Tuesday, June 21, 2016

Nightmare (Magic: The Gathering)






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.


Physical Abilities

2
-2
4*
8*
*+4 due to large size

Mental Abilities

1
2
0
1

Defense

Dodge 5*
Parry 5*
Will 8
*-2 due to large size
**+2 from Nightmare Made Flesh

Offense

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)


Athletics 4 (+12), Intimidation  4 (+6*/+15***), Perception 4 (+5), Stealth 0 (-4**)
*+2 due to large size
**-4 due to large size
***with Smoldering Sight



Equipment



◊Air Cantor: Flight 3 -quirk, +subtle — 6 points
◊Dreams to Despair (Array): Affliction 7 +area, +selective -or- Affliction 7 +increased range, -limited, -limited degree — 22 points
◊Nightmare Made Flesh: Protection 2 — 2 points
Nightmarish Size: Growth 4 +innate, +permanent — 9 points
◊Nightmarish Speed: Speed 4 — 4 points
◊Smoldering Sight: Enhanced Traits 9 -limited and Senses 3 +innate — 7 points
◊Smoldering Stride (Array): Concealment 7 +area, +attack -or-  Movement 2 +increased mass — 9 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
◊Effect – Flight 3 • 6 points

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
◊Effect – Protection 2 • 2 points

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
◊Effect – Growth 4 • 9 points

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
◊Effect – Speed 4 • 4 points

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
◊Effect – Enhanced Intimidation 9 and Senses 3 • 7 points

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)
◊Effect – Array: Concealment 7 or Dimension Travel 2• 9 points

Smoldering Stride (cloud area Concealment attack or dimensional Movement 2 with increased mass)

◊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
◊Effect – Damage 6 • 13 points

Smoldering Strike (Strength-based Damage 2; penetrating Damage 6 with secondary effect)

◊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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