY

Level : 14. Difficulty: 510. Zeon: 1300.

BASE ABILITIES:

Magic Projection: 300.

Initiative: 100.

Weapon: Dagger of Exile.

Ancient Pacts (Real): The character is considered as having successfully dealt a Pact with any Invocation which initial Summoning cost is equal or inferior to 800 Zeon.

Master Summoner (Real): The character benefits from a bonus of +40 to all his Summoning Abilities.

Medallion of Dragon: The character is considered as if having a controlled Ancient Dragon bound which can be unleashed or revoked at any time as a bound creature.

Nexus Knowledge (Real): The character is considered as having 300 on all following Secondary Abilities: Animals, Herbal Lore, Occult, Magic Appraisal, and Composure.

 

MARKUS ERUTH SITH

SUMMONING MODIFIERS

Having a stepbrother +10

Having access to psychic powers +20

Being extremely ambitious +30

Planning betrayal against someone very close +40

Being consumed with envy +40

Owning a possession of Markus +50

Having implanted one of Markus original Psychic Implants +150

Being faithful to someone -20

Ignoring the existence of Psychic Powers -20

Living a non-ambitious life -50

Not being particularly envious of anyone. -100

GENERIC POWERS

Great Psychic: The character is considered as having access to Psychic Disciplines which allows him to use powers described below. He’s considered as having 3 Innate Slots to sustain Psychic Powers and is considered as benefitting from the Amplify Sustained Power advantage.

Monstrous Mind: The character is considered as having Zen and a Willpower and Intelligence value of 16.

LOWER AFFINITY

Level : 6. Difficulty: 300. Zeon: 550.

BASE ABILITIES:

Psychic Potential: 160.

Psychic Projection: 180.

Free Psychic Points: 5.

Initiative: 60.

Weapon: None.

Telepathy (Minor): The character can use following Telepathy Powers: Psychic Illusion, Psychic Shield, Psychic Assault.

Telekinesis (Minor): The character can use following Telekinesis Powers: Telekinetic Impact, Telekinetic Shield, Ballistic.

Psywired (Minor): The character has access to all Psywired Blocks with an Level Requirement of 6 or less.

INTERMEDIATE AFFINITY

Level : 10. Difficulty: 370. Zeon: 900.

BASE ABILITIES:

Psychic Potential: 220.

Psychic Projection: 250.

Free Psychic Points: 10.

Initiative: 80.

Weapon: None.

Telepathy (Intermediate): The character can use following Telepathy Powers: Psychic Illusion, Psychic Shield, Psychic Assault, Mind Analysis, Modify Memories.

Telekinesis (Intermediate): The character can use following Telekinesis Powers: Telekinetic Impact, Telekinetic Shield, Ballistic, Telekinetic Flight, Organic Telekinesis.

Electrokinesis (Intermediate): The character can use following Electrokinesis Powers: Create Electricity, Control Electricity, Read Electric Impulses, Magnetic Shield, Electric Arc.

Pyrokinesis (Intermediate): The character can use following Pyrokinesis Powers: Create Fire, Control Fire, Fire Immunity, Igneous Barrier, Igneous Maintenance.

Psywired (Intermediate): The character has access to all Psywired Blocks with an Level Requirement of 10 or less.

REAL AFFINITY

Level : 14. Difficulty: 520. Zeon: 1200.

BASE ABILITIES:

Psychic Potential: 280.

Psychic Projection: 290.

Free Psychic Points: 15.

Initiative: 100.

Weapon: None.

Telepathy (Real): The character can use following Telepathy Powers: Psychic Illusion, Psychic Shield, Psychic Assault, Mind Analysis, Modify Memories, Psychic Death, Control Mind.

Telekinesis (Real): The character can use following Telekinesis Powers: Telekinetic Impact, Telekinetic Shield, Ballistic, Telekinetic Flight, Organic Telekinesis, Major Telekinesis, Atomic Restructuration.

Electrokinesis (Real): The character can use following Electrokinesis Powers: Create Electricity, Control Electricity, Read Electric Impulses, Magnetic Shield, Electric Arc, Control Electric Impulses, Magnetic Acceleration Attack.

