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Plants Vs. Zombies RPG

*"BANANA!"*This article is about a fanon *Plants vs. Zombies* or *Bloons TD* game.
This content won't actually be released to the public, so don't take it too seriously, or else sharks will eat your brains!
*"Don't make a mess, okay?"*This article belongs to KirbiMiroir. Please do not edit it unless you are fixing an error or you are collabing with me. Thank you for taking time to read this, and I hope you enjoy the page!
**Plants Vs. Zombies RPG** is a KirbiMiroir game. More coming soon!

## Character Classes

 Sunflower
 Chomper
 Cactus
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Leap

**Leap**

Community Rating: 8

Difficulty: 14

Range: self

Duration: 18 (one hour)

Effect: allows great leaps to be performed

Attainment Rating: 19

*Leap* allows
the priest to jump higher and further than normally possible. Limit values are
increased by +1 for each level of success of the miracle. Additionally, the
result points of the miracle can be added to *maneuver* rolls as the
priest jumps to out maneuver his opponent.
Tower:Monkey Archer

CTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION UNDER CONSTRUCTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION       UNDER CONSTRUCTION
This page is currently under construction and will be complete soon.
Tiger

Tiger, Tiger the tiger - аниматроник Rose's Pizzeria Palace. Он носит синие штаны, а на левой руке у него крюк. Также носит повязку. У него зелёные глаза. Активен со 2 ночи. Нужно посветить на него фонариком и он уйдёт. Появляется в главном проходе.

## Локации

Пиратская бухта - Столовая - Главный холл - Офис.

## Факты

* Он - самый активный аниматроник.

* Один из аниматроников который носит одежду. Вторые - Спаркл и Девочка с шариками.
* У него есть золотой аналог - Золотой Тигра
BTDandPVZ Wiki

## Welcome to the BTDandPVZ Wiki (or Monkeys and Plants Wiki)

This wiki will provide Intel on the Plants vs. Zombies and Bloons Tower Defence franchises, and showcase fangames made by the community. Hope you enjoy!

## Poll

To make a poll, here is an example:

```
<poll>
            Title of poll
            Choice 1
            Choice 2
            etc.
            </poll>

```

\*You need to have at least rollbacker rank.

## Help

* Chat: Look at Help:Chat
* Templates: Look at Help:Templates
* VisualEditor: Look at Help:VisualEditor
Destroy Magic

**Destroy Magic**

Skill: *alteration/magic 21*

Backlash: 15

Difficulty: 10

Effect Value: 20

Bonus Number to: effect

Range: *10* (100 meters)

Duration: 9 (one minute)

Cast Time: 18 (one hour)

Manipulation: control

*Destroy magic* is
an impressed spell that seeks to void an area of magic. The spell affects a 60
meter radius sphere. The mage must conjure spell patterns in her mind and
subsequently shatter them.

After an hour of this mentally tiring work, the spell
is impressed.

The caster releases the spell by swirling her finger
in the air and pointing at the center of the area of effect. The spell affects
any spells with a pattern knowledge that the caster possesses; spells using a
pattern knowledge the caster does not have are unaffected. The spell works
through the principle of definition. An affected spell must generate a casting
total greater than the effect value of the *destroy*
*magic* spell in order to survive. The *destroy*
*magic* affects spells apported into the area and spells affecting beings
who enter the sphere. Any spell with an effect total higher than *destroy*
magic *will dispel it.*
Bless Missile

**Bless Missile**

Community Rating: 10

Difficultly: 18

Range: voice

Duration: 32 (one month)

Ritual Length: 21 (four hours)

Effect: imbues bullets, arrows, bolts and the like
with the faith of the firer

Attainment Rating: 23

*Bless missile* is
a ritual, typically performed before a large battle. The missiles are piled in
a sacred spot. After sprinkling them with holy water, the priest calls the
community to pray for their weapons to have divine power. If successful the
missiles are imbued with a *faith* value equal to that of the priest
performing the ritual. Up to 100 bullets may be blessed at one time. Arrows are
equal to 10 bullets. When a blessed missile hits a target, it does both
physical and spiritual damage. The physical damage is as normal for the missile
type; the spiritual attack has a damage value equal to the *faith* value
imbued into the missile plus the bonus.

Note: the blessed missiles are only effective in the
hands of a firer who took part in the ritual. They are normal missiles when
fired by anyone else.
Brittle Walls

**Brittle Walls**

Skill: *alteration/earth 18*

Backlash: 19

Difficulty: 13

Effect Value: 25

Bonus Number to: duration

Range: 4 (six meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control state

The sorcerer places a piece of stone on the ground and
smashes a piece of glass upon it. He then lifts the rock and crushes any
remaining glass fragments with it. After reciting the appropriate incantation,
the caster touches the stone he wishes to transmute. An area within a four
meter radius of his hand then becomes brittle, its *Toughness* decreased
by the effect total of the spell. The spell has a divination component that
allows it to separate each component piece of rock in a wall, so the effect is
applied against one piece of the wall instead of the wall as a whole. A brick
has a *Toughness* of 4, a brick sized piece of granite has a *Toughness* of
9, while a one meter by one meter by half a meter granite slab would have a *Toughness*
*of 24.*
Flame Burst

**Flame Burst**

Community Rating: 9

Difficulty: 11

Range: 12 (200 meters)

Duration: 9 (one minute)

Effect: causes an existing flame to burst into a blaze

Attainment Rating: 16

To cast this miracle, there must be a flame existent
within range. If the miracle is successful, the flame will suddenly explode
into a large fire, taking up a volume 20 times greater than the original
source.
Офис

Офис - локация где находится охранник. Есть два входа в офис - главный, восточный и слепое пятно.

