Monday, August 1, 2011
Mutants & Masterminds - Green Ronin, Dual Location
I own a few books in the Mutants & Masterminds line. I was told at one point that I need to be aware of the edition as they are not 100% compatible but that may or may not be true. I pick them up to read the characters and back story more than anything else. The Wild Cards supplement was really well done in my opinion.
The game must be popular as it went into its third edition late last year. Since I was told that some products are not fully compatible I am not sure how I feel about that. Three editions for a game that has been out for less than 10 years may be a bit too much change for me. Even Wizards doesn't update editions that fast (hope my math was right there).
The next convention I am at I am going to try and find either a demo of this game or a scheduled session and give it a run. Of the non licensed products it seems to have the most longevity after Champions. I say that but then I will get there and they will have a dealer room and perhaps a multi-day auction and next year I will be saying the same thing. I guess the good news is that I might learn it before the fourth edition makes it out sometime in 2012!
Duration: 5 Rounds + 1 Round/Level
Ares Effect: Caster
Casting Time: 1 Round
Saving Throw: None
By means of this spell the caster is able to cause themselves to exist in two locations at one. The spell does not copy the caster buy alters reality allowing the actual caster to exist in both places at the same point in time.
The caster is limited in where they can cause the second instance of themselves to appear. They must be very familiar with the place the other them will appear. They will need to have spent at least a full 24 hours in the location within one game month per point of intelligence. Attempting to cause themselves to appear in a location that does not fit the criteria will cause the spell to fail.
The caster will be able to fully function in both locations. They will also be able to operate simultaneously even to the extent of casting at the same time. Spells cast will draw from the same list of available spells though. Actions taken by the caster at either location will remain in effect when the spell ends. This extends to items so anything the caster may have on them when the spell expires will be at the original location though there will be no duplication.
The spell range is unlimited as long as both location are on the same plane. There will be consequences if the two locations are too close though. If both instances of the caster are within 500 yards of each othr there is a 10% cumulative chance that the two instances will be pulled together and appear at a random location between the two spots.
The material component of this spell is a token made of silver or other precious metal. The token must have the image of the caster engraved on it. The caster flips the token in the air and it will appear where the other instance is to appear along with the other instance.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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