Ok...new Blood Bonds means new magnus... Here they are!
ARACHNE: KILLING PHLEGM
Requirements: Attack160+, Inhumanity.
Blood Bond: Spider Queen’s Blood.
Cost: 20 MK: 20
Mastering Arachne allows heirs of the Spider queen to transmit ki to their phlegm, turning it into a much more lethal weapon. Not only the phlegm can be made much stronger through the use of ki, but it can also be modified so that it shrinks over time, crushing those trapped in it.
Before making an attack with the Adhesive Phlegm, the user of this Magnus can spend ki points to gain one or more of the following bonuses.
Increased Range: The character can spend 1 ki point to double the range of the Phlegm when used as a Thrown Weapon or spend 5 ki points to extend the area covered by a Phlegm Area Attack to 5m in front of the character and reduce the penalty for the attack to -20.
Stronger Phlegm: For each 1 ki point spent, the user of Arachne may increase the base Strength used by the Phlegm for the Trap check by +1, up to a maximum of 16. If the character develops the Zen ability, the maximum Strength achievable becomes 18. If the phlegm attack affects more opponents than one, the cost is increased to 3 ki points for each +1Strength bonus.
Shrinkage: If the character spends 5 ki points (15ki points for an attack affecting more opponents than one), on a successful trap each following turn trapped opponents will be subject to a Crush Maneuver using the Phlegm’s Strength value.
ENMA: WINGS OF ANNIHILATION
Requirements: Attack250+, Wil13+, Celestial Essence.
Blood Bond: Wings of Death.
Cost: 60 MK: 60
Only in rare cases Enma has been witnessed in Gaia, since it can only be used by Ebudans with Wings of Death and only those who have achieved their Sue’Aman can actually use it. Moreover, those who learn it are usually painfully knowledgeable of its terrifying effects, so they won’t use it except in direst circumstances. The wings of the user become invisible as they are made of pure energy and cut through flesh and metal as if they did not even exist, but what’s more fearsome, they can be released to unleash a lethal rain of feathery destruction on everyone within several miles of the user.
Before making an attack with the Adhesive Phlegm, the user of this Magnus can spend ki points to gain one or more of the following bonuses.
Energy Wings: The character Wings attacks are fully considered Energy based, becoming invisible for those who can’t see magic and intangible for all those who cannot touch Energy.
Merciless Annihilation: In order to use Merciless Annihilation, the character must accumulate 30ki points from any characteristic as if using a Technique. The turn after accumulation has been completed, the user has to make a Wings attack affecting all individuals within a 2km radius, which is considered a Shot Projectile attack, following Energy Wings rules as well as any rule selected from Wings of Death.
TUKE-NAS-TATI DIDA-GA-TILVS-DI: BULL CHARGE
Requirements: Attack180+, Str13+, Con13+.
Blood Bond: Moloch’s Blood.
Cost: 30 MK: 30
Combining a Minotaur’s fury with the keen of a Jayan, Tuka-Nas-Tati Dida-Ga-Tilvs-Di is an Ars Magnus that allows Jayan with Moloch’s Blood to unleash a devastating charge, cutting through enemies as if the user were an unstoppable force of nature.
When declaring a charge, the user of Tuka-Nas-Tati Dida-Ga-Tilvs-Di can spend 10ki points to become able to make a single peanalty-free attack, benefitting from all charge bonuses, against all enemies within reach along the chosen path and gain an additional bonus of +30 to the Attack roll against the primary target of the charge.
ASURA: AEON’S SEALS
Requirements: Lóng Magister, Attack250+, Defense200+, Summon250+, Banish250+, Zen.
Blood Bond: Shura.
Cost: 60 MK: 100
Shura’s that master the art of fighting using Seal Cards are the only ones who can develop it even further, into Asura, a fighting style that imbues the very Seal Cards with the power of the Aeons, turning each attack or defense with them into a manifestation of pure divine power. One of the most powerful feats this Magnus can pull out is the ability to connect the mind to that of great Bodhisattva masters from Deva race, allowing the user to unleash such techniques without actual knowledge of it.
