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Might and Magic X Legacy game concept art - woman face sneer dwarf

Owen’s Formation Raiders

(Might and Magic X Legacy sample party) (Part #2)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This article *directly* follows from , which you should absolutely read first.


History (in-game) (part 2)

Independence for Karthal ! (part 1)

Karthal was closed off, but the Raiders sneaked in through the sewers. From there a secret passage could take them into the manor of an ally of governor Morgan within Karthal. However, the spy had been captured by the Black Guards.

Yet while the Raiders were in the sewers, Karthal… opened its gates anew.

Right after the independence had been proclaimed, there had been a power struggle then a further coup. One Markus Wolf, the employer of the Black Guards, had been jokeying for leadership among independentists for years. With the rebellion underway, he could finally turn against his rivals. His mercenaries cowed the city guard into submission after killing the officers.

Wolf wanted to become an independent Duke controlling the entire area. Even with the Black Guards, this did not seem feasible. The Empire would react, and the relations with the Elves (who could be historically considered to be the area’s natives) were souring by the week.

But at the same time, the Raiders realised that their employer, governor Morgan, wasn’t quite telling them everything. Beyond even his filiation.

Independence for Karthal ! (part 2)

After depositing Owen’s ashes in Karthal’s cathedral, the Raiders continued to assess the situation in town. Taking down Wolfe was the priority, but that required allying with anti-Empire factions.

One was the independentists – the Karthal League. Freeing separatists from prison and paving the way for an uprising against the Black Guards could be done by the expert Raiders. Though it wasn’t an ideal solution, the independentists were at least willing to talk with the Empire. And having the League’s counter-counter-coup made possible by Imperial mercenaries would discredit hardliner secessionists.

Another were the Blackfangs. These pitiless thieves and murderers were one of the most formidable criminal organisations in the world. Blackfang brigands and killers were rightfully feared even by well-trained military units. But the Black Guard’s tight vise and security in and around Karthal was ruining their business.

An alliance with the Blackfangs mob would greatly bolster the Karthal League’s streetfighting power. Without the support of the Blackfang killers, the separatists would be slaughtered by Black Guards.

Nothing that a hundred men or more could ever do (part 1)

While conducting jobs for the Karthal League and Blackfangs, Owen’s Formation also did Raider-style exploration and worked for other employers. It was important to keep the separatists languishing a bit, to make it clear how much they owed to governor Morgan’s agents. This addressed the bitter (and justified) “what has the Empire ever done for us ?” talking points.

Might and Magic X Legacy game concept art - Horizontal cover

The Raiders were particularly interested in exploring Shantiri ruins, and in locating elemental shards to take challenges at the Forge of Heroes. The two were often connected.

They also worked with senior Crag pirates who were willing to provide training as payment.

One such trainer was Ciele, the second most senior pirate captain in town. She was a Sea Elf, and both she and her good friend the Naga witch Kei had forgotten more about Water magic than most ever knew.

Ciele had the Raiders help with determining that the sickness ailing old man Crag Hack was actually a nethermancy curse. Worse, the curse was so vicious that it would not only kill Crag Hack, but then destroy the memory of him having ever existed.

Nothing that a hundred men or more could ever do (part 2)

Notable exploits in the area included :

  • Passing more elemental challenges at the Forge.
  • Stopping an evil, paranoid mage from semi-accidentally wrecking a sacred grove.
  • Storming another Cult of the Wrecker base, at Skull Rock.
  • Entering the ruins of the lost realm of Volos, now known as the Fortress of Crows. The Raiders discovered how the small principality had been wiped out, and brought a just end to centuries-long bitter revenges among ghosts.
  • Gaining the trust of great masters such as the Elf druid Tieru, the hermit lass Shiva, or the Orc slayer/pirate Ulagan.
  • Solving the riddle of the sentient obelisks across the region.