## Появление аниматроников

**Главный вход:**

Роза;

Тень;

Спаркл;

Ларри;

Тигра

**Левая дверь**

Спаркл;

Ларри;

Тень

**Вентеляция**

Девочка с шариками;

Спаркл;

Ларри

## Факты

* Офис (вентеляция) единственное место где можно увидеть Девочку с шариками вне игровой зоны.
Five Nights In Rose's Pizzeria Place

## История

Однажды разработчик игры захотела создать игру под названием "Fife Nights In Rose's Pizzeria Place". Но он не мог её сделать так как не умел делать компьютерные игры и решил создать фанон-вики по этой игре, на которой вы сейчас находитесь.

## Факты

* Автор хотел сделать игру в Кликтайме.

* Автор игры знает русский язык.

* Автор игры создатель этой вики.
Invisibility to Undead

**Invisibility to Undead**

Skill: *alteration/folk 17*

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster of this focused spell must cover the bone
of a folk with pitch prior to casting. To cast, he waves it around himself (or
someone else if he is to be the target of the spell). The target's body flashes
brightly. Compare the spell's effect value to the target's *Dexterity.* Add
the result points to the target's *Dexterity* for purposes use of the *stealth*
*skill only. lf unskilled, the character*
gains the stealth skill for the spell's duration. This spell only affects
undead creatures.
Balloon Girl

**BG** или **JJ** *(**Balloon Girl (BG), Just Joke (JJ)** - (рус. **Девочка с воздушными шарами, Просто Шутка**)* — аниматроник игры FNAR.

 **Вид аниматроника**
 **Особенности**
 **Появление**
 **Время появления**

## Поведение

Сначала она стоит в игровой зоне, позже появляется в вентиляции. Если игрок не наденет маску, то тогда она зайдёт в офис и выключит фонарик, после чего игрок станет уязвимым для некоторых аниматроников.

## Внешний Вид

У BG есть ярко-розовые щёки, глаза розового цвета, фиолетовые нос и тени, на голове красуется берет в сине-фиолетовую полоску, коричневые волосы.

BG иногда путают с BB из Fife Nights at Freddy's, но все же отличия во внешности у них существенные. У BG не настолько ярко-красные щёки, глаза и нос другого цвета, да и шапка у неё тоже другого цвета и без пропеллера.

## Факты

* Она - единственный аниматроник который может ломать фонарик.

* Она - единственный аниматроник который ночит одежду. Вторые - Спаркл и Тигра.
* Она была взята из хоррор-игры Fige nights at Freddy's 2.
Great Heal

**Great Heal**

Community Rating: 11

Difficulty: 21

Range: touch

Duration: NA

Ritual Length: 27 (two days)

Effect: removes all physical afflictions

Attainment Rating: 26

This is a very potent healing miracle. To invoke *great*
heal, *the priest prays over the body of the victim for two days and then*
makes an offering. If the miracle succeeds, all wounds the victim has suffered
are healed, any diseases the victim is suffering from are cured, and any
physical handicaps he or she may possess are eliminated.
Shadow

Shadow, Shadow the cat - аниматроник игры FNIRPP.

 **Вид аниматроника**
 **Появление**
 **Время появления**
 **Особенности**

## Образ

Он выглядит как тёмно-синий кот. У него светятся глаза, но нету зрачков. У него есть чёрный галстук-бабочка.

## Поведение

Сначала стоит в Игровой Зоне, позже уходит и идёт по левой части пиццерии. Появляется в левой двери. Если игрок не наденет маску, то он нападёт.

## Локации

Игровая зона - Столовая - Кладовка - Главный холл - Офис

## Факты

* У него есть свой золотой аналог - Золотая Тень.
Rose

Rose, Rose the cat - аниматроник Rose's Pizzeria Palace. Это кошка розового цвета. Носит чёрный бант. У неё голубые глаза. Есть большое белое пятно на мордочке и белый живот. Она вокалистка в группе "Розочка и её друзья". Первый раз появляется в третюю ночь в 4 am. Необходимо одеть маску чтобы избавится от неё.

## Локации

Сцена - Столовая - Игровая Зона - Главный холл - Офис

## Факты

* Её поведение стратегическое. Она изучает тактику игрока до 5 am. Потом сходит со сцены и быстро передвегается по пиццерии.
* Иногда она не реагирует на маску.
* Странно что она вообще ведётся на неё, ведь это её маска. Возможно она принимает её за Золотую Розу.
* У неё есть золотой аналог - Золотая Роза.
Мини-игры после смерти

Мини-игры рассказывают историю пиццерии.

## Give gifts, Give life

(рус. **Подари подарки, Подари жизнь**). В этой мини-игре мы играем за Беллу. Мы находимся в маленькой комнате где лежат два убитых ребёнка. Наша задача раздать им подарки и надеть маски.

