Hi guys! This time I came-up with a few more Magnus. Actually I made a specific Magnus for each and every Blood Pact (including those I created) and for characters with Ancient Blood. I hope you like them and/or release some feedback!
ENHANCING PROTOCOL PT-01: POWER-UP
Requirements: 200+ Generic Ki Points, Zen, 250+ Life Points, 1+ Legacy of Solomon Techniques.
Blood Bond: Ancient Blood.
Cost: 60 MK: 50
This Magnus greatly improves the use of Nanomachines in combat. Those using the Power-Up burn up some of their own life energy to have their powers work better and with greater permanency.
Empower: When using a Legacy of Solomon Technique, the character may sacrifice 10 Life Points per Technique Level in order to have its predetermined Attack or Defense value go up by one Level or sacrifice 20 Life Points per Technique Level in order to have its predetermined Attack or Defense value go up by two Levels. For example, if using the Offensive Protocol AT-01: Thread of Solomon, a character using this Magnus might spend 10 Life Points to reach an Impossible Attack Level (280) or 20 Life Points to reach an Inhuman Attack Level (320). If the Predetermined Attack or Block Level of a Technique is already at Zen Level, each 10 Life Points sacrificed raise the Attack or Defense value by 50 points.
Permanency: When using a Legacy of Solomon Technique, the character may spend 1 Fatigue Point per Technique Level to prolong its effects. Techniques that aren’t sustained or maintained gain Lesser Sustainment, Maintained Techniques have to pay the Maintenance Cost once every 5 turns, and Techniques with Lesser Sustainment gain Major Sustainment.
TRANSFORMATION: PHOENIX
Requirements: 300+Attack, 200+Acrobacies, Zen, Dex11+.
Blood Bond: Kagutsuchi’s Blood.
Cost: 60 MK: 60
With this Transformation Magnus, those with Kagutsuchi’s blood turn their shape into that of a mighty Phoenix, whose flames completely surround their body. With a newly acquired greater control over fire, they become a destructive force, bound to consume whatever comes into contact with them.
While using this Transformation, a character gains the Mystical Flight ability with the same speed as their Movement on earth. They gain a bonus to their Initiative, Attack (or Offensive Projection), Base Damage, MA for accumulating Spells from the Fire Path, and Psychic Potential for using Pyrokinesis equal to the sum of their Strength, Dexterity, and Willpower bonuses. The attacks gain Fire as their primary Attack Type or if they are already based on fire, they get an extra +10 Base Damage. The character is immune to the effects of Fire based attacks while keeping this Transformation active and gains +1 to all of his Accumulations while accumulating for techniques that have at least one effect bound to the Fire Element.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: QUETZALCOATL
Requirements: 300+Dodge, 200+Jump, Zen, Agi11+.
Blood Bond: Boreas’ Blood.
Cost: 60 MK: 60
With this Transformation Magnus, those with Boreas’ blood see their body surrounded by coloured feathers and become surrounded by strong winds. Their elemental bound with air makes them completely unaffected by gravity and allows them to turn the air itself into a lethal weapon.
While using this Transformation, a character gains the Mystical Flight ability with the a speed of 16. They gain a bonus of +50 to their Initiative, Dodge, MA for accumulating Spells from the Air Path and Psychic Potential for using Psychokinesis. The character eliminates the ki cost for Weight Elimination and Levitation Ki Abilities and multiplies by 10 the weight that can be moved through Object Motion and Mass Movement. All attacks from this character are considered distance attacks with a maximum range equal to double their Power characteristic in meters. Such attacks are invisible to all but those capable of seeing Magic and can use either Cut, Impact or Pierce primary Attack Type as chosen by the character attacking.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: PHURISAZ
Requirements: 300+Block, 200+Composure, Zen, Str11+.
Blood Bond: Niflheim’s Blood.
Cost: 60 MK: 60
The strongest power those with Niflheim’s blood can access to is turning into an Ice Giant. This transformation confers incredible control over cold and incredible resistance to the individual’s body. Also, the crystal structure of a Phurysaz alters reality, reflecting all offensive actions directed against this form.
