Jump to content



Photo

Homebrewed Magnus


  • Please log in to reply
72 replies to this topic

#21 ElricOfMelnibone

ElricOfMelnibone

    Member

  • Members
  • 886 posts

Posted 09 January 2012 - 03:00 AM

For Tengen Toppa Gurren Lagann Lovers: Spiral Warriors are detailed in the "Homebrewed Advantages/Disadvantages" thread, and Tengen Toppa techniques are in the "New Techniques" thread.

 

RANSFORMATION: GATTAI, SPIRAL UNION OF TWO SOULS
Requirements: Attack250+, Defense250+, Dex11+, Con11+, Pow11+, Wil11+, Zen.
Blood Bond: Spiral Warrior.
Cost: 60 MK: 50
The supreme power of Spiral Warriors consists in using the Gattai, with which they combine their soul with someone else in order to obtain supreme power. Although the effects of this Magnus look similar to the Fuse spell from the Creation Path, it’s not a mere fusion and the capacities of both individuals participating in a Gattai are greatly increased, thanks to the spiral power that increases exponentially. The use of this power is considered pure madness by those who witness it, since reality rules seem to bend and somehow matter is generated by the union of the two individuals. Unfortunately, the greatest limit of Gattai resides in the fact that the Spiral Warrior must have a strong bond with anyone he/she’s attempting Gattai with.
In order to use this Magnus, the Spiral Warrior must be within 50m of the character he/she’s attempting Gattai with. Both characters must spend 1 generic Ki point per 5 points of Presence they have in order to perform Gattai, but after its complete it can be maintained indefinitely. Gattai requires an entire turn to complete, during which the two characters won’t be affected by anything around them, since they’re enveloped in an alternate reality. The effects of Gattai are the same as for the Creation Spell Fuse, but with the following differences. Fist, both characters are in control of the Gattai form and choose together its Actions, by sharing a complete telepathic link. Should the two characters be in conflict for any reason, the Willpower check is used each turn to determine who’s in control with the Spiral Warrior applying a +3 to his/her Willpower to the check, but even then, if the difference between the two scores is 5 or lower, the Gattai form will suffer a -20 All Action Penalty that will be further increased to -40 if the difference between the two scores is 1. Should the Willpower check be a draw, the Gattai breaks and the two characters are immediately separated, suffering a -80 All Action Penalty in the same turn they break in this way. The characteristics are equal to the highest among the two characters plus 1 for each +5 bonus conferred from the unused characteristics. Each Primary/Secondary Ability is equal to the highest value among those of the two characters participating in Gattai, plus 25% (round down at multiples of 5) of the corresponding Primary/Secondary Ability of the other character, only if positive. Ki points, Ki Accumulations, Zeon Points, Magic Accumulation, and Free Psychic Points are the sum of those of the two characters participating in Gattai. While using Gattai, sum the Gnosis and Natura of the two participants (with the usual limit of 20 for Natura). Nemesis Abilities cannot be used by the Gattai form (but any technique possessed by the other user can), even if the other character participating in it has learned them, but any technique from the Tengen Toppa tree has all its effects increased by 1 degree. Effects that are already maxed gain an increment of 25%. Finally, the presence of the Gattai form is considered equal to the sum of the Presences of the two characters participating in it. Gattai cannot be combined with any other Transformation Magnus used by either participant.



#22 ElricOfMelnibone

ElricOfMelnibone

    Member

  • Members
  • 886 posts

Posted 14 January 2012 - 03:01 AM

 A little something I had in mind, nothing more than a Lesser Magnus for tanks out there.

TANKER
Requirements: 50+ Withstand Pain.
Blood Bond: None.
Cost: 40 MK: 10
This Magnus consists in an extended training in withstanding blows without surrendering and maintaining a good level of concentration on the fight.
A character using the Tanker Magnus halves Defense penalties when using a Taking Hits Maneuver (but not a Total Attack Maneuver).



