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  • Magic: The Gathering

    I stumbled into Magic on my conversion blog. As a setting, Magic is incredibly deep since new worlds are created literally every year, yet there's never been any official effort to create a roleplaying system to go along with it. Since Mutants & Masterminds can handle the scale of planeswalkers, I've often thought about using it to create a magic inspired game and I've seen discussions about it pop up fairly frequently. I decided to try my hand with merging fluff and crunch accordingly. I haven't gotten very far. Mainly, I wanted to use M&M to convert spells and creatures, but I realized I'd need to put at least some thought into how mana and planeswalkers could be worked in (even if only as background). Here's what I have so far (I recommend checking it out on my blog where it looks prettier https://kanestarkillerd20.blogspot.c...walkers.html):


    MANA

    Wizards can draw mana from the universe (called “tapping”). This is accomplished by calling upon "memories of the land". For most wizards, this act requires an intimate understanding of the land in question and so they tend to develop the necessary connection only with their native land. Powerful and well-traveled wizards may be able to harness mana from more than one land, but to simultaneously make a meaningful connection to more than one place is extraordinarily rare. It is much more common for wizards to abandon one connection in favor of another. Most wizards are utterly unaware of this process as it occurs slowly over time and manifests seemingly at random, but most likely in times of great stress (see Extra Effort).

    When using mana this way, a wizard draws it into themselves from the very fabric of the universe and then releases it in the form of a mighty spell. Normal wizards can experience side effects from drawing and expressing mana, including fatigue, persistent weakness or even death.

    PLANESWALKERS

    Planeswalkers are atypical magic-users who possess an innate spark. Creatures born with this spark may inadvertently activate it at any point during their life; or die without ever having done so. A planeswalker’s spark is likely to activate under the same circumstances that allow lesser wizards to tap into mana (see above) and it may occur when the possessor would otherwise die (most often while wielding magic or otherwise filled with mana).

    Once the spark is triggered, the creature is reborn as a planeswalker. They immediately gain the ability to travel between the planes of the Multiverse (see Planeswalk). Most planes in the Multiverse exist within their own universe, and are usually unconnected with any other. Planeswalkers are thought to be the only beings in existence with the ability to planeswalk. Other forms of dimensional travel may exist, but they only connect to the “local” universe; sometimes other local dimensions may also be referred to as planes within those distinct realities.

    Planeswalkers usually gain the Descry Mana power shortly after igniting their spark. This may occur spontaneously, through trial and error, or by training with another planeswalker. Some planeswalkers are unaging or even immortal. Planeswalkers that can be killed, rarely die of any natural cause unless this happens in concert with some sort of severance from mana or the Multiverse itself. By moving throughout the Multiverse planeswalkers collect experience and knowledge and gain new connections with mana sources (most often lands of the various planes). This allows planeswalker to cast spells of such great power that few mortal wizards can even conceive of them, let alone access enough mana to give them life.

    The drawback associated with all of this power is a reliance on mana which leads to numerous complications. Many planeswalkers are motivated by greed. They constantly seek new spells to add to their sphere of knowledge and new lands or artifacts from which to draw power. Most planeswalkers set up dominions that cross a few favored planes and attract followers to guard their various resources. Some do this openly in a militaristic fashion and function as tyrants (benign or otherwise), while others form networks throughout the realms they know well and make alliances with others of their kind, even trading spells and lore with other planeswalkers.

    Other complications that may influence a planeswalker's existence include addiction to mana use, they may become the enemy of other planeswalkers or powerful local entities, or be possessed of an obsession (or several) with various concerns across the Multiverse.

    Access to Mana

    The greatest complication planeswalkers face with regard to their power is mana access and power loss when unable to use a spell or ability due to having no mana source or being “tapped out” of mana. Most of the spells that are unique to planeswalkers require that one or more mana sources be tapped to empower the spell’s casting. When a planeswalker is unable to discover a mana source, or when all of the mana sources he has access to are tapped, that planeswalker is unable to cast most of their spells. They can continue to use any powers that don’t require mana or that required mana to cast, but not to maintain.

    To tap into a source’s store of available mana, the planeswalker must meet the following requirements:

    •The ability to detect the mana itself
    •The ability to perceive the mana source with an accurate sense
    •The ability to analyze the mana source to determine if the mana it generates is compatible with the spell or ability to be used
    •Attunement with the mana source

    The first three requirements can be met using the Descry Mana power. Planeswalkers, like normal wizards, may also have a strong connection to a mana-rich land and long-lived planes walkers can establish dozens or even scores of such familiarities. Likewise, these individuals may know creatures or be in possession of artifacts which can act as mana sources and with which a powerful enough bond has been achieved to draw mana from them. Usually, this relationship is symbiotic. The artifact, creature or land has an excess of mana which it cannot use and the planeswalker provides security for these things in return for access to their mana. Connections such as these lead to attunement.

    Attunement with an unfamiliar mana source is usually accomplished by spending some time in proximity to that source. If the mana source is a land or object, the planeswalker may need to learn about its history (using a series of Investigation checks to gather information or a suitable Expertise skill to conduct scholarly research) or simply spend time meditating upon it (using Expertise: Concentration or Insight). The difficulty for these checks varies depending on the circumstances, but in general range from Easy (DC 5) to Tough (DC 15). The time rank required to achieve attunement with a mana source this way also varies, but at least one day (Time Rank 14) is assumed.

