"To kill a monster, you need a monster." - Monster Hunter
Monster Magnets are so named for their ability to draw Monsters to them physically, spiritually, or any other way they manifest. This pull will draw Monsters away from their current prey or course of action and lead them directly to the Magnet. Once the Monster is within 30 feet or six squares on a BattleMap, the Magnet can also absorb 20 percent of the Monster's Grit, adding it to their own and reducing the Monster's accordingly. This is a temporary addition of Grit, and is not permanent.
Practitioners of this Trade also possess the extraordinary ability to consume or absorb the hearts of defeated monsters and beasts, which grants them the power to transform into those very creatures at will. This unique skill allows MonsterMagnets to harness the strengths, abilities, and even the appearance of the monsters and beasts they've conquered - turning the tide of combat and surprising their foes with their monstrous transformations.
In the context of the Monster Magnet, Monsters are Proteins that were born or created as such and can be found in Monster Hordes. Beasts are aggressive and dangerous animals. Angels, demons, ghosts, or any creature without a heart, as well as monsters created through infection or mutation, are not consumable by the Monster Magnet. Special circumstances apply.
The Catalog lists defeated Monsters and Beasts available to the Monster Magnet. This list can be written on the back of the Protein Pack.
Whenever a Monster is defeated, the MM absorbs it by searching through the Monster's discard pile to find any Heart cards. The combination of Heart cards found in the Monster's discard pile equals the Heart cards required from the MonsterMagnet deck to become this Monster and acquire the same Grit, Attacks, and Abilities as the original. These cards are now set aside until the Monster Magnet returns to its original Protein, at which point they are placed in the discard pile. These cards are now associated with the defeated Monster, and the player should note the Monster type, stats, and which cards identify which Monster on their Protein Pack.
If the MM is defeated as a Monster, the defeated Monster will require another Heart card to re-emerge. Monster duration lasts only the battle - or about ten rounds.
As with Monsters, whenever an MM absorbs a Beast, it becomes part of the usable Catalog of transformations. Whenever a Beast is defeated, the MM absorbs it like a Monster - searching through the Beast's discard pile to find any Heart cards. Unlike a Monster, the player may choose any Heart card of the Beast to represent it. This Heart card value is required from the MonsterMagnet deck to become this Beast, inheriting the same Grit, Attacks, and Abilities as the original. Defeating an MM in Beast Mode returns the MM to its original Protein, reducing Grit by half of the Damage that defeated the Beast. Use the back of the Protein Pack to add Beasts to the MM catalog. For note: Monster Magnets become the beast they absorb, not a Manimal (anthropomorphized). The duration of a Beast transformation is about half a day.
Whenever a Joker or Double-Backed card is drawn by the MM while transformed during combat, the MM will "berserk" and strike out at their allies for a singular attack. If no allies are present during combat, they will inflict standard damage x 1D6 on their next successful attack.
Choose a favorite signature weapon, overpower it with Science-Magic, and fight Monsters - this weapon inflicts more damage than its standard version. Check with your local SB for details.
Use a Heart card to transform any body part of the original Protein into that of an absorbed Monster or Beast. Multiple Heart cards may be used to convert multiple body parts. The cards are out of play for as long as the character wants to remain transformed and are added to the discard pile once the transformation has ended. Monster parts are mainly proportionate to the original Protein size, and damage inflicted by them should reflect their size. This skill does not allow for the growth of new appendages; instead, it replaces original protein parts with Monster parts.
This skill gives the MM proficiency in standard weaponry, adding +2 to Sting. Additionally, the character acquires +2 to Float in close-quarter combat.
This skill allows the MM to transmogrify into an anthropomorphic (Manimal) version of any Beast in the catalog - obtaining the Beast's abilities. Use any Face card to enact. The character's Grit does not change with this skill. This card is out of play until the character reverts to the original Protein and is added to the discard pile. Natural weapons and Grit should be adjusted to reflect this change, as appropriate.
Level the playing field! This skill allows the MM to wield dual two-handed weapons - permitting two simultaneous attacks. This skill also provides all close-quarter combat damage to inflict Carnage without declaring it or incurring Carnage through a failed attack.
Combine Monsters into something new and horrible. This skill allows the MM to transmogrify into any combination of Monsters in their catalog, allowing for various attacks. Requires a Heart card per Monster to enact, and the card or cards are out of play until the character reverts to the original Protein, which is then added to the discard pile.
This skill allows the MM to commune with any Beast in their catalog while maintaining their original Protein form. With this skill, Beasts that might usually attack will not, unless otherwise provoked or incentivized. The Beast may also be redirected to attack any enemies nearby, though that doesn't mean they'll always fight to the death.
This skill can also be used on intelligent, non-aggressive animals native to the area, such as squirrels, ferrets, mice, etc., to aid the MM in minor tasks such as retrieving keys, running up a pant leg, etc. We suggest the animal announces its name to the character: "I am Reginald the Squirrel, Ninth Defender of Long Branch, and I will steal that med pack for you!"
This skill does not require mechanics but allows the SB to play alongside the character as the Beast or animal.
Turn any cataloged Beast Monster-sized, or combine it with a Monster. Use any 2 Heart card to create the larger, monster-sized version of a cataloged Beast. Damage and abilities should reflect the new size.
The MM can also combine any cataloged Beast with a Monster, becoming an entirely new kind of terrible threat.
This skill allows the MM to use any cataloged Monster or Beast ability or non-physical attack without a transformation, including heightened senses, telepathy, invisibility, oozing darkness, etc. Use any Face card to enact with the duration lasting a round. Use any Heart card to increase duration equal to the card's value in rounds. Discard all cards after play.
Not all Monsters are born. Some unlucky souls get Infected and become Monsters, things like Vampires, Zombies, WereThing, and whatever else an Age might infect you with. While typically not "on the table" for absorption, this skill puts them on the menu. Defeating and consuming an Infected allows the Magnet to acquire unique abilities, such as enhanced strength or flight. These abilities can be activated using any black-suited card or a combination of black-suited cards with a duration equal to the sum used.
This ability also enables the MM to defeat Infected Proteins without relying on magic or special weapons that might be typically required. Fists, swords, laser blades, and other hand-held weapons affect the Infected. It also grants immunity from that infection, or varieties thereof, and allows the removal of an Infection from another Protein by using a Heart card to drain it. Afterward, the Heart card should be discarded.
Battle armies, ships, spacecraft, and other overwhelming odds by increasing your mass into a giant-sized monster. This catastrophic skill causes immeasurable damage to enemies and surroundings alike. Scale the Kaiju Grit and attack as necessary.
All Heart cards are required to transmogrify into a Kaiju and are discarded into a separate pile. Heart cards may not be restored until the Action deck is replenished twice. This transformation is physically and mentally exhausting to the Magnet; reduce Grit to half and remove any bonus modifiers upon returning to their original Protein form. Grit and modifiers are restored once the Action deck is replenished.
@Adam Craft
🦄 CONCEPT
Ranks and Evolution
The MM may permanently add three Monsters to the catalog for every Trade rank and Evolutionary Trait without setting aside the required Heart cards. Evolutionary Traits of the original Protein may be REPLACED by permanently adding Monsters to the catalog and returning Heart cards to the Action deck. This means an MM can permanently add three Monsters per Trade rank and three Monsters per Evo, should they choose. The Monster must either be available - Heart cards currently set aside - or, once absorbed, can be added to the permanent catalog. Once a Monster replaces an Evo, the Monster cannot be replaced. Trade-rank Monsters are replaceable by other Monsters once absorbed.