#23 ElricOfMelnibone

ElricOfMelnibone

    Member

  • Members
  • 886 posts

Posted 15 January 2012 - 11:36 PM

 One more tanking tool:

CUIRASSIER
Requirements: 100+ Wear Armor.
Blood Bond: None.
Cost: 30 MK: 10
This Magnus optimizes the use of heavy armors for intercepting and deviating incoming attacks.
A character using this Magnus gains a +5Block Bonus if wearing a Soft Armor and +10Block Bonus if wearing a Hard Armor. The character only applies the bonus from a single armor he’s wearing, regardless of worn armors. The Block Bonus is increased by a further +5 for each quality bonus the armor has beyond +10.
 



#24 tasuret

tasuret

    Member

  • Members
  • 43 posts

Posted 21 January 2012 - 05:17 AM

 Where are all the new blood bonds from? I can't find them in the books or on the forums.



#25 brewmaster_vitty

brewmaster_vitty

    Member

  • Members
  • 146 posts

Posted 21 January 2012 - 04:32 PM

this is a lofty one, but bear with me here, i figure i may as well toss this one out there. and i will have to post a weapon to go with it, so a double bonus.

 

this is an addendum to Leo: weapon-pistols; from the book. it involves the combination of a blunderbuss and an ax. but first i will post the stats i have thrown together for the blunderbuss. for those who might not know, the blunderbuss was basically the musket equivalent of a shotgun, it could fire buckshot or just about anything you could cram down the barrel, like rocks, nails, or coins.

blunderbuss: firing type, reload 5, 25 meter range

speed: -25      required str: 8

type: projectile      str: 11

special: complex, (area 5)

fortitude: 9     breakage: -3     presence: 20

 

all attacks made with the blunderbuss are area attacks that can strike up to 5 closely clustered targets, one being blocked does not halt the area attack and all targets are considered hit at the same time.

 

 

buckshot: munition for blunderbuss

damage: 60    type: thrust

fortitude: n/a     breakage: +0    presence: 10

 

makeshift shot: munition for blunderbuss (desperate things like coins or rocks)

damage: 50    type: thrust

fortitude: n/a    breakage: -3    presence: 5

 

 

i'm going to go ahead and put the blunder-axe in another post



#26 brewmaster_vitty

brewmaster_vitty

    Member

  • Members
  • 146 posts

Posted 21 January 2012 - 04:35 PM

= = = =
Leo; blunder-axe
= = = =

this weapon is a sturdy one handed axe with a thin blunderbuss worked into the core of the handle. it has a clip of 1-4 shots, super high quality can raise this as high as 9.

base damage: 70 axe/65 blunderbuss distance: (see blunderbuss range rules)

speed: -30 axe/-25 blunderbuss

primary attack type: cut secondary attack type: impact

breakage: 5 fortitude: 15

required strength: 9/11 presence: 35

special: distance attack and hand-to-hand, combined attack, one or two handed

{note, when making a combined attack the shot only effects the target of the melee attack and does not make an area attack, one cannot make an area attack with the axe and attempt a combined attack}

 

i got a little lazy with this description, i'm sure anyone with DE can fill in the holes.



#27 ElricOfMelnibone

ElricOfMelnibone

    Member

  • Members
  • 886 posts

Posted 21 January 2012 - 09:52 PM

 To tasuret:

New Blood Bonds you see in my homebrewed magnus can be found in the "Homebrewed Advantages/Disadvantages" (or "New Advantages/Disadvantages") topic, which I created, since they're all Blood Bonds I created.

To brewmaster_vitty:

First: did you PERHAPS read CAT? One of the coolest characters (perhaps my favourite, actually) in that awfully unfinished masterpiece (because you CAN'T CALL THAT AN ENDING and it's pretty clear another volume should have been published in order to really have the story make any sense) is armed with a shotgun-axe.

The blunderbluss idea is no bad at all and could be included as a standard weapon for most advanced armies in Gaia.

Actually the reason why Leo Magnus are usually treated as Impossible Weapons is because they have high-tech firearms incorporated (probably most existing Leo are remnants from Solomon or reproduction from Wissenshaft and other organizations with access to Lost Logia lore), BUT there still exist new "weaker" versions of Leo weapons, designed by common armorers with weaker firearm technology. I believe there should be an actual Shotgun-Axe version of it to represent original or advanced versions (which are probably going to be more common than less advanced). But really that's just flavor.