    For creatures that generate mana, the planeswalker must find some way to connect with it. This could involve simple communication and could be a cooperative and pleasant experience for both parties. Planeswalkers have concerns that often transcend friendship and may not wish to waste their time (regardless of how much they may have) forming relationships with beings that often see as servants at best. More likely, a planeswalker may see such beings as mere tools or even slaves. In this case they may bribe, cajole or intimidate their subjects into submitting themselves to rapid empathic or telepathic Communication so as to quickly achieve the necessary symbiosis. Others may dispense even with these heavy handed tactics and employ invasive Mind Reading or a controlling Affliction.

    Planeswalkers often invest in powers that speed up this process such as Quickness limited to attunement. This is absolutely necessary for planeswalkers who find themselves coming into conflict with others of their kind and certain spells exist to further enhance the process.

    A few potent mana sources may provide energy equivalent to two or more regular mana sources, but these often have their own drawbacks. At the very least, possessing or using such fonts of power will draw the attention of other planeswalkers.

    USING MANA

    Actually drawing the mana from its source requires no other special ability, but the mana is useless without a spell or some other outlet. Normal wizards and even some planeswalkers can be harmed in various ways if they draw mana without subsequently channeling it safely. As long as the planeswalker has a spell or ability ready for use, they are able to channel the mana into their spell and it comes into existence according to the planeswalker’s will and the limits of the effect itself. Certain powers and spells can counter other spells as they are being cast and most planeswalkers are familiar with at least a handful of these, if only to protect their own spells from being disrupted.

    COLORS OF MANA

    Planeswalkers (and exceptionally learned wizards) have noted certain reoccurring themes within the pattern of the Multiverse. Planeswalker spells almost always require a particular type of mana to complete and cannot come into reality in the absence of that type. Some lands are much more likely than others to generate mana of a particular sort and certain categories of beings are likely to congregate around areas where the aligned mana is present in abundance. Through ages of research within multiple universes, planeswalkers have categorized mana, most spells and many types of magically infused creatures into broad categories which nevertheless share a metaphysical affinity.

    Planeswalkers are not omniscient and even if they have achieved immortality, they still possess an essentially mortal (if powerful) mind. Even the most experienced planeswalkers are at a loss to totally explain the correlations they observe, but over time have come to describe these themes in terms of color. Even in planes where light reflects only dull grays or where no light shines at all (and thus the concept of color as most beings would understand the term is meaningless), the semblance of these color associations is present.

    The colors of magic and mana that planeswalkers have identified are White, Blue, Black, Red and Green. There are libraries all over the Multiverse dedicated to the study and comprehension of magic and which go into great details about the associations found within each color, but few beings (planeswalkers included) have more than a vague understanding of this underlying and seemingly foundational reality. A brief description of each color and the themes found within them follows:

    • White is associated with communities and their stride towards civilization. White magic favors peace and harmony with a goal of utopian perfection. Creatures aligned with white mana seek to govern and protect and place morality and the rule of law above most other concerns.
    • Blue is associated with knowledge and opportunity as well as wonder. Blue magic favors manipulation of reality or the perception of reality (in the form of illusions). Whether by means magical or mundane, creatures aligned with blue mana seek to give life to their dreams.
    • Black is associated with ambition and the quest for and exploitation of power. Black magic favors growth at the expense of others and “death” magic. Creatures associated with black mana seek to empower the ego and only care for rules that favor themselves or limit others, including the “rules” of life and death.
    • Red is associated with emotion, impulsivity and a sense of adventure. Red magic favors change and destruction. Creatures associated with red mana favor freedom and the pursuit of one’s passions.
    • Green is associated with nature and living (especially wild) things. Green magic favors strength and vitality within the physical world. Creatures associated with green mana trust their instincts and seek to grow and thrive while helping others to do the same.

    In addition to these colors mana can be without color, or a hybrid of two colors (being equally associated with two colors).

    Mana without color and is often known as “colorless” or “generic mana” and is usually only useful when added to mana with one or more color. A few spells can be cast with any color of mana (if they have no color alignment) and colorless mana can be used to empower these spells entirely.

    Hybrid mana has the potential to be two types of colors at once and can be channeled into spells requiring mana of either color. Likewise, creatures and spells can also represent a hybridization of two (or more) colors.

    There are also multicolored (containing the traits of two or more colors) creatures and spells which blend the traits of the associated colors together into something which represents those colors and something more.

    ------------

    DESCRY MANA


    ◊Descriptors – dimensional, magic, senses
    ◊Effect – Remote Sensing 8 and Senses 13 • 22 points

    Descry Mana (accurate, acute, analytical, extended 2, radius, ranged Detect mana which penetrates concealment)

    ◊Modifiers – dimensional 3: 3 flat points, noticeable: -1 flat point (Remote Sensing); extended 2: 2 flat points, noticeable: -1 flat point (Senses)
    ◊Action – free (Remote Sensing) or none (Senses)
    ◊Range – 1 mile (Remote Sensing) or personal (Senses)
    ◊Duration – sustained (Remote Sensing) or permanent (Senses)
    ◊Results – extend mana detection over an area of 1 mile and into other dimensions (Remote Sensing); detect mana sources within range increments of 1,000 feet, identify individual sources of mana and determine detailed information about that source at range, in all directions, and without regard to physical obstacles

    Description

    You can discern sources of mana and identify the types of mana those sources produce.

