Walking the Multiverse A roleplaying game by Adam Blumenau Fluff intro “I need a room please, something discrete. And quickly.” Julius Agosto didn’t mean to sound too desperate, but events of the day had degraded his normally stoic demeanor. “I’ll need some payment up front for a, discrete, guest such as yourself” the leonine replied. Swearing under his breath, Julius rummaged through his pack. Since igniting Julius had little use for normal currency, but his life as a pontiff had lasting habits. He pulled out a small handful of coppers, with maybe a few golds mixed in. Julius had done his best to remove the Guildpact insignia from his currency to reduce suspicion when he was on other planes, but he was no artificer. He hoped the worn bumps would look to be foreign coin of some other nation wherever he went. The leonin’s eyes widened for the briefest moment before returning to their neutral feline composure. Figures, these backwater savages probably barter in bread and cattle. The sight of worked metal must be like lotuses before a spark holder. Hopefully their value would buy some additional discretion. Julius was hastily shown to his room. As soon as he heard the muffled footsteps of padded feet creaking down the stairs Julius locked his door, laid out a small sheet, and bent down in a prayer position. Hopefully here I will be hidden from that damned troll he thought. That such a creature could wield the same power as him disgusted Julius. Perhaps he was too naïve to assume that the troll would not seek revenge after he slew their tribe, let alone pursue it across planes. Julius had prepared a special spell for the occasion, one that would ensure his trollkin could not regenerate. That would teach them not to pay back the Orzhov. But it had all gone sour. The troll was tenacious. If only he could get a few hours of peace he could return and – There was a clumsy flutter at the windowsill. Julius was broken from his meditation and looked up to see a gangly drake perching there, its orange eyes staring emptily at him. It was Kentalok’s rabid familiar. Julius had no idea where he found such a filthy little thing, but it figures that only a troll would place value in such an ugly lizard. Afrer a painful pause it twisted its head upward and let out a sickening croak. Julius began to chant and summon up magics that would wither the creature when he heard the sizzle of white hot fire followed by the shatter of wood. There were screams followed by more explosions and blasting rubble. He could already smell smoke as he dashed down the stairs and out the inn door. Julius sprinted in the direction of the town’s graveyard, it was always useful for a necromancer to know where corpses slept nearby. Clamoring through the gates, he ignored the illumination of fires growing behind him and began chanting. He let the magic flow out from him; it seeped into the ground and through stone crypts to curl around bones. Julius made sure to avoid the rotting corpses, he hoped that small-brained peasants would assume his ghostly zombies were their ancestors come back to defend the town, but he would settle for panicked flight if it came to that. “JULIUUUS” bellowed a guttural voice. Kentalok was already at the cemetery gates with his swarm in tow. Julius turned to face him, a fragile confidence upon his face. He made no call or command; with a simple point forward, his undead hordes clambered out to intercept the wild creatures. Kentalok viewed the carnage with an almost ecstatic excitement. Drool dripped form his lips as he called out his wild magic. Green wisps flowed from his gnarled staff and twisted around a beast,