Pyrokinesis (Real): The character can use following Pyrokinesis Powers: Create Fire, Control Fire, Fire Immunity, Igneous Barrier, Igneous Maintenance, Consume, Nova.

Cryokinesis (Real): The character can use following Cryokinesis Powers: Freeze, Control Cold, Icicles, Crystallize, Frost Shield, An Eternal Moment, Absolute Zero.

Psywired (Real): The character has access to all Psywired Blocks with an Level Requirement of 14 or less.

 

NATHANIEL, “THE ILLUMINATED”

SUMMONING MODIFIERS

Feeling sincerely guilty about one’s own previous actions +10

Being fervently Christian +20

Having The Gift +30

Being a member of Nathaniel +30

Being Sanctified by Christian Church +40

Owning a possession of Nathaniel +50

Owning Weight of Sin +130

Being of any non-Christian faith -20

Being atheist -40

Being a member of The Order of Yehudah -50

Using Magic to subdue others without regret -100

GENERIC POWERS

Great Sage: The character is considered as having The Gift as well as following Advantages: Contested Spell Mastery, and Gestureless Casting. The character is also considered as having Magic Projection as Attack and Magic Projection as Defense modules.

Godly Resistance: The character has a bonus of +30 on All Resistances.

LOWER AFFINITY

Level : 7. Difficulty: 340. Zeon: 600.

BASE ABILITIES:

MA: 120.

Attack: 200.

Block: 200.

Initiative: 50.

Weapon: Weight of Sin.

Weight of Sin (Weapon): Creates a Bastard Sword with a Quality Bonus of +10 that grants its bonus to Magic Projection as well, with a Base Damage of 100, inflicting Double Damage on evil or Dark Natured beings.

Arcane Knowledge (Minor): The character can cast all Level60 on Light and Creation Paths with a Casting Level up to Advanced (regardless of actual Intelligence), and is considered as having all Arcana Sephira Spheres with a Level Requirement of 5 or less.

INTERMEDIATE AFFINITY

Level : 11. Difficulty: 440. Zeon: 900.

BASE ABILITIES:

MA: 200.

Attack: 260.

Block: 260.

Initiative: 70.

Weapon: Weight of Sin.

Weight of Sin (Weapon): The Quality Bonus of Weight of Sin increases to +15 and its Base Damage to 110. Spells cast by the character have their MR difficulty increased by 30.

Strike of Redemption: Once per turn, when the user inflicts damage on a target (with either a spell or a physical attack) he can oblige the target to make a MR check against a difficulty of 160 or become unable to use any Magic or Psychic Power for a number of minutes equal to his failure level.

Arcane Knowledge (Intermediate): The character can cast all Level80 on Light, Creation, and Essence Paths with a Casting Level up to Arcane (regardless of actual Intelligence), and is considered as having all Arcana Sephira Spheres with a Level Requirement of 8 or less.

REAL AFFINITY

Level : 14. Difficulty: 520. Zeon: 1300.

BASE ABILITIES:

MA: 300.

Attack: 300.

Block: 300.

Initiative: 85.

Weapon: Weight of Sin.

Weight of Sin (Weapon): The Quality Bonus of Weight of Sin increases to +20 and its Base Damage to 120.

Arcane Mastery: The character is always considered as casting Spells at an additional Casting Level and can use Innate Spells with a Zeon cost up to 120.

Divine Aid: The character is constantly considered as having access to a Chaotic Magic Node inflicting a penalty of -4 to Power checks.

Arcane Knowledge (Real): The character can cast all Level100 on Light, Creation, Water, and Essence Paths with a Casting Level up to Arcane (regardless of actual Intelligence), and is considered as having all Arcana Sephira Spheres. Casting a Divine Magic Spell will immediately end the Incarnation.



