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Mano a Mano Fantasy:Magical Powers
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===Magical Qualities=== ;Familiar (CP of the familiar): A familiar is an animal or animal-like companion. It is more intelligent than most animals and it can communicate with it's master telepathically. The CP value of this quality is the CP value of the familiar itself. Familiars are usually inconspicuous animals which are not as tough or powerful as a human. ;Summoning (CP of the summoned creature): Summoning is a quality which allows a character to summon a creature. The quality must specify what creature can be summoned. The CP of the quality is the CP of that creature. A character may have more than one summoning abiltiy, because he must have one summoning quality for each creature he can summon, and he can only summon one creature for each summoning quality. For example a character could have a dragon summoning quality and three fairy summoning qualities allowing him to have up to one dragon and three fairies summoned at any given time. When a creature is summoned it has no damage, but it takes time and concentration to summon a creature, so this cannot be done in combat. When a character summons a creature he must assign the creature a task. This can be as broad as fighting alongside the summoner in the next battle. After completing the task the summoned creature will disappear. ;[[Image:MaMshapeshifting.jpg|241px|right]]Shapeshifting (combines the CP of both forms): Shapeshifting is a quality which allows a character to transform himself into a specific creature. This creature has it's own character sheet and can be totally different from the shapeshifter's normal form. Normal shapeshifting takes time and concentration so a character cannot shapeshift in the middle of combat with this quality. '''Fast shapeshifting''' only requires a single turn to transform into the alternate form or turn back into the character's original form. The CP value of a shapeshifter is a percentage of the total CP of both forms added together. The percentage depends on how often the player can control when his character transforms and how long the transformation takes. {| style="text-align:center" ! width="20" | !! normal !! fast !! align="left" | how often the character must assume a certain form |- | || 40% || 60% || align="left" | the player never decides when to transform |- | || 50% || 70% || align="left" | day, night, odd days, weekdays, weekends, when injured |- | || 60% || 80% || align="left" | 1 day a week, a few days a month, 30 to 90 days a year |- | || 70% || 90% || align="left" | 1 hour a day, on a full moon, when incapacitated |- | || 80% || 100% || align="left" | the player always decides when to transform |} :For example, suppose that four werewolves can transform from 300 CP humans into 400 CP wolves, but they don't transform at the same speed and some have to transform at specific times. The total CP of both forms before adding shapeshifting is 700 CP. :*One is a fast shapeshifter who always controls when he transforms. The CP value of this shapeshifter is 100% of the total or 700 CP. :*The second is a fast shapeshifter who always returns to human form when incapacitated. The CP value of this shapeshifter is 90% of the total or 630 CP. :*The next werewolf is a normal (slow) shapeshifter who always a wolf on Thursdays and also returns to human form when incapacitated. Since Thursdays are hopefully much more common than being incapacitated, the CP value of this shapeshifter is 80% of the total or 560 CP. :*The last werewolf is usually human and never transforms voluntarily, but automatically becomes a wolf when injured. Fortunately he is also a fast shapeshifter: slowly shapeshifting when injured wouldn't give him the more powerful wolf form until after he was done fighting whatever injured him. This werewolf's CP value is 70% of the total or 490 CP. ;Linked Health (10 CP for both characters): Linked health is a quality which allows two characters to combine their toughness. They are both injured if and only if the total damage and stun of both characters is greater than half of their combined toughness. They are both incapacitated if and only if the total damage and stun of both characters is greater than or equal to their combined toughness. This quality always links the same two characters together. Decide which two characters are linked when you give them this quality. Both characters must have the quality. The CP value of linked health is 10 CP for each character. A character with a familiar can have linked health with the familiar. ;[[Image:MaMintangible.jpg|392px|right]]Intangible (50 CP): The character is insubstantial or incorporeal and cannot touch or be touched physically. Although the precise rules might vary between games, intangible characters can usually touch other intangible objects, such as their clothes and other intangible characters. They are also able to walk through walls but they can rest on solid surfaces and take no falling damage. Intangible characters are often able to fly (this requires the separate flight quality.) ;Temporary Intangibility (200 CP): The character can become intangible and return to normal at will. In combat the player controlling the character decides whether the character will become tangible or intangible at the beginning of their turn. The character then remains in that state at least until the character's next turn. ;Invisible (50 CP): The character and his equipment cannot be seen. The character still makes sounds and smells, leaves footprints and reflects echoes and heat and so forth. Shooting the character or hitting the character with a thrown weapon is impossible without successfully detecting the character's position first. The invisible character has a +4 attack modifier when striking and a a +4 defense modifier against all attacks except grappling. The invisible character even has a +2 modifier to grappling attacks and defense against grappling. ;Temporary Invisibility (100 CP): The character can become visible or invisible at will. In combat the player controlling the character decides whether the character will become visible or invisible at the beginning of their turn. The character then remains in that state at least until the character's next turn. ;Ageless (0 CP): An ageless character does not grow older, or stops growing older at a certain age. Although this ability has significant personal advantages, it is worth 0 CP because its subtle disadvantages can be more significant to gameplay. A possible disadvantage of agelessness would be having to change identities every 10 years or so to conceal this quality. ;Immortal (50 CP): The character cannot die, at least not by any means generally available in the game. Immortality does not prevent a character from being injured or incapacitated and recovering at the normal rate. It does include the ability to regenerate lost body parts if necessary. A character cannot have both the ageless and immortal qualities because immortal characters do not grow older or stop growing older at a certain age. ;Invulnerable (100 CP, 300 CP, or 1000 CP): The character cannot receive stun or damage by any means generally available in the game, except possibly for a list of one or more specific weaknesses. The CP value of invulnerability depends on whether the character has weaknesses and how common those weaknesses are. If the character's weaknesses are common enough to be discovered accidentally and easily acquired, then invulnerability is worth 100 CP. If the character's weaknesses are difficult to discover or acquire then invulnerability is worth 300 CP. If the character has no weaknesses then invulnerability is worth 1000 CP.
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