Showing posts with label Magic: The Gathering. Show all posts
Showing posts with label Magic: The Gathering. Show all posts

Monday, August 29, 2016

Keldon Warlord (Magic: The Gathering)






(Summon) Keldon Warlord


◊Descriptors –magic, Red, spell, summon
◊Effect – Summon 5 • 10 points

Summon Keldon Warlord (Summon 5)

◊Action – standard
◊Requirement – access to four mana resources, two of which must be Red
Range – close
Duration – sustained
◊Results – one PL-5 warlord

Description

You can summon one PL 5 warlord minion as a standard action.

The warlord 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 warlord 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 warlord automatically has a helpful attitude and does its best to aid you and obey your commands.

If incapacitated, the warlord disappears. It recovers normally and you cannot summon it again until it has completely recovered. The warlord also vanishes if your effect is not maintained, or is countered or nullified.

For more information and rules regarding Minions see Running the Game.

The caster of this spell is assumed to “control” any creatures currently assigned the controlled condition as result of spells or effects created by the caster.





Keldon Warlord
Power Level — 5+ • Minion Rank — 3


STR         2      STA        2      AGL       1      DEX       0      FGT       3      INT 0      AWE      0      PRE       0
Powers: Growth 2 with Boost 12 (-increased action: standard, insidious, partially limited: only 2 Boost ranks may be applied per additional controlled creature beyond the first, -quirk: only when at least one other creature is controlled by the same summoner, subtle) 6
Advantages: Diehard, Power Attack
Skills: Athletics 4 (+6), Close Combat: Swords 2 (+5), Intimidation 8 (+8), Perception 4 (+4)
Offense: Init +1, Sword +5 (Close, Damage 5)
Defense: Dodge 5, Parry 5, Fortitude 2, Toughness 2, Will 2
Notes: -+1 to Strength and Stamina per rank of Growth, 1 penalty to active defenses per 2 ranks of Growth.
A Keldon Warlord has the ability to grow larger as the planeswalker who summoned him comes to control more creatures. The warlord begins at medium size and can grow larger as a standard action. The warlord may use up to 2 ranks of growth per additional creature (other than the warlord) under the summoning planeswalkers direct control. The warlord doesn’t actually appear to grow larger when using this ability. Instead, he appears to “recruit” duplicates of the creatures controlled by his summoner and these duplicates form a warband which surrounds the warlord and appear to follow his commands. Creatures able to perceive mana can see that the entire band is actually composed of the warlord and his life force which manifests as Red mana spirits resembling other creatures.
The summoner is assumed to “control” any creatures currently assigned the
controlled condition as result of spells or effects created by the caster. Only creatures capable of independent movement and possessing both a Dexterity and Fighting ability score are counted towards the warlords Growth effect.
Character Points Abilities 16 + Powers 6 + Advantages 3 + Skills 8 + Defenses 6 = Total 39
Advancements
The above statistics represent the basic capabilities of a typical Keldon Warlord, however a more powerful version can be created by adding additional ranks of limited Growth depending on the needs of each individual planeswalker. Powerful planeswalkers capable of engaging in protracted duels can summon warlords with an effective Growth rank of “X”.


Keldon Warlord Ritual
Preparation 40 hours • Performance 100 minutes • DC 20 • Fast-Casting 10 rounds DC 25


                                                                                                                                                                                                                                                        


Monday, August 1, 2016

Libraries (Magic: The Gathering)


A wizard’s library contains the mana-powered rituals a planeswalker knows, or represents a subset of those rituals, as many planeswalkers collect a tremendous number of these rituals in their lifetimes. A planeswalker must “stock” their library with mana-powered rituals which they intend to keep ready using the Readied Rituals advantage and can store one such spell for each rank of that advantage which they possess. Stocking a ritual normally takes 1 hour (Time rank 9).


Planeswalkers tend to stock their libraries with their favorite rituals unless they expect to engage in a duel with one or more other planeswalkers, in which case they stock the rituals they expect will be most efficacious in the upcoming contest.

The Spell Library feature provides a +2 circumstance bonus to Expertise checks made to prepare and perform rituals with which it is currently stocked. With each additional Spell Library rank, the planeswalker gains the equivalent of a +5 bonus to Expertise: Magic when determining the total effect cost of stocked rituals which may be readied in advance (but not to any checks to prepare or perform the ritual) up to a +20 bonus with 5 Library ranks.

For example, a planeswalker with a +19 Expertise: Magic skill can normally only ready rituals with an effect point cost of 19 or less. With a rank 3 Library, they can ready any stocked ritual with a total effect cost of 29 or less and have a +2 bonus to prepare or perform such rituals.

Wizard’s Library
Size: Huge Toughness: 8 Features: Isolated, Library, Living Space, Security System, Spell Library 2, Teleport Lock • 11 points.

Note: The concept of Readied Rituals appears in the Gadget Guides sourcebook. It is a type of Benefit Advantage that simply allows a character with the Ritualist Advantage to prepare and perform a ritual without completing it, keeping it “paused” and ready for later use. It can then be activated as a Standard Action. Characters can only “ready” rituals with a total point cost that is less than or equal to their Expertise: Magic skill bonus and the number of ranks a character can have in the Readied Rituals Benefit is limited by the series power level. Casting a ready ritual requires a standard action.


