Anima Tactics: Al-Djinn
2010 · Fantasy Flight Games
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Al'Djinn are ancestral spirits whom dared to defy the gods, they have been imprisoned and isolated as punishment for their foolishness. The Condemned, The Manipulators of Fate … many are the names of the Al'Djinn. The greatest summoners can still call them to Gaia. While they are constrained by the many rules imposed by their imprisonment, they can still use their demigod like powers to alter the destiny of the world in many ways.
Dark Summon Mystic
Level 40 version
Att: 3 | Dam: 1 | Def: 9 | Arm: 0 | LP: 13 | Res: 11 | Mov: 6/10 | AP 3/4
Cost to Summon: oo Affinity: Dark
Atman: 60 | **Bind: 1 | Stability: 8 | Shock: +3
Innate Abilities: Flight, Intangible
Truncation of Fate: Enemy units of level 40 or below in Al-Djinn's control zone can not use Gnosis points.
o - Absolute Change (Magic, Effect):
The Al-Djinn becomes a copy of any other level 50 or lower unit in play. Taking on all of its statistics and abilities (Attributes, Maximum Action Points, Recovery, Skills,…). However, it retains the LP and AP it had when it changed. At the beginning of the recovery Al-Djinn may either continue to copy the other character or may revert to its statistics and abilites (again maintaining LP and AP totals)
oo - Ash Slave (Magic, Effect):