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===The Planeswalkers=== ----- Planeswalkers are as old as the Magic: the Gathering game itself. In times of old they were nearly omnipotent god-like beings capable of travelling through the multi-verse at will. Now their powers are diminished to that of powerful mages, but they still possess the awesome ability to travel between the countless worlds. The typical interpretation is that the card game represents a battle between two powerful planeswalkers representing the players. In your game, you may choose to have one or all of your players take the role of a planeswalker. In this case, they function as any other character but with one added Spell that does not require a Memory slot. This spell is called Planeshift. Game groups may opt to also grant an additional Color Identity primary source when the Planeswalker's spark first ignites or to give extra build points for use at the end of the session or when first designing the character. However, significant bonuses are not advised in a group where not all members are Planeswalkers as it might lead to party imbalance. ====Planeshifting==== Planeshifting can be performed once per week and allows the Planewalker to travel to the Æther, the world between worlds, or the Blind Eternities. Through this realm all planes are connected and a planeswalker's spark, the common name given to their unique talent, protects them from the horrifying energies of this realm. Even without knowing where they are going, planeswalkers can still find their way to worlds they have never seen before. With practice, they may even be able to return to a specific plane or bring others along with them. Planeswalking takes considerable time and concentration and cannot be achieved instantaneously. Another concern for the typical planeswalker is that the process consumes a large amount of their Mana, often leaving them defenseless upon arrival at their destination. In battle, Planeshifting can be used as an alternative to fleeing when in Ranged Combat. When Planeshifting out of battle there is always the chance that a planeswalker might accidentally bring their foe along with them. If they are fighting another planeswalker then the residual magic trail they leave behind can also lead a foe right to them. If another Planeswalker Planeshifts away, the players may choose to follow within three rounds by paying the usual cost for the spell, but without the chance of arriving somewhere else by mistake. Each of the following five stats affects planeshifting in some way. *Channeling: Channeling affects how much Mana Planeshifting consumes. Planeshifting costs colorless Mana equal to [your maximum Mana+1-Channeling](maximum Mana is your Mana pool+mastery). It can never cost less than zero. *Focus: To carry another person with you on your journey takes a great deal of Focus. You can bring one person or permanent effect with you for every point of Focus you have. When shifting to flee from battle, enemies may come along for the ride. With Focus of 5, flip a coin, and on heads enemies do not come along. Once Focus reaches 10 you need never bring an enemy and can also choose not to leave a trail. *Mastery: Planeswalking is a tiring experience for the mind and body, but with higher Mastery you can travel again sooner. You can use Planeshift once per [10-Mastery] days. At 10 Mastery or more you no longer have to wait between Planeshifting. *Speed: With higher Speed you can activate a Planeshift more quickly. Planeshifting takes a number of rounds equal to [10-Speed]. At 10 speed this process is instantaneous. *Memory: An excellent Memory for detail can help you find your way back to a particular spot. The specificity of the location you can arrive at is detailed in the following table. Roll a die and add your Memory to the result, then check the table to see the degree of specificity with which you can decide where you arrive. In any case, the Judge may decide where you arrive within the area you arrive in. In the cases where you roll less than 8 and fail to even arrive on the desired plane, the judge may put you anywhere in the multiverse (but generally shouldn't put you anywhere too dangerous such as Phyrexia). {| border="1" cellspacing="0" cellpadding="3" style="text-align: center; left" |- ! Result ! Specificity |- ! 7+ | Desired Plane |- ! 9+ | Desired Region or Nation |- ! 11+ | Desired City |- ! 13+ | Desired Building |- ! 15+ | Desired Room |- ! 17+ | Exact Location |}
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