Eventually, the time came for a raid on the Karthal prisons. The separatists set up an arson in Black Guards barracks, and the Raiders went in thanks to this diversion. The massive prison break freed numerous separatist militants, as well as Morgan’s spy in Karthal.

The freed prisoners and the Raiders then escaped through secret passages in the sewers.

Confidential information

Morgan’s contact, one Falagar, turned out to be an important emir of the House Chimera. Which Morgan hadn’t mentioned either. One of the mage clans from the Seven Cities, House Chimera had been behind the creation of many beastmen species, which had tarnished their reputation.

But Falagar was a good ally. He also had close ties with Crag Hack and his lieutenant Ciele. Furthermore, his daughter had also briefly adventured with Owen, the Raiders’ late mentor.

Falagar revealed that there was yet another person behind Markus Wolf. But this man was… from the local chapter of the Raiders. This put Owen’s Formation in a bind.

They weren’t the only ones. The area was a powder keg, and the Empress had given firm orders to Morgan to avoid a war at any cost. But that would not suffice. Nobles opposing the Empress’ modern policies, especially the Duchy of Unicorn, were willing to intervene unilaterally against Karthalian independence.

While such a military expedition would likely lead to disaster, that was the point. It would make the Empress look bad enough to threaten her reign.

Faced with this, the Raiders had little choice but to go after their corrupt colleague.

Shadow brokers

As they tracked him down, the Raiders continued to mine the area for lost secrets. They passed the trials of Darkness, then of Fire, at the Forge. They were taught by senior djinn mage Nur. And the like.

Might and Magic X Legacy game concept art - Shiny hallway

Perhaps their main exploit at this stage was to breach the lost Dwarven fortress of Sudgerd. Some years before, Dwarves within had gone inexplicably and murderously mad, forcing an evacuation. Many refugees took the uncharacteristic step of joining other species in nearby communities, such as Seahaven. Others made the long trek to the next Dwarven fortress.

The Raiders destroyed a powerful cadre of fire elementals, shadow elementals, and monstrous, tentacled, floating shadow eyes. The latter seemed to have been behind the fall of Sudgerd, but what happened remained unclear.

Working the Karthal streets and their Raider colleagues, Owen’s Formation also determined that the rogue Raider had been traumatised during a disastrous Raider foray into the Tomb of a Thousand Terrors. The only other survivor thought that answers about his betrayal would be found therein.

A thousand terrors underneath

Breaching the deadly tomb led to the realisation that the tentacled eyes, and the dark elves, were connected in some fashion. Investigating further revealed that this place had been a prison for a powerful Faceless and his retinue. The previous group of Raiders had accidentally broken its seals open.

The “rogue Raider” had long since been slain by the Faceless leader Erebos, also called the Master of Assassins. Then the darkness creature had taken the man’s visage as a mask, ventured out in the world, ruined Sudgerd, and made the Karthalian attempt at secession into a gigantic casus belli.

Deep inside the Tombs, the Raiders joined forces with Dark Elves. Numerous embittered Dark Elves served Erebos as an assassination cult, but many others rejected him. The war between Sylvan Elves and Dark Elves had, after all, been the result of Faceless obfuscation.

By any means necessary

Though little was left of the Dark Elves by that point, they helped the Raiders leave the tomb. However, in the meanwhile, Markus Wolf and the Black Guards had attacked Morgan, the Empire’s representative. The Guards were repelled by Imperial troops, but had accomplished their objective – to kidnap little Ann Morgan.

This was a response to Morgan successfully preventing Imperial dukes from barging in and purposefully making everything worse. Now Wolf was forcing Morgan to launch an Imperial military raid to try and recover Ann, which would likely mean war after all.

But Morgan and the Raiders still had one card to play. Ironically — since the Faceless revel in obfuscation — it was based on a secret. Erebos did not know that little Ann was also the cherished granddaughter of mighty pirate king Crag Hack.

Arrrrr !

