Aarongorn90 Simon. T PLANESWALKER · 3 Part 1: Character creation | PLANESWALKER Part 1: Character...
Transcript of Aarongorn90 Simon. T PLANESWALKER · 3 Part 1: Character creation | PLANESWALKER Part 1: Character...
1 PLANESWALKER | PLANESWALKER
PLANESWALKER A RPG
YOU ARE AMONG LEGENDS
One in a million is born with the spark to become a Planeswalker. Even
fewer realize their potential. That puts you in an elite and powerful
group of friends … and enemies.
YOU WIELD UNIMAGINABLE POWER
You are a Planeswalker in the Multiverse, a mage with the ability to
travel between planes, cast powerful spells and summon armies of
creatures to your aid.
EXPLORE THE MANY PLANES OF EXISTENCE
Adventure from world to world, each a new revelation of the
boundless Multiverse. Whether an infinite cityscape, oil-infested metal
world, or storybook nightmare, each plane bears unique mana to fuel
your magic.
A Note from the Author:
For many years the Multiverse of Magic: the Gathering has
inspired players with its richness and depth. This ruleset is by no means
the first (or the best) homebrew RPG to try to provide players with a
basis for adventures in the world(s) of Magic, but it will provide a
relatively simple framework for games and campaigns that don’t want
to rely on hundreds of charts and tables. Instead this relatively light RPG
will allow GMs to riff on what is written here to produce their own
unique games utilising the flavor already provided to them via the card
game.
It may be also prudent to point out that Magic: the Gathering and all
related names, titles and terminology are registered trademarks of
Wizards of the Coast and are indeed subject to copyright law. This free
ruleset is fan made and is not for profit and under no circumstances
should be sold, nor distributed without this preface.
Developed by: @PaskyTheLad
Alpha Playtesters/Proof-readers: Hardclaw
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Simon. T
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PLANESWALKER | Table of Contents 2
Table of Contents PLANESWALKER .......................................................................................................... 1 Table of Contents ........................................................................................................... 2 Part 1: Character creation ............................................................................................... 3
Race ......................................................................................................................... 3
Character Stats ...................................................................................................... 4
Alignment ................................................................................................................ 5
Choosing Spells ..................................................................................................... 6
Adapting spells for Planeswalker ..................................................................... 8
Learning New Spells ............................................................................................. 9
Keywords ............................................................................................................... 10 Chapter 2: Combat ....................................................................................................... 12
Combat Procedure ............................................................................................ 12
Physical Combat ................................................................................................. 13
Movement ............................................................................................................. 13
Creatures in Combat ......................................................................................... 14
Saving Rolls ........................................................................................................... 14
Healing ................................................................................................................... 14
Tests of Body, Mind and Wit ............................................................................. 15
Spells in Non-Combat Situations .................................................................... 16 Chapter 4: Planeswalking ............................................................................................ 17
Walking the Blind Eternities .............................................................................. 17
Planechase ........................................................................................................... 19 Chapter 5: Advancement and Items ............................................................................. 21
Land Cards ............................................................................................................ 21
Inventory and Equipment ................................................................................. 21
3 Part 1: Character creation | PLANESWALKER
Part 1: Character creation
You are a Planeswalker, a being of immense power, capable of simply
leaving your plane of existence and walking the Blind Eternities into
another.
However, you are not fully omnipotent, omniscient, or even immortal.
You will need to track your capabilities in the form of your stats.
Race
First of all, decide what race your character shall be.
Broadly, it appears that only sentient, sapient, bipedal humanoids have
been observed to have the Planeswalker spark.
Of course, this may not be the case, but it is up to the GM’s discretion
as to what player races are permitted.
Examples of observed Planewalker races:
Human
Elf
Leonin
Merfolk
Moonfolk
Golem
Kor
Dragon
Vampire
Goblin
Devil
Satyr
Gorgon
Decide on elements of your character’s backstory.
What plane are they from? How did their spark ignite? Which plane
was the first they visited? What are their motivations, their fears, their
flaws? What do they want from life?
PLANESWALKER | Part 1: Character creation 4
Character Stats
Stats are a measure of a character’s abilities, and are used to test
those abilities during the game.