#3 ElricOfMelnibone

ElricOfMelnibone

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Posted 16 March 2014 - 11:35 AM

 

NUADA, KING OF SIDHE

SUMMONING MODIFIERS

Being a follower of Lillium +10

Being a male +20

Being admired by a large group of people +30

Being involved in extremely important historical events +30

Having Elan 80 or Higher with The Sacred Trees +50

Owning a possession of Nuada +50

Owning Caliburn +150

Keeping away from dangerous situations -20

Befriending dark spirits of Lillium -40

Being a Tuan’Dalyr -50

Owning one of Caliburn’s copies -100

GENERIC POWERS

General: All those fighting alongside the character gain a bonus of +10 to all Resistances as well as an equal All Action bonus.

Immortal Heart: The character automatically passes all Resistance Checks and has a bonus of +5 to Regeneration.

LOWER AFFINITY

Level : 9. Difficulty: 400. Zeon: 800.

BASE ABILITIES:

Attack: 240.

Block: 240.

Initiative: 80.

Weapon: Caliburn.

Caliburn (Weapon): Creates a Bastard Sword with a Quality Bonus of +20, capable of damaging any being, that cannot be destroyed by any mean.

Change History to Legend: The character is considered as possessing the Chaos Meister magnus.

Lillium King (Minor): The character gains 160 on all Social Secondary Abilities, as well as Animals, Herbalism, Art, Music and Poison Secondary Abilities.

INTERMEDIATE AFFINITY

Level : 11. Difficulty: 420. Zeon: 1000.

BASE ABILITIES:

Attack: 270.

Block: 270.

Initiative: 90.

Weapon: Caliburn.

The Power of Birch: The character gains +100Base Damage on any kind of attack directed against evil beings.

Turn Pain into Power: The character is considered as possessing the Samiel magnus.

Lillium King (Intermediate): The character gains 230 on all Social Secondary Abilities, as well as Animals, Herbalism, Art, Music and Poison Secondary Abilities.

REAL AFFINITY

Level : 15. Difficulty: 510. Zeon: 1400.

BASE ABILITIES:

Attack: 320.

Block: 320.

Initiative: 110.

Weapon: Caliburn.

The Oak’s Avatar: Once per Incarnation the character may gain for 5 minutes a +15All Action bonus as well as an Unmodified AT of 5 against all attacks, after which the Incarnation immediately ends. Following the character will suffer from a -15All Action penalty for 5 entire days during which the character will be unable to use the Incarnation.

Turn Destiny into Nothing: The character is considered as possessing the Doombreaker Transformation magnus.

Avalon: The character can once per Incarnation become utterly invulnerable for a number of turns equal to his Power value. After using this ability the character will suffer a -50All Action Penalty and a penalty of -1Pow that will last for the following 24 hours.

Lillium King (Real): The character gains 280 on all Social Secondary Abilities, as well as Animals, Herbalism, Art, Music and Poison Secondary Abilities.

 

ANDROMALIUS, LAST EMPEROR OF SOLOMON

SUMMONING MODIFIERS

Being part of an imperial dynasty +10

Having a score of 140 or more on Science secondary ability +20

Being fully capable of writing, reading and speaking Legameton +20

Being constantly looking for increasing power +30

Having Ancient Blood +40

Having access to Dyeus Lost Logia +50

Being in possession  one of the 30 black metal pieces +80

Being humble -20

Accepting orders from others -40

Disregarding science and being ignorant about it -60

Serving under Imperium -100

GENERIC POWERS

Absolute Dominion: The character is considered as if benefitting from the Blood of Dominion Blood Bond and has temporal knowledge of all access codes of original Lost Logia.

MINOR AFFINITY

Level : 9. Difficulty: 350. Zeon: 650.

BASE ABILITIES:

Attack: 240.

Defence: 240.

Initiative: 60.

Weapon: None.

Nanomachines (Minor): The character is capable of using up to two different abilities with “Protocol” in their name per turn, using his Attack and Defence values as Predetermined Final Values (rolling no dice). The same Protocol cannot be used more than once per turn.

Defensive Protocol 1 Existential Barrier: The character summons a Supernatural Shield with 500 Resistance Points, regenerating 100 Resistance Points each turn.

Offensive Protocol 1 Mechanus: The character makes a Distance Attack with a range of 100m and a Base Damage of 170, attacking on Thrust. This Attack is independent from any other Active Action performed by the character during the same turn.