    You are able to perceive mana; the mystical reserve which supplies the energy needed to bring powerful spells into being.

    You can detect the presence of mana at range with a Perception check penalty of only -1 per 1,000 feet. You can pinpoint and distinguish between individual sources of mana and can discern specific details about those mana sources, including: the mana type or types it can produce; basic details about the source (whether it is an artifact, creature, land, and so on); whether or not a planeswalker has siphoned mana from that source; how much mana is available within that source at the moment; and if that source is associated with a particular plane.

    In addition, you can displace your ability to detect mana sources over a distance of up to 1 mile and into other planes, perceiving them normally (using Perception checks ) as if you were at that location. This Remote Sensing overrides your normal senses while you are using it. Self-aware mana sources being observed this way can “feel” it with an Insight check (DC 10 + rank). To search a large area for a particular type of mana source, use the search guidelines given in the description of the Investigation skill.

    Notes:
    •Sensory effects which use mana detection as a medium and which are targeted on the spot where you have displaced your senses affect you normally.
    •Because Remote Sensing overrides your normal senses, you are vulnerable (at half your normal active defenses) while using it, since you are less aware of your immediate surroundings.
    •Your ability to detect mana sources penetrates all obstacles, although Concealment effects or other powers may be able to counter it.
    •You need other Senses to know more specific details about sources of mana that do not relate specifically to mana production (i.e. you will know if a creature which produces mana is associated with a certain type of mana, what kinds of mana it can produce and whether it has mana available to tap into, but not what sort of creature it is or any other details about it).


    -------------


    PLANESWALK


    ◊Descriptors – dimensional, magic
    ◊Effect – Movement 3 • 2 points

    Planeswalk (Dimension Travel)

    ◊Modifiers – check required: -3 flat points, quirk: -1 flat point
    ◊Action – move action
    ◊Requirement – Planeswalker’s spark; Perception or appropriate Expertise: Multiverse check
    ◊Range – personal
    ◊Duration – sustained
    ◊Results – step out to the dimension you currently occupy and into another plane of the Multiverse

    Description

    Your planeswalker’s spark allows you to stride into other planes throughout the Multiverse.

    You can cross the boundaries between planes as a move action. Make an Expertise: Multiverse or Perception check (DC 15). If the check fails, you are either unable to Planeswalk, wander into the wrong dimension, or become trapped in the nameless spaces between the Multiverse (gamemasters choice). In any case, the move action used to activate this ability is consumed.

    You can carry up to 50 lbs. (mass rank 0) of additional material with you when you move.

    You must be able to physically move under your own power (using any form of movement you posses) to use this ability. This movement must comprise at least a step or two and so there must be an open space nearby for you to step into. You cannot use this power while being carried, driving, riding.

    Note: Many planeswalkers can bring others with them when they move across planes. Add the affects others and area modifiers to reflect this.

    If you apply the Increased Mass modifier, you can carry additional mass up to your modifier rank.


    Just one crappy spell so far...

    https://kanestarkillerd20.blogspot.c...zly-bears.html



    GRIZZLY BEARS


    ◊Descriptors – Green, magic, spell, summon
    ◊Effect – Summon 6 • 43 points

    Summon Bears (horde Summon 6 with active, responsive, multiple minions and mental link)

    ◊Modifiers – active: +1/rank, horde: +1/rank, mental link: 1 flat point, multiple minions 1: +2/rank, responsive: +1/rank
    ◊Action – standard
    ◊Requirement – access to two mana resources, one of which must be green
    ◊Range – close
    ◊Duration – sustained
    ◊Results – one or two PL - 6 bear minions

    Description

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

    You can summon one or two PL 6 grizzly bear minions as a standard action. If you summon both bears, you are vulnerable until the start of your next turn.

    The bear(s) 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.

    Directing the bear(s) to do something is a free action for you, but they generally do as they are told until a task is completed.

    The bear(s) automatically have a helpful attitude and do their best to aid you and obey your commands.

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

    For more information and rules regarding Minions see Running the Game.
    Last edited by Jedi Consular; 06-12-2016, 10:27 PM.
    My M&M conversions blog
    http://kanestarkillerd20.blogspot.com/

    My Star Wars M&M setting blog
    http://starwarsmandm3e.blogspot.com/

  • #2
    Re: Magic: The Gathering

    This is really awesome! M:TG is one of my favourite settings.
    "Mom, is the Dairy Queen married to the Burger King?" - My five-year-old

    The Ro Show, my collection of characters and random builds.

    Comment


    • #3
      Re: Magic: The Gathering

      Huzzah!

