Nightmare (Magic: The
Gathering) ◊ Power Level — 7
Minion
Rank — 8
The
Nightmare arises from its lair in the swamps. As the poisoned land spreads, so
does the Nightmare's rage and terrifying strength.
2
-2
4*
8*
*+4 due to large size
1
2
0
1
Defense
*-2 due to large size
**+2 from Nightmare Made Flesh
Offense
Initiative +6
Drumming of Despair (auditory perception
range Affliction 7)
Neverending Nightmares (perception
range Affliction 7)
Smoldering Stride (cloud area
attack Concealment 2)
Smoldering Strike +4 (Damage 10 with secondary penetrating Damage 6)
*+2 due to large size
**-4 due to large size
***with Smoldering Sight
Equipment
—
◊Dreams to Despair (Array): Affliction 7 +area, +selective -or- Affliction 7 +increased range, -limited,
-limited degree — 22 points
◊Smoldering Strike: Damage 6 -partially
limited, +penetrating, +secondary effect +Strength-based — 13 points
Complications
Nightmares are motivated by
their desire to terrorize mortals and by the will of the planeswalker who
summons them
Character
Point Totals Abilities
16 + Powers 72 + Advantages 5 + Skills 6 + Defenses 20 = Total 119
Air Cantor
◊Descriptors
– air, demonic
Air Cantor
(Flight 3)
◊Modifiers
– quirk: -1 flat point, subtle: +1 flat point
◊Action
– free
◊Range
– personal
◊Duration
– sustained
◊Results
– flight speed rank 3 (16 mph)
Description
A
nightmare can move through the air at a cantor; however it falls if subjected
to the prone condition (see Conditions).
Dreams to Despair
◊Descriptors
– auditory, demonic
◊Effect
– Array: Drumming of Despair or Neverending
Nightmares • 22
Dreams
to Despair (perception area, selective Affliction 7
or perception range limited degree Affliction 7
limited to sleeping targets)
◊Modifiers
– alternate effect: 1 flat point; area: +1/rank, selective: +1/rank (Drumming of Despair); increased range: +2/rank, limited: -1/rank,
limited degree: -2/rank (Neverending Nightmares)
◊Action
– standard
◊Range/Area
– close; all subjects able to perceive the nightmare with an auditory sense (Drumming of Despair); perception (Neverending Nightmares)
◊Duration
– instant
◊Results
– targets impaired (one degree), disabled (two degrees), paralyzed (three or
more degrees) (Drumming of Despair);
target comatose (Neverending Nightmares)
◊Resist
– Will
Description
The
thunder of its hooves beats dreams into despair.
The
presence of a nightmare is terrifying to mortals. The nightmare selects any subjects
able to perceive its stamping hooves with an auditory sense which must then make
a Will resistance check (DC 17) or become impaired. With two degrees of failure
the subjects are disabled instead, or paralyzed with three or more degrees of
failure.
Subjects
are permitted a Dodge resistance check (DC 17), to stopper their ears or
otherwise block the effect of the nightmare’s hideous drumming. If successful,
they evade the effect.
As
an alternate effect, the demonic nightmare can also invade a subject’s
dreams and turn them into unending visions of horror. The nightmare can target
a sleeper in the waking world, or the sleeper’s dream-self if the nightmare has
encountered the sleeper in a dream dimension. If the subject fails a DC 17 Will
resistance check, it is transformed (see Conditions)
becoming permanently asleep and unable to wake. The subject’s dream self must
escape the nightmare dimension in order to awaken.
Nightmare Made Flesh
◊Descriptors
– demonic
Nightmare
Made Flesh (Protection 2)
◊Action
– none
◊Range
– personal
◊Duration
– permanent
◊Results
– +2 to Toughness
Description
A nightmare
has a +2 bonus to Toughness resistance checks.