And loving the Shotgun-Axe user in CAT, I can't but love this Leo variant, of course.



#28 ElricOfMelnibone

ElricOfMelnibone

    Member

  • Members
  • 886 posts

Posted 08 February 2012 - 09:46 PM

 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.

TOTAL RECALL
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.
 



#29 ElricOfMelnibone

ElricOfMelnibone

    Member

  • Members
  • 886 posts

Posted 12 February 2012 - 12:43 AM

 And with the new races and blood bonds come the two new magnus...

NEKROS: FINAL DEATH
Requirements: Attack160+, Necromantic Touch, Inhumanity, Void Extrusion, Null Ki, Null Magic, Null Matrices, Null Bonds.
Blood Bond: Type-XXX.
Cost: 80 MK: 80
Type-XXX are all designed with a protocol that activates only when adequate Nemesis Abilities have been developed by the modified Risen. It greatly improves the powers of its Necromantic Touch and allows it to reduce efficiently the opponents’ supernatural capacities.
When making an attack, the user of Nekros may spend nemesis points to access one or both following abilities.
Improved Necrosis: The PhR or MR check difficulty of the Necromantic Touch is incremented by +5 for each 2 Accumulation points the character has (rounding down), up to a maximum bonus of +70. In order to use Improved Necrosis, the character must spend a number of nemesis points equal to his/her Total Accumulation value, before rolling for the Attack.
Nullifying Touch: A target hit by a Nullifying Touch attack suffers a penalty to any Supernatural ability (Ki Accumulation, Zeon Accumulation, Psychic Potential, Summoning Abilities) chosen by the user as if affected the relative Nemesis Ability (Null Ki, Null Magic, Null Matrices, Null Bonds), for the entire turn, unless the user of Nullifying touch possesses Major Null Ki, Major Null Magic, or Major Null Matrices, in which case the target will become affected by the major version of the Nemesis ability. The user can choose to nullify more than one Supernatural Ability of the same target with a single Attack. In order to use Nullifying Touch, the character must spend 5 nemesis points for each Supernatural ability he/she wants to shut down, before rolling for the Attack.

WYRD: ENERGY CONTROL
Requirements: Attack140+, Block140+, Zen, MA200+.
Blood Bond: Royal Fae.
Cost: 40 MK: 40
Combining Magic with fight is normal for Faes, still for those Royal Fae that employ physical combat it becomes unbelievably natural. Wyrd allows them to summon surrounding energies with each attack, fueling their magic with the combat momentum.
Whenever the user of Wyrd inflicts at least 10% damage on an opponent with a physical attack, he/she can immediately cast an Innate Spell as a Passive Action (regardless of the spell), ignoring whether the Fae is Accumulating Magic or not. The maximum Zeon cost of the Innate Spell is incremented by +10 for each 30% damage, the user managed to inflict to an opponent with the physical attack.



#30 Nurddude

Nurddude

    Member

  • Members
  • 141 posts

Posted 22 April 2013 - 12:02 AM

 

Since you think that the Eyes of Death with Capricorn are scary, consider this:

What if you were to add Agnitium: Absolute Eye? It would then allow you to use your Eyes through your weapon AND control its path of trajectory, which is also more accurate.



#31 Latoshi

Latoshi

    Member

  • Members
  • 62 posts

Posted 23 April 2013 - 03:23 AM

Hi I am kinda new to the forums but i saw this thread and thought this may be the best palce to post. I looked over your homebrew magnus and alot of them are interesting i deeply enjoyed the ones you made building off of the Eyes of Death bloodline. I made my own Ars Magnus as well, I based it off of the anime Fairy Tale its ment to replicate the art used by Erza Scarlet. Please let me know what you think of it.

Kanso: Master of Arms
Major Ars Magnus
    Requirements: Attack Ability 140+, Defense Ability 140+, Power 11+, Use of Necessary Energy, Aura Extension, Zen
    Legacy of Blood: None
        DP cost: 40 (Half for Weaponmasters)
        MK cost: 60
    Description: Master of Arms is an Ars Magnus dating back to warriors of legend back before the war of gods.
    It emphasizes the mastery and flexability of all weapons and armors at once. Practicioners of this long
    forgotten art are able to change equipment in a moments notice. This allows the practicioner the ability to
    swap weapons and even armor on the fly.
    