## Sparkle's party

(рус. **Вечеринка Спаркл**). В этой мини-игре мы играем за Спаркл. Мы ходим по комнатам. Нам нужно раздать тортики детям. Когда мы их раздадим то нужно идти в секретную зону. Когда мы попадём туда то там будет плакать ребёнок и когда мы подходим к нему. Мы дарим ему торт и игра заканчивается.

## Two kid's death

(рус. **Смерть двух детей**). В этой мини-игре мы играем за Тень. Мы должны следовать за Синим Парнем. Мы идём за ним по пиццерии. Позже он заводит нас в какую-то комнату где лежат два трупа детей. Позже появляется скример Золотой Розы и мини-игра заканчивается.

## Факты

* Благодоря мини-игре "Two kid's death" мы знаем кто именно убил двух детей.
* Текстура Синего Парня переливается с фиолетовым цветом. И-за этого его можно перепутать с [Человеком], персонажем игры Fife Nights at Freddy's.
Bella

Bella, Bella the cat - аниматроник Rose's Pizzeria Palace. Это белая кошка. Носит синий бант, также у неё синие глаза. Очень активна если не смотреть на неё. Когда она будет в офисе будет слышна музыка шкатулки в призовом уголке. Необходимо одеть маску когда она в офисе. Активна с 1 ночи.

## Локации

Призовой уголок - Кухня - Кладовка - Главный холл.

## Факты

* Она вселила мёртвых детей в Золотую Розу и Золотого Теня. Это показывает нам мини-игра "Give gifts, Give life".
Golden Rose

Golden Rose, Golden Rose the cat - аниматроник Rose's Diner Place. Бэк-вокалистка в группе "Тигра и его друзья". В нём сидит душа ребёнка, это показывает нам мини-игра Give gifts, Give life. Появляется в золотую ночь.

## Локации

Появляется только на камерах. Появляется на пятой камере вместо плаката Розы. Если на неё долго смотреть появится в офисе. Маска не спасёт. Если она уйдёт то сломается аудио-система. Во второй части при её появляении будет скример, т.к от неё не спастись.

## Факты

* В ней сидит душа ребёнка.

* Она один из первых аниматроников.
Intimidation

**Intimidation**

**Use:** Interrogation
may only be performed as a macro skill.

**Sample specializations:** Interrogation,
threats, non-verbal, bullying, against a specific type of target (men, women,
students, military recruits, etc.)

*Intimidation* is used
to threaten another character and unbalance them by making them feel in danger
from or inferior to the intimidator. In combat it can cause an opponent to
hesitate or back down. Out of combat, it can be used to force someone into
doing something the intimidator wants them to do such as follow his Orders,
answer questions or hand over something to the intimidator, such as money. *Intimidation* is also
the defensive skill used against *intimidation,*
*though in some situations the* willpower *skill*
could be used instead.

If
the target does not have *intimidation*
*then* Spirit
*is used instead. The results of an* intimidation *are determined*
by using the Interaction Results Table found in Chapter Four. When a character
attempts to *intimidate* someone,
the player should specify to the gamemaster the effect she wants it to have on
her character’s opponent before rolling the die. This is known as the *player’s call* and lets
the gamemaster better judge the results of the *intimidation*. *Intimidation* skill
totals should be modified by the gamemaster in relation to circumstance and
appropriate nature of the action, as well as the player’s roleplaying ability.
Intimidation can be as simple as looking dangerous, or involve use of a
position of authority, such as the shouting and abuse a drill sergeant heaps
upon recruits during military basic training, or the threat of jail time a
policeman might use to scare someone into cooperating. Interrogation attempts
are handled a bit differently from most other uses of *intimidation*. For an
interrogation to work, the target must believe himself to be at a significant
disadvantage, such as being captured or arrested, or at the mercy of the
interrogator. Some characters are arrogant or self-assured enough to prevent
most forms of interrogation from succeeding; player characters and most major villains
fall into this category. Interrogation does not involve the use of *player’s call* and uses a
different column on the Interaction Results Table than other uses of *intimidation*.
Interrogation is only necessary to gain information that the target is not
willing to freely divulge, if they are willing to answer questions then the *persuasion* skill is
used instead. More information on interrogations can be found in Chapter Four.
Larry

Larry, Larry the cat - аниматроник Rose's Pizzeria Palace. Это кошка коричневого цвета, носит фиолетовый бант. Также есть фиолетовые тени. Глаза серого цвета. Носит поднос с розовым кексом. Бэк-вокалистка в группе "Розочка и её друзья". Необходимо одеть маску чтобы избавится от неё.