      I'm working on some other builds right now and before I do much more with Magic, I want to get a better understanding of how to handle groups of mooks when creature spells imply multiple individuals. I plan on doing a regular Magic Mondays feature.
      My M&M conversions blog
      http://kanestarkillerd20.blogspot.com/

      My Star Wars M&M setting blog
      http://starwarsmandm3e.blogspot.com/

      Comment


      • #4
        Re: Magic: The Gathering

        I'll keep an eye out!
        "Mom, is the Dairy Queen married to the Burger King?" - My five-year-old

        The Ro Show, my collection of characters and random builds.

        Comment


        • #5
          Re: Magic: The Gathering

          https://kanestarkillerd20.blogspot.c...gathering.html






          BENALISH HERO (MAGIC: THE GATHERING) ◊ POWER LEVEL — 5
          MINION RANK — 4


          Benalia has a complex caste system that changes with the lunar year. No matter what the season, the only caste that cannot be attained by either heredity or money is that of the hero.


          PHYSICAL ABILITIES

          AGILITY
          1
          DEXTERITY
          1
          STAMINA
          1
          STRENGTH
          2

          MENTAL ABILITIES

          AWARENESS
          0
          FIGHTING
          2
          INTELLECT
          0
          PRESENCE
          0

          DEFENSE

          DODGE 5 (+1 from Small Shield)
          FORTITUDE 4
          PARRY 5 (+1 from Small Shield)
          TOUGHNESS 2 (+1 from Protection*)
          WILL 1
          *Leather Armor

          OFFENSE

          Initiative +1
          Crossbow +3 (Damage 3)
          Sword +5 (Damage 5)

          SKILLS

          Acrobatics 2 (+3), Athletics 2 (+4), Close Combat: Blades 2 (+4), Expertise: Unit Tactics 2 (+2), Insight 2 (+2), Intimidation 1 (+1), Perception 1 (+1), Ranged Combat: Bows 2 (+3)

          ADVANTAGES

          Close Attack 1, Inspire 1, Equipment 3

          EQUIPMENT

          Crossbow 6
          Leather Armor 1
          Small Shield 2
          Sword 3

          POWERS

          ◊Banding: Communication 1 +affects others, +area, +continuous, +selective; Enhanced Traits 1 +affects others, +area, +continuous, +selective; Senses 2 +affects others, +area, +continuous, +selective, +sustained — 20 points

          COMPLICATIONS

          Benalish heroes are motivated by their responsibility to their allies and the cause they fight for
          A summoned hero is motivated by the will of the planeswalker who summoned it
          Character Points Abilities 14 + Powers 20 + Advantages 5 + Skills 7 + Defenses 9 = Total 55





          BANDING


          ◊Descriptors – empathy, sensory, talent
          ◊Effect – Detect Emotions, Empathic Link, Enhanced Advantages • 20 points

          Banding (acute, area Senses 2, area Communication 1, and area Enhanced Traits 1 which can all selectively affect others)

          ◊Modifiers – affects others: +1/rank, area: +1/rank, continuous: +1/rank, selective: +1/rank, sustained: +0/rank (Senses), affects others: +1/rank, area: +1/rank, continuous: +1/rank, selective: +1/rank (Communication), affects others: +1/rank, area: +1/rank, continuous: +1/rank, selective: +1/rank, sustained: +0/rank (Enhanced Traits)
          ◊Action – free
          ◊Range – personal
          ◊Duration – continuous
          ◊Results – The hero has the ability feel directed emotions and broadcast emotions; the hero benefits from the Teamwork advantage; the hero can form a band with each member gaining these abilities

          Description

          A Benalish hero has the ability to form a powerful bond between diverse groups of creatures by Banding. They have the empathic ability to share their emotional state with others within 100 feet and to “feel” emotions directed at them (other characters must have a Detect Emotions Sense effect to “feel” the emotions the hero broadcasts).

          They also have the benefits of the Teamwork advantage.

          As a standard action, the Benalish Hero can share these abilities with others within a range of 30 feet. These characters become a part of the hero’s “band”. The hero can choose to grant these effects to any characters she can accurately perceive within the effect area. All such characters gain the benefits of the Teamwork advantage as well as the hero’s empathic abilities (allowing them to detect and communicate their emotions to anyone other banded characters).

          The empathic connection of the band does not allow communication as effective as language and does not act as a substitute for language, but it does enhance the ability of the band to respond as a unit. The band knows when one of its members is in danger, confident, confused or hurt, for example. Very simple concepts such as “come”, “flee”, “go” or “help” can be understood when shared. The receiver of the emotions must succeed an Insight check to interpret the emotional concept correctly. The difficulty of this check is typically easy (DC 5) unless the band members are very different sorts of creatures.

          A benalish hero can continue to add members to the band by using another standard action. All members remain banded until the hero removes them from the band (as a free action). The banded characters can use their band abilities until then, even if the hero should lose consciousness. If the hero dies, the gamemaster decides if the banding effect disperses immediately or if it persists for a time. In any case, the abilities fade at the end of the scene.



          Planeswalkers can summon a Benalish hero with the following spell:



          BENALISH HERO


          ◊Descriptors – magic, spell, summon, White
          ◊Effect – Summon 5 • 26 points

          Summon Hero (Summon 5 with heroic, mental link, and responsive)

          ◊Modifiers – heroic: +2/rank, mental link: 1 flat point, responsive: +1/rank
          ◊Action – standard
          ◊Requirement – access to one white mana resources
          ◊Range – close
          ◊Duration – sustained
          ◊Results – one PL - 5 Benalish hero

          Description

          You can summon one Benalish hero as a standard action.