After the Raiders briefed him, the great Crag Hack was furious. He and his Captains mobilised the pirates of both the Savage Sea and the Irisus Sea. These motley, heavily armed crews soon set sail on Karthal. Along the way, Crag Hack came to suspect that the Faceless Erebos was the one who had cursed him.

Might and Magic X Legacy game concept art - Human woman face

Human woman concept art. This is the model used for Annika in this sample party.

The Karthal League rioters had taken control of the harbour. The Raiders and the pirate fleet came in just in time to prevent a counter-attack and take down an unexpected, major enemy asset – a black dragon. With the harbour secured, it was now possible to attack the nobles’ quarter.

The Raiders reached “Duke” Wolf after scattering Black Guards. While devoured by ambition, the man clearly was no warrior. Little Ann even managed to get free by biting his uncalloused hand, and he was unskilled enough for the Raiders to knock out rather than kill.

Meanwhile, Crag Hack faced Erebos alone, as Ciele had been wounded. The old man died in battle as he had intended – which meant breaking the curse and thus preserving the memories of his legend. With his last blow he cleft the mask of the Master of Assassins. This made the Faceless vulnerable to the attacks of mortals.

Facing the Faceless

Behind enemy lines, the Raiders faced the most corrupt Dark Guards. They also faced the remnants of the Erebos-aligned Dark Elves, though by that point the Elven leader had grave doubts as to his allegiance. There also were creatures of the kind that had driven Sudgerd to madness.

The Raiders found the former ruling council of Karthal within gaols. Though they had clear shortcomings that had fanned the secession movement, they were far more reasonable than Wolf.

Exploration also led to the realisation that the ancient Faceless temple Ker-Thal still existed under modern Karthal. It seemed as if most everything had been crushed under rock. But strange caverns (as if magic had been used to melt through rock) had been established between the parts that weren’t collapsed. And as the Raiders went deeper, the structures were increasingly intact.

When the Raiders eventually faced the Master of Assassins, he admitted that he was missing his opposite number, the Archangel Michael. He wanted to clash with capable foes again, and Owen’s project had caught his eye. However, Owen’s Formation was now becoming a thorn in his side, and he attempted to kill them.

Might and magic

As Erebos played a game of cat and mice with the party, Owen’s Raiders determined that an Angelic warship, the Invictus, had crashed onto Ker-Thal. That had happened millenia before, when the Angel stormed the Faceless temple of old.

It was possible to reactivate the wreck’s magical engines as a weapon of mass destruction. This plan had been considered by the Invictus crew to destroy Ker-Thal, but there were too many allies in the line of fire.

Deep underground and amidst hordes of Erebos’ troops, Owen’s Formation had 99 problems – but friendly fire wasn’t one. They recovered the “ignition keys” of the Invictus and caught Erebos in her “exhaust” of light. This destroyed the Master of Assassins, no longer protected by his mask.

Aftermath

In the wake of these momentous events, Morgan and the Karthal League hammered out a devolution deal. The powderkeg was now defused, and the risk of a world war averted. This turn of events was seen as a brilliant demonstration of strength and craftiness by the Empress, discrediting her political opponents.

Might and Magic X Legacy game concept art - Dwarf woman face

Concept art for a Dwarf woman face. This is the model used for Kara in this sample party.

Stronger ties now also existed with Sudgerd. The local Dwarves could return to their lost fortress now that Imperial agents had broken Erebos’ monsters and their insanity-inducing influence.

The role of the Raiders was outshone by Crag Hack’s final adventure and heroic sacrifice. The pirate king’s actions allowed for a shared narrative between the Empire, the Crag and the newly part-autonomous Karthal. Many assumed that he had actually slain Erebos, solely due to his celebrity.

But a dozen years later, Owen’s Formation’s actual role was reestablished by a young historian. This vindicated Owen’s dream at least. The writer-researcher had been the one unlikely witness to the Raiders’ saga – Ann Morgan.


Description

The third eye of the Formation looks like a simple scar on their brow. They all have the exact same one, but most folks would assume that this is was done as decorative scarring for their unit.