## Локации

Сцена - Столовая - Кухня - Восточный Холл - Офис
Create Dark Cloud

**Create Dark Cloud**

Skill: *apportation/air 14*

Backlash: 14

Difficultly: 8

Effect Value: 0

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 29 (one week)

Cast Time: 25 (one day)

Manipulation: control

*Create dark cloud* is a fairly simple spell often taught to mages who have reached the
journeyman level. Used with *dark cloud familiar,* it provides a vessel
for spell storing that is easy to create and control. To cast this spell, the
mage must build a small fire. Then, as it bums, he must carefully throw moist
leaves and other wet (but still flammable) objects on the fire. This causes a
black, sooty smoke to billow up. When it does, the caster uses her hands to
"shape" the smoke into a small cloud. The fire, the smoke, and the shaping
must continue throughout the spell's cast time. Often, a mage will have an
assistant on hand instructed to keep the fire burning and smoking. When the
spell is complete, the caster has a small (one meter radius) cloud of smoke
that she can control for the duration of the spell. She can move it around,
change its shape, and even dispel it if she pleases. The cloud may not move
farther away from the caster than the range allows, and will move with the
caster unless otherwise instructed.
Bullet

**Bullet**

Skill: *apportation/metal 13*

Backlash: 16

Difficulty: 10

Effect Value: 17

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: control

The bullet spell can sling a metal mass about the size
of a small sling bullet, or a quarter. The magician pantomimes the whirling of
a sling with the hand holding the metal, then releases it toward his opponent.
The *apportation magic* total of the cast must equal or exceed the *Dexterity*
*or* dodge *of the target character to hit the target.*
Flaming Sword

Flaming Sword

Skill: conjuration/fire 14

Backlash: 18

Difficulty: 7

Effect Value: 20

Bonus Number to: Effect

Range: Touch

Duration: 12 (4 minutes)

Cast Time: 4 (6 seconds)

Manipulation: control, state, speed

This focused spell requires a normal sword of any type. The mage casts the spell, and the blade erupts in magical flame. The spell enhances the sword’s damage value. Compare the Effect Value of the spell to the maximum damage value of the sword. The Result Points are added to the max. damage value of the sword. Take the same Result Points, Power Push them, and add the result to the sword’s damage adds. The mage (or whoever wields the sword) must still make a successful melee weapons attack to hit. The flaming sword is an illusion, and may be disbelieved with a Mind or willpower total of 10. The Effect Value of the flame is controlled, so that the mage control its damage. If the effect is lowered to 0, the flames go away (but the effect can be increased later.)
Banishment

**Banishment**

Skill: *conjuration/true knowledge* 22

Backlash: 17

Difficulty. 14

Effect Value 35

Bonus Number To: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 5 (10 seconds)

Manipulation: range, control

The mage casts this spell to force a creature from other
dimensions back whence it came. The mage speaks the incantations while
pantomiming pushing something through a portal, and then closing it up. A
portal to the home dimension of the entity appearing in front of the entity to
be dispelled. Compare the effect value of this spell to the entity's greatest
physical attribute. If the result points are equal or greater than the entity's
Spirit, the caster forces the entity back to its home dimension.
Light Writing

**Light Writing**

Skill: *apportation/light 15*

Backlash: 10

Difficulty: 9

Effect Value: 0

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 20 (25 hours)

Cast Time: 3 (four seconds)

Manipulation: control, range

The magician casts the spell by quick1y reciting the
first word she intends to write while spelling it out with movements of her
hand. The spell affects a 2.5 meter radius circle. The caster controls the
target aspect, effect, duration and form of the spell. As the mage thinks the
words in her mind, the light within the area of effect gathers to form the
letters. The rest of the area darkens as the light leaves it, making the
letters more legible. The spell's effect may be switched off and on.
MAGICAL SINGING TROUT

Magical singing trout is made by Join Smart International like Singing Honey bass, Kelly salmon... He was made during late 1999 and the earlier 2000. This awesome fish comes to life and sings two songs (Beat it by Michael Jackson and We will rock you by Queen). This guy is very rare because they weren't mass produced

THINGS ABOUT HIM

there is an Alex Alligator board one (not too many collector owns this variant but for example justanotherfishchannel and dafishycollector2021 owns one of thesw)

Unlike the normal honey bass, this is really hard to find compared to him

This only was sold in Australia, Europe and in the Uk

To identify the Alex Alligator board one, there isn't an adapter jack on the plaque and it's covered on plastic
Rose's Pizzeria Palace

Rose's Pizzeria Palace - вымешленная пиццерия где происходит действие игры Five Nights in Rose's Pizzeria Palace.

## Сюжет

Однажды построили одну пиццерию. В той пиццерии были сверх-умные аниматроники с развитой мимикой. Потом около пиццерии произошло два инцидента. Было убито двое детей, но тела не были найдены. Вскоре Белла (один из аниматроников) вселяет души детей в аниматроников (Золотая Роза и Золотой Тень) чтобы отомстить убийце. Главного обвиняемого в убийстве посадили в тюрьму, но настоящий убийца всё же на свободе. Потом оказалось что убийца использовал костюм Золотой Тигры чтобы втерется детям в доверие. Он заманил из в заднюю комнату и разрезал им глотки.

Убийцей оказался ФЧ.

Потом ФЧ появляется в ресторане вне рабочее время. Аниматроники его преследуют. После того как он взламывает секретную комнату где лежал костюм Золотого Тигры и входит туда, туда заходят аниматроники. Они хотят его убить за то что он убил детей, но ФЧ решил схитрить и залез в костюм Золотого Тигры. Костюм работал на пружинных замках. Замки слетели раздавив ФЧ. Потом в комнату заходят призраки убитых им детей в маске. Белла снимает с них маски и они улетают в рай. Позже Золотую Розу и Золотого Теня разбирают, а запчасти на аукцион.

