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



                                                                                                                                                                                                                                                         

Giant Growth (Magic: The Gathering)





Giant Growth


◊Descriptors – Green, magic, size, spell
◊Effect – Growth 8• 8 points

Giant Growth (unreliable Growth 8)

◊Modifiers – unreliable: -1/rank
◊Action – free
◊Requirement – access to one Green mana resource
◊Range – personal
◊Duration – sustained
◊Results – you grow to a height of 30 feet and gain several bonuses and penalties

Description

You grow to huge size (Size rank 0) and gain the following bonuses and penalties:

        • +8 Strength
        • +8 Stamina
        • +4 Intimidation
        • -8 Stealth
        • -1 Dodge
        • -1 Parry
        •+1 Speed rank

This effect lasts for 5 rounds, after which you shrink to your natural height. You must rest one hour and expend another Green mana resource in order restore your Giant Growth ability.

Note: The details of this effect assume that you are medium size (size rank -2). If you are a different size when this spell is cast, calculate your new size using by finding your starting height in the distance column of the ranks and measurements table and moving up two ranks (see Ranks & Measurements).



Giant Growth Ritual
Preparation 32 hours • Performance 80 minutes • DC 18 • Fast-Casting 8 rounds DC 23


                                                                                                                                                                                                                                                        


Disenchant (Magic: The Gathering)





Disenchant


◊Descriptors – magic, spell, White
◊Effect – Nullify Magic 5 Limited to Enchantments —or— Weaken Magic 10 Limited to Artifacts and Equipment • 11 points

Disenchant (limited, sustained Nullify 5 or limited, ranged Weaken 10 which affects only objects)

◊Modifiers – alternate effect: 1 flat point; limited: -1/rank, sustained: +2/rank (Nullify); affects only objects: +0/rank, increased range: +1/rank, limited: -1/rank (Weaken)
◊Action – standard
◊Requirement – ranged attack; access to two mana resources, one of which must be White
◊Range – S/M/L 125/250/500 feet (Nullify); S/M/L 250/500/1000 feet (Weaken)
◊Duration – sustained (Nullify) or instant (Weaken)
◊Results – counters enchantments or reduces the traits provided by magical devices
◊Resist – Will or opposed check (Nullify) or Fortitude (Weaken)

Description

Disenchant counters magical enchantments (effects with both the enchantment and magic descriptors). You can target the creator of the effect (or the effect’s subject) by making a ranged attack check. Then make a power check opposed by the targeted effect’s rank. If targeting the effect’s creator, they may resist with their Will defense if it is higher than the effect rank

If you win the opposed check, the targeted effect turns off and can’t be restored as long as you can use maintain the disenchantment (as a free action). If you lose the opposed check by two or more degrees of failure, trying again against the same subject in the same scene requires extra effort.

You can also use Disenchant to counter an enchantment as it is being cast or the lingering results of an enchantment with an instant effect (such as an Affliction) by making an opposed power check (no attack roll is needed). See countering under Effects for more information).

As an alternate effect, Disenchant can be used to reduce the potency of a magical device created through artifice or magical equipment. You must succeed a ranged attack check to hit the target (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 magical trait equal to the difference between the check result and the DC (up to 10). Magical devices usually have no Fortitude defense and therefore will lose 10 character points worth of magic automatically. Typically, these points are permanently lost given the limitations of the Artificer and Equipment advantages.




Disenchant Ritual
Preparation 44 hours • Performance 110 minutes • DC 21 • Fast-Casting 11 rounds DC 26


                                                                                                                                                                                                                                                        


Lightning Bolt (Magic: The Gathering)





Lightning Bolt


◊Descriptors – electrical, magic, Red, spell
◊Effect – Indirect Ranged Damage 8 • 8 points

Lightning Bolt (unreliable, indirect, inaccurate, limited, extended 2, ranged Damage 8 with limited multiattack)