When opened, it looks like the eyes of certain djinns – a sphere of luminous silver with a golden disc serving as an iris. Then all three of their eyes start glowing with an otherworldly golden light. It’s damn creepy.


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Game Stats — DC Heroes RPG Print Friendly

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Design notes

This is the party circa level 30, when reaching the final act of the story. So they’re a robust lot with good life and mana, no longer spending every third round quaffing pots. They also have ample supplies to rest as needed. Therefore, I’m going with simple Powers – since they’re not really mana-constrained anymore.

As usual this is a simplified, streamlined, more free-flowing version of what’s in-game. For instance at this stage they use a lot of items adding to their core skill levels, which would be terrible stats clutter in DCH. Even with the Enhance Power.


Drawback: Hit and Run Tactics

This heavy-handed custom Drawback used below is a way to steer toward the tactics that Owen’s Formation uses. So yes, it’s very characters-specific. The effects are :

  • If the team can attack its opponents from ambush, each member gets an instant 5 HPs reward. These points must be spent during the ambush or lost.
  • If a fight lasts for four Phases, each team member starts losing two Hero Points per extra Phase, starting with the fourth.
  • This loss only stops when the team can clearly break contact. For instance because all foes are dead or incapacitated.

As a small bonus, this also comes as a nod toward being locked into combat mode by a bug in M&MX: Legacy. 🙂


Shared Powers

Formation Powers:
Danger sense: 03, Postcognition: 04, Precognition: 04, Scientist (Observation): 07, Telepathy: 04

Bonuses and Limitations for these:

  • Scientist is a Powered and Mystic-Linked Skill.
  • Telepathy requires line of sight, and is only among Formation members.

Dragon blessings powers:
Air walking: 00, Detect (Traps and hidden passages): 01, Enhance (Acrobatics (Climbing)): 04 (cap is 09), Fluid Form: 02, Life sense: 04, Mind Probe: 03

Bonuses and Limitations for these:

  • Air-Walking only above water less than 10 yards deep.
  • Fluid Form is Only to Squeeze Thru, and only applies to natural vegetation.
  • Life sense is limited to a/ persons experiencing violent emotions, and b/ persons ready to momentarily enter deadly combat.
  • Mind probe cannot gain more than one RAP, and can only read strong emotions. It cannot read other kinds of thoughts.

Shared Connections

Connections:
Raiders (Low).

Wanderer’s Connections:
Sorpigal: Rosalie (Low), Maximus (Low), Hamato the Naga bounty hunter (Low), Governor Morgan (High).
Seahaven: Irnel the Elven swordsmith (Low), Dwarven community (Low, later moves to Sudgerd).
Crag: Captain Ciele (High), Kei the Naga water witch (Low), Ulagan the Orc pirate (Low), Falagar and his daughter Zouleika (High), Shin the treasure huntress (Low).
Karthal: Hamza of the Karthal League (Low).
Wilderness: Shiva the Hermit (Low), Tieru the Druid (Low), Edwin the Astronomer (Low).

Might and Magic X Legacy game concept art - Red ruins with roots


Kara the Dwarven runes priestess

Dex: 04 Str: 02 Bod: 04 Motivation: Uphold Good
Int: 06 Wil: 06 Min: 06 Occupation: Raider
Inf: 04 Aur: 03 Spi: 06 Wealth: 005
Init: 014 HP: 045

Powers (All are Mystic-Linked):
Bomb: 06, Claws: 04, Damage Capacity: 20, Enhance (STR): 01 (cap is 05), Flame project: 05, Flash: 02, Magic field: 01, Magic shield: 03, Shrinking: 01, Sorcery: 04, Superspeed: 06
See above for Formation and dragon blessings Powers.