Пиццерию закрывают, а аниматроников перевозят в новое место где происходит вторая часть игры. Из старой пиццерии делают хоррор-аттракцион, но туда наняли ночного охранника который должен был проверить всё ли правильно работает. Потом они находят Золотого Тигру и добовляют его в атракцион. Потом атракцион згорает дотла вместе с Золотым Тигрой.

В новом месте маскотов разбирают, а запчасти продают на аукционе. На этом история пиццерий заканчивается.
Dispel Curse

**Dispel Curse**

Community Rating: 12

Difficulty: 12

Range: touch

Duration: permanent

Ritual Length: 18 (one hour)

Effect: removes curse

Attainment Rating: 17

*Dispel curse* removes
a curse that has been inflicted upon the target. The difference between the
curse's *faith* total (which should have been noted; assume 12 if it was
not), and the *faith* total of the *dispel curse* should be indexed on the
General Results Table. If a *Good* level of success or better is attained,
the curse is removed.
Flickering Fire Shield

**Flickering Fire Shield**

Skill: *alteration/fire 18*

Backlash: 12

Difficulty: 15

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: state, control

This is a focused spell. The caster passes his hand
through a flame while casting the spell, touching the hand of the recipient,
focusing the spell into that character. That hand now has a barely visible
flicker of flame in the shape of a shield. The spell resists the effects of all
fire spells with a casting total less than the effect value of the flickering
shield. The spell's duration is controlled by the recipient.
Heroes' Feast

**Heroes' Feast**

Community Rating: 9

Difficulty: 15

Range: 5 (10 meters)

Duration: Permanent

Ritual Length: 14 (10 minutes)

Effect: creates food

Attainment Rating: 20

Using this miracle, the cleric can transform any
inanimate object into food. The faithful stack the goods to be transformed in
front of the priest, who recites a prayer and turns it all into food.

The amount of food created is equal to the value of the
difference between the *faith* total used to generate the miracle and the
difficulty number,
read as a measure on the *Torg* Value
Chart.

For example, a total of 15 would result in a
difference of two. The value of two on the
Torg Value Chart is 25, so the miracle would have resulted in the creation of food
sufficient for 2.5 meals.
Detect Living Beings

**Detect Living Beings**

Skill: *divination/living forces* 12

Backlash: 18

Difficulty: 13

Effect Value: 16

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 9 (one minute)

Cut Time: 5 (10 seconds)

Manipulation: range, state

This spell can be used to locate kindred within range
of the caster. To throw the spell, the mage must have a body part of one of the
kindred in her right hand (a lock of hair from a human, a scale of a lizard, a
feather of a bird, etc.). The origin of the contagion has no influence on the
spell's effect, as long as it comes from one of the kindred. The caster then
burns the object (if it is flammable) or heats it (if not) and inhales the
smoke, all the while concentrating on expanding her awareness. After the
casting time ends, the mage can then sense any kindred within range of the
spell. Initially, the mage may only detect the presence of kindred-and their
location within the range--but, once detected, she may attempt to discern what
they are. If the mage decides to do so, she must concentrate on that one
specific target. If the kindred has a *Mind* value less than 16 (the
effect value), then the caster knows which of the kindred races it belongs to.
If the *Mind* value of the creature is
equal to than 16, then the spell is broken. The caster does not have to attempt
to discern specific race.
Improved Magical Strength

**Improved Magical Strength**

Skill: *alteration/Living Forces* 18

Backlash: 20

Difficulty: 16

Effect Value: 14

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control, duration

This spell uses magic as a mechanism and can be focused on any kindred. Compare the effect value of the spell to the target's *Strength and, if the effect value is higher, then the target's attribute is* increased to the effect value of the spell. The caster- controls the duration of the spell. The maximum effect that can be generated (using Possibilities, cards, and additional rerolls) is 21.
Climbing Vines

Climbing Vines

Skill: alteration/plant 15

Backlash: 19

Difficulty: 12

Effect Value: 14

Bonus Number to: Duration

Range: 3 (4 meters)

Duration: 9 (1 minute)

Cast Time: 5 (10 seconds)

Manipulation: speed, range

The mage casting this spell must have a small piece of vine or other climbing plant. He places the piece at the base of whatever wall he wishes to scale, and casts the spell. The vine will grow rapidly up the wall, becoming a thick, sturdy rope. After the vines have finished their growth, the mage can climb them- usually requiring a climb check with a Difficulty of 3. The mage can control the movement of the vine as it grows, and can also end the spell at any time before the duration expires, collapsing the vine. The vine can hold a weight value of 14 or less. Climbing vines is an illusion with a disbelief Difficulty of 10.
Difficulty Number Scale

**DIFFICULTY NUMBER SCALE**

**Description** Difficulty Odds      Modifier

Very Easy                   3            80%           -5

Easy                           5            75%           -3

Average                      8            50%           0

Complicated             10             30%         +2

Difficult                     12            20%          +4

Hard                         13            15%          +5

Very Hard                 15             5%           +7

Extremely Hard        18              —          +10

Incredible                  22             —          +14

Nearly Impossible    25              —          +17
Правила

Привет! Здесь написаны правила вики.