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doubling its size. The monster roared and charged forward. Its massive bulk crashed through the skeletal minions knocking them apart. They began to reassemble but to little effect as the monster had already trampled past. With a mighty bite it crunched down on Julius’ arm. Teeth that would normally pulp flesh and bone held fast around the limb as it shook, trying to pull the appendage free. With teeth clenched in pain Julius chanted out a quick spell. An imperceptible wave of white mana burst out and dissolved the enchantment Kentalok was maintaining. The skeletal minions pulled the lizard off Julius even as it shrunk back to normal size and pitilessly ripped the beast apart. As his servants did their work Julius could see he was outnumbered. Kentalok had summoned more wolves. They would quickly surround and devour him. Julius took a meditative stance and concentrated. In his mind’s eye he reached out to the mana of the waves and rocky shores. It was still new to him, this salty, nebulous mana so unlike the magic of the black marshes or white plains. It came to him all the same and he used it to let forth a spell he had prepared for just this occasion. Cold wind rushed out from him. It ripped over Kantalok’s beasts encrusting them in ice. Kantalok’s wild exultations ended so suddenly Julius hoped the troll had simply died in that instant. So, this green accident of nature fears blue magic, that would be good to know. The wolves and other beasts struggled to break free of the ice, but not fast enough. Julius chanted the righteous words he learned from the syndicate and let loose his masterwork. Sickly yellow clouds gathered above the melee before abruptly billowing down. The vapors gusted over the creatures, their eyes rolled back in their sockets, and they slumped dead even as the smoke continued to expand out of the graveyard into town. It would not be strong enough to kill Kentalok, but Julius was satisfied. He could feel a swelling in his breast as he consumed the souls of the fallen creatures while his skeletons began to reassemble. They pursued Kentalok into town before cutting him down. Julius payed no heed of the leonin corpses that littered the street. He calmly strolled over, reveling in his victory. He looked down at Kentalok with disdain, the bloody troll glanced with fear plainly showing in his eyes. “By the bonds of my brothers I swear I’ll kill you!” exclaimed the troll with a cracking voice. Julius did not waste time gloating. He lifted his hand to the troll’s forehead and began to channel blue mana into an icy mist. It was not his preferred way to dispatch foes, but he wanted the troll to die afraid. Kentalok gasped as he realized what was happening. As the mist flowed over his face it instantly bloomed with frost burn. Kentalok let loose a deep roar and a blinding flash of fire erupted from his mouth. Julius sensed the spark erupt outward as the troll’s magical presence vanished. Kentalok had escaped, but that was acceptable. Julius had expected it. Killing the troll would have just been a happy surprise. Kentalok would need several hours to recuperate before he was ready to fight again. Exactly the time Julius needed to planeswalk beck to . With any luck the troll would need to wait even longer to cultivate another spark before he could follow Julius, and in that time the necromancer would prepare. He would call in debts and his allies on Ravnica; when that damned troll showed his face, Julius would bring down heaven and hell to end this petty attempt at vengeance.

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Introduction DISCLAIMER – This game assumes that the GM and players have at least a basic understanding of the rules of Magic the Gathering. This rulebook is not a resource for Magic the Gathering rules, please reference the Magic the Gathering website for tutorials or the Comprehensive Rules for in depth rules on the game. This game is intended to add roleplaying elements to the game of Magic the Gathering. To preserve the fun of playing Magic the Gathering and minimize bookkeeping it is the intention of this roleplaying game that no additional rules are added or impact the normal game of Magic the Gathering; merely provide rules for facilitating roleplaying and interactions of Magic the Gathering cards outside of normal gameplay.

In Planes and Planeswalkers the power of planeswalkers and other magical entities of the multiverse are represented by levels. The power of each level can be roughly compared to the following entities Level 1 or lower – A mortal creature such as Tim the prodigal sorcerer Level 5 – A legendary creature or planeswalker. Generally, this level can be considered the peak capability of non-planeswalker entities Level 10 – A full fledged planeswalker. The Gatewatch members could be considered around this power. Level 15 – An elder planeswalker. Planeswalkers with several lives worth of experience such as Karn or Sorin Markov. Level 20 - Eldritch planeswalkers and beings with power to influence entire planes. The elder dragons are considered to be this powerful. Level 21+ - Represents the power and capabilities of planeswalkers before the Mending or multiversal entities such as the Eldrazi.