Logias Emperor (Minor): The character is considered as having 200 on all Intellectual Secondary Abilities except for Science. The character is considered as having 240 on the Science and Forge Secondary Abilities.

INTERMEDIATE AFFINITY

Level : 13. Difficulty: 500. Zeon: 1300.

BASE ABILITIES:

Attack: 320.

Defence: 320.

Initiative: 80.

Weapon: None.

Nanomachines (Intermediate): The character is capable of using up to three different abilities with “Protocol” in their name per turn, using his Attack and Defence values as Predetermined Final Values (rolling no dice). The same Protocol cannot be used more than once per turn.

Defensive Protocol 2 Greater Barrier: The character summons a Supernatural Shield with 1000 Resistance Points, regenerating 250 Resistance Points each turn. The use of this Protocol is an Passive Action.

Offensive Protocol 2 Pandora: The character makes a Distance Attack with a range of 100m, an Area of effect of 50m, and a Base Damage of 210, attacking on Impact. The use of this Protocol is an Active Action. This Attack is independent from any other Active Action performed by the character during the same turn.

Reactive Protocol Exaltation: The character can perform active actions this turn even if Put On The Defensive. The use of this Protocol is a Passive Action.

Logias Emperor (Intermediate): The character is considered as having 260 on all Intellectual Secondary Abilities except for Science. The character is considered as having 300 on the Science and Forge Secondary Abilities.

REAL AFFINITY

Level : 16. Difficulty: 560. Zeon: 1650.

BASE ABILITIES:

Attack: 400.

Defence: 400.

Initiative: 90.

Weapon: None.

Nanomachines (Real): The character is capable of using up to four different abilities with “Protocol” in their name per turn, using his Attack and Defence values as Predetermined Final Values (rolling no dice). The character is also capable of using up to two different abilities with “Final Protocol” in their name per turn, but each use of such abilities reduces by two the number of abilities with “Protocol” in their name. The same Protocol cannot be used more than once per turn.

Defensive Final Protocol Guardian: The character summons a Supernatural Shield with 1500 Resistance Points, regenerating 500 Resistance Points each turn. Using this ability requires the character to Sacrifice 25 Life Points.

Offensive Final Protocol Apocalypsis: The character makes a Distance Attack with a range of 100m, and a Base Damage of 700, benefitting from a bonus of +40 to the Predetermined Final Attack value, attacking on Energy. This Attack is independent from any other Active Action performed by the character during the same turn.

Search Protocol Eyes of Solomon: The character is granted Radial Sight, See Supernatural and Complete Night Vision for the entire turn.

Logias Emperor (Real): The character is considered as having 320 on all Intellectual Secondary Abilities except for Science. The character is considered as having 400 on the Science and Forge Secondary Abilities.

 

HIDEYUKI KUROKAMI, THE DARK SHOGUN

SUMMONING MODIFIERS

Being from Lannet +10

Being a member of the Kurokami Family +20

Defying the power of the Gods +20

Having defeated a Kami in combat +30

Being in command of a huge number of soldiers +40

Being desperately in love with someone +50

Owning Tenshin No Ryu +120

Never having loved someone with all the heart -20

Putting friendship before love -40

Being a faithful servant of Kami Official Temples -60

Being under the service of the descendants of Amatherasu No Mikoto -100

GENERIC POWERS

Complete Sword Mastery: The character is considered as benefitting from all following Style Modules: Batto Jutsu, Area Attack, Precision, Disarm, Chained Attack, Graceful Parry, Blind Fighting, Unusual Trap, Incremented Critical, Reduced Space Movement, Firm Grip, Sundering Attack, Insightful Defence, Elusive Defence.

Dark Shogun Armour: The character is considered as benefitting from an O-Yoroi armor of +15 quality, which quality bonus applies to Energy as well.

Divine Samurai: The character is considered as having Dexterity and Agility 16, as well as the Zen ability.

MINOR AFFINITY

Level : 9. Difficulty: 350. Zeon: 600.

BASE ABILITIES:

Attack: 255.

