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Lord of the Yellow Sign, Rune of Madness

The entity known as the Unspeakable One has been worshipped by mad cults since the days of Lemuria and the Serpent Empire. Its true name is known only to a few, for it is said to speak it invites its atten- tion and, therefore, madness. The Unspeakable One is a force of pri-

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MAGIC POWERS

Maw of Vhoka is a ghostly toothed maw, appearing out of nowhere to savagely bite at a target chosen by the caster, then vanishing. If the Maw fails to strike, it tries again, up to three times before vanishing. Some versions of the spell are Penetrating, as well.

Maw of Vhoka: Ranged Damage (bite), Homing 3 • 3 points +2

points per rank

Vile Venom of Vhoka is a deadly toxin that saps a victim’s strength and can eventually kill them. At below Strength –5, the victim is paralyzed and begins losing Stamina instead. Below Stamina –5, the victim dies.

Vile Venom: Weaken Strength, Progressive, Variable

Descriptor (Weakens Stamina after Strength reaches 0) • 1

point + 3 points per rank

WEYAN

(way-an) The Wheelwright, The Watcher, The White Hand

Weyan the Wheelright is brother of Lamal the Law-Giver, and even more orderly than his divine twin. Weyan is an artisan, master of a vast and intri- cate clockwork universe of inter- locking wheels and gears, always working to expand and maintain it. It is said the purpose of the vast mechanism is to perfect creation in some way. Perfection is Weyan’s ultimate

purpose, and he’s called upon in matters of improving or perfecting things, or for the tremendous power contained in the wheels he makes and puts into motion. Unlike, Lamal, however, Weyan is less concerned with matters of justice, and magicians wield his power for their own purposes. Ward of Weyan (not to be confused with the Wheel of Warding, the Third Wheel of Weyan) is a dictum of law, warding off all creatures of chaos and disorder.

Ward of Weyan: Burst Area Progressive Affliction (Resisted

and Overcome by Will; Entranced, Compelled, Controlled), Limited to Creatures of Chaos, Limited to Forcing Targets Away from Area • 2 points per rank

The Wheels of Weyan are a collection of the most common invocations to the Wheelwright of the White Hand, commonly known by number. Their use creates phantom images of rune-engraved circles or spoked wheels slowly spinning around the magician.

The First Wheel of Weyan, or the Wheel of Workings, can animate objects and also repair damage inflicted upon the world by various unnatural forces. Righteous magi- cians use it to clean up the collateral damage in the after- math of their victories.

First Wheel of Weyan

Perception Ranged Summon Animated Object, Limited to Available Objects • 3 points per rank

Ranged Transform (broken objects into repaired objects) • 3

points per rank

mordial chaos, and its followers want nothing more than to summon it into the world to bring the “gift” of divine madness to all. A few with a slightly stronger grip on their sanity seek to use the Unspeakable One’s power for their own purposes, but they constantly risk falling deeper into a psychic abyss from which there is no return.

Chant of Chaos is a rising and falling chant in an alien tongue, the very sound of which is maddening. Continu- ing the chant gives the spell its cumulative effect.

Chant of Chaos: Cumulative Hearing Area Affliction (Resisted

and Overcome by Will; Entranced, Compelled, Transformed) • 3 points per rank

Unspeakable Summoning calls up a preternatural crea- ture from the Unspeakable One’s realm to serve the sor- cerer. Use the Brute Demon (Gamemaster’s Guide, page 137) as a starting archetype.

Unspeakable Summoning: Summon Unspeakable Servitor 7,

Heroic • 28 points

The Yellow Sign is the most infamous rite of the Unspeak- able One, a sigil able to induce madness in those who see it.

The Yellow Sign: Perception Area Progressive Affliction

(Resisted and Overcome by Will; Entranced, Compelled, Transformed) • 4 points per rank

VHOKA

(VOH-kuh) The Destroyer, The Devourer, The Oathbreaker

Vhoka the Destroyer is the legend- ary Eater of Gods, a primal force destroying all in his path, con- suming it so it may be reborn anew. He’s most often depicted as a many-armed man wield- ing several swords with a wide, toothy maw like a shark. Although many fear Vhoka’s power, in many re-

spects, he is an entity beyond good and evil. Still, he is opposed to the forces of creation, so magicians allied with order tend to call upon him with great caution, if at all, while those devoted solely to their own power have fewer qualms about calling Vhoka’s wrath down upon their foes.