Bonuses and Limitations:

  • Bomb is Minor Marginal, and inflicts fire damage.
  • Claws is light/angelic damage.
  • Damage Capacity is Minor Marginal, and Partywide. Thus, the Raiders can share the 20 APs as needed.
  • Enhance is Partywide, and Minor Marginal.
  • Flash is Steady Illumination only.
  • Magic Field is Self-Only, and only works against Light, Dark and Fire magic.
  • Magic shield is Minimally Marginal, is Partywide.
  • Magic shield only protects against incapacitating effects such as Paralysis, Mystic Freeze, Numb, Petrification, Stagger… but it also works if the effect isn’t Mystic-Linked.
  • Magic shield further protects against Fire and Light magic.
  • Shrinking is Form Function, is NOT mystic-linked, is Always On and Already Factored In.
  • Sorcery must remain within the bounds of Light magic and Fire magic.
  • Superspeed only for Medicine Skill Tasks, each Phase is Minimal Marginal.

Skills:
Accuracy (Bomb, Claws): 08, Accuracy (Flame project): 05, Acrobatics (Climbing): 02, Medicine: 08, Military science (Camouflage): 04, Thief (Stealth): 04, Weaponry (Missile): 03

Bonuses and Limitations:

  • Medicine is a Powered Skill, and Mystic-Linked.
  • Medicine can be used without tools or drugs, and in any hygiene conditions.

Advantages:
Dream Team (Owen’s Formation), Expertise (Ashann theologies) Iron Nerves.

Drawbacks:
Debt 1 (buying mana potions), Misc.: Hit and Run Tactics (see above).

Equipment:

  • Minor magical focus [BODY 02, Accuracy (Self): 08, Mystical blast: 02].
  • WHITE WOLF SHIELD [BODY (Hardened Defenses) 08, EV 03, Recommended STR 02, Note: OV/RV bonus when using the Block Manoeuvre is 3 APs, Note: the OV bonus for the Shield Cover Manoeuvre is 3 APs]. On a taller person it might be treated as a medium shield, but Kara being a Dwarf lady this is a large shield for her.
  • HOLY SANDALS [BODY 06, Drain resistance (ML): 04].
  • ANCESTOR MASK [BODY 07, Conditional soaking (Bludgeoning), Flame being: 01, Enhance (RV against Critical, Devastation and doubles): 03 (cap is 08).
  • Enhance (Unarmed RV): 02 (cap is 10)].
  • LEATHER ARMOUR [BODY 03, Blunting: 01, Damage capacity: 02, Enhance (Cold RV): 01 (cap is 05), Enhance (Piercing, Slashing, Bludgeoning RV): 01 (cap is 05), Partial Coverage (Jacket), Bonuses & Limitations: Damage Capacity has the Full Recovery Bonus].
  • JEWELLERY [BODY 02, Magic field: 06, Notes: Magic Field is Self Only, and only protects against effects that induce sleep, knockdown or silence spellcasting].
  • Crossbow [BODY 02, Range: 05, Ammo: 01, R#02, Drawback: Long reload time] w/Bolts (x20) [BODY 01, EV 04, Grenade Drawback].
  • Health potions [BODY 01, Damage capacity (Consumable-based Recovery): 04].

Rongo the Orc marauder

Dex: 05 Str: 04 Bod: 04 Motivation: Uphold Good
Int: 07 Wil: 05 Min: 06 Occupation: Raider
Inf: 03 Aur: 03 Spi: 06 Wealth: 005
Init: 017 HP: 045

Skills:
Acrobatics (Climbing): 02, Martial artist: 05, Military science (Tracking, Camouflage): 06, Thief (Stealth): 06, Weaponry (Orc islander weapons): 06

Bonuses and Limitations:
Orc islander weapons are primarily the spear, bow and lasso.

Advantages:
Dream Team (Owen’s Formation), Expertise (Traps and snares), Iron Nerves, Language (Pao Orc).

Drawbacks:
Debt 1 (buying mana potions for the others), Misc.: Hit and Run Tactics (see above).

