GLYPHS RPG BLUEPRINT V-1.0

Transcription

GLYPHS RPG BLUEPRINT V-1.0
The Powers of Enchantment alter the
state of an Object or living being.
Enchantment is exclusive to the Magus
Archetype
and
includes
the
manipulation of subtle forces including
Ether, Time, and offers Protection versus
attacks and conditions.
Through Enchantments, The Magus
weakens opponents through a variety of
status
ailments,
offers
nearly
impenetrable defenses and brings life
into otherwise inanimate objects. The
Magus functions as a more practical
wielder of magic.
Activation
Enchantment Powers consume 1 Instant
per Power Level to activate, and last for
X Instants. Enchantments are activated
through rituals or simultaneous power
words and gestures.
CORRODE
The Magus commands a rust colored haze and directs it towards metallic objects in range, such as weapons or armor. Any such
object successfully affected by this Power suffers varying levels of corrosion and potential ruin. Any corroded weapon will suffer
effectiveness penalties until it is restored.
EFFECTS:. T1: Mild Corrosion
(Metallic Weapon: -1 FHP / Advantage)
(Metallic Armor: -1/4 AHP)
T2: Heavy Corrosion (Metallic Weapon: -5 FHP / Advantage)
(Metallic Armor: -1/2 AHP)
T3: Full Ruin
(Metallic Weapon: 0 FHP / Advantage)
(Metallic Armor: 0 AHP)
RANGE: M3- D2 DAMAGE: Corrosion DURATION: Permanent ETHER: 10 EP
LEVELS: LV1: Range: M3 Object Size: SSS, SS, S, M LV2: Range: M4 Object Size: L LV3: Range: D2 Object: LL
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'CIRCLE.'
MELD
A handy Power with multiple applications. The Magus can press two or more Objects together and permanently meld them. This
leads to many practical possibilities, such as the repair or creation of special objects, armor and weapons.
EFFECTS: Objects can be melded together at the molecular level. The Magus must physically be able to handle the objects.
RANGE: Touch DAMAGE: N/A DURATION: Permanent ETHER: 10 EP per application
LEVELS: LV1: Ether: 10 EP per application LV2: Ether: 7 EP per application LV3: 5 EP per application
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'SQUARE.'
TRANSMUTE
The Power to alter the molecular structure of matter is an Alchemist's key achievement. This magical Power infuses the Magus with the
ability to transform the material properties of a small object into those of another through touch. The source object must be held in
one hand, while the Magus's other hand touches the object or substance to be Transmuted.
EFFECTS: The Magus can change the molecular structure of any physical object or liquid.
RANGE: Touch DAMAGE: N/A DURATION: Permanent ETHER: 20 EP per application
LEVELS: LV1: Transmute 'SSS' Objects LV2: Transmute 'SS' Objects LV3: Transmute 'S' Objects
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'CIRCLE.'
1
1
Powers
Enchantment - 1
SHIELD
The Magus casts a shield of protection versus Powers on a specific target within range. This can manifest as an invisible field or
luminescent aura granting immunity against all Powers having a direct effect on the target. Powers that affect or enhance the subject,
such as super speed or strength, are not affected by the Shield power.
EFFECTS: Temporary immunity from Powers that negatively affect the target.
RANGE: D2 - D4 DAMAGE: N/A DURATION: 1 Instant. Lasts X Counts ETHER: 10 EP
LEVELS: LV1: Range: D2, Dur: 1 Minute Count LV2: Range: D2, Dur: 3 Minute Count LV3: Range: D2, Dur: 5 Minute Counts
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'SQUARE.'
GLASS SPHERE
A crystalline sphere envelops the Magus or select targets, forming an indestructible barrier against physical damage. Additionally,
the Glass Sphere has self contained gravity, levitating in any direction the Magus wills it to. If the Magus's EP expends while this
Power is active, the Glass Sphere shatters, and its sharp debris inflicts #1 Cleaving damage on the caster.
EFFECTS: Protection Vs Physical damage. Levitation at 1 FT per Instant.
RANGE: Self – S1 – D3 DAMAGE: N/A DURATION: 1 Minute Count. ETHER: 15 EP per 1 Minute Count.