To make their character, players have 7 build points to divide as they
wish between Power, Toughness, Mind, Agility, and Awareness, or to
purchase traits.
Your initial starting stats will appear as follows (initial values in brackets):
Life, the character’s hit points. (20)
Library, the character’s full repertoire of spells (7)
Power, the character’s physical offensive capability. (2*)
Toughness, the player’s physical defensive capability. (2*)
Mind, the character’s mental ability. (2*)
Agility, the character’s physical speed and dexterity. (2*)
Awareness, the character’s perception of their surroundings. (2*)
Charm, the character’s charisma. (2*)
Your character may also purchase on the following three keyword traits
(cost 2 build points each):
Flying**
Trample **
First Strike**
** See the Keywords section below
5 Part 1: Character creation | PLANESWALKER
Alignment
Now players should pick their character’s color alignment. This is
important as it will shape the spells they can play, as well as their
character’s attitudes and personality.
It is of course possible to change alignment later on should a pivotal
event happen to the character, but this is up to the GM.
Race will also play a part in your selection of alignments, a Green
aligned Elf, for example, is in keeping with the flavor of Magic.
Once alignments have been chosen, perks can now be taken.
Players with one alignment may choose one perk from their
selected color with the full bonus of 2
Players with two alignments may choose two perks (must be from
different colors), but the bonuses are reduced from 2 to 1
Players with three alignments may only choose two perks (must
be from different colors), with the bonuses reduced from 2 to 1
Players with four alignments may only choose one perk, with the
bonus reduced from 2 to 1
Players with five alignments may not choose any perks, as their
mastery of each individual color is negated by how broad their
alignment is
Alignment Perks
White adds +2* to Life adds +2* to Charm
Blue adds +2* to Library adds +2* to Mind
Black allows up to 2* re rolls of a
Saving Roll
adds +2*to Awareness
Red adds +2* to Power adds +2* to Agility
Green adds +2* to Mana Rolls adds +2* to Toughness
Make a note of which perks have been taken, as should a character
change alignment during a campaign, they may choose new perks for
a new color alignment, but will lose any belonging to a color they are
no longer aligned with.
PLANESWALKER | Part 1: Character creation 6
Choosing Spells
Now you should start choosing spells to fill your Library. A player may
only select spells for their library which are the same color(s) as their
alignment, in addition to colorless spells.
To do this, you have free reign to choose from any spells printed on a
card from any point in Magic’s history, but with certain criteria.
For example, any cards that reference hand size, drawing cards, the
graveyard, playing lands and so forth will not work in this system (but
see “Adapting spells for Planeswalker” below).
The following kinds of spells can be included in your library:
Sorceries
Instants
Creatures
Enchantments
Artifacts
Note: In addition to targeting a creature, you may target yourself or
another Planeswalker with any Enchantment-Auras or Artifact-
Equipments.
A GM may decide to restrict what set or block spells may be taken
from, and ultimately it is up to the GM’s discretion as to what spells are
allowed.
Note: Any instant, enchantment, artifact or creature spells (but NOT
sorcery spells) are treated as “daily” spells and can only be used once
per game day. A creature thus can only be summoned once per day,
how long it remains summoned outside of combat is up to the GM’s
discretion. (see Chapter 3: Non-combat actions)
Note: It may be advisable to read through the rest of the rules before
deciding on spells so you know what does and does not work.
7 Part 1: Character creation | PLANESWALKER
Examples of spells that work well within Planeswalker:
Serra Angel
Cancel
Doomblade
Lightning Bolt
Giant Growth
Examples of spells that don’t work within Planeswalker:
Aethertow
Tidings
Duress
Burning Enquiry
Explore
Note: Due to the low cost of some “Exile” spells, GMs may wish to out-
rule them to avoid overpowered players.
PLANESWALKER | Part 1: Character creation 8
Adapting spells for Planeswalker
Although many can be, not all cards can be ported into Planeswalker
straight away.
Some cards can be easily adapted for use within Planeswalker, for
example:
Telepathy (U, Enchantment, Your opponents play with their hands
revealed).
