Aarongorn90 Simon. T PLANESWALKER · 3 Part 1: Character creation | PLANESWALKER Part 1: Character...

22
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 Aarongorn90 Simon. T Simbad FunkyDunk riptidegamespress.wordpress.com Beta ver 0.6

Transcript of Aarongorn90 Simon. T PLANESWALKER · 3 Part 1: Character creation | PLANESWALKER Part 1: Character...

Page 1: Aarongorn90 Simon. T PLANESWALKER · 3 Part 1: Character creation | PLANESWALKER Part 1: Character creation You are a Planeswalker, a being of immense power, capable of simply leaving

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

Aarongorn90

Simon. T

Simbad

FunkyDunk

riptidegamespress.wordpress.com

Beta ver 0.6

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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

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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?

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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

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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.

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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.

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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.

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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

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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.

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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

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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)

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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)

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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.

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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

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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

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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.

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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

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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.

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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

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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.

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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.

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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.