Creating a Character To create a new planeswalker first choose some simple concepts that will define him or her (or it) as an individual Name – What does your planeswalker call themself? A planeswalker may keep their given name from before their spark ignited or may choose a new name to represent their transformed self. Planeswalkers may identify themselves with certain titles to describe their affinities or power. Race – What race is your planeswalker? There are a multitude of races across the multiverse and an infinity of variations amongst the planes. While more universal races, such as humans and goblins, may be able to more easily blend in across the various planes they visit there is no limitation on how exotic or rare your race can be. Note that the vast magical powers of a planeswalker completely dwarf any physical capabilities of their nonmagical counterparts and as such the choice of race has no influence on a planeswalker’s stats or abilities beyond appearance, biological abilities (such as locomotion) and needs. Appearance – Beyond a planeswalker’s race, what specific identifying features or marks do they have? Note anything particular about the planeswalker that distinguishes them from the common folk of their race (other than incredible magical power). Inclination – In one or very few words describe how your planewalker generally acts. Use descriptors such as temperamental or inquisitive to give a general feel for how your planeswalker approaches the various challenges of the multiverse.

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Stats - There are five inherent stats that influence five derived stats. Each derived stat has a letter in parenthesis that indicates the inherent stat that influences it. Each character starts with an inherent stat level of 1 and 5 inherent stat points to distribute as they wish. A player may choose to assign 1 point to each of their five inherent stats, 3 points to Magnitude and 2 to Power, or all 5 to Wisdom. Reference Table 1 for how each stat influences its associated derived stat. Inherent Stats Power – A measure of a planeswalker’s raw magical ability. The higher a walker’s power the more damage they can sustain before being defeated. Cunning – A planeswalker’s craftiness, the higher cunning the more spells a walker can hold in their mind during combat. Wisdom – A planeswalker’s knowledge, the higher it is the greater number of spells a walker can bring into battle before becoming mentally exhausted Tactics – A planeswalker’s skill in strategy and preparation, the higher it is the more spells a walker can have available at any time Magnetism – A planeswalker’s ability to influence and command creatures, the more magnetism a walker has the greater creatures they can control.

Derived Stats Health Points (P) – Your maximum health points. Hand Size (C) – Your starting and maximum hand size Library Size (W) – Your maximum library size. Note that your library does not need to meet its maximum size and there is no minimum library size. Normal deckbuilding rules still apply (you can have max 4 copies of any one card other than basic lands) Command Size (T) – The number of cards you can hold in your command zone Magnitude (M) – The maximum size of each creature you can control. The magnitude of a creature is equal to the sum of its power and toughness. If at any point a creature exceeds its controller’s magnitude it can no longer attack, block, or activate abilities (remove the creature from combat if it is attacking or blocking). The creature is still in play and under its controller’s control; it can be targeted by spells and abilities normally. The creature remains this way until the sum of its power and toughness fall back within its controller’s magnitude. The magnitude of each creature is calculated and checked individually.

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Table 1 – Derived Stats Library Size Stat Level Health Points (P) Hand Size (C) (W) Command Size (T) Magnitude (M) 1 2 3 6 1 2 2 4 3 12 1 4 3 6 4 18 2 6 4 8 4 24 2 8 5 10 5 30 3 10 6 12 5 36 3 12 7 14 6 42 4 14 8 16 6 48 4 16 9 18 7 54 5 18 10 20 7 60 5 20 11 22 7 66 6 22 12 24 8 72 6 24 13 26 8 78 7 26 14 28 8 84 7 28 15 30 8 90 8 30 16 32 9 96 8 32 17 34 9 102 9 34 18 36 9 108 9 36 19 38 9 114 10 38 20 40 10 120 10 40 21+ +2/lvl +1 max/5 lvls +6 max/lvl +1 limit/2 lvls +2 limit/lvl

Talents Talents are special abilities that set a planeswalker apart from their peers. Each Talent has three aptitude levels. Talents may provide passive bonuses or allow a planeswalker to take special actions. A planeswalker chooses 1 talent at character creation and every 4 levels can either choose a new talent or increase the aptitude level of a talent they already have. Refer to the table below for talent progression. Refer to the Talents chapter for a list of available talents.