There are no “hands” in this system, but the spell could be used to give
the player character actual telepathy in game.
Although this system does not have Graveyards, Libraries (deck-wise at
least), or hands, the following rules allows for certain card effects to be
used within the game.
Counter-spells may be still used against spells cast by enemies.
For saving roll purposes, use the caster’s toughness to determine
the target number (See Chapter 2: Combat)
Effects that “Tap Target Creature” reduce a creature’s Action
Points to 0 for its next turn
If an effect would cause a creature “not to untap during its
controller’s upkeep” then its Action Points remains at 0 for the
next two turns instead
Within this system “Return target creature to hand” effects still work as
follows:
The target creature is teleported away out of reality until the
beginning of the caster’s next turn
When it returns to reality in the exact space where it left, gaining
summoning sickness. Any “enter the battlefield” effects trigger
again
The GM can decide whether or not the creature returns next to
the space if the original space is occupied, or if something awry
occurs
Any “discard” or milling (“place the top card of Library into
Graveyard”) effects have a different effect in this system, which works
as follows:
After casting, and the target failing its saving roll, the caster rolls a
number of dice equal to the number of “cards” being discarded
or milled
Each single success (a result of 4 or more) results in the target
losing 1 Action Point during its next turn (See Chapter 2: Combat)
If the spell does not specify a number of card (e.g. “Half their
hand”, “Half their library”) then the GM may wish to specify one
9 Part 1: Character creation | PLANESWALKER
Usually around 2 or 3 is the safest way to avoid overpowering,
though ultimately the number is up to the GM’s discretion
Spells which return creatures from the graveyard to the battlefield can
still work as follows:
The target must be the corpse of a creature which has died
during an encounter OR a corpse already present in the scene.
If a corpse is targeted, then the player will then control the
reanimated corpse until it dies again.
The length of time it remains alive is down to the GM’s discretion,
but it should be comparable to a regularly summoned creature
(see “Spells in Non-Combat Situations” in Chapter 3).
Any house rulings for spells are up to the GM’s discretion.
Learning New Spells
At many points during a campaign a Planeswalker may have an
opportunity to learn new spells.
For example, they may have decoded an ancient petroglyph, learned
from a master wizard, or formed a bond with a certain creature.
These events may have occurred as part of the campaign’s narrative,
or the Planeswalker may have actively sought out this knowledge,
creating a side-quest.
At this juncture the GM should offer the Planeswalker an opportunity to
learn the new spell.
The Planeswalker may elect to learn the new spell, but the number of
spells they know cannot exceed their Library stat. Thusly they must
“forget” a spell in their Library to make room for it.
Should the Planeswalker wish to re-learn a forgotten spell, the GM
(provided they approve of the wish) should concoct a side-quest for
the Planeswalker to undertake to regain the arcane knowledge.
This could take the form of a mental journey, or a pilgrimage to where
they first learned their art.
Keeping a steady influx of new spells will help keep the game from
stagnating, although some players may wish to keep their characters
exactly as-is.
PLANESWALKER | Part 1: Character creation 10
Keywords
Here is a list of common keywords that have been adapted to work
within the Planeswalker system:
Haste: A creature with haste does not suffer from summoning
sickness, and thus may make an attack the turn it is summoned
First Strike: A creature with first strike makes attacks differently.
Instead of a single roll off it makes two. During the first roll off, only
the creature with first strike may deal damage, if the defender
wins the roll off it will deal no damage to the attacking creature.
However, during the second roll off only the defender may deal
damage
Double Strike: A creature with double strike rolls to attack as if it
had First Strike, with the exception that on the second roll off
both attacker and defender may deal damage.