LEVELS: LV1: Protection of Self LV2: Protection of other target LV3: Simultaneous protection of all targets within a D3 Radius.
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'SQUARE.'
ASTRAL WIND
A beautiful and equally debilitating Power. The Magus directs a wind of etheric particles into a group of enemies. Those caught in
the Astral Wind are drained of TX EP. If a target's EP falls to or below 0, then the Astral Wind sweeps its soul out from its body.
Should this occur, the subject's soul will reside in an Astral Plane corresponding to its Polarity until resurrected.
EFFECTS: Drains TX EP from all targets in range. Sweeps soul to the Astral Planes if target's EP reaches 0.
RANGE: D2-D4 DAMAGE: N/A DURATION: 5 Second Counts ETHER: 20 EP per 5 Second Counts
LEVELS: LV1: Range: D2 LV2: Range: D3 LV3: Range: D4
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'SQUARE.'
2
2
Powers
Enchantment - 2
LEVITATION
The Magus directs a psychokinetic field around a subject that allows it to float free from the constraints of gravity. Heavier targets can
be levitated as this Power is developed. While Levitation is activated, subjects can travel in any direction similar to flight but at a
base speed of 3 Feet / Instant. Inanimate objects can be moved and organized by the caster as if through telekinesis.
EFFECTS: The Magus and all targets in range are able to levitate and float through the air.
RANGE: Self - M4 - D2 DAMAGE: N/A DURATION: 1 Minute Counts ETHER: 5 EP
LEVELS: LV1: Levitate Self LV2: Levitate Other. Range: M4. Object Size 'L' LV3: Levitate Group. Range: D2. Object Size ' LL'
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'SQUARE.'
POWER siphon
Power Siphoning allows the Magus to borrow and use any Power from a targeted Entity or Sorcerer, Priest or Marvel Archetype
Character as if it were his own. First, Power Siphon must be activated and successfully strike its target, which consumes 1 Instant.
During the Magus's following Instant, the Siphoned Power may be used. In order to reuse a Power during an encounter loop, the
Power must be Siphoned during each attempt.
EFFECTS: Borrow the Power of a Priest, Sorcerer or Marvel in range.
RANGE: M4 DAMAGE: N/A DURATION: Relative ETHER: 5 EP + EP Relative to the Power being Siphoned.
LEVELS: LV1: Siphon and use Power @ LV1 LV2: Siphon and use Power @ LV2 LV3: Siphon and use Power @ LV3
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'SQUARE.'
ISOLATION
A cone of thick white vapor sprays out from the Magus's wide-open palm and is directed towards a target's face or other sensory
zone. Upon contact, the vapor overwhelms the targets senses and simulates a sense of sudden isolation from the world by
simultaneously rendering a target blind, deaf and mute. If this Power only makes contact with a single sensory organ, as in the case
of certain Entities, then only the corresponding sense will be affected.
EFFECTS: Render a single target Blind, Deaf and Mute for #1 Minutes.
RANGE: M3 - S1 DAMAGE: N/A DURATION: Varies on Ether ETHER: 10 EP
LEVELS: LV1: Range: M3 LV2: Range: M4 LV3: Range: S1
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'SQUARE.'
3
3
Powers
Enchantment - 3
ANIMATION
A brilliant spark snaps out from the caster's fingertip, bringing an inanimate object to life through a form of remote Enchantment. The
Animated Object can be pre-programmed with a specific task or function autonomously while not under the Magus's direct control.
Only the original caster can command them until the Power wears off. While the Animation Power is active, the Object assumes the
caster's Polarity, Personality, Attributes and Modifiers. If the Object lacks the ability to move in a conventional manner, it levitates or
flies at a base speed of 5 Ft / Instant. Should this Power fail, the Architect has the option of randomly assigning the Object a Polarity
and Personality rather than it not being Animated.
EFFECTS: Animate, control and program Objects within range.
RANGE: S1 DAMAGE: N/A DURATION: Relative to Level ETHER:
LEVELS:
20 EP
LV1: Object Size: Up to 'S'. Lifespan: 1day.