Dodge: 255.

Initiative: 265.

Weapon: Tenshin no Ryu.

Tenshin No Ryu (Weapon): Creates a katana with +15 Quality, with a Base Damage of 120, capable of damaging any class of being regardless of protections, immunities or Gnosis, attacking on either Cut or Heat.

Blood of Fire (Minor): The character is immune to fire and heat originating from any natural source.

Dragon Scales: The character can make up to 7 penalty-free Defences per turn.

Dragon Claws: The character can make up to 2 penalty-free Attacks per turn, benefitting from a bonus of +40 to the Base Damage, as a Complete Attack Action.

Combat Knowledge (Minor): The character is considered as having the following Ki Abilities: Use of Ki, Ki Control, Presence Extrusion, Aura Extension, Incremented Damage, Incremented Initiative, Incremented Reach, Fire Elemental Attack.

INTERMEDIATE AFFINITY

Level : 12. Difficulty: 460. Zeon: 1000.

BASE ABILITIES:

Attack: 295.

Dodge: 295.

Initiative: 300.

Weapon: Tenshin no Ryu.

Tenshin No Ryu (Weapon): The Quality bonus of Tenshin No Ryu increases to +20 and its Base Damage to 130. Tenshin No Ryu attacks can no longer fumble.

Blood of Fire (Intermediate): The character suffers only half damage from fire and heat originating from supernatural sources.

Dragon Tail: The character can make an attack benefitting from a bonus of +40 to the Attack roll, affecting all individuals within 25m of him and inflicting an Impact with an equivalent Strength of 16. This ability can be used as a Complete Attack Action once every two turns.

Dragon Fang: As a Complete Attack Action, the character can make an attack benefitting from a bonus of +50 to the Attack roll, reducing by -50 the penalty for Aimed Attacks and by an additional -6 the AT of the target.

Combat Knowledge (Intermediate): The character is considered as having the following additional Ki Abilities: Use of Necessary Energy, Elimination of Penalties, Elimination of Necessities, Recovery, Energy Armor, Major Energy Armor, Arcane Energy Armor, Physical Shield.

REAL AFFINITY

Level : 16. Difficulty: 550. Zeon: 1650.

BASE ABILITIES:

Attack: 350.

Dodge: 350.

Initiative: 345.

Weapon: Tenshin no Ryu.

Tenshin No Ryu (Weapon): The Quality bonus of Tenshin No Ryu increases to +25 and its Base Damage to 140. Tenshin No Ryu attacks score Open Rolls on 85+ and when rolling Doubles.

Blood of Fire (Real): The character can no longer be affected by fire, regardless of its source.

Dragon Breath: Once every three turns, as a Complete Attack Action, the character can make a Distance Attack based on Energy, with a range of 1Km and affecting an area with a radius of 100m, with Base Damage of 480.

Eternity Ender: Once every ten turns, the character can, as a Complete Attack Action, make an Attack benefitting from a bonus of +150 to the Attack roll and Base Damage as well as Critical Level, if it scores a Critical. This attack can only be used against opponents with Gnosis higher than the character.

To The Extreme Limit: If reduced to ¼ or less of his/her starting Life Points, the character gains an All Resistances and Action bonus of +40 and his AT becomes Unmodified.

Combat Knowledge (Real): The character is considered as having the following additional Ki Abilities: Ki Detection (350), Erudition, Physical Dominion, Characteristics Increment, Improved Increment, Ki Destruction, Fire Elemental Immunity, Cold Elemental Immunity, Electricity Elemental Immunity, Weight Elimination, Combat Aura.

 

ISCARIOTE SITH, “THE TRAITOR”

SUMMONING MODIFIERS

Being Atheist +20

Having the Gift or Access to Psychic Disciplines +20

Being hated and despised by a huge number of people +30

Having betrayed a friend +30

Having achieved mastery in the use of more than a single mystical art +40

Owning Iscariote’s Legislator +100

Owning one of the thirty black metal pieces of Solomon +180

Having neither The Gift, nor Access to Psychic Disciplines -20

Having any Elan except for the Judas Phylosophy -30

Being in good terms with the Christian Church -100

Being a Christian -150

GENERIC POWERS

Sith’s Power: The character is considered as having 18 on his Power and Willpower Attributes, as well as the Zen ability.

