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.
Keisu was once considered one of the Spirit Realm's most efficient and experienced Guides, the type that consistently get assigned as support for Spirit Detectives rather than the traditional soul escorting duties. Though her profession as a Spirit Realm official was long lived and overall successful, it was not without its woes.
Keisu often felt that the Spirit Realm was too lenient when it came to dealing punishment, that they played it too safe too often, that they took the easy route at solving situations by working with organizations and individuals whose ideals conflict with those of the Realm, even if the situation seemed to warrant it. She would often even clash with the decisions of Spirit Detectives themselves, who on average tend to be more loose and flexible than the higher ups of the Spirit Realm. As time went on, more and more did she begin to see what she deemed to be unacceptable flaws for an organization so powerful, finding them either too tolerant or just too inefficient, until at some point it became too much for her to go along with. At around that time, Keisu already felt confident enough in her abilities that setting out on the path of justice and guardianship by herself not only felt like the logical thing to do, but also her duty.
Looking to put years of experience to good use in what would be a better path, she abruptly ended her career with the Spirit Realm, taking her specially granted corporeal body (see Ethereal Shift) as well as some of the Spirit Detective's Tools with her, feeling she would put them to better use than any Spirit Realm official would [How many Spirit Detective Tools and which ones specifically were taken by Keisu is left up to the GM's discretion. Note: any of the tools currently in Keisu's possession would, of course, be unavailable to the party's Spirit Guide(s)]. It is safe to assume that in doing so she left on bad terms, currently being wanted by the Spirit Realm. Though her intentions are undoubtedly good, and more often than not her actions still align with that of the Spirit Realm and the forces of good in general, it is the lack of accountability and lack of hesitation when performing big moves that the Realm finds unacceptable, specially when it comes to someone with her amount of experience and influence. And indeed her skill set and tactical mind are also what keeps her from being captured by them, all while keeping an ever vigilant eye in the world's most important matters, stepping up to influence them in whatever way she deems just.
Age & Physical: Unknown age. Female. Shoulder-length black hair, covering one eye. Continues to wear a the Spirit Guide's typical kimono despite not being an official agent anymore. Serene, yet judgemental look.
Peculiarities: Loves karaoke, despite being horrible at it. Has a soft spot for dogs.
Base Attributes:
Physique 0, Martial 0, Spirit Level/Demonic Force 11, Capacity 5, Constitution 1, Intellect 3, Sensory 6
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HP 79, Energy 10, Sense 17/170ft., Potency 12, Initiative 6, Movement 20ft.
Unarmed
Standard Attack 1, Energy Imbued 12, Damage Output d4, Full Attack 1
Spirit Transport
Spirit Oar. Keisu may not use the Spirit Guide's ability to travel over to the Spirit Realm, as she is no longer an official agent of them, although she is very aware of multiple alternate methods of crossing through the three realms.
Feats
Explosive Start:
Natural 20s on Initiative allow you to open up with a turn consisting of an additional Standard Action. All Actions during that initial first turn get a +5 bonus.
Crowd Control Expert:
Attacks and Techniques that target 3 or more targets have a +2 bonus on all of their rolls except for that of their Damage Output.
Dodger:
Allows the reroll of 1 Evasion check per day.
Overwhelming Will:
Your overall energy is one that overwhelms any who attempt to affect your psyche (read mind, calm and fear effects, hypnosis, etc.), control and influence you, spy on you by means of Techniques, or form a malicious link to you of any kind, be it by use of a Technique or natural ability. On a successful Willpower save against such effects, the person attempting to affect you must roll Willpower themselves, pinned against a Potency roll of your own. On a failure, the affected is Overwhelmed for 2 rounds.
Trackless:
Individuals that sense you cannot tell in which direction you reside in relation to them. Additionally, Deduce checks performed to track you suffer a -5 penalty, and spying or tracking Techniques targeting you always fail.
Anti-Air:
You are an expert at fighting airborne foes, granting you a +5 bonus to your Attack and Technique attempts on such opponents.