          The hero appears in the nearest open space beside you and has her own initiative (see Initiative in Running the Game). She acts starting on the round after you summon her.

          Directing the hero to do something is a free action for you, but she generally does as she is told until a task is completed.

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

          If incapacitated, the hero disappears. She recovers normally and you cannot summon her again until she has completely recovered. The hero will also vanish if your effect is not maintained, or is countered or nullified.

          For more information and rules regarding Minions see Running the Game.
          My M&M conversions blog
          http://kanestarkillerd20.blogspot.com/

          My Star Wars M&M setting blog
          http://starwarsmandm3e.blogspot.com/

          Comment


          • #6
            Re: Magic: The Gathering

            Originally posted by MissRo View Post
            This is really awesome! M:TG is one of my favourite settings.
            I second that! Quite a while back I asked if anyone had ideas for making house rules for an mtg setting, and apparently now someone's makin' them. Kudos!
            I've always said self deprecation is the purest form of humor. Probably why I'm such an awful comedian.

            Comment


            • #7
              Re: Magic: The Gathering

              I was a bit late for magic Monday on the East Coast...

              https://kanestarkillerd20.blogspot.c...gathering.html





              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

              AGILITY
              2
              DEXTERITY
              -2
              STAMINA
              4*
              STRENGTH
              8*
              *+4 due to large size

              MENTAL ABILITIES

              AWARENESS
              1
              FIGHTING
              2
              INTELLECT
              0
              PRESENCE
              1

              DEFENSE

              DODGE 5*
              FORTITUDE 6
              PARRY 5*
              TOUGHNESS 9**
              WILL 8
              *-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)

              SKILLS

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

              ADVANTAGES

              Close Attack 2, Favored Environment: Swamp, Great Endurance, Improved Initiative 1

              EQUIPMENT

              —

              POWERS

              ◊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 +area, +attack -or- Movement 2 +increased mass — 6 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 69 + Advantages 5 + Skills 6 + Defenses 20 = Total 116





              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 2 or Dimension Travel 2• 6 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, 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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              • #8
                Re: Magic: The Gathering

                https://kanestarkillerd20.blogspot.c...nightmare.html

                (Summon) Nightmare


                ◊Descriptors – Black, magic, spell, summon
                ◊Effect – Summon 8 • 11 points

                Summon Nightmare (Summon 8)

                ◊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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                • #9
                  Re: Magic: The Gathering

                  As you can see, I don't have a consistent conversion style for spells yet. I'm trying different things and expect that at some point there will be more parity between spells of a certain casting cost (in MTG). Right now I'm more interested in the setting and the creatures/characters than the spells. When things start clicking together better (at least in my brain) I'll go back and update some things on my blog accordingly.

                  With Summon Nightmare I was mostly interested in exploring the idea of a creature with variable power/toughness and how to represent that variability in (RPG) play.
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                  • #10
                    Re: Magic: The Gathering

                    https://kanestarkillerd20.blogspot.c...gathering.html




                    (SUMMON) DRUDGE SKELETONS


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

                    Summon Skeletons (Summon 3)

                    ◊Modifiers – controlled: +1/rank
                    ◊Action – standard
                    ◊Requirement – access to two mana resources, one of which must be black
                    ◊Range – close
                    ◊Duration – sustained
                    ◊Results – you summon a small band of skeletons which fight as a single entity

                    Description

                    Bones scattered around us joined to form misshapen bodies. We struck at them repeatedly—they fell, but soon formed again, with the same mocking look on their faceless skulls.

                    You can summon one PL 3 skeleton horde as a standard action.

                    The skeletons 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 skeletons are dazed (see Conditions), taking only a standard action each round. Directing them to do something is a move action for you, but the horde generally does as you command until a task is completed.

                    The skeletons have no free will and are completely under your direction (as though controlled; see Conditions).

                    If incapacitated, the skeletons disappear unless you activate their Healing effect. The skeletons also vanish if your effect is not maintained, or is countered or nullified.

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





                    DRUDGE SKELETON
                    POWER LEVEL — 2 • MINION RANK — 2


                    STR 2 STA — AGL 1 DEX 0 FGT 1 INT — AWE -1 PRE —
                    ◊Powers: Healing 2 (+affects only objects, -limited, -uncontrolled, +triggered 2), Immunity 45 (Fortitude effects, cold Damage, half Damage effect from slashing and piercing attack effects), Protection 2
                    ◊Advantages: Improved Initiative
                    ◊Skills: none
                    ◊Offense: Init +5, Unarmed +0 (Close, Damage 2)
                    ◊Defense: Dodge 1, Parry 1, Fortitude —, Toughness 2, Will —
                    ◊Notes: A Drudge Skeleton can immediately recover from a Damage effect which would incapacitate or kill it. This effect requires Black many to activate. The Drudge Skeleton is unable to use mana on its own, so another being (generally a planeswalker) must expend the mana to trigger enable ability.
                    Character Points Abilities -27 + Powers 50 + Advantages 1 + Skills 0 + Defenses 0 = Total 24




