◊Descriptors
– Black, magic, spell, summon
◊Modifiers
– partially limited: - 5 flat points
◊Action
– standard
◊Requirement
– access to six mana resources, one of which must be black
◊Range
– close
◊Duration
– sustained
◊Results
– one PL-3 nightmare; a more powerful version can be summoned depending on the
number of swamps the planeswalker is attuned to
Description
You
can summon one PL 3 nightmare minion as a standard action. If you are attuned
to three or more mana-rich swamps, you can summon a nightmare of greater
strength (see below).
The nightmare
appears in the nearest open space beside you and has its own initiative
(see Initiative in Running
the Game). It acts starting on the round after you summon it.
The
nightmare is dazed (see Conditions), taking only a standard
action each round. Directing it to do something is a move action for you, but it
generally does as you command until a task is completed.
The nightmare
automatically has a helpful attitude and does its best to aid you and obey your
commands.
If
incapacitated, the nightmare disappears. It recovers normally and you cannot
summon it again until it has completely recovered. The nightmare also vanishes
if your effect is not maintained, or is countered or nullified.
For
more information and rules regarding Minions see Running
the Game.
Note:
Depending on the number of swamps the caster of this spell is able to become
attuned to, additional modifiers can be applied to the effect such as Active,
Controlled, Heroic and Mental Link. Likewise, versions of
this spell with a higher (or lower) effect rank are commonly tailored to the
needs and capabilities of the planeswalker. If a planeswalker becomes attuned
to additional swamps while the nightmare is summoned, the planeswalker can
empower it as a standard action (essentially ceasing to maintain the effect and
then recreating it). The gamemaster should allow the nightmare to remain in the
space it currently occupies when a planeswalker empowers it this way.
Nightmare
Power Level — 3 • Minion Rank — 3
STR 4
STA 4 AGL 0 DEX 0 FGT 0 INT 0 AWE 0
PRE 0
◊Powers: Damage 2 (+Strength-based), Flight (-quirk,
+subtle), Growth 4 (+innate, +permanent), Movement 1 (Dimension Travel), Protection
1, Senses 3 (Extended Vision, Darkvision, +innate), Speed 4
◊Advantages: Favored Environment: Swamp,
Great Endurance, Improved Initiative
◊Skills: Athletics 4 (+8), Intimidation 4
(+4), Perception 4 (+4), Stealth 0 (-4)
◊Offense:
Init +4, Smoldering Strike +0 (Close, Damage 6)
◊Defense:
Dodge 0, Parry 0, Fortitude 4, Toughness 6, Will 2
◊Notes: -2
penalty to active defenses from Growth
Character Points Abilities 0 + Powers 28 + Advantages 3 + Skills 6 + Defenses
7 = Total 44
Advancements
The above
statistics represent the minimum capabilities of a summoned Nightmare. If the
summoner is attuned to more than two mana-rich swamps a more powerful version
can be summoned:
3 Attuned Swamps:
+2 Dodge, +2 Fighting, +1 Movement Effect Rank • PL 4, MR 4
4 Attuned Swamps:
+1 Protection, +2 Strength, +1 Toughness, add concealment attack alternate
effect of Smoldering Stride at 5 ranks (see Nightmare) • PL 5, MR 5
5 Attuned Swamps: +1 Dodge, +1
Parry, +1 Smoldering Stride, +2 Strength, +1 Toughness • PL 6, MR 5
6 Attuned Swamps:
+1 Dodge, +1 Parry , +1 Smoldering Stride, Close Attack 2, add secondary Damage
effect of Smoldering Strike (see Nightmare) • PL 7, MR 6
7 Attuned Swamps:
Add Dreams to Despair (see Nightmare) • PL 7, MR 8
Note: These statistics can continue to
improve as the planeswalker becomes attuned to additional swamps up to the
limits of the effect rank of the spell when it is cast.
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