Nightmarish Size
◊Descriptors
– equine, natural, size
Nightmarish
Size (innate permanent Growth 4)
◊Modifiers
– innate: 1 flat point, permanent: +0/rank (Growth)
◊Action
– none
◊Range
– personal
◊Duration
– permanent
◊Results
– -2 Dodge and Parry; +2 Intimidation; mass rank 6; +4 Stamina and Strength;
size rank -1; -4 Stealth
Description
As a
large creature, nightmares posses the following bonuses and penalties (all
taken into account in its traits above):
• +4 Strength
• +4 Stamina
• +2 Intimidation
• -4 Stealth
• -2 Dodge
• -2 Parry
• +4 mass rank (mass 6)
•+1 size rank (size -1)
Nightmarish Speed
◊Descriptors
– equine, natural
Nightmarish
Speed (Speed 4)
◊Action
– free
◊Range
– personal
◊Duration
– sustained
◊Results
– speed rank 4 (30 mph)
Description
A
nightmare has a ground speed rank of 4 allowing it to move at a rate of 30
miles per hour without becoming fatigued.
Smoldering Sight
◊Descriptors
– demonic, visual
Smoldering
Sight (limited Enhanced Trait 9; Senses 3 Extended vision and Darkvision)
◊Modifiers
– limited: -1/rank (Enhanced Trait); innate: 1 flat point (Senses)
◊Action
– free (Enhanced Trait) or none (Senses)
◊Range
– personal
◊Duration
– sustained (Enhanced Trait) or permanent (Senses)
◊Results
– The gaze of a nightmare is particularly demoralizing; a nightmare has a –1 to
visual Perception checks per 100 feet; a nightmare can see in complete darkness
as if it were normal daylight
Description
A nightmare
has only has a –1 penalty to visual Perception checks for every 100 feet
(instead of for every 10 feet) and darkness provides no concealment to a nightmare’s
vision.
In
addition, a nightmare gains a +9 bonus to Intimidation for the purposes of demoralizing
opponents (see Intimidation)
Note:
This power represents two distinct effects packaged together for thematic
reasons; they are not linked. If the cost of these separate effects becomes
important (due to a power stunt or Weaken effect, for example) they are
respectively a 3 sustained effect and a 4 point permanent effect.
Smoldering Stride
◊Descriptors
– demonic, dimension (Movement), nightmare (Movement), smoke (Concealment), visual
(Concealment)
◊Modifiers
– alternate effect: 1 flat point; area: +1/rank, attack: +0/rank, partially
limited: -5 flat points, partial: -1/rank (Concealment), quirk: -1 flat point; increased
mass 3: 3 flat points, quirk: -2 flat points (Movement)
◊Action
– standard (Concealment) or free (Movement)
◊Range/Area
– close cloud (Concealment) or personal (Movement)
◊Duration
– instant (Concealment) or sustained (Movement)
◊Results
– 15 foot cloud of smoke surrounds the nightmare granting partial visual
concealment (Concealment); step into hells or nightmares (Movement)
◊Resist
– Dodge and Fortitude (Concealment)
Description
The
nightmare’s burning step causes smoke to arise around it creating a 15 foot
area of partial concealment from visual senses centered on the space it
occupies. Affected creatures are partially concealed for this round and one
round following (as the cloud lingers) if they fail a Fortitude resistance
check (DC 17). Creatures within (or entering) the area are permitted a Dodge
resistance check (DC 17) to reduce the effect to half its normal rank
(Fortitude resistance DC 13 instead of DC 17).
The
nightmare must move on its turn to activate this ability.
As
an alternate effect the nightmare can stride in the dimensions of hell
or nightmares as a move action and can carry a rider of up to 400 lbs. (mass
rank 3) with it.
The
nightmare must be able to physically move under its own power (using any of its
forms of movement) to use this ability. This movement must comprise at
least a step or two and so there must be an open space nearby for the nightmare
to step into.
Smoldering Strike
◊Descriptors
– bludgeoning, demonic, fire (secondary effect), heat
◊Modifiers
– partially limited: -2 flat points, limited penetrating 6: 3 flat points,
secondary effect: +1/rank; Strength-based: +0/rank
◊Action
– standard
◊Range
– close
◊Duration
– instant
◊Results
– Strength-based Damage 2 followed by secondary effect: penetrating Damage 6
◊Resist
– Toughness
Description
A
nightmare can kick with its burning hooves dealing a Strength-based Damage rank
of 10 with a Close Combat:
Unarmed attack check. Following the initial strike, the subject suffers a secondary
fire Damage effect of 6 which is penetrating (ignores impervious Toughness of
rank 12 or less) as the subject (or their clothing) ignites.
The
secondary effect is not Strength-based; do not add the nightmare’s Strength to
this effect rank.
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