Unbreakable: The character is granted a bonus of +40 to All Resistances.

MINOR AFFINITY Level 10

Level : 10. Difficulty: 370. Zeon: 800.

BASE ABILITIES:

Attack: 230.

Block: 230.

Magic Projection: 230

Psychic Projection: 230

Initiative: 100.

Weapon: Sithblade.

Sithblade (Weapon): Creates a bastard sword with Quality Bonus of +15 with Base Damage 100, attacking on Cut, capable of damaging energy, applying its quality bonus to Magic Projection and Psychic Projection as well.

Master Psychic (Minor): The character is considered as having a Psychic Potential of 100 and access to all Matrix Powers and all Level 1 Psychic Powers from following Disciplines: Telepathy, Energy, Physical Increment.

Master Caster (Minor): The character is considered as having an MA of 150 and access to Spells up to Level 50 from Darkness, Destruction, Water, and Essence Paths, as well as War, Death, Knowledge, and Music Subpaths.

Master of Knowledge (Minor): The character is considered as having a value of 170 on all Secondary Abilities.

INTERMEDIATE AFFINITY

Level : 14. Difficulty: 480. Zeon: 1300.

BASE ABILITIES:

Attack: 290.

Block: 290.

Magic Projection: 290

Psychic Projection: 290

Initiative: 140.

Weapon: Sithblade.

Sithblade (Weapon): The Quality of Sithblade increases to +20 and its Base Damage to 110.

Master Psychic (Intermediate): The character is considered as having a Psychic Potential of 140 and access to all Matrix Powers and all Level 1 and Level 2 Psychic Powers from following Disciplines: Telepathy, Energy, Physical Increment, Electromagnetism, Telekinesis.

Master Caster (Intermediate): The character is considered as having an MA of 250 and access to Spells up to Level 70 from Darkness, Destruction, Water, Air, Illusion, and Essence Paths, as well as War, Death, Knowledge, Nobility, Sin, and Music Subpaths.

God Killer: The character becomes able to ignore the Gnosis of its enemies.

Master of Knowledge (Intermediate): The character is considered as having a value of 240 on all Secondary Abilities.

REAL AFFINITY

Level : 17. Difficulty: 590. Zeon: 1700.

BASE ABILITIES:

Attack: 350.

Block: 350.

Magic Projection: 350

Psychic Projection: 350

Initiative: 170.

Weapon: Sithblade.

Sithblade (Weapon): The Quality of Sithblade increases to +25 and its Base Damage to 120.

Master Psychic (Real): The character is considered as having a Psychic Potential of 180 and access to all Matrix Powers and all Psychic Powers from following Disciplines: Telepathy, Energy, Physical Increment, Electromagnetism, Telekinesis, Teleport.

Master Caster (Real): The character is considered as having an MA of 250 and access to Spells up to Level 90 from Darkness, Creation, Destruction, Water, Air, Illusion, and Essence Paths, as well as War, Death, Knowledge, Nobility, Sin, Time, and Music Subpaths.

No More Gods: Once per summoning the character may activate No More Gods. It reduces the maximum Gnosis value of entities within 100m of the user up to a maximum value of 20 (stripping them of any power dependant on higher Gnosis), and completely nullify all Elan Powers not related to the Judas Philosophy. The effect lasts for a number of turns equal to the character’s Willpower value.

Master of Knowledge (Real): The character is considered as having a value of 320 on all Secondary Abilities.

 

THANOS SHETEP, “THE WEAPON OF GOD”

SUMMONING MODIFIERS

Being Christian +20

Being human +20

Being Sanctified by Christian Church +30

Being a member of the Inquisition +30

Being intolerant toward non-Christians, non-Sanctified Mages or Psychics and non-humans +60

Fighting wielding two Legislators +30

Fighting wielding Platinum +150

Having The Gift, Access to Psychic Disciplines, or non-human blood -20

Believing in anything but the Christian Faith -50

Being tolerant toward non-Christians or non-humans -80

Being an Atheist -150

GENERIC POWERS

Destroyer of Blasphemy: The character is considered as having 16 on his Strength, Dexterity and Constitution Attributes, as well as the Zen ability and suffers no Blindness penalties for defending against supernatural attacks even if unable to see magic and psychic powers.