                    DRUDGE SKELETON BAND
                    POWER LEVEL — 3 • MINION RANK — 3


                    STR 4 STA — AGL 1 DEX 0 FGT 1 INT — AWE -1 PRE —
                    ◊Powers: Band Attack (Multiattack Strength Damage), Growth 2 (+innate, +permanent), Healing 3 (+affects only objects, -limited, -uncontrolled, +triggered 2), Immunity 45 (Fortitude effects, cold Damage, half Damage effect from slashing and piercing attack effects), Protection 2, Swarm (Insubstantial 1, +innate, +permanent, -quirk: limited by the size of individuals)
                    ◊Advantages: Improved Initiative
                    ◊Skills: none
                    ◊Offense: Init +5, Band Attack +0 (Close, Multiattack Damage 4)
                    ◊Defense: Dodge 0, Parry 0, Fortitude —, Toughness 4, Will —
                    ◊Notes: -1 to active defenses, +2 to Strength, and +2 to Toughness from Growth 2
                    A Drudge Skeleton Band can immediately recover from a Damage effect which would incapacitate or kill it by making a Healing check. This effect requires Black many to activate. The Drudge Skeleton is unable to use mana on its own, so another being (generally a planeswalker) must expend the mana to trigger enable ability.
                    Character Points Abilities -27 + Powers 64 + Advantages 1 + Skills 0 + Defenses 0 = Total 38
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                    • #11
                      Re: Magic: The Gathering

                      https://kanestarkillerd20.blogspot.c...hering_27.html



                      BAD MOON


                      ◊Descriptors – Black, enchantment, magic, spell, visual
                      ◊Effect – Enhanced Traits 3• 6 points

                      Bad Moon Enchantment (perception area, perception range, limited Enhanced Traits 3 which affects only others)

                      ◊Modifiers – affects only others: +0/rank, area: +1/rank, increased range: +2/rank, limited: -1/rank, uncontrolled: -1/rank
                      ◊Action – standard
                      ◊Range/Area – any moon you are able to perceive with an accurate sense; all creatures able to perceive the moon with a visual sense
                      ◊Duration – sustained
                      ◊Results – creatures associated with Black mana able to perceive the moon with a visual sense gain +1 to attack checks and toughness

                      Description

                      This spell allows you to enchant the moon (or a local moon if the world you are on has more than one) to grant creatures associated with Black mana enhanced traits. You must be able to perceive the moon with an accurate sense (otherwise, you can’t enchant it).

                      Creatures associated with Black mana gain a +1 bonus to attack checks (1 rank of both the Close Attack and Ranged Attack advantages) and +1 to Toughness defense as long as they are able to perceive the moon with a visual sense. If they lose sight of the moon (due to cover or concealment) they also lose these bonuses until reestablishing visual perception of it.

                      This power has the Uncontrolled modifier due to the fact that you (presumably) cannot control the enchanted moon’s visibility or the ability of Black (mana associated) creatures to perceive it. If you can control this somehow, then remove the Uncontrolled modifier from the effect’s cost.



                      The above version of this spell should be sufficient for the needs of most planeswalkers as it allows them to affect large numbers of creatures at once, however to affect all Black creatures (on anEarth-sized world), the version below could be used instead:



                      BAD MOON


                      ◊Descriptors – Black, enchantment, magic, spell
                      ◊Effect – Enhanced Traits 3 • 60 points

                      Bad Moon Enchantment (close, burst area 22, limited Enhanced Traits 3 which affects only others)

                      ◊Modifiers – affects only others: +0/rank, area: +22/rank, limited: -2/rank, reduced range: -1/rank
                      ◊Action – standard
                      ◊Range/Area – close 32,000 mile burst
                      ◊Duration – sustained
                      ◊Results – creatures associated with Black mana gain +1 to attack checks and toughness

                      Description

                      Creatures associated with Black mana gain a +1 bonus to attack checks (1 rank of both the Close Attack and Ranged Attack advantages) and +1 to Toughness defense.

                      This spell can only be cast if the moon is full or gibbous (whether or not it is visible).
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                      • #12
                        Re: Magic: The Gathering

                        https://kanestarkillerd20.blogspot.c...l-trident.html




                        (SUMMON) MERFOLK OF THE PEARL TRIDENT


                        ◊Descriptors – Blue, magic, spell, summon
                        ◊Effect – Summon 4 • 12 points

                        (Summon) Merfolk of the Pearl Trident (Summon 4)

                        ◊Modifiers – controlled: +1/rank
                        ◊Action – standard
                        ◊Requirement – access to one blue mana resources
                        ◊Range – close
                        ◊Duration – sustained
                        ◊Results – you summon a small band of merfolk which fight as a single entity

                        Description

                        “The merfolk of the Pearl Trident have risen from the waves since the earliest days, at times allies to humans, other times enemies. Now their power is cresting again, and who can say which way the new tide will flow.”
                        —Kalis, Onean scholar

                        You can summon one PL 5 band of Pearl Trident merfolk band as a standard action.