## Правила вики

* Не ругатся матом;

* Не флудить;

* Не спамить;

* Не вандалить;

* Не писать бесмысленные сообщения на стенах администраторов;

* Не оскорблять других;

* И веселится! :D

## Сроки банов

* Мелкий мат: 3 дня

* Мат: 5 дней

* Флуд: 5 часов

* Спам: 1 день

* Вандализм: 3 дня

* Оскорбление других: 2 часа

## Администраторы

Той Блестяшка

Toy Sparkle

Сияющая Комета
Concealment and Cover Chart

**CONCEALMENT AND COVER CHART**

**Concealment is:**Defense Modifier:

One-Quarter Hidden                                                 +2

One-Half Hidden                                                        +4

Three-Quarters Hidden                                              +5

Completely Hidden                                                    +7

Complete Plus                                                         +10
Alter Disease

**Alter Disease**

Community Rating: 9

Difficulty: 11

Range: touch

Duration: NA

Effect: changes attributes of disease

Attainment Rating 16

*Alter disease* can
have many different effects, but the miracle worker may only choose one per
use. *Minimal* success makes the disease incommunicable, making spread of
the contagion impossible. An *Average* result will slow the effects of a
disease, causing it to take twice as long to run its course as
normal.Converse1y, it can also be used to speed the effects of a disease,
halving the time the victim must suffer the infection.

On a *Superior* success, the target character
receives a +3 bonus to their healing roll (see page 19 of the *Torg Rulebook)*
*to fight off the disease. On a* Spectacular *success, the way in which*
the disease is transmitted may be altered in any way the focus character sees
fit, as long as the method conforms to one in which a disease can spread
(touch, air borne contagion, etc.) The difficulty of *alter disease* is
modified depending on the nature of the disease.

**Alter**
Disease Difficulty Chart

**Disease                         Difficulty**

24-hour bug                   8

Influenza                       10

Pneumonia                    12

Cancer                          18

AIDS                                      22

Alzheimer's                    25
Healing Chart

**HEALING CHART**

**Wound Level                               Difficulty                                 Time**

Wounded                                       8                                         one day

Heavily
Wounded                          12                                         three days

Mortally
Wounded                        15                                         seven days
Communicate with Birds

**Communicate with Birds**

Skill: *divination/avian 18*

Backlash: 7

Difficulty: 8

Effect Value: 12

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time, control, state

The caster of this spell requires feathers from the
type of bird he wishes to communicate with. The caster uses the feathers to
draw the figure of the bird in the ground. The caster then imitates the speech
of the bird as he swishes the feathers across the drawing. Compare the effect
value of the spell to the difficulty of 12. Read the result on the Power Push
Table. The result modifier is 5.

Add the final result points to the caster's *Perception*
*for purposes of using the language skill only. If unskilled, the caster*
gains the language skill for the duration of the spell. The caster may end the
spell at any time.
Invisibility

**Invisibility**

Skill: *alteration/true knowledge 23*

Backlash: 17

Difficulty: 12

Effect Value: 24

Bonus Number to: effect

Range: touch

Duration: 25 (ten hours)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

The mage must have a small figurine of glass to
perform this impressed spell. He begins with the figurine dirty. He cleans the
figurine throughout the casting of the spell, checking its transparency several
times during the casting. The spell is impressed upon casting. The spell is
released by touching the recipient or object with the figurine. Compare the
effect value to the recipient's T*oughness* onthe Power Push table. To these result points add nine.
If the final result points equal or exceeds the target's *Toughness,* then
he is rendered completely transparent to light. Any character trying to spot an
invisible character must generate a Perception total at least equal to the effect value of the spell in order to see
him. Note that hearing, or otherwise

Sensing the character, might be easier than seeing
him. Invisible characters who have not been perceived increase their defense
against visually targeted attacks by +10. Even after he is perceived, an
invisible character still has his defense increased by +5 against all visually
targeted attacks.
Dagger Throw

**Dagger Throw**

Skill: *apportation/metal 14*

Backlash: 14

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 0 (one second)

Manipulation: control, range

This is a focused spell, cast on a throwing dagger.
After it is cast, the mage uses *his apportation* skill, instead of his *missile*
*combat to "throw" the dagger. His skill total must exceed the target's*
*dodge* or *Dexterity* to hit. The thrown dagger does damage equal to
the effect total of the spell, instead of its normal damage value.
Lifting

**Lifting**

**Use:** Can be
used as a macro skill for carrying heavy loads over a long period of time.

**Sample specializations:** Weight
lifting, load bearing. The *lifting*
*skill is used to increase the amount of*
weight a character can lift beyond their lifting limit value. This is
accomplished with a *power push* as
described in Chapter Four. A character who wants to hold up or carry a load
greater than their lifting limit value has to make a power push every round.
Characters do not have to make *lifting*
*skill checks to lift an amount equal to*
or less than their lifting limit value as given in Chapter One. For macro uses
of the skill, characters cannot carry an amount greater than their *lifting* limit
value. Lesser amounts can be carried but the heavier the load, the more strain
it can have on the character. The difficulty for macro uses of lifting is the
weight value of the load plus three. If the skill check fails, the character
carries the load to his destination but collapses from exhaustion upon arrival.
If the skill check succeeds, the result is treated as a power push to determine
any detrimental effects on the character.
Great Curse

**Great Curse**

Community Rating: 12

Difficulty: 20

Range: NA

Duration: 32 (one month)

Ritual Length: 25 (one day)

Effect: more powerful curse

Attainment Rating: 25

The *great curse* is a more powerful version of
the simple *curse.* It curses its victim with a +1 to the difficulty of
all actions, plus the victim treats all *stymied* results on the Drama
Deck conflict line as *setbacks* instead, and all opponents gain a +1
bonus modifier when acting against the victim. Unlike a regular curse, a priest
casting a *great curse*: need
not touch the target, he needn't even be in the target's vicinity. The priest
does need an object once possessed (for at least a week) by the victim, and a
blood offering. The effects can be removed using the same method used to remove
lesser curses. *The faith* total of the great curse should be noted for
this purpose.