Real Fanatic: The character is immune to all forms of mind control and to effects that would alter his mental condition or perception.

LOWER AFFINITY

Level : 11. Difficulty: 390. Zeon: 900.

BASE ABILITIES:

Attack: 270.

Block: 260.

Initiative: 150.

Weapon: Platinum.

Platinum (Weapon): Creates a two-handed sword with a Quality Bonus of +20, and with Base Damage 200, attacking on Cut, capable of damaging energy, capable of splitting into two long sword (Platina and Algol) with the same Quality Bonus and abilities, but Base Damage of 145. Shifting from a weapon to the others is considered as unsheathing.

Weapon of God (Minor): The character is considered Ambidextrous while fighting with Platina and Algol. Also the character benefits from following Weapon Modules: Batto Jutsu, Defense against Projectiles, Increased Critical.

Frost Flame: Platina deals double damage on targets that have just been damaged with Algol and vice versa.

Never Surrendering (Minor): The character is considered as having a value of 220 on Withstand Pain and Composure Secondary Abilities.

INTERMEDIATE AFFINITY

Level : 13. Difficulty: 420. Zeon: 1100.

BASE ABILITIES:

Attack: 300.

Block: 290.

Initiative: 160.

Weapon: Platinum.

Weapon of God (Intermediate): In addition to rules and modules described in Minor level of this ability, the character benefits from following Weapon Modules: Chained Attack Module, Area Attack Module, Restricted Area Movement Module.

In Hoc Signo: The character can perform any number of penalty free Defences each turn.

Pater Noster: The character can once every 5 turns make an attack that if it impacts a Supernatural Shield automatically breaks it, inflicting used weapon Base Damage on the target, ignoring armor.

Never Surrendering (Intermediate): The character is considered as having a value of 320 on Withstand Pain and Composure Secondary Abilities.

REAL AFFINITY

Level : 17. Difficulty: 600. Zeon: 1600.

BASE ABILITIES:

Attack: 370.

Block: 360.

Initiative: 180.

Weapon: Platinum.

Weapon of God (Real): In addition to rules and modules described in Minor and Intermediate level of this ability, the character benefits from following Minor Magnus: Yuuse Batto Jutsu, Final Attack, Special Manoeuvre.

Imprimatur: The character can once every 5 turns make an attack that if it puts the target at the Defensive automatically interrupts any maintained spell, psychic power or ki ability currently affecting the target. The target cannot be affected from any dispersed power for the following hour.

Amen: Once per incarnation the character can use this special attack that immediately interrupts the Incarnation. In order to use this attack the character must make an attack benefitting from the Burning Frost ability (hence he must attack with Platina a target that had just been damaged with Algol or vice versa), while being over 0 Life Points. The character sacrifices all remaining Life Points and adds such value to both his Attack roll, Base Damage, and Critical Level, negating 1 point of target’s AT for each 10 Life Points sacrificed.

Never Surrendering (Real): The character is considered as having a value of 420 on Withstand Pain and Composure Secondary Abilities.

 

NOAH ORBATOS, SUPREME GHESTALT

SUMMONING MODIFIERS

Being male +10

Having Duk’Zarist blood or being a Duk’Zarist Nephilim +20

Having Elan 80 or more with the Shajad Noah +30

Fearing nothing +30

Never having been defeated in a challenge +50

Owning a possession of Noah Orbatos +30

Owning The Armor of Noah +130

Not being a Duk’Zarist -30

Having Elan with any Beryl -50

Having Sylvain blood or being a Sylvain Nephilim -50

Having ever retired from a combat for fear of the opponent -150

GENERIC POWERS

Dark King: The character is considered as having the Disquieting advantage and the Insufferable disadvantage. Characters with lower Attack and Defence fighting alongside this character gain a bonus of +10 to their Attack and Defence values.