Equipment:

  • VAMPIRE ARMOUR w/CRAG HACK’S HELMET [BODY 07, Conditional Soaking (Slashing), Blunting: 01, Damage capacity: 04, Enhance (Cold RV): 01 (cap is 06), Enhance (Slashing, Bludgeoning and Piercing RV): 01 (cap is 08), Enhance (RV against Critical, Devastation and doubles): 04 (cap is 10), Enhance (Unarmed RV): 04 (cap is 11), Vampirism (No Range): 04, Bonuses & Limitations: Damage Capacity has the Instant Recovery Bonus, Partial Coverage (Jacket), Drawback: Audial Perception rolls have +1CS to their OV/RV].
  • BLACKFANG GLOVES [BODY 06, Poison touch: 04]
  • Heart Piercer angelic spear [BODY 09, Enhance (EV): 02 (cap is 06), Sharpness (EV): 01, Descriptor: Bludgeoning, Piercing, Limitation: Bludgeoning has Limited penetration]. If the spearwielder’s opposition is within a four feet range, the spearwielder gets a -1 to the final roll of their melee attacks while the opposition gets a +1 to the final roll of their melee attacks. If the range is greater, these are reversed.
  • Lasso [BODY 05, Snare: 05, Stretching: 02, Partial Attack Vulnerability (-2 CS RV vs. blades), Limitation: Stretching has No Fine Manipulation, Snare has no Range (but can be used via Stretching)].
  • JEWELLERY [BODY 02, Magic field: 06, Notes: Magic Field is Self Only, and only protects against effects that induce weakness, disorientation or paralysis].
  • Large bow [BODY 04, Projectile weapon: 04, Ammo: 01, Recommended STR: 04, R#02, Bow Advantage (effective EV is 05, effective Range is 07), Limitation : Low Penetration].
  • Health potions [BODY 01, Damage capacity (Consumable-based Recovery): 04].

It’s a trap !

The Marauder’s traps in M&MX use video game logic. But we can have real-world equivalent if we assume that they are deployed when the party ambushes their opponents and Rongo has prep time. Leading to :

PUNJI STICKS. Noticing these takes a INT/WIL check vs. Rongo’s Military Science (Camouflage) as the OV/RV. OV/RV can be lower or higher depending upon the time and materials at hand. In most cases, there’ll also be a substantial penalty as the opponents are charging the party, not cautiously looking around.
The trapped area attacks BODY/BODY with Claws: 04, with most forms of thick boots increasing OV/RV by 01. If Claws land a RAP (even if LDD’d), the trapped area follows on the next Phase with Poison Touch: 04.

SNARE. A long lasso hidden on the ground (say, under leaves) and prepped to snare an ankle. Rongo will use something suitable (say, a nearby branch) as a sort of pulley to rapidly drag the snared person to his location. The trap is detected as the sticks above.
The snare is akin to Grappling. Rongo uses his Strength to drag the opponent and inflict unarmed damage along the way, the snare serving as a Stretching equivalent.
This grabs an enemy and separates them from their allies, and the opposition will usually need a bit of time to react and understand where the camouflaged ambushers are.

Might and Magic X Legacy game concept art - Spooky corridor


Annika the Human archmage

Dex: 03 Str: 02 Bod: 04 Motivation: Uphold Good
Int: 06 Wil: 06 Min: 06 Occupation: Raider
Inf: 03 Aur: 04 Spi: 06 Wealth: 005
Init: 012 HP: 045

Powers (All are Mystic-Linked):
Dimensional travel: 02, Enchantment: 01, Exorcism: 08, Lightning: 06, Magic field: 01, Magic shield: 01, Mystical blast: 04, Reflection/Deflection: 03, Sorcery: 05, Super-breath: 05, Superspeed: 02, Ultra vision: 02, Telescopic vision: 02, Warp: 10, Weather control: 04.
See above for Formation and dragon blessings Powers.