    Effect: This Ars Magnus allows its users to swap weapons and armors from amidst a collection of weapons/armors they have bound to themselves. To bind equipment to the character, the character must make a sigil with thier blood on the item and spend the appropriate amounts of ki (the sigil vanishes after the ritual). The Ki costs are as follows, for weapons the must spend 20 generic ki points, 30 for armor, and 10 for clothing. If the item is magic or of better quality it is harder to bind therfor the character must invest an aditional point of ki for every 10 additional presence past the objects base presence. The ritual take 1 hour to complete after which the piece of equipment is automatically stored and is ready to be called upon. The only restriction to what objects can be bound is that thier quality can never be lower than +0. Once the bond has been made the character can then call upon that piece of equipment at any time from a "pocket dimension" made within his own soul. Swapping is immediate and requires no actions to use however it costs 1 generic ki to swap or call weapons and 2 generic ki points for armor. This cost is cumulative, so to call upon a weapon for example would cost 1 generic ki but to swap weapons would cost 2 generic ki, 1 for returning the current weapon and another 1 to call the new one. There is no limit to when or how many times a character can change weapons or armor within a turn. However, the next turn the character must use the slowest speed amongst the weapons he called upon last turn as well as take the largest penalty to initiative among armors he used last turn (For example Ross swapped armor three times and swapped weapons once, among weapons he swapped from a rapier to a two-handed sword and among armors he swapped between complete leather, full field plate, and an armored longcoat. Becuase of this he would use the speed for the two-handed sword and take the initiative penalty for the full field plate (the largest penalty of the armors he used) when calculating initiative for the next turn). There is a limit to how much equipment can be stored/bound to the character at any one given point. To determine this limit refer to the weight index on page 54 of the core rulebook, the limit is equal to double the natural weight provided by the characters power score (For example Ross has a power score of 11 (the bare minimum) meaning his max limit is equal to 880 pounds of equipment). The basis of this Ars Magnus is based around using a "pocket dimension" to store equipment for later use. The use of this magnus is hard to prevent once the initial bonding ritual is completed. However anywhere that prevents dimensional travel would nullify the powers of this Ars Magnus. This Ars Magnus can be freely combined with ki techniques and other Ars Magnus.
        
    Bonus: Becuase of the nature of this Ars Magnus it reduces the DP cost of Ophuicos: lord of Infinite Swords by
    20 DP.

Cheers! :)


People are not failures simply because they try and fail.

Only when they fail and give up have they truely failed.


#32 Black-Fox

Black-Fox

    Member

  • Members
  • 43 posts

Posted 23 April 2013 - 03:52 PM

I like the concept of your Magnus, and the majority of the write up for it is pretty good. The only thing I dont agree with for it is in the requirements. I dont feel that Zen is necessary for this Magnus, because comapred to any of the others that require Zen, this one is incredibly lacking, so I would advise dropping that, maybe replacing it with Inhumanity if you really feel the need to have something like that. Other wise I really like Magnus and think its some pretty good work.



#33 Nurddude

Nurddude

    Member

  • Members
  • 141 posts

Posted 23 April 2013 - 05:45 PM

Latoshi, love the magnus! I only have 1 question: Would you be able to use any of the swords that are a part of this Magnus with Ophuicos? I just wanted to know what you had in mind, and if that was one of them.



#34 Black-Fox

Black-Fox

    Member

  • Members
  • 43 posts

Posted 23 April 2013 - 06:06 PM

If you already have Ophuicos, and are only interested in swords, then this Magnus would be pointless, as their effects in terms of storing their respective equipment inside the 'essence' of the user is identicle. Plus its quite obvious that the mechanics for storing and binding the items in this Magnus have been take straight from the entry of Ophuicos.

Now I have a feeling that you probably ment it in the terms of: If you already had Kanso, with some swords already binded to it, could you use those swords with Ophuicos?