Fighting Monster: The character has 18 on all Physical Attributes and Perception as well as the Zen ability and a Regeneration value of 18.

LOWER AFFINITY

Level : 12. Difficulty: 430. Zeon: 1200.

BASE ABILITIES:

Attack: 310.

Block: 310.

Initiative: 200.

Weapon: The Perfect Sword.

The Perfect Sword (Weapon): Creates a weapon a Quality Bonus of +10 that can take any shape and attack on either CUT, IMP, or THR at user’s choice, with Base Damage 200. The weapon is capable of damaging any class of being.

The Armour of Noah (Minor): Creates a Full Field Plate with a Quality Bonus of +25 which inflicts no penalties to any action performed by the user.

Gifts of Noah (Minor): The character has a bonus of +50 to the PhR and ignores penalties to his action up to -50.

Vanquisher Powers (Minor): The character has a Damage Barrier of 120, reduces by -30 the Base Damage of suffered attacks and is always considered as defending employing a Supernatural Shield with 1500 Resistance Points that regenerate at a rate of 200 per turn.

Vanquisher Abilities (Minor): The character is considered as having a value of 200 on all Secondary Abilities not based on Knowledge.

INTERMEDIATE AFFINITY

Level : 15. Difficulty: 580. Zeon: 1600.

BASE ABILITIES:

Attack: 350.

Block: 350.

Initiative: 230.

Weapon: The Perfect Sword.

The Perfect Sword (Weapon): The Quality Bonus of The Perfect Sword increases to +15 and its Base Damage to 300.

The Armour of Noah (Intermediate): The Quality Bonus of The Armour of Noah increases to +30.

Gifts of Noah (Intermediate): In addition to abilities described in Minor level of this ability, the character can spend up to 200 points during the incarnation to increase his rolls (5 points per +5 to a single action, up to a maximum of +30 to a single action).

The Perfect Battlefield: Once every minute the character can make an attack affecting all chosen targets within 1km of him using The Perfect Sword.

Vanquisher Powers (Intermediate): The character has a Damage Barrier of 140, reduces by -40 the Base Damage of suffered attacks and is always considered as defending employing a Supernatural Shield with 2000 Resistance Points that regenerate at a rate of 250 per turn.

Vanquisher Abilities (Intermediate): The character is considered as having a value of 250 on all Secondary Abilities not based on Knowledge.

REAL AFFINITY

Level : 18. Difficulty: 640. Zeon: 2000.

BASE ABILITIES:

Attack: 380.

Block: 380.

Initiative: 260.

Weapon: The Perfect Sword.

The Perfect Sword (Weapon): The Quality Bonus of The Perfect Sword increases to +25 and its Base Damage to 400. Also it becomes completely indestructible.

The Armour of Noah (Real): The Quality Bonus of The Armour of Noah increases to +35. Also it becomes completely indestructible.

Gifts of Noah (Real): In addition to abilities described in Minor and Intermediate level of this ability, the character gains a +10All Action Bonus while facing superior opponents and the ability, once per Incarnation, to gain a +30All Action Bonus applying for up to 10 turns, after which the Incarnation immediately ends and the character suffers from an All Action Penalty of -30 lasting for 10 days during which the character cannot use the Incarnation.

The Perfect Challenge: When facing a stronger opponent in a single challenge, the character can spend 6Fatigue Points to gain a bonus of +150 to all Attack rolls made in a single turn against that target, doubling the Base Damage. This ability can be used only once on a single enemy each time the Incarnation is used.

Unlimited Resilience: The character can keep fighting until reduced to -200 Life Points, ignoring all instant death effects, including those caused by Criticals. The character recovers 1 Fatigue point per turn.

Vanquisher Powers (Real): The character has a Base Damage of 160, reduces by -50 the Base Damage of suffered attacks and is always considered as defending employing an Unbreakable Supernatural Shield.

Vanquisher Abilities (Real): The character is considered as having a value of 300 on all Secondary Abilities not based on Knowledge.






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