Bonuses and Limitations:

  • Dimensional travel – see the next section, bubba.
  • Enchantment can only enhance scores being used to make Perception Rolls.
  • Exorcism only to break spells that silence spellcasting.
  • Lightning can have Multi-Attack 1, but that is Minor Marginal.
  • Magic Field is Partywide, but only works against Dark and Air magics.
  • Magic shield is Minimally Marginal, is Partywide.
  • Mystical blast has Multi-Attack 1.
  • Reflection/Deflection is limited to Deflection of light projectiles such as arrows and bolts.
  • Sorcery must remain within the bounds of Air, Darkness or Prime magic.
  • Superspeed is Partywide, but is Minor Marginal.
  • Ultra Vision is Partywide.
  • Warp only to a preset point. This point can only be set by having Annika be present to prepare the area.

Skills:
Accuracy (Lightning, Mystic blast): 08, Acrobatics (Climbing): 02, Charisma (Persuasion): 04, Military science (Blitz, Camouflage): 04, Occultism: 05, Thief (Stealth): 04, Weaponry (Missile): 03

Bonuses and Limitations:
Military science (Blitz) is a Powered Skill, and Mystic-Linked.

Advantages:
Dream Team (Owen’s Formation), Iron Nerves.

Drawbacks:
Debt 1 (buying mana potions), Misc.: Hit and Run Tactics (see above).

Equipment:

  • THUNDERSTAFF [BODY 07, Accuracy (Self): 08, Lightning: 05, Mystic blast: 05].
  • KABUTO AND SILK ROBES OF PROTECTION [BODY 05, Skin armour: 02].
  • JEWELLERY [BODY 02, Magic field: 06, Notes: Magic Field is Self Only, and only protects against effects that silence spellcasting].
  • Crossbow [BODY 02, Range: 05, Ammo: 01, R#02, Drawback: Long reload time] w/Bolts (x20) [BODY 01, EV 04, Grenade Drawback].
  • Health potions [BODY 01, Damage capacity (Consumable-based Recovery): 04].

A place called home

The Dimensional Travel Power is a limited one, but not in the same way as a tesseract.

  • It actually creates an intradimensional pocket, with a travel distance of 1. This pocket collapses when the party returns to Ashan, and a new one will be created by the next use of Dimensional Travel.
  • The pocket is about 400m² of featureless terrain, with breathable air and soft ground. It resembles a ghostly version of the physical world at the location where Dimension Travel was used.
  • This space is well-suited for rest and recovery, but one must bring their own supplies, firewood, etc. since there’s nothing within.
  • The existence of this pocket creates a time distortion.

Distorted

The time distortion as it occurs in game is hard to rationalise, but could resemble something like this :

  • Time passes normally within the pocket. Its time-to-live is about 9 hours, though the Formation will usually leave after 8 hours in – to be safe.
  • Time outside the bubble is frozen, in direct relation with distance. In the vicinity of where Dimension Travel took place, the ratio is 7 APs. So if the pocket dimension is maintained for the usual eight hours, only four minutes will pass outside.
  • This ratio gradually lowers over vast distances. This makes it subtle and hard to notice in most respects. One of the scenarios where this effect is observable would be a real-time magical communication or observation system, where the person furthest from the dimension could see what’s closer to this dimension shifting to slow-mo.
  • One aspect that isn’t subtle is that the world will keep orbiting its sun without a slowdown, as the distances are far too vast for the pocket dimension’s influence. This means that the closer one is to the pocket dimension, the most notable it is that the celestial bodies suddenly accelerate and the next dawn or dusk occurs much faster than it should.

This spell is only known to, and castable by, a Formation. Whatever *that* is. Outside parties, even those with great magic knowledge, will likely be stumped by what’s causing the distortion.

Modelling

Since this profile is long enough as it is, this effect is handwaved away as a property of the dimension reached by Dimensional Travel.