While using this Transformation, a character gains +3 to all of his Accumulations and +50 to his MA while accumulating Ki and/or Zeon for Ice related Techniques or Spells. His Cryokinesis Psychic Powers automatically achieve one additional difficulty level. Also, all Cold based Phisical Resistance checks caused by a character using this transformation increase their difficulty by +50. The character gains +30 to his Defense (or Defensive Projection), and whenever he manages to block an attack, it’s reflected against the offender with a final attack value equal to the one achieved by the attacker.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: ARCHON
Requirements: 300+Attack, 200+Athletics, Zen, Pow11+.
Blood Bond: Rudraksha’s Blood.
Cost: 60 MK: 60
Terrifying to behold, the Archon transformation is the utmost manifestation of Rudraksha’s power in a mortal body. The entire figure of the user becomes immediately surrounded by an immense field of Electric energy, while his own body becomes a conduit of pure electric energy. While in this state, the destructive power of those with Rudraksha’s blood borders the divine, allowing them to waste the same devastation of a wandering storm.
While using this Transformation, a character can only be damaged by attacks that can affect the energy. Also their attacks become completely Energy and Electricity based, being unstoppable for all but those able to damage energy. Psychic Potential of Electromagnetism Psychic Powers used by the character while in this form, is automatically increased two level and spells related to Electricity are automatically cast at one Level higher than they would normally be. All melee attacks from a character in Archaon form affect all targets (friendly or foe) within 10m of the character and inflict +50Damage. When defending, the character is considered as using a Supernatural Shield with 3000 Resistance Points that automatically regenerates completely each turn. Anyone coming into contact with the Archon must pass a PhR check against twice the character’s Presence or suffer equivalent Electric Damage.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: LEVIATHAN
Requirements: 300+Dodge, 200+Swim, Zen, Per11+.
Blood Bond: Ran’s Blood.
Cost: 60 MK: 60
Assuming the shape of the great Sea Serpent, those with Ran’s Blood becomes as flexible as the sea waves themselves. Those imbued with the power of the Sea Serpent have a complete perception of what’s around them and literally “swim” across the battlefield with absolute ease.
While using this Transformation, a character gains +30VR, +30 to MA while accumulating Water Path Spells, and +30 Psychic Potential while using Matrix Powers. While using this Magnus, the character gains the ability to make an unlimited number of penalty-free defenses and applies a penalty of -30 to all damage suffered from any source. The character may also breathe freely underwater and while fighting in such environment, he gains an extra +30 Turn and All Action Bonus.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: EARTH DRAGON
Requirements: 300+ Block, 200+ Withstand Pain, Zen, Con11+.
Blood Bond: Toa’s Blood.
Cost: 60 MK: 60
With this Transformation Magnus, those with Toa’s blood synchronize with the Dragon of the Earth and turn into a huge draconic shape made of stone. Not only the character becomes extremely resilient to all forms of damage, but his control over solid matter and surrounding earth raises to exceptional degree making him an unbreakable defensive bastion both for himself and for those standing around him.
While using this Transformation, a character gains +30 to his Physical Resistance, +30 to his MA while accumulating Zeon for casting Spells from the Earth Path, and +30 Psychic Potential while using Telemetry. The character immediately receives a number of additional Life Points equal to his current Level multiplied by 100, and blocks as if he were a creature with Damage Accumulation using a Supernatural Shield with Resistance Points equal to his current Presence multiplied by 50. This shield won’t be effective against Energy Based attacks until the character has either the Presence Extrusion Ki Ability, the Nemesis Extrusion Nemesis Ability or the Energy Control Arcana Sephira Ability, but the character won’t lose his attack action unless he suffers a Critical. The additional Life Points are the firsts removed from the character, whenever he suffers damage and both this bonus Life Points and the shield’s Resistance Points are regenerated at a rate of 100 per turn. Whatever class of AT the character already has cannot be negated, nor reduced. If the character has a Stone Barrier or a Magnetic Shield, he can gain their additional bonuses (Damage Barrier and/or -50 Attack ability to attacks made with metal weapons), although he keeps defending using this Magnus. Finally the character gains the ability to cover others as a passive action, instead of an active action, hence without need for Initiative and without renouncing to his attack action. As a drawback, using this Magnus reduces the Movement value of its user by 1 point and his Initiative by -30.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: KARAS
Requirements: 250+Attack, 250+Defense, 200+Hide, Zen, Wil11+, Umbra: Shadow’s Attack Magnus.