Table 2 – Talent Progression Character Level 1 New talent 4 New talent or increase talent aptitude level 8 New talent or increase talent aptitude level 12 New talent or increase talent aptitude level 16 New talent or increase talent aptitude level 20 New talent or increase talent aptitude level New talent or increase talent aptitude lvl/4 21+ lvls

Spark – Each planeswalker character begins with 1 spark.

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Constructing your library Collect your corpus – The final step to creating your character is gathering the collection of cards that make up your corpus. There are no restrictions for the cards that can be in your corpus. A planeswalker that chooses to exclusively cast black spells can still possess cards of any color in their corpus. The cards in your corpus are not limited by deck building rules (for example your corpus can contain any number of copies of any card). As a rule of thumb your staring corpus should contain about 10 cards per level of the character. An eclectic planeswalker may wish to start with a larger corpus containing a variety of single cards while a more focused one may choose a smaller starting corpus that contains multiple copies of exactly the cards they need. The size and composition of your corpus is ultimately up to the GM. Your starting corpus should also contain cards that conform to the power level your GM wishes to play with. For first level planeswalkers, their corpus should contain majorly commons with one or two uncommons. Assemble your library – Once you have constructed a corpus that is acceptable to you and your GM you can create your library. Construct your library using normal deckbuilding rules, the only exception is that you have no minimum deck size. Think about how your character expresses their magical power and use that as inspiration towards their library. A master summoner may wish to assemble a huge library containing a variety of exotic creatures while his companion the dark magic-using assassin may choose to construct a tiny library with multiple copies of a few choice spells. Your library is not set in stone, at any point during a long rest you may change any or all of the contents of your library.

Congratulations! Your planeswalker is now ready to begin their adventure!

Game Terms This chapter details the various rules for use of cards outside of combat to facilitate roleplay and how actions in combat fit into the greater multiverse. Corpus – The collection of cards a planeswalker has available is called their corpus. Cards in their hand and library are considered part of their corpus although every card in their corpus may not be in their library. This collection of cards comprises the intangible collection of magical knowledge a planeswalker holds in their consciousness. Entity – Entity is used to reference any targetable thing, living or inanimate. Time – In combat, a turn between all active participants takes five minutes. Outside of combat spells are considered to take only a brief incantation to cast. Normal response rules still apply, so if a character is casting a spell, characters with instants available can cast them in response unless circumstances prevent those casters from concentrating or focusing. Mana – Outside of combat, planeswalkers are considered to have access to any amount of mana they need available. Time rules still apply, so the limit of one land per turn would indicate it takes a planeswalker five minutes per mana required to cast a spell. For example, Craw Wurm requires six total mana to cast and thus would take thirty minutes to gather. Graveyard – A planeswalker’s graveyard persists in and out of combat. When combat or an encounter ends if that player has any cards in their graveyard DO NOT shuffle them back into their library. Cards in graveyards can be recovered by taking a long rest. The GM may rule that a planeswalker who moves a significant distance away from the location where cards first entered their graveyard are no longer available; in this case move those cards to their exile zone.