Flying: A creature with flying may only be attacked by creatures
with flying or reach
Reach: A creature with reach may attack flying creatures
Flash: A creature with flash may be summoned as though it was
an instant
Deathtouch: When a creature with deathtouch deals damage
to another creature, that creature is destroyed (regardless of the
total damage dealt)
Hexproof: A creature with hexproof cannot be the target of
spells or abilities opponents control
Shroud: A creature with shroud cannot be the target of any spells
or abilities
Lifelink: A creature with lifelink grants life points to its controller
equal to the damage it deals
Defender: A creature with defender cannot attack, but instead it
may block incoming attacks against its controller, magically
moving position to be in front of their controller to intercept an
attack
11 Part 1: Character creation | PLANESWALKER
Protection from X: A creature with protection from X (X is usually
a color, but not always) cannot be the target of spells and
abilities that are X, and cannot be dealt damage from a source
which is X
Intimidate/(Fear): A creature with intimidate can only be
attacked by creatures that share a color with it
Trample: When a creature with trample attacks another creature
and kills it, the creature with Trample may deal any excess
damage to an opponent within a single move’s radius
Vigilance: A creature with vigilance has an extra Action Point
during combat (thusly it will have 3 AP in total)
PLANESWALKER | Chapter 2: Combat 12
Chapter 2: Combat
Becoming a being of such great power grants you many who will
devote themselves to you as worthy allies, but more still will oppose you
as sworn enemies.
Not every agenda can be solved with scheming and plotting, quite
often you will have to face your foes in combat.
Combat in Planeswalker, although straightforward in these rules, can
be extremely varied and exciting thanks to the variety of spells that can
be used, just like in a game of Magic.
Each combat turn lasts around 5-10 seconds in-game, and the outline
of a combat turn is detailed below.
Combat Procedure
First, combatants roll for initiative, determining turn order.
This is done by rolling a 1d6 and adding your character’s Agility
stat to the result.
The combatant with the highest initiative result acts first, and then
the combatant with the second highest acts, and so forth.
Note: should a combatant have taken their enemy by surprise,
they must still roll for initiative, but on the first turn they act first by
default, and act on their initiative order in following turns.
A turn is as follows:
1) As your turn begins, roll for mana by rolling 1d3+n (where n is the
turn number -1). Mana remains in your mana pool until you next
roll for mana, and is deducted from the pool when spent on
spells.
2) You have 4 action points (AP) per turn to spend on any of the
following actions
Play spells, providing you can afford the mana cost.
(Common spells cost 1 AP, Uncommon cost 2 AP, Rare cost 3
AP, Mythic cost 4 AP). Spells have no limit on range, provided
the target is within line-of-sight.
Move. (full movement rules detailed below) (costs 1AP)
Command a creature to physically attack, activate an ability,
or move. Any given creature has 2 AP, and thus may only act
twice per turn. (costs 0 AP)
13 Chapter 2: Combat | PLANESWALKER
A combatant may spend 1 AP to make a physical attack to
another combatant or creature, provided they are within the
range of a single move.
Equipping an artifact requires 0 AP (in addition to it’s equip
cost), and can be either equipped to either a player or a
creature. (Note: it is up to the GM’s discretion as to how many
artifacts a player/creature can wield. Wearing greaves, a
sword, a helm and a shield is plausible, but triple wielding
swords is not)
3) Once a combatant is out of AP, their turn ends.
Once a combatant’s life has dropped to 0, they are considered
defeated, if not dead.
Note: for the purposes of spells that utilise “upkeep” effects, assume the
upkeep to happen just before step 2 (roll for mana).
Physical Combat
When physically attacking an enemy, or determining the outcome of a
creature’s physical attack, the process is as follows:
The outcome of a physical clash is determined by an opposed
dice roll, with the controllers of each combatant rolling a pool of
d6 each, equal to 1+Xd6, where X= their pool modifier.
The difference between the attacker’s Power and the
defender’s Toughness is used as the attacker’s pool modifier
(e.g. the attacker’s Power is 4 and the defender’s toughness is 2,
so the pool modifier is 2)
The defender then finds the difference between their Power and
the attacker’s Toughness to calculate their pool modifier
The opponents roll off, each rolling 1+Xd6
Dice showing a result of 4 or more count as “hits”
The highest number of hits wins, and the difference between the
number of the attacker’s and the defender’s hits is dealt as
damage to the loser
Note: it is impossible to get a negative modifier, the modifier cannot
drop below +0
Movement
A combatant may move a number of metres up to twice their Agility
stat during a single move.
Summoned creatures have an Agility of 2, unless they have Haste or
Flying, in which case they have an Agility of 3.