The effect of no more than one *great curse* may
be placed on a victim by the same priest, although, multiple priests may place
multiple great *curses* on the same victim. Bonus modifiers from multiple
curses are cumulative.
Boost Damage

**Boost Damage**

Community Rating: 12

Difficulty: 15

Range: self

Duration: 10 (100 seconds)

Effect: increases the amount of damage for *unarmed*
combat *attacks*

Attainment Rating: 20

With this miracle, the caster is able to increase the
amount of damage he inflicts in *unarmed combat.* The amount of additional
damage caused, is equal to his *faith* adds. This miracle increases damage
from *unarmed combat* attacks only, *melee weapons* and *missile*
weap*ons attacks are not affected.*
Dodge

**Dodge**

**Sample specializations:** By
type of ranged attack (*missile weapons,* etc.)

This
skill gives its user the ability to avoid ranged attacks. *Dodge* skill can
be used in one of two ways. Only one of the options may be selected by a
dodging character each round.

**Passive dodge:** during
each round of combat, a skilled character may use his *dodge* value for
the difficulty number of all shots aimed at him.

**Active dodge:** instead
of selecting a passive dodge, a character may actively try to avoid being shot.
characters who choose this option generate an action value with their *dodge* skill.
When rolling for the total, any bonus number generated which is less than +1 is
treated as a +1. The action total becomes the difficulty number for all shots
taken at the defending character.

**Example:** A squad
of town guards attacks Alan’s character, Terrill the magician. Terrill has a *dodge* value of
11. During each combat round he can either passively dodge, in which case the difficulty
number for all the bow shots the town guards aim at him is equal to Terrill’s *dodge* skill of
11 or he can actively dodge, in which case Alan generates a *dodge* total,
with bonuses less than +1 being treated as +1. Alan decides that Terrill will
actively dodge and rolls a 7, which on the bonus chart is a result of -2. Since
this is less than +1 it is ignored and Alan instead adds one to Terrill’s *dodge* value, to
arrive at an action total of 12. Terrill’s active dodge will always be at least
12 and could be considerably higher if Alan rolls well.
Minor Eraser

**Minor Eraser**

Skill: *alteration/inanimate forces* 18

Backlash: 16

Difficulty. 10

Effect Value: 20

Bonus Number to: duration

Effect Value: 6

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: duration, range

To cast this spell the mage need only glance at the
area to be affected and summon the energy. The spell creates a small eraser of
light that will move to the caster's will for the duration. It can only be used
to erase letters made by the *magic marker* spell. The result value of the
spell must exceed the original casting value of the *magic marker.* If it
does, then the caster can use it to wipe away the letters she chooses.
Featherweight

Featherweight

Skill: alteration/living forces 11

Backlash: 12

Difficulty: 8

Effect Value: 10

Bonus Number to: Duration

Range: self

Duration: 8 (40 seconds)

Cast Time: 0 (1 second)

Manipulation: cast time

This simple spell protects the caster against falls by decreasing their weight. Compare the Effect Value to the character’s weight value (reading Result Points through the Power Push table) and reduce the caster’s weight value by the Result Points of the spell. The spell has a result modifier of 3. Use this new weight value when computing falling damage if the spell is still in effect when the mage lands. If the mage’s weight value is reduced below 0, it is considered to be 0 for damage purposes.
Black Tendrils

Black Tendrils

Skill: conjuration/darkness 18

Backlash: 15

Difficulty: 13

Effect Value: 21

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 10 (100 seconds)

Cast Time: 18 (1 hour)

Manipulation: control

This impressed spell requires strips of black fabric that have been soaked in a solution of hallucinogenic herbs or mushrooms. The caster waves the fabric about while thinking evil thoughts. To release the spell, the caster makes a rising motion with his hand, wiggling his fingers as he does so. Inky black tendrils will erupt from the ground in a 10-meter square area. The tentacles will lash anything in the area of effect, causing dark images and confusing the targets it until the duration ends. Compare the effect to each target's Mind, read the result through the Power Push Table. Find the final result points on the General Success Table. *Minimal*success results in the victim becoming stymied. *Average* success causes him to be unskilled. *Good*success causes him to stand confused taking no action. A *Superior*result causes the victim to flee in terror. *Spectacular*success causes the victim to attack the nearest being in range. Results last for each round that the spell is in effect. *Black Tendrils*is illusory and can be disbelieved by generating a *Mind* or *willpower*total of 15
Divination Magic

**Divination Magic**

**Use:** Cannot be
used unskilled.

**Sample specializations:** None

Divination Magic is magic
involving information gathering. A spell that lets a character observe distant locations
close-up is a type of divination spell. Communication spells are another type
of divination magic. Spells that block the obtaining of information are also
divinatory in nature. The *divination*
magic *skill is used to cast divination*
spells. Specializations are not allowed because this is already covered by the
magic system through the use of *arcane*
knowledges*. Detailed rules for using* divination magic *and*
the other magic skills can be found in Chapter Ten.
Beast Riding

**Beast Riding**

**Use:** Unskilled
use penalized. Macro skill use for long-distance travel.

**Sample specializations:** Horse,
camel, unicorn, elephant, dolphin) or whatever other “beasts” may be used as
mounts in a land.