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Exile – A planeswalker’s exile zone persist in and out of combat. When combat or an encounter ends if that player has any cards in their exile zone DO NOT shuffle them back into their library. Cards in the exile zone can be recovered by taking a long rest. Library – A player’s library represents their host of prepared spells. Outside of combat a player is considered to have access to their entire library in order to cast spells provided they have adequate time to recall them. Spells can be cast from the library this way assuming the player is not actively engaged in combat or under any stresses. Actions such as an ambush or unexpected event may prevent a player from accessing their library of spells at the GM’s discretion. Command Zone – Cards in a player’s command zone represent spells they always have on hand. While these spells still follow normal timing rules players can cast these spells without any preparation, allowing them to be cast in situations in which they would not normally have access to their full library of spells. Resting – There are two types of rests; short and long. A Short Rest takes 1 hour. A short rest represents a period of meditation during which the planeswalker is conscious of their surroundings but otherwise occupied. During a short rest a player can perform any or all of the following actions: - Add or remove any number of cards from their library and/or command zone (they cannot exceed their max library or command zone sizes) - Recover 1 HP A Long Rest takes 8 hours. A long rest represents a full recovery of the planeswalker’s powers either through sleep or intense meditation. During a long rest the planeswalker is completely oblivious of their surroundings. During a long rest a player can perform any or all of the following actions - Recover HP up to their maximum HP - Shuffle the cards from their graveyard and exile zone into their library. If performing this action, the player must shuffle every card from their graveyard and exile zone into their library - Add or remove any number of cards from their library and command zone (they cannot exceed their max library or command zone sizes) - Planeswalk. When engaging a planeswalk, a walker can choose to include any willing planeswalker or any nonplaneswalker object/entity, willing or unwilling, in Close range. In addition, planeswalking requires 1 spark. The spark is consumed upon successfully completing a planeswalk. Range – There are two ranges; Close and Far - Close range represents anything and everything close enough to the planeswalker to be targeted by their spells. Generally close range is everything within eyesight but may have limitations at the GM’s discretion. In combat all cards on the battlefield are considered in Close range - Far range represents everything not in close range Some spells may ignore normal range rules based on GM discretion. For example, the card Planar Cleansing should be considered to affect the entire plane it is cast on regardless of what parts of the plane are in Close or Far range. Targeting - Entities may be in Close range but not be targetable under certain circumstances. Line of sight to a target is required for any spell that requires a target. Spells that affect “all” of an entity will affect all entities in Close range even if the caster is not aware of them. Summoned Entity – Maintaining a summoned entity requires full concentration. Outside of combat summoned entities will dissipate into the aether without constant influence by their summoner. While a

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summoned entity may be used to carry a summoner or perform other actions, the summoner will not be able to rest during the period that the entity is summoned. A planeswalker can maintain multiple summoned entities but if they want to issue commands or control one they will lose concentration on all others. Summoned entities not being maintained by a summoner’s concentration will dissipate in 1 minute. When an entity dissipates this way shuffle it into its owner’s library. If you begin combat with one or more entities already summoned those entities begin combat with a disengaged counter (see the Combat chapter for reference). Planeswalking – When planeswalking a walker transcends the physical boundaries of the world they occupy and moves amongst the Blind Eternities to other planes in the multiverse. Planeswalking is a strenuous activity, even for experienced planeswalkers, and requires full concentration to navigate the Blind Eternities and land on physical matter. Planes have a general arrangement and geography in the multiverse and charting the planes is critical to finding them after leaving. Generally, a planeswalker is able to navigate familiar streams of the Blind Eternities and return to planes they have previously visited but extraneous influences may limit their ability to navigate with full control. Serious wounds or exhausted minds may only allow a planeswalker to move from one plane to another close plane, or even worse they may simply drift amongst the multiverse until their essence collides with another plane. If sufficiently prepared and concentrating a planeswalker can explore uncharted spaces of the multiverse to discover previously unknown planes. Landing on planes can be just as tricky as finding them amongst the chaos of the Blind Eternities. While a planeswalker may be able to consistently planeswalk to the same geographical location of a plane they are familiar with, the Blind Eternities can spit them out anywhere in an unfamiliar plane. Generally, regardless of familiarity with the plane, a planeswalker is talented enough to planeswalk to a location that would not result in their immediate death (such as the mouth of an active volcano). Sparks – Sparks are the insubstantial power that grants walkers the ability to planeswalk. Only a small population of sentient beings are born with sparks, but even fewer of those whose sparks do ignite will find that they begin to kindle sparks again and again. Sparks have a number of uses detailed below - A spark is required to planeswalk - When Dispensing as the loser, the defeated player can spend 1 spark to convert any dispensation into receiving a scar At the beginning of each game session remove all sparks you have (if any) and gain 1 spark. The GM may choose to award additional sparks during the session for exceptional roleplaying, completing tough challenges, or dramatic effect.