                                                                                                                                                                                                                                                        

Thursday, July 28, 2016

(Summon) Grizzly Bears






(Summon) Grizzly Bears


◊Descriptors – Green, magic, spell, summon
◊Effect – Summon 3 • 9 points

Summon Bears (controlled Summon 3)

◊Modifiers – controlled: +1/rank
◊Action – standard
◊Requirement – access to two mana resources, one of which must be green
◊Range – close
◊Duration – sustained
◊Results – one PL-7 pair of bears

Description

Don’t worry about provoking grizzly bears; they come that way.

You can summon a PL-7 grizzly bear pair as a standard action.

The bears appear in the nearest open space beside you and have their own initiative (see Initiative in Running the Game). They act starting on the round after you summon them.

The bears are dazed taking only a standard action each round. Directing them to do something is a move action for you and they act as though controlled (see Conditions for more information on dazed and controlled characters).

If incapacitated, the bears disappear. They recover normally and you cannot summon them again until they have completely recovered. The bears also vanish if your effect is not maintained, or is countered or nullified.

For more information and rules regarding Minions see Running the Game.



Grizzly Bears Summoning Ritual
Preparation 36 hours • Performance 90 minutes • DC 19 • Fast-Casting 9 rounds DC 24



Grizzly Bear Pair
Power Level — 7 • Minion Rank — 3


STR         10    STA        6      AGL       0      DEX       -1     FGT       3      INT -4     AWE      1      PRE       -2
Powers: Growth 6 (+innate, +permanent), Immunity 2 (critical hits), Protection 2, Reach 2 (Strength Damage), Senses 2 (Acute Scent, Low-light Vision, +innate), Split 1 (Strength Damage)
Skills: Athletics 4 (+14), Perception 6 (+7)
Offense: Init +0, Unarmed +3 (Reach 2, Split 1, Close Damage 10)
Defense: Dodge 2, Parry 3, Fortitude 7, Toughness 8, Will 4
Notes: -3 to active defenses, +6 to Strength, and +6 to Toughness from Growth 6
Character Points Abilities 2 + Powers 22 + Advantages 0 + Skills 5 + Defenses 13 = Total 42



                                                                                                                                                                                                                                                        


(Summon) Royal Assassin





(Summon) Royal Assassin


◊Descriptors – Black, magic, spell, summon
◊Effect – Summon 5 • 15 points

Royal Assassin (Summon 5)

◊Modifiers – active: +1/rank
◊Action – standard
◊Requirement – access to three mana resources, two of which must be black
◊Range – close
◊Duration – sustained
◊Results – one PL-5 assassin

Description

You can summon one PL 5 assassin minion as a standard action.

The assassin 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.

Directing the assassin to do something is a move action for you, but it generally does as you command until a task is completed.

The assassin automatically has a helpful attitude and does its best to aid you and obey your commands.

If incapacitated, the assassin disappears. It recovers normally and you cannot summon it again until it has completely recovered. The assassin also vanishes if your effect is not maintained, or is countered or nullified.

For more information and rules regarding Minions see Running the Game.



Royal Assassin Ritual Summoning
Preparation 60 hours • Performance 150 minutes • DC 25 • Fast-Casting 15 rounds DC 30



Royal Assassin
Power Level — 9 • Minion Rank — 5


STR         1      STA        1      AGL       3      DEX       2      FGT       2      INT 1      AWE      2      PRE       1
Powers: Affliction 16 (Close, Limited to Third Degree), Enhanced Advantages 4 (Assessment, Favored Foe: previously assessed Improved Initiative 2 Limited to initiating combat with Favored Foe)
Equipment: Dagger
Advantages: Equipment 1, Hide in Plain Sight, Improved Initiative 1, Power Attack, Precise Attack 2 (close), Second Chance (Deception), Skill Mastery (Deception), Tracking, Quick Draw
Skills: Athletics 4 (+5), Close Combat: Dagger 10 (+12), Deception 8 (+9), Intimidation  4 (+5), Perception 4 (+6), Stealth 10 (+13)
Offense: Init +7, Affliction +2 (resisted by Fortitude, Dying), Dagger +12 (Close, Dangerous Damage 2)
Defense: Dodge 3, Parry 4, Fortitude 3, Toughness 1, Will 4
Notes: +8 to initiative when instigating combat with Favored Foe
Character Points Abilities 26 + Powers 7 + Advantages 10 + Skills 20 + Defenses 6 = Total 69



                                                                                                                                                                                                                                                        


Monday, July 25, 2016

Shatter (Magic: The Gathering)





Shatter


◊Descriptors – magic, Red, spell
◊Effect – Weaken Object Toughness Limited to Artifacts and Equipment 10 • 10 points

Shatter (ranged, limited Weaken Toughness 10 which affects only objects)

◊Modifiers – affects only objects: +0/rank, limited: -1 rank, increased range: +1/rank (Weaken)
◊Action – standard
◊Requirement – ranged attack; access to two mana resources, one of which must be Red
◊Range – S/M/L 250/500/1000 feet
◊Duration – instant
◊Results – reduces an object’s Toughness
◊Resist – Fortitude

Description

Shatter can weaken and destroy magical objects. You must succeed a ranged attack check to hit the target object (although inanimate objects are defenseless and can be attacked with a routine check). The target makes a Fortitude resistance check (DC 20) and loses character points from its Toughness equal to the difference between the check result and the DC (up to 10). Unattended objects have no Fortitude defense and therefore will lose 10 character points from Toughness automatically (held or worn objects may receive some kind of resistance check based on their possessors traits at the gamemaster’s discretion). Inanimate objects do not recover weakened Toughness and must be repaired.



Shatter Ritual
Preparation 40 hours • Performance 100 minutes • DC 20 • Fast-Casting 10 rounds DC 25