Dance of Vhoka imparts movement to a weapon, allow- ing it to fight on its own. The weapon is a minion with its normal damage capabilities, the base traits of a construct (including Immunity to Fortitude and Will effects), Flight 1, and skill in wielding itself equal to the power level minus the weapon’s effect rank. Take the weapon’s cost in power points or equipment points, add the cost of its attack ranks (power level – effect rank) + 2 points for Flight to get its minion cost.

Dance of Vhoka: Summon Animated Weapon, Active,

Controlled, General Type, Ranged • 6 points per rank

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MAGIC POWERS

MUTANTS & MASTERMINDS

POWER PROFILES

the spell fails to work, the caster suffers psychic backlash, making a Will resistance check against a Damage effect equal to the rank of the highest affected magic trait.

Wondrous Working of Weyan: Burst Area Weaken Magic,

Affects Objects, Broad, Concentration, Simultaneous, Side Effect (psychic backlash, see description) • 5 points per rank

YIG

The Father of Serpents

Yig is the god of the Serpent People, the archetypal great ancestor, master of snakes and reptiles. He is a cold- blooded creature, befitting his nature, but willing to grant power to those who serve him and his chosen ones. Followers of Yig often assume reptilian and serpentine characteristics and call on him for magic dealing with serpents, venom, and similar such things.

Curse of Yig brings the wrath of the reptile

kingdom down upon the victim. It summons forth chil- dren of the Father of Serpents, typically poisonous vipers (Gamemaster’s Guide, page 135).

Curse of Yig: Summon Snakes 3 (37-point minions), Multiple

Minions 4 (16 snakes) • 18 points + 6 points per additional

doubling of minions.

Fangs of Yig give the magician a poisonous touch. A single use may be enough to render an ordinary human completely paralyzed.

Fangs of Yig: Affliction (Resisted and Overcome by Fortitude;

Dazed, Disabled, Paralyzed), Progressive • 3 points per rank

Yig’s Inexorable Transformation turns a humanoid victim into a savage Serpent Person. The victim receives one resistance check each day. After three failed checks, the victim is transformed into a Serpent Person.

Yig’s Inexorable Transformation: Affliction (Resisted and

Overcome by Will; Transformed), Progressive, Limited Degree, Limited to One Stage per Day • 1 point per rank

The Second Wheel of Weyan, or the Wheel of Watching, opens a circular “window” through which the magician can scry. The Wheel of Watching only provides visions of distant places; it does not transmit sound or other sensory impressions. Some verions of the spell add the Dimen- sional modifier as well.

Second Wheel of Weyan: Remote Sensing (Visual) • 2 points

per rank

The Third Wheel of Weyan, or the Wheel of Warding, can deflect and reflect attacks.

Third Wheel of Weyan: Deflect, Reflect • 2 points per rank The Fourth Wheel of Weyan, or the Wheel of the Winds, can create powerful wind gusts at the caster’s command.

Fourth Wheel of Weyan: Perception Ranged Move Object,

Limited to Pushing • 2 points per rank

The Fifth Wheel of Weyan, or the Wheel of Waiting, can ac- tually stop time in a limited area. An advanced version of the spell adds Selective to the effect.

Fifth Wheel of Weyan: Burst Area Affliction (Incapacitated),

Affects Objects, Progressive, Sustained, Instant Recovery, Limited Degree • 3 points per rank

The Sixth Wheel of Weyan, or the Wheel of Whispers, carries the magician’s words over great distances.

Sixth Wheel of Weyan: Communication (air and auditory)

• 4 points per rank

The Seventh Wheel of Weyan, or the Wheel of Worlds, opens wheel-shaped gateways between dimensions.

Seventh Wheel of Weyan: Movement 2 (Dimensional 2 –

Mystic Dimensions), Portal • 8 points

Wondrous Working of Weyan is a particularly intri- cate—and dangerous—enchantment. It creates around the magician a wondrous phantasmal device of complex interlocking gears, powered by the ambient magic in the surrounding area. They spin, faster and faster as the Won- drous Working uses up all the nearby magic, temporarily stripping the area of mystic power and denying all magi- cians and magical beings use of their abilities for a time. If