Seeming that it seems that Kanso is designed to be a precursor to Ophuicos, and that you have already binded it in the exact same way, I would say that it would be possible to use those swords with Ophuicos. Providing that those swords are of at least +10 Quality as required as per the normal rules of Ophuicos.



#35 Latoshi

Latoshi

    Member

  • Members
  • 62 posts

Posted 23 April 2013 - 11:37 PM

Well I love the criticism, but due to the costs in terms of ophuicos I would think you would need to spend the adittional 20 ki to use it in that way becuase then it becomes more a part of you then just being bound to you, on top of that i would consider the sword you just made a part of you with ophuicos to not count towards the weight limit with regards to konso. Adressing Zen, I do see your point but inhumanity at least is a must. do you have any other ideas? I have more ars magnus write ups but id like to have this one refined before I post anymore. Oh and one more thing, this abilities power shines more as to flexibility than anything else say you had multiple armors but say one was "magic" and was flame retardent, while another one was maybe immune to ice damage, the ability to swap these in less than the blink of an eye is a benifit, on top of that the same concept applies for weapons. Being able to swap weapons to fit what your opponent is weak against can potentialy shift the battle in your favor. I think this is more of a magnus that scales with the character as they get stronger.


People are not failures simply because they try and fail.

Only when they fail and give up have they truely failed.


#36 Latoshi

Latoshi

    Member

  • Members
  • 62 posts

Posted 24 April 2013 - 12:35 AM

I was also thinking of lowering or removing the power requirment as the ability to carry equipment is dependant on that already. What do you all think?


People are not failures simply because they try and fail.

Only when they fail and give up have they truely failed.


#37 Black-Fox

Black-Fox

    Member

  • Members
  • 43 posts

Posted 24 April 2013 - 02:13 AM

Hey, glad I could be of some help.

Yeah I made a bit of a mistake there with the binding cost, however that can be very easily with a small section something along the lines of "Combinable with Ophuicos", where you can state that if they get Ophuicos they only have to spend the difference in Ki points to bind it as Ophuicos. You could make it easy by just simply stating that when they do this it no longer counts as a Kanso item, instead of specifically meantioning wight and all. This also works for making it clear that you would no longer have to spend Ki points to bring it out, as Ophuicos weapons dont cost anything to bring out and return.

Inhumanity is a much better fit then Zen, and yeah the Power could probably be lowered a few points, maybe down to somewhere around 8. Also I didnt mean to imply that it is not a very useful or horrible Magnus. As a utility technique it is fantastic, and the possibilities for it huge, and personally I think the Magnus in general is fantastic, when I said it was lacking it was more towards it lethality potential, as a lot of things that have Zen are generally pretty obscene in that department.

As for further ideas for it, honestly there is little that I can think of to improve/enhance the technique itself, as it manages to cover its concept very well. One suggestion I do have though is to maybe segment the write up of it. At the moment it is one just one slab of text, but segmented you could cover each part of the technique and make it nice and easy to look up and read single elements of the Magnus. For example you could have a "Binding Ritual" section, where you put the stuff regarding all the binding information as well as the weight restrictions. A "Requip" section detailing the costs and times of summoning and switching equipment. As well as the aformentioned section concerning Ophuicos and any other section you deem necessary and I think it could look really good.



#38 Nurddude

Nurddude

    Member

  • Members
  • 141 posts

Posted 24 April 2013 - 02:34 AM

Also, just wondering, did you base this Magnus off of Erzas ability in Fairy Tail?



#39 Black-Fox

Black-Fox

    Member

  • Members
  • 43 posts

Posted 24 April 2013 - 03:15 AM

"Hi I am kinda new to the forums but i saw this thread and thought this may be the best palce to post. I looked over your homebrew magnus and alot of them are interesting i deeply enjoyed the ones you made building off of the Eyes of Death bloodline. I made my own Ars Magnus as well, I based it off of the anime Fairy Tale its ment to replicate the art used by Erza Scarlet. Please let me know what you think of it."