If you wanted to more seriously model it, Regeneration is prolly the best-suitable effect. It allows the party the recover very quickly while they hide and do nothing. Time Stop isn’t a good fit, since the party can’t actually *do* things with the time distortion effect.


Anfey the Elven druid elder

Dex: 04 Str: 02 Bod: 04 Motivation: Uphold Good
Int: 06 Wil: 06 Min: 06 Occupation: Raider
Inf: 03 Aur: 03 Spi: 06 Wealth: 005
Init: 012 HP: 045

Powers (All are Mystic-Linked):
Acid: 06, Broadcast Empath: 06, Exorcism: 07, Friction control: 03, Ice production: 06, Force field: 01, Magic shield: 01, Obscure: 04, Poison touch: 05, Regeneration: 08, Skin armour: 01, Snare: 05, Sorcery: 04, Temperature control: 03
See above for Formation and dragon blessings Powers.

Bonuses and Limitations:

  • Broadcast Empath only to broadcast a wish for peace. This has a Power Loss – the APs of effect are 0 at a Range of 0 APs, 2 at a Range of 1 AP, 4 at a Range of 2 APs and 6 at a Range of 3 APs, then it lowers by 2 APs per AP of Range past 4.
  • Exorcism only to break magical effects inducing sleep, paralysis, physical weakness or unconsciousness.
  • Force field is Partywide, but is Minimal Marginal.
  • Friction control only to lower friction, and only on surfaces that Anfey can see and could touch.
  • Magic shield is Partywide, but only works against Earth and Water magic.
  • Obscure only to make *physical* attempts at tracking the party harder.
  • Poison touch has Range.
  • Regeneration is Partywide, but Anfey must spend one Automatic Action per Phase to maintain it.
  • Skin armour is Partywide.
  • Sorcery must remain within the bounds of Earth or Water magic.
  • Temperature control only to lower temperatures.

Skills:
Accuracy (Acid, Ice production, Poison touch): 07, Acrobatics (Climbing): 02, Charisma (Persuasion): 04, Military science (Camouflage): 04, Thief (Stealth): 05, Weaponry (Missile): 03

Bonuses and Limitations:
Military science is a Powered Skill, and Mystic-Linked.

Advantages:
Dream Team (Owen’s Formation), Iron Nerves, Pet (Nurture spell).

Drawbacks:
Debt 1 (Buying mana potions), Misc.: Hit and Run Tactics (see above).

Equipment:

  • MAGIC STAFF [BODY 05, Accuracy (Self): 08, Mystic blast: 05].
  • LEATHER ARMOUR OF REMEDY [BODY 03, Blunting: 01, Damage capacity: 02, Enhance (Cold RV): 01 (cap is 05), Enhance (Piercing, Slashing, Bludgeoning RV): 01 (cap is 05), Systemic antidote: 04, Partial Coverage (Jacket), Bonuses & Limitations: Damage Capacity has the Full Recovery Bonus].
  • JEWELLERY [BODY 02, Magic field: 06, Notes: Magic Field is Self Only, and only protects against effects that silence spellcasting].
  • JADE COIF [BODY 06, Enhance (Spirit): 01 (cap is 10), Flame being: 01, Note: “Flame” being is actually water magic damage].
  • Simple bow [BODY 02, Projectile weapon: 02, Ammo: 01, Recommended STR: 02, R#03, Bow Advantage (effective EV is 03, effective Range is 04), Limitation : Low Penetration].
  • Health potions [BODY 01, Damage capacity (Consumable-based Recovery): 04].

Pet:
NURTURE SPELL [BODY 06, Damage transference: 05].

Summoning this “Pet” (not a real Pet, just an abstraction, see Leliana’s profile if that stumps you) is Minor Marginal. Once around, the “Pet” will use its Damage transference each Phase on the most badly wounded party member until its Current Body Condition reaches zero.

By SĂ©bastien Andrivet.

Source of Character: Might & Magic X: Legacy.

Helper(s): Darci.

Writeup completed on the 19th of October, 2017.

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