Communication: Object can receive commands, but not communicate.
LV2: Object Size: Up to 'M'. Lifespan: 1 Week. Communication: Object can telepathically communicate with the caster.
LV3: Object Size: Up to 'L'. Lifespan: Caster's lifespan. Communication: Object can verbally communicate with anyone.
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'CIRCLE.'
DISPEL
This Power grants Magus derived Characters the ability to completely nullify the effects of specific Powers from a single target or
area. A most useful ability often used to remove hexes, barriers, enchantments, and permanent effects.
EFFECTS: Nullify the effects of a Power. The level of Powers affected is proportionate to the Level that Dispel is developed.
RANGE: D3 DAMAGE: N/A DURATION: 1 Instant ETHER: Vs. LV1: 5 EP, Vs. LV2: 10 EP, Vs. LV3: 15 EP
LEVELS: LV1: Nullify LV1 Power Effects. LV2: Nullify LV2 Power Effects. LV3: Nullify LV3 Power Effects.
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'CIRCLE.'
ENRICH
Even the most bland or foul tasting consumable substance is Enriched using this Enchantment. Any consumable such as food or drink
has its Flavor Rank magically amplified to LV3. This maximizes EP recovery benefits to those who eat or drink the affected
consumable. This Power is especially useful after a period of intense activity that requires a high level of nourishment and recovery.
EFFECTS: The Magus amplifies the Flavor Rank of targeted consumables to LV3 'Rich.'
RANGE: M1, D2 DAMAGE: N/A DURATION: Varies on Ether ETHER: 1 EP per 1 Pound
LEVELS:
TOKEN:
LV1: Enrich up 5 Lbs of food or drink. Range: M1
LV2: Enrich up 20 Lbs of food or drink.
LV3: Enrich all food and drink. Range: D2
This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'SQUARE.'
4
4
Powers
Enchantment - 4
COMPONENTRY
At the simple wave of a hand, Objects within range are instantly disassembled into their base components. Likewise, Objects can
also be fully assembled if all of their components are available. The Componentry Power affects inanimate Objects including Items,
Armor, Weapons, and Vehicles.
EFFECTS: Fully assembles or disassembles the components of any Object.
RANGE: M4, D2 DAMAGE: N/A DURATION: 1 Instant ETHER: 15 EP
LEVELS: LV1: Object Size: Up to 'S'. LV2: Object Size: Up to 'M'. LV3: Object Size: Up to 'L'. Range D2
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'CIRCLE.'
ELEMENTAL WEAPON
This Enchantment remotely empowers a single weapon with the Elemental properties of Earth, Fire, Water or Air. The target weapon
takes on a vivid aura with Elemental qualities, and inflicts Elemental damage in addition to conventional damage.
EFFECTS: Endows a single weapon with Elemental properties.
RANGE: S1, D2 DAMAGE: N/A DURATION: #1 Instants ETHER: 3 EP per Instant
LEVELS: LV1: Earth, Fire, Water or Air qualities. LV2: 1 EP per Instant LV3: Range: D2
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'CIRCLE.'
STASIS
The Magus subtly manipulates the properties of space-time. A transparent blue wave flashes over the targets, which are brought to a
slowed pace or a frozen halt entirely. This includes their momentum and actions from any weapons or powers. While this
Enchantment is in effect, events transpire in slow motion, or pause momentarily.
EFFECTS: The Magus slows or stops time for a specific target or radius.
RANGE: S1, D2 DAMAGE: N/A DURATION: Varies on Ether ETHER:
LEVELS:
5 EP per Instant
LV1: SLOW: Single objects and target's moving speed and combat modifiers are reduced to 1 for #1 Instants. Target sizes: 'M'
LV2: STOP: Single objects and targets movement is stopped in time for #1 Instants. Target sizes: 'L'
LV3: RADIAL STASIS: All objects and targets in a D2 Radius are stopped or slowed for T1 Instants. Target sizes: 'LL'
TOKEN: This Power is activated by ‘Sliding‘ the Token into the Action Grid's 'CIRCLE.'
5
5
Powers
Enchantment - 5