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Anima Tactics: Al-Djinn
Anima Tactics: Al-Djinn
by Fantasy Flight Games (2010)
Player Count
2

Player Ages
12+

Playing Time
1 hour
Categories
  • Fantasy
  • Fighting
  • Miniatures
  • Mechanisms
  • Action Point Allowance System
  • Dice Rolling
  • Family
  • Anima Universe
  • Anime & Manga
  • Anima Tactics
  • Player Count: Two Player Only Games
  • Rating: 5/10 from 1 users

    Description

    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):
    Put a level 20 agent of any organization into play within the Al-Djinn's control zone. The Agent enters play with 2 action points. When the agent's LP reach 0 or less, the ability stops being maintained, or if Al-Djinn leaves the game then the Ash Slave is also removed from the game. This ability can be used multiple times to get multiple Ash Slaves, but each has its own Upkeep cost.
    Upkeep: o

    Level 50 version
    Att: 3 | Dam: 1 | Def: 10 | Arm: 0 | LP: 16 | Res: 12 | Mov: 6/10 | AP 3/4**
    Cost to Summon: oo Affinity: Dark
    Atman: 60 | Bind: 2 | Stability: 7 | Shock: +3
    Innate Abilities: Flight, Intangible
    Truncation of Fate: Enemy units of level 50 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 60 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):
    Put a level 25 agent of any organization into play within the Al-Djinn's control zone. The Agent enters play with 2 action points. When the agent's LP reach 0 or less, the ability stops being maintained, or if Al-Djinn leaves the game then the Ash Slave is also removed from the game. This ability can be used multiple times to get multiple Ash Slaves, but each has its own Upkeep cost.
    Upkeep: o

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