PLANESWALKER | Chapter 2: Combat 14
Creatures in Combat
A creature when summoned appears on the battlefield in a location of
the controller’s choice, anywhere within a radius up to three times the
controller’s Agility.
When summoned in combat creatures suffer from summon sickness
and cannot act at all until their controller’s next turn (this includes
movement, attacking, and activated/tap abilities, but passive abilities
may still trigger).
Creatures which have “tap” abilities may use them, but after the
effects have resolved the creature cannot act again that turn.
As creatures are “daily” spells, only one can be summoned per game
day (and thus per combat), except under special circumstances (see
Land Cards in Chapter 5)
Note: A creature’s starting life is equal to its starting toughness. Should it
gain toughness, its life does not increase accordingly.
Saving Rolls
Whilst it is impossible to stop damage from a physical attack, any
damage or “destroy” effects of spells can be prevented by using a
saving roll.
These are taken as soon as the effect takes place, and represent the
spell failing to work or the victim shrugging it off.
The save of a Planeswalker or a creature is dependent on their
toughness, as shown in the table below.
Saving Roll Calculator
Toughness Save
1 none
2 6+
3 5+
4 and above 4+
Note: Planeswalkers (both Player and NPC) can only be targeted with
spells that specifically target “Players”, and not “Creatures”.
Healing
Planeswalkers heal at a rate of 2 life per in-game day (usually after
sleeping or resting). This can be accelerated by life gain spells or by a
successful medicine (Mind) test (see Chapter 3). If the test is successful
the treated character will gain an addition 4 life that day.
Note: Only one medicine test can be taken per day
15 Chapter 2: Combat | PLANESWALKER
Chapter 3: Non-Combat actions
The challenges a Planeswalker faces are not all embodied in an
opponent, nor shall all problems require violence to solve. Sometimes a
mage’s strength, agility, and wit can help them achieve their goals.
In the course of a game it is likely the GM will set players a multitude of
non-combat challenges
Tests of Body, Mind and Wit
In situations where a Planeswalker’s physique or mental fortitude is put
to the test, a GM may call for a test to see if they are able to overcome
the challenge. These tests all follow the same pattern:
The GM sets a difficulty number (see table below)
The controlling player rolls their dice pool:
o Should the Planeswalker need to demonstrate brute
strength (i.e. moving a large weight) then the controlling
player should roll a number of d6 equal to their Power stat.
o Should the Planeswalker need to demonstrate their
constitution (i.e. resisting the impact of a great fall) then
the controlling player should roll a number of d6 equal to
their Toughness stat.
o Should the Planeswalker need to demonstrate their speed
(i.e. outrunning a rolling boulder) or stealth (i.e. sneaking
past a guard) then the controlling player should roll a
number of d6 equal to their Agility stat.
o Should the Planeswalker need to demonstrate their
wisdom (i.e. recall ancient knowledge or lore), solve an in-
depth puzzle (i.e. working on repairing an artifact) or
attempt first-aid then the controlling player should roll a
number of d6 equal to their Mind stat.
o Should the Planeswalker need to demonstrate their
alertness (i.e. spotting a hidden enemy or overhearing a
conversation) then the controlling player should roll a
number of d6 equal to their Awareness stat.
o Should the Planeswalker need to demonstrate their
charisma (i.e. persuading a character to share secrets or
gain trust) then the controlling player should roll a number
of d6 equal to their Charm stat plus any modifiers from the
Speech Modifiers table below.
The player then counts the number of dice showing a result of 4
or more and counts them as “successes”
If the number of successes is equal to or greater than the
difficulty number, the Planeswalker is successful
If the number of successes is less than the difficulty number, the
Planeswalker fails the test and suffers the consequences
PLANESWALKER | Chapter 2: Combat 16
Note: Should the task be perilous (e.g. rocks falling onto the
Planeswalker), and the Planeswalker fails the test, then damage can
be dealt. The GM may deal a set level of damage, or the difference
between the roll and the difficulty can be dealt as damage instead.