An Asura user benefits from all following bonuses and abilities while fighting using Lóng Impossible Weapon Magnus:
Bodhisattva Channeling: Before making an Attack with Lóng, the user may spend the ki required for a Bodhisattva Attack Technique (without need for accumulating it). The attack has the same range as the Channeled Technique. If the attack manages to inflict at least 10% Damage to the target, it also becomes the target of the Channeled Technique. When channeling Void Eye, the user must make a Lóng attack against all targets within 500m suffering a -20Attack Penalty as if making a Deck Attack. Only targets that are hit by the Lóng Attack will also become targets of the technique. Before making an Defense roll using the Seal Barrier, the user of Asura may spend the ki required for a Bodhisattva Defense Technique. Instead of rolling the Defense will use the Predetermined Defense roll of the technique, as well as any other rule the technique might have. When channeling Safe Zone, it will affect 9 Defenses by the user, and when channeling Total Rebound, the Shield will have the Resistance Points indicated by the technique and can be maintained through turns by paying the technique Maintenance cost. If the character has the Push Techniques Ki ability, he/she can choose to pay double the technique’s cost when channeling it, in order to have its effects (if successful) incremented by 50% as normal. Bodhisattva Channeling cannot be combined with any Supernatural Attack or Defense.
Seal Barrier: Before rolling for initiative the user of Asura may spend 5ki to defend for the duration of the whole turn as if using a Supernatural Shield with a number of Resistance Points equal to the sum of the character’s Summon and Banish values. By spending 3ki before making a Defense roll using the Seal Barrier the user can grant it the same rules of either a Banisher Attack, an Invoker Attack, or an Enchanter Attack, triggering on a successful Defense.
Total Magister: When using Lóng, the character benefits from all six Magister Bonus, regardless of which bonus did he/she choose when taking Long Magister.
SANGE LACRIMA: BLOOD TEAR
Requirements: Attack180+, Inhumanity, Physical Dominion.
Blood Bond: Ancient Vetala’s Blood.
Cost: 40 MK: 40
The Blood Tear is a fighting style employed by very ancient Vetalas as well as those that somehow inherited their powers. It requires ingesting a great quantity of blood and greatly strengthens the Vetala’s Blood Ecstasy, fueling it with the Vetala’s own life energy and turning the Ancient Blooded creature in an unstoppable killing machine, while his/her eyes drop a constant flow of blood tears. Moreover, the closest to death is the Vetala, the stronger, faster and keener he/she becomes, making it increasingly difficult to fight against him/her.
Whenever the user of Sange Lacrima enters in Blood Ecstasy, he/she can choose to empower it with this Magnus by sacrificing 5 Life Points per turn with the following effects. The character applies a bonus of +1 to all his/her characteristics, instead of just one. The All Action bonus is incremented to +20 and also applies to Initiative, Base Damage, and all Resistances. The character completely ignores penalties for pain and fatigue and is considered without unconsciousness. If the user’s Life Points ever drop beyond half the starting value, all bonuses are doubled, and if Life Points ever drop beyond one fourth of the starting value, all bonuses are tripled.
TRANSFORMATION: UNLEASH THE BEAST
Requirements: Attack180+, Defense180+, Inhumanity, Superior Change.
Blood Bond: Beornian.
Cost: 40 MK: 50
By harnessing the power of Beorn by mastery in his own body manipulation, a Beornian Tuan Dalyr can shapeshift into a superior beastly form, one that is kept inside his very own soul and reflects the darkest aspects of that part of it that is no longer human. Such transformation can only be kept active for a very short time, but its seldom needed for it to be used for any longer, especially when the Tuan Dalyr powers are boosted thanks to the Moon favourable position.