◊Modifiers – extended range 2: 2 flat points, inaccurate: -1 flat point, increased range: +1/rank, indirect: 2 flat points, limited: -1 rank, limited multiattack: 4 flat points, unreliable: -1/rank, quirk: -3 flat points
◊Action – standard
◊Requirement – ranged attack; access to one Red mana resource
◊Range – S/M/L 800/1600/3200 feet
◊Duration – instant
◊Results – Multiattack Damage (single target only)
◊Resist – Toughness

Description

Lightning Bolt hurls a surge of electrical power at your target from the sky overhead. Each time you call forth a Lightning Bolt, roll a die. On a 10 or less, the bolt strikes something other than your intended target. Otherwise, make a ranged attack roll to hit your target with a -2 penalty, due to the erratic nature of the energies you are attempting to wield. If your attack succeeds by two degrees, increase the damage resistance DC by +2, or by +5 for three or more degrees of success.

Whether or not your Lightning Bolts work as intended, you can only call 5 bolts before exhausting the supernatural energies which empower them. Afterwards you must rest one hour and expend another Red mana resource in order to use this spell again.

You can only use Lightning Bolt under the open sky and under the right atmospheric conditions.



Lightning Bolt Ritual
Preparation 32 hours • Performance 80 minutes • DC 18 • Fast-Casting 8 rounds DC 23


                                                                                                                                                                                                                                                        


Dark Ritual (Magic: The Gathering)



Dark Ritual
Preparation 24 hours • Performance 60 minutes • DC 16 • Fast-Casting 2 rounds DC 21

You must expend one Black mana resource to complete this ritual. Upon doing so, you gain a +8 bonus to Expertise: Magic skill checks and access to mana that is the equivalent of three Black mana resources. Both effects fade after 5 rounds. The mana can be spent to cast spells or complete rituals normally until the last round ends.

Dark Ritual: Enhanced Expertise: Magic 4 (+2 skill ranks per rank), Feature 3, Unreliable • 2 points +1 point per rank • 6 points


                                                                                                                                                                                                                                                        


Unsummon (Magic: The Gathering)





Unsummon


◊Descriptors – Blue, magic, spell
◊Effect – Nullify Magic Summon 10 • 5 points

Unsummon (Nullify)

◊Modifiers – limited: -1/rank
◊Action – standard
◊Requirements – ranged attack check; one Blue mana resource
◊Range – S/M/L 250/500/1000 feet
◊Duration – instant
◊Results – banish one summoned creature
◊Resist – Will or opposed check

Description

This spell can undo any one magic Summon effect within range.

You can target the summoner or summoned creature by making a ranged attack check. Then make an Unsummon check opposed by the targeted effect’s rank. If targeting the summoner, they may resist with their Will defense if it is higher than the effect rank

If you win the opposed check, the creature is sent back to its home plane. This doesn’t prevent the creature from being summoned again. If you lose the opposed check by two or more degrees of failure, trying again against the same subject in the same scene requires extra effort.

You can also use Unsummon to counter a magical summon as it is being cast by making an opposed power check (no attack roll is needed). See countering under Effects for more information).



Unsummon Ritual
Preparation 20 hours • Performance 50 minutes • DC 15 • Fast-Casting 5 rounds DC 20


                                                                                                                                                                                                                                                        


Tuesday, July 19, 2016

Brain Center





Brain Center


◊Descriptors – radio, technological
◊Effect – Communication Link, Summon 4 • 14 points

Brain Center (Senses 1 and Summon 4)

◊Modifiers – sustained: +0/rank (Senses); active: +1/rank, controlled: +1/rank, mental link: 1 flat point, self-powered: -1/rank
◊Action – free (Senses) or Standard (Summon)
◊Range – personal (Senses)
◊Duration – sustained
◊Results – Optimus has a radio link his Combat Deck and to Roller and can summon roller to his location

Description

Optimus is composed of three units; Brain Center (housed in his robot/truck cab body), Combat Deck, and Roller. The Brain Center has a radio link to Optimus’ trailer which converts into his Combat Deck and through which he is able to issue commands or to operate it remotely.

Roller can be launched from the Combat Deck and Optimus also has a radio link to Roller which extends to 1200 miles.