Blood Bond: Pandemonium’s Blood.
Cost: 60 MK: 60
Karas, the Great Raven, Lord of Darkness. Summoning this shape enables absolute control over shadows and darkness for those who own Pandemonium’s blood. But the power of this transformation does not only extend the control over shadows of its master. It also grants him quasi-divine powers in the realms of the Wake, making him a real lord of nightmares.
While using this Transformation, a character gains +20 All Action Bonus, Mystical Flight with a Movement of 8, +30MA for casting Spells from Darkness Path, and +30 Psychic Potential while using Energy Discipline. The character becomes completely unaffected from all kind of Darkness based blindness. Also, his Umbra Magnus is greatly enhanced, as described below. Damage is increased to a base of Double the character’s Presence plus his Power Bonus, and it can choose Energy as attack type. The shadow of the character becomes completely independent, thus allowing the character to attack using Umbra once and perform any other action (even an attack action) without suffering any penalty. If he wants to use Umbra more than once in a turn, he has to return his concentration to it, getting all normal penalties. In order to avoid a Surprise Attack against Umbra attacks from a Karas a Notice check of Impossible (280) is required. While attacking with Umbra the character no longer suffers penalties for Area and Trap Attacks or for any class of Paralysis. Use of Umbra from this character is no longer affected from environment and while not fighting the character gains an additional bonus of +50 to his Hide and Stealth checks. Finally, the character is considered a being with Gnosis 35 while in the Wake and using this Transformation. If his Gnosis is already 35 or higher, it is increased by 5 points, up to a maximum of 45.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: NOVA
Requirements: 250+Attack, 250+Defense, 200+Notice, Zen, Int11+, Magnum: Power Liberation Magnus.
Blood Bond: Shephirah’s Blood.
Cost: 60 MK: 60
Nova is a transformation possible only to those whose blood is filled with the power of Light. Their body becomes surrounded by a pure light that allows them to see the course of all energy forms with absolute lucidity. While in this state, they can concentrate enormous quantities of power and gain quasi-divine powers while in the wake.
While using this Transformation, a character gains +20 All Action Bonus, Mystical Flight with a Movement of 8, +30MA for casting Spells from Light Path, and +30 Psychic Potential while using powers from Light Discipline. The character becomes completely unaffected from Surprise Attacks, regardless of the source. Also, his Magnum Magnus is greatly enhanced, as described below. The character using Magnum while keeping this Transformation, suffers no Defense penalty, while accumulating power and he gains a cumulative bonus of +1 to all his Ki Accumulations for each turn spent accumulating power as far as he’s accumulating Ki for techniques that have at least one Light based effect. In the turn he releases the accumulated energy, he gains a bonus of +30 to either his Attack or Defense ability for each turn of accumulation to up to three Attacks/Defenses. Such attacks can all use Energy as primary Attack Type. Finally, the character is considered a being with Gnosis 35 while in the Wake and using this Transformation. If his Gnosis is already 35 or higher, it is increased by 5 points, up to a maximum of 45.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
RAGNAROK: TWILIGHT OF THE GODS
Requirements: 300+Attack, Zen, Str11+, Dex11+, Con11+, Pow11+.
Blood Bond: Eyes of Death.
Cost: 100 MK: 100
Only people with Eyes of Death can use this Magnus which is their ultimate fighting technique. Temporarily concentrating all their enemy’s in a single point, they are able to strike at it and severe it as if death incarnate. There’s no escape from such attack, not even for the gods, which can be utterly destroyed by it. On the other hand, using Ragnarok is very dangerous because the essence of the user is also concentrated in a single point for a very short time, making him very vulnerable to those who can perceive the supernatural aura of beings. Moreover, using Ragnarok momentarily disables the Eyes of Death, since their power is drained by the Ars Magnus.
Twilight of the Gods: Before rolling for Initiative, the character must declare that he’s using the Twilight of The Gods. During that turn he makes a single attack with +200 Attack Ability and doubled Base Damage. This attack ignores all Armors and Protections and can affect any kind of being regardless of Immunities or Gnosis. It cannot be combined with any Ki Techniques, Magnus except for those that require a Transformation, or Godhand Attack, but automatically benefits from the Eyes of Death bonus of +40 to Critical Level, without suffering the -10Attack Penalty. The Attack is automatically considered as directed to a Vulnerable Point and automatically inflicts a Critical as normal for Eyes of Death. Beings killed from this attack are utterly cancelled from the existence vanishing into nothingness. During the same turn, any enemy able to See the Supernatural, with the Erudition Ki Ability, or other supernatural detections can aim to the character’s essence core, making an attack at -50 to his Ability. If he manages to hit it, double the base damage, ignore Armors, Protections, Immunities and Gnosis and inflict a Critical, although there’s no +40 Critical Level Bonus. After using Ragnarok the Eyes of Death momentarily abandon the character, which will recover them within a variable time of 20-30 hours.
KANJI: THE ABSOLUTE SEAL
Requirements: Attack180+, Aura Extension, Ki Detection200+.
Blood Bond: Eyes of Soul.
Cost: 30 MK: 80
Mastering this Magnus, those that perceive the world as Ki and Supernatural Energy become able to severe all kind of mystical threads, sealing out access to mystical abilities with the same ease with which they can cut through physical bodies and objects.
To use this Magnus the character must declare it before he rolls the dice for an attack. If the attack manages to inflict damage, reduce all inflicted Damage to 0 and have the target sustain a PhR check against double the same Damage. Choose a specific Supernatural Ability Field: Ki Abilities and Techniques, Nemesis Abilities, Magic, Psychic Powers, Summoning Abilities. If the target fails the check by less than 40 points, he won’t be able to use the chosen Supernatural Ability Field for a number of minutes equal to the failure level. If the target fails the check by 40-100 points, he won’t be able to use the chosen Supernatural Ability Field for a number of hours equal to the failure level. If the target fails the check by more than 100 points, he won’t be able to use the chosen Supernatural Ability Field for a number of days equal to the failure level. This Magnus may be used more than once on a single target to seal-off his access to different Supernatural Ability Fields.
ECLYPSIS: SONG OF THE DARK MOON
Requirements: Attack200+, Defense200+, Presence Extrusion, Inhumanity, Pow11+.
Blood Bond: Tsukiyomi’s Blood.
Cost: 40 MK: 40
Mastering this Magnus, heirs Tsukiyomi’s blood learn to bathe in the dark moon’s power to a much higher degree than untrained siblings. Still, this Magnus allows them to do much more, going as far as defying the rules of the skies themselves and causing an artificial eclipse. Although the event will last for a very short time-span and requires a significant tribute in life energies, it grants them full powers from their blood pact.
Bathe In Thy Power: Characters mastering this Magnus gain an Initiative and MA bonus equal to the All Action Bonus they gain from Moon Phases as described in the Tsukiyomi’s Blood Advantage. They also gain +1 to all of their Accumulations for each +10 All Action Bonus they get from it. Finally the character gains Night Vision, as for a Duk’Zarist.
Dark Moon Rising: To summon the false eclipse the character must accumulate 30 Ki points distributed as he wishes, as if using a Technique, after which the Game Master secretly rolls a d10 to determine the number of turns that will pass before the eclipse will actually occur (including the turn in which the Accumulation is completed) and another d10 to determine the number of turns the eclipse will last. During the eclipse, the character will gain all bonuses of an Eclipse as described for Tsukiyomi’s Blood Advantage and considering the Bathe In Thy Power rule above. The area covered by the eclipse has a radius equal to the character’s Power Bonus in km and is centered on his position at the time the Ki Accumulation ends.
PHASIS: TIME SKIP
Requirements: Attack160+, Defense160+, Inhumanity.
Blood Bond: Uroboros’ Blood.
Cost: 40 MK: 40
Mastering this Magnus, Uroboros’ heirs can gain maximum advantage from their ability to time skip. Activating a time skip is a very self consuming activity, but still allows to gain an edge over the opponent’s movements.
Each turn a character may declare activation of Phasis before rolling for Initiative, by spending 1 Fatigue point and gaining a +30 bonus to Initiative. After Initiative is rolled, the user of Phasis gains a bonus to his Opposed Actions against all characters that rolled lower Initiative equal to half the difference in rolled Initiative rounded down in multiples of 5. A character may use Phasis for two or more consecutive turns, but he has to spend 1 additional point of Fatigue each turn to activate it.
COGNITUM: COMBAT COMPREHENSION
Requirements: Attack200+, Defense200+, Rem: The Eyes of Doom Magnus, Int10+.
Blood Bond: Eyes of Doom.
Cost: 40 MK: 40
Absolute comprehension of combat is the ultimate ability of those with the Eyes of Doom. Mastering this fighting technique they become completely capable of understanding and counteracting each and every move of their opponents practically in no time.
A character using this Magnus divides by 5 the number of turns required for unlocking the Attack and Defense bonuses from the Eyes of Doom advantage. Also, MK cost of Techniques Imitated with the Technique Imitation Ki Ability is reduced by 20, 30, and 50MK respectively for First, Second and Third Level Techniques. Finally, when using Rem, the character gains a +25 Bonus against a Technique, by obtaining with a Notice check a value over the MK cost of the technique he’s trying to counteract, and gains a +50 Bonus against it by obtaining a value over double its MK cost.
TRANSFORMATION: THE DEVOURING WURM
Requirements: Attack250+, Inhumanity, Berserk Magnus.
Blood Bond: Orochi’s Blood.
Cost: 50 MK: 50
Upon unleashing this Magnus the whole body of the user is surrounded by the spectral shape of the Devouring Wurm itself and his extremities become appendages of destruction. In this form the user has complete control over the unleashed destruction, becoming capable of unleashing the havoc on selected targets and limit damage to himself and his comrades. In this state the character’s abilities increase with each new death he causes or by the sacrifice of his own life energy.
Upon unleashing the Devouring Wurm Transformation the user automatically gains the combined bonuses of Unleashed Fury and Berserk Magnus (+30Initiative, +40Attack, +10Defense, +30MA, +2 to all Ki accumulations, Immunity to Pain and Fatigue Penalties, enters a Frenzy state), but is fully capable of distinguishing friends from enemies and sacrifices only 3HP per turn. Also the character becomes able to perform Zen Actions while in this state. The character cannot stop the Transformation until all enemies are killed (making them unconscious won’t be enough) or HP reach a number ten times higher than the character’s Constitution under 0. In this case the character becomes unconscious and must immediately pass a check Between Life and Death or die outright. Bonus from this Magnus cannot be combined with Berserk Magnus or with any Magnus requiring a physical Transformation. Also the character gains the two following abilities while transformed.
Chain of Destruction: While using this ability, a character gains a +5 Initiative, Base Damage, All Action Bonus and MA for each opponent he personally kills until the end of combat up to a maximum bonus of +50.
Consume Existence: Before making an attack or using an Offensive spell, the character may sacrifice 5-100 Life Points. The resulting attack gains a Base Damage bonus equal to the number of sacrificed Life Points. Also the attack ignores all class of Immunities (including those due to high Gnosis) and souls of beings with equal or lower Gnosis than the user killed by such attack are utterly destroyed. Damage inflicted by such attack is recovered as if lost Life Points had been sacrificed.
KIANGSHI: LIFE DRAINER
Requirements: Attack250+, Wil10+, Superior Ki Healing, Life Sacrifice.
Blood Bond: Existence Devourer.
Cost: 50 MK: 50
Using this complex Magnus, the Existence Devourers can turn Ki into life and vice-versa, although a certain quantity of energy is always dispersed in the exchange and for some reason this works only while fighting against living beings. Thus using Kiangshi the Essence Devourer can greatly increase his regenerating abilities by consuming the essence of other living beings. When inflicting damage to a living being, instead of draining Ki points the character may choose to temporarily raise his Regeneration. For each 5 Ki points the character renounces to drain, his Regeneration Rate goes up by 1 point. Effects of successive drains are fully cumulative, but the Regeneration Level cannot surpass 18, unless the character has required Gnosis. The bonus to Regeneration lasts for 24 hours, but if the character drains sufficient life energy to surpass the maximum Regeneration Level in the meantime he can prolong the time by one hour for each additional point of Regeneration he would have achieved.
PANACEA: THE ALL-VENOM
Requirements: 150+Attack, 150+Defense, 150+Poisons.
Blood Bond: Poisonous Blood.
Cost: 40 MK: 40
A great wealth of knowledge about venoms is required to acquire this special combat ability, even if it’s usable only for those whose very own blood is poison. When using this Magnus, the Basilisk’s heir modulates the power of his own blood, giving it special and unique properties, depending on his actual needs. When forcing a target to take a VR check due to his Poisonous Blood advantage, the character may choose to spend any amount of Ki to add one or more of the following effects to the venom, before any die is rolled.
Retarded Effect: For each Ki point spent, multiply by 10 times the time required for the poison to take effect. Hence using 1 Ki point means the poison will not take effect before 10 turns are elapsed, spending 2 Ki points allows to retard the effect by 5 minutes and so on. The VR check is taken in the same turn the poison is administered anyway.
Non Lethality: By spending 1 Ki point, the character using this Magnus may choose his poison not to kill on a difference higher than 40 on the VR check. Instead, it will simply cause the other effects for a prolonged time.
Altered Effect: Instead of causing Extreme Pain, the Poison may cause any other Effect. Changing Effects has a cost of 2 Ki points, except for Total Paralysis, Blindness, Allucinations and Unconsciousness, in which case the cost raises to 5 Ki points.
Defense Destroyer: Instead of causing Extreme Pain, the Poison will cause a penalty to a single selected Resistance equal to half the Failure Level. Using this ability costs 2 Ki points.
Remediation: By spending 1 Ki point, the user of Panacea can heal another character or himself from the effects of a Poison. When using this ability, the target character is entitled to immediately make again the VR check for the poison affecting him, applying a bonus equal to the VR modifier normally caused by the Poisonous Blood, which depends from the level of contact between the user of Panacea and his target.
TRANSFORMATION: FINAL WEAPON
Requirements: 180+Attack, 180+Defense, Inhumanity.
Blood Bond: Natural Weapons (Blood Bond).
Cost: 50 MK: 50
All those born with Natural Weapons have the potential to use this Magnus that turns them into something completely different and much more powerful. In truth the Final Weapon Transformation does nothing more than enabling a character to use the full capacities that are present in his own heritage, granting him truly inhuman power.
The use of this Magnus cannot be combined with that of other Magnus that require a Physical Transformation.
Additional Powers: The use of this ability can be declared at the start of any turn the Natural Weapons are summoned, before rolling Initiative and can be maintained in the following turns. Each turn the power is active, the character may choose one of the advantages from the Natural Weapons list he doesn’t already have, adding it to the ones he owns at the moment for as long as the power is maintained. The cost for this ability is equal each turn to 1Ki point for each advantage chosen from the list in addition to those the Natural Weapons of this character naturally own.
Final Form: When summoning his Natural Weapons, the character may choose to spend 10Ki points instead of 5 to double the advantages he has on his Natural Weapons (but not those added through the use of this magnus). Following are a few exceptions. The Precise advantage in Final Form reduces the penalty for aimed attacks to a quarter. Improved Trap in Final Form gives +4 to the opposed check for the Trap Maneuver and halves the penalty for such maneuver. Shield Against Projectile in Final Form grants a +20Block/+10Dodge Bonus as if using a Shield. Dual in Final Form gives an additional attack as if made with a secondary weapon.
ADES: CONTROL OF THE DEAD
Requirements: Attack150+, Defense150+, Zen, Constitution11+, Power11+, Necromancy Path Level 80.
Blood Bond: Blood of The Dead.
Cost: 80 MK: 80
This Magnus greatly improves the ability to control Blood Puppets created through Blood of The Dead. Blood Puppets don’t lose anymore Life Points unless damaged. Also Blood Puppets gain the two following abilities.
Blood Tribute: At its creator’s will, a Blood Puppet may collapse to give back to its creator all the Life Points invested in its creation (without surpassing its creator’s maximum Life Points), as long as its creator is within 1km distance. Triggering a Blood Tribute from a Blood Puppet is a Passive Action.
Blood Bomb: At its creator’s will, a Blood Puppet may explode, inflicting an attack with the Puppet’s own Attack rating on all beings within 10m. The base damage is equal to the Life Points invested in the Blood Puppet’s creation. Triggering a Blood Bomb from a Blood Puppet is a Passive Action and requires its creator to be within 1km distance.
OKAERI: BACK HOME
Requirements: Defense200+, Zen, Pow11+.
Blood Bond: Genus Loci Kami’s Blood.
Cost: 40 MK: 40
This Magnus is strictly related to the Genus Loci Kami from Varja. Those with such Kami blood can in fact master it to a double effect. First, they become able to link their soul to their Kami’s original dominion and get power from it even when they’re not supposed to be able to do so, although at a rather high cost of inner energy. Second, when they’re fighting in their proper environment they become especially extremely impervious to damage, thanks to the fact that the environment itself provides to their defense.
Soul Link: By spending 5Ki points per turn, the character can gain bonuses from being in a place akin to his nature (+1 to Physical Attributes, +1 to Ki Accumulations, +15MA), even without he’s not in such a place. If he’s in a place akin to his nature, he can spend 5Ki points per turn to double the bonuses as if he were in his Kami’s original dominion.
Home Shield: While being in an environment akin to the nature of the Character (but not while linking his soul to it, using this Magnus), his defensive capacities are greatly improved. He may defend as if using a Supernatural Shield with Resistance Points equal to his Presence multiplied by 10, that completely regenerates each turn. Also the character increases all his Resistances by +20 and his AT against all kind of attacks by +2 points, which cannot be negated, nor reduced. While in his own Kami’s dominion, double the Resistance Points of his Shield, and bonus to Resistances and AT.
MURAMASA: GOD’S BLADE
Requirements: Attack200+, Defense200+, Zen, Dex11+, Final Attack Magnus.
Blood Bond: Warlord Kami’s Blood.
Cost: 40 MK: 40
Only those born with the soul of a Warlord Kami can unleash the true power of Muramasa, a fighting technique that transfers even more of the individual’s divine power into his favored weapon, turning it into an object of almost unlimited power and absolute lethality. Anyway, only those who’ve found their utmost attack ability can unlock the true power of this Magnus, allowing Muramasa to deal slashes capable of slaying mortals and gods alike.
This Magnus can be used in combination with the power granted by Warlord Kami’s Blood, by spending additional 2 Ki Points per turn, granting the following bonuses.
Kami’s Aura: In addition to all bonus described in the Warlord’s Kami’s Blood advantage, the weapon of a character employing the Muramasa’s Magnus gains the Energy primary attack type I addition to its own and grants a bonus to all Resistances equal to the final Quality bonus applied.
Muramasa’s Slash: When making a Final Attack employing the Final Attack Magnus while Muramasa is active, the character may choose to spend 1 Ki point, plus one for each Fatigue Point spent to improve the attack roll. For each spent Ki point, the Final Attack inflicts an extra -1AT to the target armor and adds an extra +10 to its Base Damage. The attack will also be able to damage any class of being regardless of Gnosis or special immunities and protections.
TRANSFORMATION: ONI
Requirements: Attack160+, Str11+, 250+ Life Points.
Blood Bond: Oni’s Blood.
Cost: 30 MK: 30
This terrifying transformation fully manifests the Oni soul inside those that have somehow inherited their blood. Those using it gain great resistance and destructive power as well as Oni’s elemental powers, at the cost of losing their rationality and throwing themselves into battle with selfless fury.
While using this Transformation, the character becomes a Damage Accumulation being with a bonus of +2AT and 600 extra Life Points, which are the first he loses if damaged. The character also gains a bonus of +2Str and +50 to both his base Damage and the effect of any Critical inflicted to opponents. As a side effect, the character becomes subject to the state of Ire. Depending on whether the character has blood from a Red Oni or a Blue Oni, he also gains the Onibi or Onikaminari ability respectively and a +5MA to either Fire or Electricity related effects respectively for the duration of the Magnus. Use of this Magnus has a cost of 3Ki points per turn and can be combined with other Techniques or Magnus that don’t require a Transformation.
FATUS: DESTINY’S THREAD
Requirements: Attack280+, Defense280+, Pow13+, Zen, Elimination of Necessities, Chaos Meister: Chaos Control Magnus.
Blood Bond: Djinn’s Blood.
Cost: 30 MK: 30
Only those with the power of Djinns inside of them can unlock this superior version of the already impressing Chaos Meister Magnus, and even among those, only very few reached such ability in the course of history (especially since most Djinn blooded mortals tend to be magicians as opposite to fighters). Anyway, this Ars is based on the same principles of Chaos Meister, but brings them to extreme consequences allowing the user a strict control of the flow of combat, that really makes him an absolute combat master.
This Magnus grants its user much better control of Chaos Meister. The cost of all three Chaos Meister abilities is halved for a character using this Magnus. Also, he can use all of his Chaos Meister abilities to influence the dice rolls or actions of anyone involved in the same fight as he is. Both Existential Alteration and Destiny’s Duality can be used to negate a fumble roll and Destiny’s Duality can be used to cause an Open Roll. The character becomes able to use unconsciously Null Tempus to revert actions that caused his death or that made him unconscious, and his body will actually automatically trigger it in case of death or unconsciousness as far as it has enough Ki points. Null Tempus will also cancel any expense of Ki points or sacrifice of Life Points made during the annulated action.
STYGIA: HELL ON EARTH
Requirements: Attack150+, Defense150+, Pow11+, 1+ A’arab Zaraq Techniques.
Blood Bond: Demon’s Blood.
Cost: 20 MK: 20
Stygia is a threatening fighting style developed by few people whose blood is tainted by the demon’s influence and who have delved into the demonic combat knowledge of the A’arab Zaraq. Of course, also a few demons hanve mastered this Ars Magnus, granting them optimal use of that unique combat style. The Magnus greatly improves the use of A’arab Zaraq, allowing a user to remove all limits inherent to such fighting techniques.
A character must declare he’s using Stygia the moment he unleashes an A’arab Zaraq technique to obtain one or more of the following effects.
Power from Hell: By spending 3Ki points (which don’t need to be Accumulated) in the moment the character uses a technique, the technique looses any inherent Disadvantage it has.
Prolong Agony: By spending 5Ki points (which don’t need to be Accumulated) in the moment the character uses a maintained technique, it gains Lesser Sustenance instead. By spending 10Ki, the technique may instead gain Major Sustenance.
Suffering and Torment: By spending 3Ki points per technique level (which don’t need to be Accumulated), in the moment the character uses a technique, the technique gains the Combinable ability, although its effect may be combined only with those of another technique from the A’arab Zaraq school, which must also be made combinable by spending the appropriate Ki cost at the time it’s used.
LAOCH MISNEACH: HEART OF A HERO
Requirements: Attack200+, Defense200+, 500+Zeon.
Blood Bond: Lim Sidhe’s Blood.
Cost: 40 MK: 40
Laoch Misneach is an Ars Magnus that can only be used by those that naturally synchronize with the Incarnations and allows them to either prolong the time of synchronization or once perfect synchronization is reached, force it to grant even greater power, allowing a character to summon the power the great hero of the past would have had if he had surpassed his own limits.
The first use of this Ars Magnus consists in prolonging the synchronization time, allowing a character to maintain it for longer than 5 turns by spending a cumulative cost of either 1Ki point or 10 Zeon for each extra turn of maintenance. The cost must be fully paid either in Ki points or in Zeon points each turn, but not with a mix of both.
The second use of this Ars Magnus can only be used by characters that are at least one Level higher than the Level required for Real Affinity with their Incarnation. When summoning the Incarnation in its Real Affinity, the character may choose to spend either 2Ki points or 20 Zeon points multiplied by his Level, in order to strengthen the Incarnation. By doing so, it increases all numerals on the incarnation (except for Weapon Quality) by an amount that depends on the difference between the character’s own Level and the Level required for the Real Affinity Incarnation. The increment is equal to +5%/Level for the first 5 Levels of difference and increases to +10%/Level from the sixth Level of difference. This bonus also increments any numeral in Incarnation rules that are independent from the Affinity Level or present in lower level Affinities rules.