Releasing this Transformation can be done as a passive action, but requires an entire turn for the transformation to be active. Each turn the transformation is maintained, the character has to spend 5ki points. While using Unleash The Beast, the character doubles all characteristic bonus gained from the Tuan Dalyr transformation, as well as the Perception bonus. He/she becomes a Damage Accumulation being with a number of extra Life Points equal to 10 times his/her Presence, a natural AT value against all attaks that depends on the final Size of the character, based on his/her Str and Con values, and a Damage Barrier of 10 for each point of AT granted by the transformation. Extra life points are the first lost when suffering damage. Unleash The Beast cannot be combined with any other Transformation Magnus, except for Eliodon and Final Weapon Transformation Magna that can be both combined together, as long as Unleash The Beast is active.
TRANSFORMATION: DEATH MANTIS
Requirements: Attack200+, Defense200+.
Blood Bond: Mimicry Mutation.
Cost: 40 MK: 30
The very rare Mimicry Mutation is employed by few exceptional Ah Chiinche fighters to achieve a really incredible feat in battle, turning them into human-sized mantis, terrifying creatures with astounding reflexes, deadly forelimbs, unbreakable carapace, and membrane wings. Mimicry prefer not using this transformation since it impairs their ability to morph their whole body for a short while, but still it’s a very useful powerful combat feat, used as a last resort by the always endangered Mimicries.
Releasing this Transformation can be done before rolling Initiative, at the beginning of any turn for a cost of 5ki points. Maintenance of the Transformation requires spending 3ki points each following turn. While transformed in the Death Mantis, the natural AT of the Ah Chiinche is increased to 8. The character, gains +4 to his/her Dex and Agi characteristics, a bonus of +2 to the Strength characteristic and a bonus of +30 to the Initiative. The character can still hold weapons with the lower arms, but his/her upper arms and weapons are turned into Enormous-sized Natural Weapons (Base Damage100), with a bonus of +50Damage, +50Critical and negating up to 3 points of the opponents’ AT. The character gains Flight with a Movement value equal to his/her ground Movement (as modified by the incremented Agility). The Mimicry won’t be able to use the Total Morphing ability for one hour for each turn spent in Death Mantis form. Death Mantis cannot be combined with any other Transformation Magnus.
ERGO PROXY: PROXY OF DEATH
Requirements: Wil13+, Attack210+, Defense210+, 400+Zeon.
Blood Bond: Proxy Azoth.
Cost: 70 MK: 70
Only while taking full control of the Proxy, an Homunculus can really unleash the power contained in its unique Azoth nucleus. This allows feats of incredible power, attacks that allow the Proxy to compete with all and any entity in Gaia.
Characters that have mastered Ergo Proxy ignore the Willpower penalty when making checks to control the Proxy or revert to their original shape, caused by being turned as a consequence of low Life Points or suffered Critical. In addition, Ergo Proxy grants the following bonuses if the following two conditions are satisfied. First condition is that the Proxy must be awakened, and second is that the character must have successfully held control of it through a successful Willpower check.
Death Surge: Before rolling for Initiative, the Proxy can spend 50 Zeon Points to gain +30Initiative, increase Natural Weapons Base Damage is increased to 150 and have them negate all opponents’ AT until the end of turn. While Death Surge is active, the penalty for each Additional Attack is decreased to -10.
Full Azoth Access: Whenever using a Natural Technique, all effects of the technique are considered one degree higher if possible. Whenever using a Natural Spell, the spell is considered as casted one casting level higher. Whenever using a Natural Psychic Power, the power is considered as used with one Difficulty Level higher. This bonus is calculated before doubling the numerals due to Proxy Power.
Immortal Body: The Proxy becomes completely immune to the effects of Criticals.
Stable Control: Each time the character successfully passes a Willpower check to seize control of the Proxy, the effect lasts for 5 turns instead of just one.
VACUUM: VOID ATTACKS
Requirements: Pow11+, Attack200+, One with Nothing, Void Aura, Void Extrusion.