Conjured Object Attributes:
-Hover: The object has the capacity to hover. It remains in the air on the spot it is summoned in, and can be moved through the air by the owner using their Standard Action. Movement: 15ft.
-Sentry & Companion: Offensively Keisu likes to command her Tridents to attack according to her strategy (see Adventure Behavior). Defensively, however, Keisu's Divine Tridents hover around her, protecting her by Deflecting incoming threats. Both Attacks and Deflections add 12 [Owner's Potency + Maneuver Upgrades] to their roll.
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Name: Disorder
Base: Swap
Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 50ft.
Effect type: Instant
Saving Throw: User's [Potency] vs Target's [Willpower]
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Name: Fool's Reward
Base: Energy Mine
Modification: Ice
Technique Type: Combat
Performance: Standard Action
Delivery: Conjuration
Range: 10ft.
Size: 5ft.
Effect Type: Lingering
Duration Tier (DT): D
Duration: 1 day
Damage: 6d20 + Potency
Saving Throw: Sense > (User's Spirit Level/Demonic Force + 5) detects mines.
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Keisu is a perfect NPC to take up the role of a recurring character. Not only that, but both her personality and motives make her a great candidate for taking up the role of both ally and antagonist, varying throughout the party's adventure.
When the party's goals align with her own, she will be an indispensable ally, providing overwhelming amounts of support and a brilliant tactical mind. When opposed to her, she will be a formidable and unforgiving foe. Despite Keisu's no nonsense attitude, she does not look to rashly eliminate individuals, specially those of good nature, despite being obstacles in whatever personal mission she is currently partaking in. This does not mean, however, that she is incapable of making an erroneous judge of character when it comes to one, if not all of the player characters, nor that she will pull any punches when attempting to disable them, because she indeed won't.
As a gray antagonist, she can often appear just as the party achieves a hard-earned objective, only to simply steal it away, compromise it, or destroy it, using her neutralizing and evasive skill set to then get away and do it all over again some other time. Encounter wise, having originally been trained as a Spirit Guide, Keisu is a patient and calculating opponent. Her first few turns are always used to secure any sort of significant tactical advantage, one that overwhelmingly puts the odds of success in her favor, that is if she has not already set it up already. If this initial setup is unsuccessful or fails at providing her with a comfortable advantage, unless absolutely unable to do so, she will almost always retire from an encounter (often successfully thanks to the Trackless feat), or at the very least she will withdraw momentarily before coming back to with another attempt at securing an early advantage and controlling the pace of battle.
As for specifics, Keisu tends to engage in combat while on her Spirit Oar, always having the option of a quick aerial retreat while also boasting the advantage that comes with having the high ground as well as the Anti-Air feat. Spiritual Veil is one of Keisu's go to opening Techniques, specially when severely outnumbered, a Technique that allows her to abuse low visibility and nullification of Sensory capabilities to engage her foes one by one. Her Piercing Gaze, which can be activated as a free action, allows her to see within the veil, and is what provides her with an advantage over all individuals within veil. Then she utilizes Divine Tridents to handle more than one individual at a time (which benefits from the Crowd Control feat), combining their teleportation with the lack of visibility and hindered sensory within the cloud to make it almost impossible for the targeted individuals to make use of their Defensive Actions. Inside the spiritual cloud, she also sets up the Fool's Reward, Energy Mines that are practically undetectable thanks to the Veil, with icy cold detonations that induce the Freezing condition, and as such hinder the victim's Defensive Action against the Tridents. As if that weren't oppressive enough, she then begins to use Disorder to swap the positions of her targets, further disorienting them and even possibly leading them to accidentally target each other.
When this bread and butter combination of Techniques fails her, specially when her opponents just happen to have the right skill set to nullify or overcome it, she switches to an even more indirect and guarded approach, using her Disable and Desist Techniques to disincentivize others from targeting her, and now using the aforementioned energy mines to deter any pursuit while her Divine Tridents perform Deflections to keep her safe.
Because of the nature of her skill set, Keisu is indeed very difficult to keep up with, let alone corner, but in the case that she successfully put in a loosing position, she will yield peacefully, only choosing to fight it out if she is being captured by evil individuals.