Combat Combat in Planes and Planeswalkers is resolved through normal Magic the Gathering gameplay. Determine who goes first randomly and proceed in turn order as normal. Losing Life in combat – When a participant in combat is reduced to zero or less life they become defeated. When defeated that participant immediately discards their hand. A defeated participant cannot be attacked or activate abilities; although they can still be targeted. All permanents that participant controlled remain in play (any static abilities they have still influence themselves and other permanents as normal) and are still considered under their control. Whenever a defeated participant would begin a turn they instead lose their turn. If at any point a defeated participant’s life total rises above zero they can begin acting again and start turns as normal.

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Exhausted – When a participant in combat must draw a card from their library and cannot they become exhausted. The participant immediately becomes defeated. Participants that become defeated this way do not lose the exhausted status even if cards are added to their library at a later point during the combat. Outside of combat an exhausted character can barely remain conscious but is unable to cast spells or generate mana until they perform a long rest. Ending combat – When all participants in one side of combat are defeated combat ends. Dispensing Phase – At the end of combat all participants enter the dispensing phase. In this phase the victors can choose to perform ONE of the following actions to each of the defeated participants. - Bargain – The victor can choose to make a bargain with the defeated participants. The victor can attempt to demand any payment they wish from the defeated participant including cards, wealth, or a debt to be paid in the future. If the victor and loser agree on terms the agreement is binding. If an agreement is not made the victor may choose another non-bargain action. - Loot – The victor can choose to steal 1 card from the graveyard of any of the defeated participants. - Scar – The victor can choose to leave a serious scar on one of the defeated participants. These scars are permanent effects. - Kill – The victor can choose to kill one of the defeated participants. - Spare – The victor can choose to perform no action against the defeated participants After performing one of these actions against each member of the defeated party they retreat from combat. Disengaged Counters – Sometimes it may be necessary to start with entities already in play since they were present before combat began. Entities that start on the battlefield this way start with a disengaged counter. Entities with this counter cannot attack, block, or activate abilities (any static abilities they have act as normal). A disengaged counter can be removed by paying mana equal to that entity’s mana cost. Retreating – If things are not going your way a participant can choose to retreat from combat. The participant must declare at the beginning of their turn before their untap step that they are attempting to retreat. While retreating, a participant skips their untap, draw, and combat steps (they still receive a main phase during which they can summon any permanents or cast any spells they wish). Turn order proceeds normally, and if the player begins a new turn while already retreating they successfully retreat from combat and escape. When a player retreats this way the dispense phase is skipped.

Character Advancement Leveling Up At the end of each combat the winners and losers gain experience points. To calculate the amount of experience points gained total the converted mana cost of cards in the opposing participants’ graveyard and battlefield. If there are multiple participants in one side of combat divide the experience points awarded evenly, rounded up. When a character receives enough experience points they level up. Refer to the chart below for an indication of how many experience points it take to achieve each level. When a character levels up they receive 5 stat points they may assign to increase their inherent stats in any combination. A player may choose to assign 1 point to each of their five assigned stats, 3 points to Magnitude and 2 to Power, or all 5 to Wisdom.

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Table 3 – Experience points required per level

Level Experience points required to advance 1 - 2 5 3 10 4 15 5 20 6 25 7 30 8 35 9 40 10 45 11 50 12 55 13 60 14 65 15 70 16 75 17 80 18 85 19 90 20 95 21+ 100 + 10 pts/lvl above 20