Blood Bond: Ginnungagap Blood.
Cost: 50 MK: 50
The last gift made by the Ginnungagap Giant to the Eldeofolds who woke it and survived to get back was a lethal attack they could achieve only while being in Avatar Trance, an attack requiring them to fill their very souls with void and unleash it in either in an attack affecting all those surrounding even in several miles radius or on a single opponent with terrifying effects.
A character must be using the Avatar Trance to be able to use Vacuum. Vacuum grants the two following abilities. Such abilities cannot be combined with the effects of any Ki Technique.
Aura Vacuum: As a Complete Attack Action, the user may choose to make an attack affecting all individuals currently affected from his Void Aura, without suffering any penalty to the Attack Roll, using his/her Base Presence plus his/her Power Bonus as Base Damage. The Attack benefits from the Void Extrusion special rule, attacking on Energy AT and causing Cold Damage. Individuals killed by this attack have their souls completely destroyed. The cost for such attack is equal to 5ki points for each degree of maximum distance achieved by the character’s Void Aura.
Vacuum Pressure: As a Complete Attack Action, the user may choose to make an special attack affecting a single target, benefitting from Void Extrusion. The target has to pass a PhR check as if affected from Void Aura, regardless if he/she had already surpassed it previously and apply a penalty to the Defense roll equal to the Failure Level. The Base Damage of the Attack is incremented by an amount equal to the Failure Level and the attack negates one point of the opponents Energy AT for each full 10 points of Failure Level. Individuals killed by this attack have their souls completely destroyed. The cost for such attack is equal to 15ki points.
Requirements: Con13+, Pow13+, Wil13+, Use of Necessary Energy, Technique Pushing, Combat Aura, Void Aura, 1+ Gifts of The Stars Technique.
Blood Bond: Experimental DNA.
Cost: 60 MK: 60
Total Recall is an ability innately implanted into Experimental DNA Star Children. Due to the importance of such individuals under the Mothership perspective, when they reach sufficient power the Mothership activates special protocols to get past Imperium’s (or their counterparts’) attention more easily. This can be achieved when the Star Child projects to some distance both his/her ki and nemesis, creating a wide interference that allows the Mothership to slip through with its equipment much easier, although such process has a huge cost in terms of physical energy and requires the user to concentrate all his Ki and Nemesis powers into few tasks.
A character must be keeping active both Combat Aura and Void Aura to be able to use Total Recall and gain the following benefits to the Gifts of The Stars techniques used. If a character intends to use Total Recall, he/she must declare it before rolling for Initiative. During a turn Total Recall is used, the character won’t benefit from any Ki or Nemesis ability except for Void Aura, Combat Aura, Use of Necessary Energy, and Technique Pushing.
Fast Recall: Each Fatigue Point spent to increase ki Accumulations grants a bonus to the each Accumulation equal to the character’s Base Accumulation value in the same characteristic, instead of just +1, as far as ki is being accumulated to perform a Gifts of The Stars technique. When pushing a Gifts of The Stars technique through Technique Pushing, instead of accumulating double the technique’s cost, the character accumulates as normal, but at the time he/she executed the technique, he/she loses an amount of ki points equal to the accumulated ki, as if the technique had the Energy Excess disadvantage.
Permanent Recall: When using a Gifts of The Stars technique, the user may spend 1 Fatigue Point per technique Level to make so that its maintenance cost must be paid each 5 turns, instead of each turn. If a Gifts of The Stars technique was pushed through Technique Pushing, the effect of Technique Pushing shall last for the whole duration of the technique.
Unconscious Recall: The character can accumulate ki for Gifts of The Stars techniques and use and maintain them even while Unconscious. Accumulation of ki for Gifts of The Stars techniques is completely unaffected from All Action Penalties of any kind and can only be reduced by the effect of Nemesis Abilities or similar Supernatural means.