This
skill is used to ride horses, camels, and other mounts. When a rider first
climbs aboard an animal, he generates a *beast*
riding *total using the mount’s* Mind *value as*
the difficulty number. If this check succeeds, the rider gains control of the
mount and may proceed. If the check fails, the beast runs away, bucks, or
throws the rider off (at the gamemaster’s discretion).

The
rider must make a similar roll whenever a situation would spook the mount. The
difficulty of getting the mount to perform a specific task, such as jumping
over a fence, is determined by the gamemaster using the Difficulty Number Scale
and should be based on the animal and the task itself. Getting a horse to jump
a fence might be an Average task but getting a camel to perform the same maneuver
might be a Very Hard task, and it would be better to just let an elephant go
through the fence (elephants can’t jump.) Besides controlling the mount, *beast riding* can be
used to increase the animal’s speed with a *speed*
push *(see Chapter Four) in place of the*
animal’s own *running* skill.
The macro version of this ability, the forced march, will increase the animal’s
movement value by one with a successful skill check against the mount’s *Mind*. The
forced march will last for a maximum of three hours and can only be used once a
day. A character’s *beast riding* skill
can be substituted for a character’s *dodge*
*and* maneuver
*skills while the character is mounted*
in combat. If engaged in close-range combat while mounted, the character’s *beast riding* skill may
be substituted for the character’s normal defensive skill value. The difficulty
of all *beast riding* checks
is increased by 8 on an untrained/undomesticated animal.
Bind Demon

Bind Demon

Skill: conjuration/entity 21

Backlash: 17

Difficulty: 15

Effect Value: 36

Bonus Number to: duration

Range: 3 (four meters)

Duration: 27 (60 hours)

Cast Time: 18 (one hour)

Manipulation: cast time, control, state

Bind demon is an impressed and focused spell, usually cast and impressed before casting the summon demon spell. The caster must repeat the name of the home dimension of the demon he intends to control. While he does this, he must trace the figure of a pentagram upon a piece of parchment. At the end of the cast time, the caster sets the parchment on fire and extinguishes the flames with his bare hands. Compare the effect value of the spell to the demon's Mind or willpower. Read the result points on the charm column of the Interaction Results Table. The caster may attempt a charm every round until rolling a satisfactory result or a failure. The demon's has a starting attitude of enemy. After the charm, the caster may attempt to persuade the demon to follow his commands. If the caster gets a vow result the demon obeys him. This spell can be used to wrest control over a previously controlled demon, but the caster's skill total must exceed the original controller's total The spell is illusory and may be disbelieved with a Mind or willpower total of 20.
Dark Cloud Familiar

**Dark Cloud Familiar**

Skill: *conjuration/air 18*

Backlash: 22

Difficulty: 12

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 32 (l month)

Cast Time: 25 (1 day)

Manipulation: control, duration, state

This is a focused spell. This spell can only be used
as a companion to *create dark cloud.* The process involved allows the
mage to ready the *dark cloud* to receive impressed inanimate forces
spells. The caster must touch his already created cloud and will into it the
life force necessary to hold impressed spells. While touching it, the mage
concentrates on all the inanimate forces spells and knowledges he knows, and
tries to imbue some of his own magical knowledge into the dark cloud. The
number of impressed inanimate forces spells the *dark cloud* may store is
equal to the effect value of the spell (15) as read on the Power Push Table

(+6) plus an additional six point result modifier. The
spells to be impressed must be cast separately into the cloud. They must also
be inanimate forces spells that can be cast impressed. They will remain in the
cloud until the caster uses them, dispels the cloud, or the duration of one of
the two *dark cloud* spells lapses.
Flight

**Flight**

**Use:** May be
used unskilled, but only by characters capable of self-powered flight. Macro
skill use for long-distance travel.

**Sample specializations:** Types
of maneuvers (speed push, dive bombing, gliding, etc.)

This
skill is a measure of a character’s ability to move through the air under her
own power.

Characters who
possess a non-innate ability to move through the air, such as those who use a
magical flight spell also use this skill. Flying characters can use the skill
to increase their movement value with a speed push (see Chapter Four) and it
can be substituted for the character’s *dodge* and m*aneuver* skills while the
character is in flight.
Away Sight

**Away Sight**

Skill: *divination/light 18*

Backlash: 18

Difficulty: 15

Effect Value: 9

Bonus Number to: range

Range: 13 (400 meters)

Duration: 13 (six minutes)

Cast Time: 15 (15 minutes)

Manipulation: range, speed

*Away sight* forms
a small, slowly revolving series of translucent tubes that catch the images of
everything in a 10 meter radius. The whirling construct travels 250 meters per
round (60 mph). The caster can make *Perception* skill checks, but is
limited to a maximum effect value of 9. The mage controls the movement of the
tubes. The spell is focused through a glass lens for the duration.