Acquiring Cards A planeswalker’s collection of cards is called their Corpus. There is no size limit to a player’s corpus. There are several ways that cards can be added or removed from a player’s corpus Adding cards – During the dispensing phase after combat, a victorious player can choose to loot the loser’s graveyard and add one of the cards in it to their corpus. Cards added this way are immediately moved to their corpus, the player must rest if they wish to add the looted card to their library. Cards may also be added to a player’s corpus as rewards for completing objectives, trade/negotiation with NPCs, or as available loot in the world at the GM’s discretion. Trading – Players may freely give, receive, or trade cards between each other’s corpuses. Lands – Players are considered to have infinite basic lands available in their corpus. Nonbasic lands must be acquired through normal methods. Removing cards – during the dispensing phase after combat a victorious adversary can choose to loot from a defeated player’s graveyard. In this event, remove the card from the player’s corpus. If the adversary is another planeswalker or important character you may wish to record that they are in possession of the card if the player wishes to track them down and attempt to recover it at a later time. Players may also lose cards at the GM’s discretion due to payments required, events in the game world, or purely as a means of removing cards that have become problematic to gameplay. A player can voluntarily remove any cards they wish from their corpus at any time.

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Duplicating cards – In some instances a player may wish to acquire more copies of a card already in their corpus. Other than acquiring these cards from looting opponents the GM may allow them to convert some number of other cards in their corpus into a new copy of the desired card. The GM is free to decide on the number of cards required for the conversion based on rarity or availability of the desired card; but in general they can refer to the conversion table below.

Table 4– Card duplication costs

Card Rarity Value Common 1 Uncommon 3 Rare 10 Mythic 50 Cost to Duplicate Desired card value x 3

GM Tools Nonstandard combat – throughout their adventures players may engage in combat with enemies that posses no casting abilities or wild creatures that posses no library or even any corpus. The following options detail how to represent various nonstandard combats. Encounter – Represents encounters with animals, raiders, or other entities that posses no spellcasting capabilities. When an encounter begins set all entities present in the combat onto the battlefield with a disengaged counter on each. Track the engagement of these entities by starting with a Preparation track set at 0. At the beginning of the upkeep of entities controlled by the GM increase the Preparation track by one. Treat the Preparation track as an available source of mana of any color (so on the first turn the GM is considered to have 1 mana of any color available, on the second turn 2 mana of any color available, and so on). Use this resource to remove disengaged counters or activate abilities of entities.

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Scars Scars are debilitating damages that permanently alter a planeswalker’s psyche. While the infliction of the scar may occur through grievous physical injury the magical powers inherent to every planeswalker can only heal the body, not the mind. Scars can be gained in combat (or possibly other ways) and are permanent. If being inflicted the inflictor can choose which type of scar they wish to inflict, or specific situations may inflict a specific scar. If unspecified assign a scar randomly. When assigned a scar mark it on your character sheet. From then on, whenever a planeswalker acts in tune with their scar the GM may choose to reward that player with a spark. For some examples of scars refer to the table below.

Table 5 - Scars Scar Type Effect Abusive This character has little respect for weaker beings and prioritizes the smallest creature in combat Aggressive This character prefers to solve all problems with violence Distant This character has difficulty in empathizing with beings that cannot planeswalk Dramatic This character believes they are one of the most powerful beings in the multiverse and is not afraid of anyone knowing Dread (X) Upon receiving choose a color, this character has an abject fear of spells and entities of that color Eccentric While still sound of mind, this character has lost the ability to communicate effectively with other beings Obsessive (X) Upon receiving choose a color, this character has an irrational preference for spells and entities of that color Remorseless This character has no concern for the suffering of others or the negative impacts of their actions Scheming This character harbors plans for absurdly vast and complex plans to achieve outrageous goals Tyrannical This character has little respect for their minions and takes any chance they get to hurt or kill them

Losing Scars – Scars do not heal naturally. A scar can be removed during a long rest by choosing a number of cards from your corpus equal to your level and removing them.