                        The merfolk 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 merfolk are dazed (see Conditions), taking only a standard action each round. Directing them to do something is a move action for you, but the band generally does as you command until a task is completed.

                        The merfolk have no free will and are completely under your direction (as though controlled; see Conditions).

                        If incapacitated, the merfolk disappear. They recover normally and you cannot summon an incapacitated minion until it has completely recovered. The merfolk also vanish if your effect is not maintained, or is countered or nullified.

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






                        MERFOLK INDIVIDUAL
                        POWER LEVEL — 2 • MINION RANK — 2


                        STR 1 STA 2 AGL 1 DEX 1 FGT 2 INT 0 AWE 0 PRE 0
                        ◊Powers: Enhanced Athletics 4 (Limited to Swimming), Immunity 1 (drowning), Movement 1 (Environmental Adaptation, Aquatic), Protection 1, Senses 1 (Low-light Vision), Swimming 3
                        ◊Equipment: Trident
                        ◊Advantages: Equipment 1, Favored Environment: Underwater
                        ◊Skills: Athletics 2 (+3), Close Combat: Polearms 2 (+4)
                        ◊Offense: Init +1, Trident +4 (Close, Dangerous, Disarming Reach, Damage 4)
                        ◊Defense: Dodge 2, Parry 2, Fortitude 2, Toughness 3, Will -1
                        ◊Notes: Swimming checks are made at +11 due to Enhanced Athletics
                        Character Points Abilities 12 + Powers 10 + Advantages 2 + Skills 2 + Defenses 1 = Total 27




                        BAND OF PEARL TRIDENT MERFOLK
                        POWER LEVEL — 5 • MINION RANK — 4


                        STR 3 STA 4 AGL 0 DEX 0 FGT 2 INT 0 AWE 0 PRE 0
                        ◊Powers: Band Attack (Damage 2, Strength-based, Multiattack and Selective on 5 Damage; Damage 2, Strength-based, Burst Area and Selective on 5 Damage), Enhanced Athletics 4 (Limited to Swimming), Growth 2 (+innate, +permanent), Immunity 1 (drowning), Movement 1 (Environmental Adaptation, Aquatic), Protection 2, Senses 1 (Low-light Vision), Swarm (Insubstantial 1, +innate, +permanent, -quirk: limited by the size of individuals), Swimming 3
                        ◊Advantages: Favored Environment: Underwater
                        ◊Skills: Athletics 2 (+3), Close Combat: Band Attack 3 (+5), Perception 3 (+4)
                        ◊Offense: Init +0, Band Attack +5 (Close, Multiattack Selective Damage 5 or Burst Area, Selective Damage 5)
                        ◊Defense: Dodge -1, Parry 1, Fortitude 4, Toughness 6, Will 0
                        ◊Notes: -1 to active defenses, +2 to Strength, and +2 to Stamina from Growth 2; Swimming checks are made at +11 due to Enhanced Athletics
                        Character Points Abilities 10 + Powers 33 + Advantages 1 + Skills 4 + Defenses 0 = Total 48
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                        • #13
                          Merfolk of the Pearl Trident

                          https://kanestarkillerd20.blogspot.c...l-trident.html


                          (SUMMON) MERFOLK OF THE PEARL TRIDENT


                          ◊Descriptors – Blue, magic, spell, summon
                          ◊Effect – Summon 4 • 12 points

                          Merfolk of the Pearl Trident (Summon 4)

                          ◊Modifiers – controlled: +1/rank
                          ◊Action – standard
                          ◊Requirement – access to one blue mana resources
                          ◊Range – close
                          ◊Duration – sustained
                          ◊Results – you summon a small band of merfolk which fight as a single entity

                          Description

                          “The merfolk of the Pearl Trident have risen from the waves since the earliest days, at times allies to humans, other times enemies. Now their power is cresting again, and who can say which way the new tide will flow.”
                          —Kalis, Onean scholar

                          You can summon one PL 5 band of Pearl Trident merfolk band as a standard action.

                          The merfolk 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 merfolk are dazed (see Conditions), taking only a standard action each round. Directing them to do something is a move action for you, but the band generally does as you command until a task is completed.

                          The merfolk have no free will and are completely under your direction (as though controlled; see Conditions).

                          If incapacitated, the merfolk disappear. They recover normally and you cannot summon an incapacitated minion until it has completely recovered. The merfolk also vanish if your effect is not maintained, or is countered or nullified.

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



                          MERFOLK INDIVIDUAL
                          POWER LEVEL — 2 • MINION RANK — 2


                          STR 1 STA 2 AGL 1 DEX 1 FGT 2 INT 0 AWE 0 PRE 0
                          ◊Powers: Enhanced Athletics 4 (Limited to Swimming), Immunity 1 (drowning), Movement 1 (Environmental Adaptation, Aquatic), Protection 1, Senses 1 (Low-light Vision), Swimming 3
                          ◊Equipment: Trident
                          ◊Advantages: Equipment 1, Favored Environment: Underwater
                          ◊Skills: Athletics 2 (+3), Close Combat: Polearms 2 (+4)
                          ◊Offense: Init +1, Trident +4 (Close, Dangerous, Disarming Reach, Damage 4)
                          ◊Defense: Dodge 2, Parry 2, Fortitude 2, Toughness 3, Will -1
                          ◊Notes: Swimming checks are made at +11 due to Enhanced Athletics
                          Character Points Abilities 12 + Powers 10 + Advantages 2 + Skills 2 + Defenses 1 = Total 27