 

I would say there is a good chance of that…



#40 Latoshi

Latoshi

    Member

  • Members
  • 62 posts

Posted 24 April 2013 - 06:18 AM

Thanks, I have already reworked The format of the magnus to be easier to read and have changed the labeled requirements. Black-Fox I understand where Zen things are rather obscene but so is the idea of storing items in a pocket dimension created inside of your own soul. As for lethiality It has its own form of lethiality by saying for example: if you where starting combat unarmed you have a +20 to initiative for that turn, then lets say you gain initiative and surprise them barely, you can then mid attack call forth a two handed sword or something of equivalent power and mual past them. Of course you will pay for it the next turn but thats one hell of a way to start combat expecially in one on one combat.

Well before I begin to ramble on more here is the revised Kanso: Master of Arms

Kanso: Master of Arms

Major Ars Magnus

Requirements: Attack Ability 140+, Defense Ability 140+, Power 9+, Use of Necessary Energy, Aura Extension, Inhumanity

                Legacy of Blood: None

                                DP cost: 40 (Half for Weaponmasters)

                                MK cost: 60

                Description: Master of Arms is an Ars Magnus dating back to warriors of legend back before the war of gods. It emphasizes the mastery and flexibility of all weapons and armors at once. Practitioners of this long forgotten art are able to change equipment in a moment’s notice. This allows the practitioner the ability to swap weapons and even armor on the fly.

                Effect: This Ars Magnus allows its users to swap weapons and armors from amidst a collection of weapons/armors they have bound to themselves. To bind equipment to the character, the character must make a sigil with their blood on the item and spend the appropriate amounts of Ki (the sigil vanishes after the ritual). The Ki costs are as follows, for weapons they must spend 20 generic Ki points, 30 for armor, and 10 for clothing. If the item is magic or of better quality it is harder to bind therefore the character must invest an additional point of ki for every 10 additional presence past the objects base presence. The ritual takes 1 hour to complete after which the piece of equipment is automatically stored and is ready to be called upon. The only restriction to what objects can be bound is that their quality can never be lower than +0. Once the bond has been made, the character can then call upon that piece of equipment at any time from a "pocket dimension" made within his very soul. Swapping is immediate and requires no actions to use however it costs 1 generic Ki to swap or call weapons and 2 generic Ki points for armor. This cost is cumulative, so to call upon a weapon for example would cost 1 generic Ki but to swap weapons would cost 2 generic Ki, 1 for returning the current weapon and another 1 to call the new one. There is no limit to when or how many times a character can change weapons or armor within a turn. However, the next turn the character must use the slowest speed amongst the weapons he called upon last turn as well as take the largest penalty to initiative among armors he used last turn (For example Ross swapped armor three times and swapped weapons once, among weapons he swapped from a rapier to a two-handed sword and among armors he swapped between complete leather, full field plate, and an armored long coat. Because of this he would use the speed for the two-handed sword and take the initiative penalty for the full field plate (the largest penalty of the armors he used) when calculating initiative for the next turn). There is a limit to how much equipment can be stored/bound to the character at any one given point. To determine this limit refer to the weight index on page 54 of the core rulebook, the limit is equal to double the natural weight provided by the characters power score (For example Ross has a power score of 11 (the bare minimum) meaning his max limit is equal to 880 pounds of equipment). The basis of this Ars Magnus is based around using a "pocket dimension" to store equipment for later use. The use of this Magnus is hard to prevent once the initial bonding ritual is completed. However anywhere that prevents dimensional travel would nullify the powers of this Ars Magnus. This Ars Magnus can be freely combined with Ki techniques and other Ars Magnus.

                               

                Bonus: Because of the nature of this Ars Magnus it reduces the DP cost of Ophuicos: lord of Infinite Swords by 20 DP. In addition to use swords bound to you with Kanso in cohesion with Ophuicos you must spend an additional 20 generic Ki because in this way it becomes more an extension of your own soul rather than just being bound to you. Once a sword is bound to you as a part of Ophuicos it no longer count towards your weight limit for determining how much equipment you can have stored within the pocket dimension and no longer costs Ki as determined by Kanso, as it is part of Ophuicos now. However this also means you lose the ability to swap to that weapon as fast as you would with Kanso.

Cheers all, I will be sure to post more Ars Magnus for everyone. :)


People are not failures simply because they try and fail.

Only when they fail and give up have they truely failed.





© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS