oh boy, wow, where to start. first off, here are my 10 Ars Magnus based on the planets in our solar system, i am proud to present them to you now for your review.
but a few disclaimers first: 1) i was very sick (twice) over the past couple of weeks so my flavor text could get awkward at points. 2) i have been unable to test any of these, and while i pride myself with getting things balanced the first couple of times around, there is no way i can say for certain with these. 3) without thinking i ended up using a mixture of standard and metric units of measurement, i hope this doesn't cause too much trouble. 4) i tend to shoot high on the base presence, its just how i prefer things. 5) there are a lot of things here that allow blocking projectiles with shield benefits, my group uses a lot of projectiles so it kind of came naturally.
so, without further hesitation....
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MERCURY: FLAMING WEAPONS
requirements: willpower 9+, aura extension, elemental attack (fire), inhumanity
base weapon: none
DP cost: 20 MK cost: 20
mercury embodies, to some, the vision of a true warrior, hero and villain. with mercury, the users weapon dissolves into licking flames, becoming a weapon of living fire that wreathes up and down the now phantasmal blade and around the haft of the weapon and up the users arms. granting the user the ability to control flames with sheer willpower.
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mercury
base damage: special speed: +0
primary attack type: special second attack type: none
breakage: as base weapon (see special) fortitude: n/a
required strength: n/a presence: as base weapon
special: fiery weapon, burning surge, flame burst, designate ignition
fiery weapon; the blade of the users weapon dissolves into a concentrated flame wreathed with tongues of fire, this grants multiple bonuses. the users weapon has heat as its attack type, it also increases by 2 its breakage against material susceptible to intense heat.
burning surge; the user may expend a point of fatigue to increase the base damage of mercury by 10 for one round. this fatigue expenditure offers no other bonus, and only one point may be spent per round for this purpose.
flame burst; by expending 6 points of Ki, the user can cause the weapon to explode into a torrent of fire that lashes out at his opponents. this is considered an area attack that effects up to 5 opponents in front of the user, the user has some effect on the shape of the burst and can cause it to snake around allies who may be in the way, this allows the user to effect less targets if he so desires to avoid harming a specific target or two. the damage of flame burst is twice the base presence of the user plus their willpower bonus of the heat attack type. after using this ability it cannot be used again for an entire minute.
designated ignition; once per round per opponent struck, when the user of mercury attacks they may attempt to set the target ablaze. this is done by the target making a magical resistance check against a difficulty set by the user making a base presence check plus their willpower bonus. if the target fails they are set ablaze with three intensities of fire.
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MERCURY MAGISTER: FLAMING WEAPONS
requirements: mercury, willpower 11+, life sacrifice, elemental immunity (fire)
base weapon: none
DP cost: 30 MK cost: 30
the flames of mercury at this level are primordial, and require the user to make sacrifices to be able to use them properly. burning white hot and clean, this can be the ultimate look for a warrior. upon achieving mercury magister, choose 2 of the following additions.
volcanic burst: the flame burst ability can now make an advanced attack that can effects 10 opponents and ignore up to three friendlies within the area of effect. also, the fire burns so hot that all caught in the blast (of either form of this attack) have their heat AT reduced by 1. to use volcanic burst the Ki cost is 18 Ki points and the downtime after using the advanced form is a minute plus 3 rounds.
immolating surge: the user may now expend up to three fatigue points in a round to boost mercury's damage by 10 points per point spent. the effects still only last one round.
relentless blaze: the user with this advantage may expend 12 Ki points or 2 fatigue point to grant all attacks they make for the next round the advantage of a charge maneuver and increase their weapons breakage by 3.
call of the phoenix: the user of mercury magister may sacrifice some of their own physical being to gain increased tenacity and speed. for every 10 life points sacrificed (up to a maximum of 40) the user gains +1 to their movement and +15 initiative. for every twenty sacrificed they gain an extra attack. these benefits last 1 round.
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VENUS: MYSTIC MIRRORS
requirements: power 9+, block ability 140+, aura extension, inhumanity
base weapon: none
DP cost: 50 MK cost: 50
not necessarily a weapon all on its own, Venus is still a very potent and difficult magister to use. the user of Venus controls several medium sized mirrors that float around them and react to their will. the user may use these mirrors to transport items, attack, or reach over distances as the mirrors can act as portals. the user may also channel their energies into the mirrors to produce a number of effects. abilities and uses often varies between Venus users.
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Venus
base damage: n/a speed: special
primary attack type: none secondary attack type: none
breakage: n/a fortitude: special
required strength: 0 presence: as the character
special: enchanted mirrors, distant reach, shield, mirror sight, personal touches
note: the user of Venus must always have at least one free hand to use Venus, they may hold a small object in their focus hand but they may not carry anything that won’t fit in their palm or use their focus hand for anything other than quick passive actions or all the mirrors will fall to the ground. they may still use Venus if one of their arms is bound or immobile, but if it is badly broken or severed then they will have to quickly switch hands or Venus will fail. the user must remain conscious to use Venus. also, when a mirror is occupied by an ability in a round it cannot be used for any other in that same round.
speed: Venus does not effect the user’s speed, though if Venus is the user’s only implement in a given round then they are considered unarmed.
fortitude: each of Venus’ mirrors has a fortitude equal to twice the user’s power score plus that mirrors quality bonus.
quality: Venus is effected differently by quality bonus than other items. for every +5 bonus a mirror is crafted with when it is enchanted it adds its quality to its fortitude, has the potential to increase the user’s defense when used to block, and increases the difficulty of some of the effects mentioned in the ‘personal touches’ section. if multiple mirrors are used for one ability, only the lowest quality amongst the mirrors is used.
enchanted mirrors: the user of Venus must acquire and synchronize their spirit with specially made mirrors to use them. each mirror must be of at least +0 quality, and be adorned with at least 150gp worth of precious metals, gemstones, and other decorative things. the mirrors themselves also have to be made of good material, only fine silver, polished steel, or some other clear colored rare metal or crystal will work. once at least three mirrors of moderate size have been acquired the user must perform a ritual on each mirror which involves parting some of their soul into the mirror. the ritual takes 1 hour for each mirror and reduces the user’s maximum Ki pool capacity by 1. though the user must have at least 3 mirrors, they may have as many as they want up to a maximum of their power score. if a mirror is ever broken or dismissed the character may then recover as normal the Ki point spent on bonding the mirror.
distant reach: the user of Venus may use the mirrors to reach over a distance, they can reach into one mirror, and their hand will exit any other they wish. a mirror can be separated from the user by a distance in meters equal to the user’s power score. they may pass objects through the mirror as well, as long as they will fit easily and do not have a presence greater than the character. this can be used to make attacks at a distance, the mirror has a movement value equal to the user’s power score, and by nature of the attack the target cannot make counter attacks. this grants the user +15 to feint attempts. additionally the user may make a power check against a dexterity or agility check by the target, if the user succeeds more than 2 they receive ‘flanking’ bonuses or ‘higher ground’ bonuses (user’s choice), if they succeed by more than 5 they receive ‘from behind’ bonuses. this occupies two mirrors, and costs 1 point of Ki per attack.
shield: the user of Venus may use one or more mirrors to block incoming attack as if they had a shield. they cannot have more than one ‘shield’ at once but for every two mirrors used beyond the first adds +15 to the block check. standard penalties for blocking multiple attacks applies. this occupies as many shields as are used to block in that round.
mirror sight: the character can use the mirrors as viewing portals to see far away things or around corners and such. only two mirrors may be purposed for such a thing, one for receiving and one for the users viewing.
personal touches: not every user of Venus uses them in the same way, so when a user takes this magnus they may choose 3 of the following abilities, this choice cannot be changed.
illusion projection: the user can make illusions of themselves by bending and projecting light with the mirrors. the user can have mirrors float around the copies and even have them use the ‘shield’ and ‘distant reach’ abilities. these copies follow the rules of the ‘mirage’ Ki advantage, and as such the copies cannot cause real damage, but until the illusion is reveled they can put targets on the defensive (though a blocking character will immediately know their nature once put on the defensive by one). to notice that a copy is fake requires a notice check of absurd plus twice the lowest quality mirror’s quality bonus. the illusions spawn near the character and from then on are free to move about within the mirrors range and act on the users initiative. the maximum number of illusions is naturally set by the mirrors usage limit. this occupies two mirrors for one copy and one more mirror for each additional copy, this ability also costs on point of Ki per copy per round.
blinding flash: the user charges the mirrors with light and lets it out in a bright flash, all those within 3 meters who can see must make a physical resistance check of almost impossible or be partially blinded, those that fail by more than 40 are totally blinded. this lasts for a number of rounds equal to half the users power score, rounded down, plus one more round for every +5 quality of the lowest quality mirror used. this occupies 4 mirrors and costs 6 Ki points to use.
energy burst: the user of Venus may condense energy into a mirror and fire it as a projectile. this costs 6 Ki points, is an energy attack, has a range of 60 feet, counts as a fired projectile, and deals damage equal to twice the users base presence plus their power bonus. this only occupies one mirror but can only be done once per round and is the only attack the user can make in that round.
reflective sight: by carefully and precisely placing mirrors around themselves they can halve the penalties of being flanked and being attacked from behind. this occupies three mirrors.
reflect attack: by temporarily allowing other objects to pass through a mirror the user can cause a melee attack to be redirected at the attacker, by literally making them hit themselves. this can only be done once per round and only if a counterattack is achieved by blocking with a mirror. the attack score of the redirected attack is that of the original attack plus the counterattack bonus. the user may not also counterattack on their own, though this ability does not count against the users number of attacks in a round and does not need to be called at the start of the round like normal attacks. this costs 5 points of Ki and occupies one mirror, plus however many were used to block.
shed light: the user can cause the mirrors to cast light about as bright lantern. this costs 1 Ki point per hour for up to three mirrors. this occupies 1 to 3 mirrors.
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VENUS MAGISTER: MYSTIC MIRRORS
requirements: Venus, power 11+, block 200+
base weapon: none
DP cost: 40 MK cost: 40
Venus magister is considered a most beautiful display by those who see it. this is where Venus users differ greatly in application. with the enhanced comprehension the user may select 3 additional properties from below or from the original list. keep in mind that some additional properties have others as prerequisites.
surrounding shield: the user extrudes the energy that their shields emit into a force field of awkwardly refracted light that surrounds the user, though they must still roll to block attacks. this supernatural shield has 800 life points. this occupies at least three mirrors, adding a fourth gives the shield a damage barrier of 40, every extra mirror beyond that increases the damage barrier by 10. activating this ability costs 8 Ki points. mirrors used for this run no risk of breaking even if the barrier breaks, and the individual mirrors used to make the shield cannot be targeted unless by supremely powerful beings.
multiple mirror sight: the user may now purpose as many mirrors, in groups of two, towards viewing things remotely.
convincing illusions: (requires illusion projection), the notice check to discover the nature of the illusions is now impossible plus three times the lowest quality bonus of the mirrors used.
tough illusions: (requires illusion projection), the illusions now follow the rules for phantasmal illusions. this triples the cost of illusions.
super blinding flash: (requires blinding flash), blinding flash now reaches out to 5 meters and requires an inhuman check to overcome.
energy beam: (requires energy burst), now three mirrors may be used to fire a strong beam of energy. this follows the same rules for burst except it costs 18 points of Ki, has a 80 foot distance, and uses rules for ‘trail of destruction’ as described under the distance attack Ki technique advantage. once used neither burst nor beam can be used for 5 rounds.
multiple reflect attack: (requires reflect attack), the user may now reflect up to 10 attacks in a round. and the cost of reflecting an attack is now only 3 points of Ki.
radial vision: (requires reflective vision), the user now has radial vision when using three mirrors for that purpose, becoming immune to ‘flank’ and ‘from behind’ penalties.
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let me split this up into a few posts, i had to make some formatting changes