An'Kaar is an eefreet (also known as ifrit), a powerful type of djinn (genie) often related to death, evil, or the underworld. And indeed, being a creature of this kind, many of his aspects are modeled after the lore behind this specific type of yokai. In particular, he finds himself bound to an object, a common trope with genies, which are often depicted bound to oil lamps referred to as "magic lamps".
An'Kaar was once a powerful djinn fueled by the anger and hatred of those around him. Throughout his life he connived his way to the side of those in power, becoming their advisor, with the intention of influencing them into cultivating the type of environment in which he thrives in.
At some point in his conquest, An'Kaar was exposed, subdued and sealed away inside of a ruby-encrusted ring, all at the hands of a powerful yokai hunter who wore an all-white mage's attire, a sorcerer of unknown name and origin. Until this very day, An'Kaar still holds a agonizing amount of hatred for the mysterious enchanter, and would seek his revenge if given the chance, funnily enough, going through the same range of emotions he once went around instilling in others.
As an NPC for this system, should his bring be brought along by the PCs, he provides an interesting dynamic between him and the party, acting as a sort of side-scenario in which he slowly regains his powers as the players are influenced as his victims once were.
Age & Appearance
Human Form: Overwall middle-eastern looking. Long, black hair in a pony tail, and a well-kept, thick beard. Several djinn markings that pass off as tattoos.
Yokai Form: Identical to his human form, but with red-ish skin, bright red eyes, sharp black nails, and pronounced fangs.
Base Attributes (Weakened)
Physique 0, Martial 1, Spirit Level/Demonic Force 1, Capacity 0, Constitution 0, Intellect 9, Sensory 1
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HP 62, Energy 2, Sense 2/20ft., Potency 1, Initiative 1, Movement N/A
Unarmed
Standard Attack 6, Energy Imbued 17, Damage Output d6, Full Attack 2
Minor Trait
An'kaar is bound to the ring by powerful magic, stripped away from powers he once had. As more detailed on the Adventure section of this entry, he regains access to his abilities as he slowly returns to his original strength with the help of the player characters or any NPC that owns him.
Attempts to free An'kaar from the red ring can be done with Techniques such as Release, but the attempt is naturally pinned against the power level of the magic used to seal him. The relevant roll has to beat the Potency of the white sorcerer that sealed him (a pre-calculated DC of 40) to be released from his prison. Furthermore, the attempt does not auto-succeed with a critical roll, due to the fact that the mysterious mage had the True Potency Feat.
Physical Trait
Immunity (fire): Immunity to the effects and damage of a specific typing.
True Form
Enhanced Skills: Cunning, Deduce, Willpower
Feats
Patient:
All of your Prepared Actions benefit from a +2 bonus to their attempts.
Illusionist:
Your illusions, be them visual, sonar, or olfactory, are very convincing, adding +5 to the DC that must be overcome to see them for what they really are. This applies to all attempts at tricking individuals, despite not being a Technique’s primary use.
Techniques
Base: Telepathic Link
Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft. (to select target)
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1h
Saving Throw: User's Willpower VS Target's Willpower (if opposed)
Upgrade:
Empathetic Link: Linked targets can sense each other's emotional state.
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Name: نار (Nar)
Base: Damaging Projectile
Modification: Fire
Performance: Standard Action
Delivery: Projectile
Range: 60ft.
Effect type: Instant
Damage: 1d6 + Potency
Special: An'Kaar's Nar recieves its Damage Upgrades (+1d6) as he regains his former power.
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Name: Curse of Misfortune
Base: Jinx
Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User's [Potency] VS Target's [Willpower]
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Name: Mirage
Base: Illusion
Technique Type: Specialty
Performance: Standard Action
Delivery: Conjuration
Range: 30ft.
Size: 5ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User's [Cunning] vs Target's [Deduce]
Special: An'Kaar's Mirage benefits from a +5 bonus to its Cunning thanks to the Illusionist Feat.
Upgades:
Animated: The illusions conjured up are now animated, granting a +4 bonus to the user's Cunning check. The user may also control the sequence manually as a Standard Action, granting an additional +4 bonus to the Cunning check.
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Name: Djinn's Cloak
Base: Smokescreen
Technique Type: Combat, Specialty, Support
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: 15ft. radius
Effect Type: Lingering
Duration Tier (DT): S
Duration: 9 turns
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Base: Guide
Technique Type: Support
Performance: Standard Action
Delivery: Selective (by thought)
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour
Adventure
The first thing to set up in regards to An'kaar is where the artefact that contains him will be earned or found by the PCs. Once acquired, the PCs can tell the ring has energy to it, perhaps assuming it will give them some enhancement or protection.
For their interactions with An'kaar himself to commence, the ring must be worn by an individual who already bears some amount of hatred or anger in their heart, whether they are looking to get revenge on an individual, are distrustful of a particular group or species, or recently went through a rage-inducing experience, even perhaps a small feud between the party members. The negative energy from those emotions are enough to grant him the ability to use Telepathic Link from within the ring to communicate with the player character. From then, he would begin to explain who he was, a famous advisor who influenced many rulers and other important people, conveniently leaving out his true motives, especially his intentions to drive his new master towards the same rage and distrust as he instilled in others as a way of powering up and eventually escaping his current circumstances.
An'kaar, as he did often did when he was a free being, tells his master he is there only to serve them, primarily as an advisor, of course, boasting once again about his impressive resume, naming perhaps some of history's most famous rules. And indeed, should the player character give weight to his words, over time he attempts to subtly steer them towards the aforementioned negative emotions that feed him. As his master begins to apply his advice, An'kaar begins to regain some of his original power, eventually being able to assist the party by casting some of his Techniques from within the ring.
While An'kaar does follow commands, he only listens to the individuals he knows he is capable of influencing, specially the one he he considers his true master. Naturally, he sides with them in all matters, wanting to earn their trust so that they are more easily be swayed by this ideas. He will, however, often act on his own accord, whether he is attempting to protect his master and their allies from incoming threats, or actually trying to instigate a specific occurrence, one that will lead his owner deeper into the path of distrust or hatred. Of course, in the latter case, he does so discreetly, so that his true intentions are not discovered.
As he regains more power throughout the adventure, he continues to unlock some of his old Techniques (at which point exactly is it that he unlocks each one is left up to the GM's discretion), becoming more and more useful to the party. At the same time, however, he gets closer and closer to becoming free from his binds. And what he does then, when he does reach the exact point where he is able to break through the magic that keeps him bound to the ring, is for the GM to decide, but it should take into consideration how his relationship has developed with the party, while not disregarding his true nature.