                          BAND OF PEARL TRIDENT MERFOLK
                          POWER LEVEL — 5 • MINION RANK — 4


                          STR 3 STA 4 AGL 0 DEX 0 FGT 2 INT 0 AWE 0 PRE 0
                          ◊Powers: Band Attack (Damage 2, Strength-based, Multiattack and Selective on 5 Damage; Damage 2, Strength-based, Burst Area and Selective on 5 Damage), Enhanced Athletics 4 (Limited to Swimming), Growth 2 (+innate, +permanent), Immunity 1 (drowning), Movement 1 (Environmental Adaptation, Aquatic), Protection 2, Senses 1 (Low-light Vision), Swarm (Insubstantial 1, +innate, +permanent, -quirk: limited by the size of individuals), Swimming 3
                          ◊Advantages: Favored Environment: Underwater
                          ◊Skills: Athletics 2 (+3), Close Combat: Band Attack 3 (+5), Perception 3 (+4)
                          ◊Offense: Init +0, Band Attack +5 (Close, Multiattack Selective Damage 5 or Burst Area, Selective Damage 5)
                          ◊Defense: Dodge -1, Parry 1, Fortitude 4, Toughness 6, Will 0
                          ◊Notes: -1 to active defenses, +2 to Strength, and +2 to Stamina from Growth 2; Swimming checks are made at +11 due to Enhanced Athletics
                          Character Points Abilities 10 + Powers 33 + Advantages 1 + Skills 4 + Defenses 0 = Total 48
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                          • #14
                            Royal Assassin

                            https://kanestarkillerd20.blogspot.c...gathering.html


                            ROYAL ASSASSIN (MAGIC: THE GATHERING) ◊ POWER LEVEL — 9
                            MINION RANK — 5


                            Trained in the arts of stealth, the royal assassins choose their victims carefully, relying on timing and precision rather than brute force.


                            PHYSICAL ABILITIES

                            AGILITY
                            3
                            DEXTERITY
                            2
                            STAMINA
                            1
                            STRENGTH
                            1

                            MENTAL ABILITIES

                            AWARENESS
                            2
                            FIGHTING
                            2
                            INTELLECT
                            1
                            PRESENCE
                            1

                            DEFENSE

                            DODGE 3
                            FORTITUDE 3
                            PARRY 4
                            TOUGHNESS 1
                            WILL 4

                            OFFENSE

                            Initiative +7*
                            Dagger +12 (Close, Dangerous Damage 2)
                            Sovereign Slaying +2 (Close, Affliction 16)
                            *See Majestic Mark

                            SKILLS

                            Athletics 4 (+5), Close Combat: Dagger 10 (+12), Deception 8 (+9), Intimidation 4 (+5), Perception 4 (+6), Stealth 10 (+13)

                            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

                            EQUIPMENT

                            Dagger

                            POWERS

                            ◊Majestic Mark: Enhanced Advantages 4 -partially limited — 3 points
                            ◊Sovereign Slaying: Affliction 16 -limited, -limited degrees — 4 points

                            COMPLICATIONS

                            A royal assassin is motivated by their loyalty to the crown and by the will of the planeswalker who summons them
                            Character Point Totals Abilities 26 + Powers 7 + Advantages 10 + Skills 20 + Defenses 6 = Total 69





                            MAJESTIC MARK


                            ◊Descriptors – talent
                            ◊Effect – Enhanced Advantages 4 • 3 points

                            Majestic Mark (partially limited Enhanced Trait 4)

                            ◊Modifiers – partially limited
                            ◊Action – free
                            ◊Range – personal
                            ◊Duration – sustained
                            ◊Results – A royal assassin gains several advantages over his target

                            Description

                            A royal assassin ceaselessly practices his art. He gains the benefits of the Assessment advantage and spends every moment of interaction considering how best to quickly and quietly dispatch an assessed character. When encountering a previously (in a different scene) assessed character, the assassin enjoys the benefits of the Favored Foe advantage against them. In addition, the assassin gains +8 to initiative if he instigates combat with that character (equivalent to two ranks of the Improved Initiative advantage).


                            SOVEREIGN SLAYING


                            ◊Descriptors – martial, talent
                            ◊Effect – Affliction 16 • 4

                            Sovereign Slaying (limited Affliction 16 with limited degrees)

                            ◊Modifiers – limited: -1/rank, limited degrees:-2/rank
                            ◊Action – standard
                            ◊Range – close
                            ◊Duration – instant
                            ◊Results – target dying (three or more degrees)
                            ◊Resist – Fortitude

                            Description

                            A royal assassin can attempt to dispatch an unprepared foe. The subject must be defenseless, exhausted, fatigued or unaware for the assassin to target them with this ability. If the subject fails a DC 26 Fortitude resistance check by three degrees or more (a check result of 11 or less), it is dying (see Conditions).
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                            • #15
                              Shatter

                              https://kanestarkillerd20.blogspot.c...gathering.html


                              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
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