Difficulty Numbers
1 Easy
2 Challenging
3 Hard
4 and above Hellish
Speech Modifiers
Same Alignment (s) +1
Enemy Alignment(s) -1
PC has great prestige +1
PC is Intimidating
(higher
Power/Toughness)
+/-1
(depending
on the
situation)
Same
Race/Faction/Guild/Etc
+1
NPC’s DIsposition +/-1 or more
(GM’s
discretion)
Any other sensible
reason
+/-1
Spells in Non-Combat Situations
Sometimes a situation may require the use of a spell, even when not in
combat (for example a Lightning Bolt to jump-start an ancient
machine, or a Wind Drake to take you up to the top of a cliff).
The amount of mana available to players outside of combat is always
3, however GMs may allow players to draw on more mana if needed.
If the spell is a non-creature spell, its effects are resolved and the
narrative continues.
Creature spells can be cast, but how long the creature remains
summoned is up to the GM, though a period of about half an hour to
an hour for an average costed creature usually works well.
As the mana cost of the creature goes up, consider reducing the
period of time it can remain summoned for.
17 Chapter 4: Planeswalking | PLANESWALKER
Chapter 4: Planeswalking The defining trait of a Planeswalker is their ability to move between the
countless planes of the Multiverse in their quests for knowledge,
enlightenment and power. This amazing feat is known as
Planeswalking.
Moving between planes allows for an extremely complex story that
can take place between many realities.
Walking the Blind Eternities between planes is not an easy feat,
however, and many Planeswalkers have little to no control during their
first Planeswalk when their spark first ignites.
The whole process requires a huge amount of concentration and
mana, and can leave the Planeswalker drained for days.
Some Planeswalkers find it easier to Planeswalk when calm and in a
space where it is easy to concentrate.
Others find it easier to utilise their spark when under extreme pressure,
when danger threatens their life.
Walking the Blind Eternities
In order to Planeswalk away from a plane, a character must take a
Planeswalking test as follows:
To begin with, the Planeswalker must perform a standard Mana
roll. Thus out of combat the result is 3 by default, but is 1d3+n
(n=turn number-1) in combat.
The result of this roll becomes the Planeswalker’s dice pool for the
test. This can be altered by Land Cards (See Chapter 5) and by
Planeswalking Situation (see table below).
The controlling player rolls the dice, and counts the number of
successes (dice with results of 4 or more)
The player then compares the number of successes to the
Planeswalking Outcome table below
A Planeswalker can only attempt Planeswalking once per game day,
and if successful they must wait out a refractory period of 2d3 days
before they are able to attempt to Planeswalk again without penalty.
Should a Planeswalker attempt to Planeswalk within a day of a failed
attempt, or within a refractory period, they will suffer penalties to the
test (see table below).
In addition, if they are successful, before arriving at their destination
within this refractory period they must pass a Challenging Toughness
PLANESWALKER | Chapter 4: Planeswalking 18
test (see Chapter 3) or suffer 2d3 damage upon arrival from the
struggles of the Blind Eternities.
Planeswalking Situations
In safe environment/no time constraint +1
In combat and below 5 life +1
In combat and above 5 life -1
Native to destination Plane +2
Frequent visitor to destination Plane +1
Never been to destination Plane -1
Are within a refractory period/a day of
previous attempt
-1 for each attempt within the
period
Any other sensible reason +/-1
Planeswalking Outcome
Successes Outcome
0, but rolled three
1’s
The Planeswalker ends up at a random location on a
Plane different to the intended destination.
0 The Planeswalk fails, the Planeswalker remains in their
current location
1 Arrive on the intended Plane
2 Arrive on the intended Continent/Nation
3 Arrive in the intended Locale/City
4 and above Arrive in precisely the intended Area/Building
Note: As Planeswalking grants characters unprecedented freedom of
travel, it may be difficult to weave a narrative that allows for it. To get
around this GMs may wish to extend the refractory period, or
alternatively ignore these rules and allow Planeswalking only at certain
plots within their narrative.
19 Chapter 4: Planeswalking | PLANESWALKER
Planechase
During a duel between Planeswalkers, one combatant may flee and
Planeswalk away from the fight.