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Talents Aetheric Preparations - Aptitude level 1: +1 max command size - Aptitude level 2: +2 max command size - Aptitude level 3: +3 max command size

Expert Meditator - Aptitude level 1: Once per week you can perform an action that would normally require a long rest during a short rest in addition to your normal actions. - Aptitude level 2: Once per day you can perform an action that would normally require a long rest during a short rest in addition to your normal actions - Aptitude level 3: Once per day you can perform any number of actions that would normally require a long rest during a short rest in addition to your normal actions

Familiar - Aptitude level 1: You can maintain 1 summoned creature magnitude 2 or less outside of combat with no concentration - Aptitude level 2: You can maintain 1 summoned creature up to your maximum magnitude or less outside of combat with no concentration - Aptitude level 3: You can maintain any number of creatures with a total power and toughness equal to or less than your maximum magnitude outside of combat with no concentration

Favored Instrument - Aptitude level 1: You can maintain 1 artifact with converted mana cost 1 or less outside of combat with no concentration - Aptitude level 2: You can maintain 1 artifact with converted mana cost equal to half your level rounded down or less outside of combat with no concentration - Aptitude level 3: You can maintain any number of artifacts with a total converted mana cost equal to or less than your level outside of combat with no concentration

Hex Specialist - Aptitude level 1: You can maintain 1 enchantment with converted mana cost 1 or less outside of combat with no concentration - Aptitude level 2: You can maintain 1 enchantment with converted mana cost equal to half your level rounded down or less outside of combat with no concentration - Aptitude level 3: You can maintain any number of enchantments with a total converted mana cost equal to or less than your level outside of combat with no concentration

Master Summoner - Aptitude level 1: +4 max magnitude - Aptitude level 2: +10 max magnitude - Aptitude level 3: +20 max magnitude

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Multiversal Insight - Aptitude level 1: +15 max library size - Aptitude level 2: +45 max library size - Aptitude level 3: +100 max library size

Profound Mind - Aptitude level 1: +1 maximum hand size - Aptitude level 2: +2 maximum hand size - Aptitude level 3: +3 maximum hand size - Shapeshifter - Aptitude level 1: During a long rest you can make minor alterations to your appearance, including changing skin color, voice, height, and/or clothing. The changes are permanent. - Aptitude level 2: During a long rest you can make major alteration to your appearance including any changes listed in aptitude level 1 in addition to changing genders or physical variations within your race across the multiverse (for example, a goblin planeswalker could gain a hardened shell like the akki of or metallic growths like the goblins of ). The change is permanent. - Aptitude level 3: During a long rest you can completely change your form, including alterations in race, size, or composition within reasonable limits. This includes changing from a biological living human into a mobile stone humanoid or even an obelisk several stories tall. The form will have all normal senses and mobility capabilities you wish with deficiencies of physical form being supplemented by magic. The change is permanent.

Signature Spell - Aptitude level 1: You can have up to 5 maximum copies of one spell in your library - Aptitude level 2: You can have up to 6 maximum copies of one spell in your library - Aptitude level 3: You can have up to 7 maximum copies of one spell in your library

Spontaneous Planeswalking - Aptitude level 1: You can spend 1 spark to immediately planeswalk to a nearby plane with no influence over the specific plane or location. Normal planeswalking restrictions apply. After using this ability, you cannot planeswalk again until you complete a long rest (the subsequent planeswalk will require an additional long rest to perform). - Aptitude level 2: You can spend 1 spark to immediately planeswalk to a nearby specified plane with no influence over location. Normal planeswalking restrictions apply. After using this ability, you cannot planeswalk again until you complete a long rest (the subsequent planeswalk will require an additional long rest to perform). - Aptitude level 3: You can spend 1 fate point to immediately planeswalk to any specific plane with no influence over location. Normal planeswalking restrictions apply. After using this ability, you cannot planeswalk again until you complete a long rest (the subsequent planeswalk will require an additional long rest to perform).

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Tough - Aptitude level 1: +5 max HP - Aptitude level 2: +15 max HP - Aptitude level 3: +30 max HP

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