Their opponent(s) may choose to pursue them, enacting a Planechase,
which works as follows:
During combat, if a Planeswalker leaves the battlefield by
Planeswalking, any other Planeswalkers in the battle may exploit
the entrance to the Blind Eternities that has just been opened
To represent this they may take a Planeswalking test as above,
but their dice pool is immediately set to be equal to that of the
Planeswalker who just left
After they have rolled they do NOT consult the Outcome table as
they usually would
Instead, any result of one or more successes will result in them
tracing the footsteps of the first Planeswalker through the Blind
Eternities, and they will arrive at the destination plane hot on the
heels of the escaping Planeswalker (the exact distances are
down to the GM, but roughly 3 or 4 times the escaping
Planeswalker’s Agility score)
A result of 0 successes means the chasing Planeswalker is left
behind
If a Planechase is enacted then the veil between planes and the
Blind Eternities is rippled from the efforts of the Planeswalkers
o To represent this the refractory period restriction is lifted
until the chase ends, meaning all Planeswalkers who
successfully Planeswalk during a Planechase can attempt
to Planeswalk again immediately without penalty
o However each Planeswalker must wait for a full combat
turn to pass before they can attempt to Planeswalk again
During a Planechase combat turn is not reset after each
Planeswalk
The Planechase ends when either:
o Combat ends
OR
o All chasing Planeswalkers fail their Planeswalking tests
If a chasing Planeswalker fails their Planeswalking test to pursue
an escaping Planeswalker, they may still make a regular test
without refractory penalty to get to the plane their opponent
escaped to, provided they know which it was
If they pass this test they must consult the Outcomes table as
usual, they were not fast enough to trace their opponent’s
footsteps so are not guaranteed to reach them immediately
If they fail this test then their window of opportunity has passed
and the refractory period begins
PLANESWALKER | Chapter 4: Planeswalking 20
Note: A Planechase is a peculiar phenomenon that can only happen
during the heat of combat. However, if the party of Planeswalkers wish
to travel together, the GM can decide whether or not they all arrive
together in the same manner as Planechasing, or if they must take
individual tests to see if they arrive at the same place at the same time.
21 Chapter 4: Planeswalking | PLANESWALKER
Chapter 5: Advancement and Items A Planeswalker is a learning, growing being. Everywhere they visit
Planeswalkers form bonds with the land and mana of the plane, bonds
which they can tap into to further their power, even when they are on
the other side of the Multiverse itself.
Although this system does not appear to allow the improvement of
player characters using the traditional methods of experience or stat-
building, players are instead rewarded by their Planeswalker forming a
mana bond to the plane they are on.
In practice, this awards the player a Land Card.
Land Cards
Land Cards are special rewards that add to the arsenal of a
Planeswalker. Similar to spells, each one can be used once per session.
Using a Land Card allows a player to either:
Reset a daily spell that has already been used once that day
or
Reroll any roll once
or
Add +1 to a Mana/Initiative roll after rolling
or
Set aside a single die from a pool as a success/hit before rolling
Land Cards can be awarded to players who have accomplished
something great within the game. These feats could include:
Saving a plane or location from certain doom
Achieving a new level of enlightenment
Defeating a great enemy
Completing a set number of trials or quests
Or anything else the GM deems worthy of a great reward!
Inventory and Equipment
No RPG is complete without treasure and equipment; however the
value of a lump of steel in the shape of a sword may be lost on a being
who can summon beings of living flame to do her bidding.
As such, some GMs may wish to do away with an inventory system and
rely on narrative completely for such matters.
If you do wish to include non-summoned equipment, take a look at
some Artifact cards that you can convert into in-game items, or create
some of your own.
Of course, players can already summon and equip their own
equipment in battle, but you may wish to award non-summoned
equipment (with equip costs of 0) as well.
PLANESWALKER | Chapter 4: Planeswalking 22
GMs may allow players some starting equipment too, this could
include:
A weapon and/or armor (to help represent the player
character’s starting Power/Toughness)
Utilities such as rope
Food and other supply items
Quests may require a MacGuffin-type artifact or other items to drive
forward the plot. Feel free to invent or convert these items as needed
to give your quests depth.