There are like a bazillion Major Ars Magnus, but only a handful of minor ones, and many of them have effects that are duplicated by other powers partially (i.e. Guardian vs Bodyguard, Kiai vs Presence Extrusion, etc) so I decided to come up with a few Minor Ars Magnus that do unique and interesting things.
Disabler| Requirements: None |
| Legacy of Blood: None |
| DP Cost: 30 | MK Cost: 10 |
The character is especially trained in capturing his foes alive, when he performs a Knock Out maneuver, he adds a bonus of +10 to his attack, and if the attack produces a critical, he adds +20 to the level of the critical. This Magnus can be combined freely with other techniques or Magnus, but cannot be used with any maneuver other than the Knock Out maneuver.
Vigilance| Requirements: None |
| Legacy of Blood: None |
| DP Cost: 20 | MK Cost: 20 |
The character is expertly aware of her opponents' movements. If an enemy engaged with the character in melee combat attempts to withdraw from combat, she receives +20 on the opposed roll. Should she have used up all her attacks in the turn, this Magnus will grant her a free special attack to use at her full ability to attempt to stop the withdraw. The special attack causes no damage or any other kind of secondary effect, but successfully stops the withdraw from combat attempt should the result indicate at least 10% damage. There is no limit to the amount of free special attacks that can be produced from this Magnus. This Magnus does not grant its free special attacks to characters that have lost the ability to take active actions in turn (e.g. they were hit earlier in the turn). Characters may use their normal attacks with this Magnus if they have remaining attacks normally. Normal attacks made with this Magnus can be combined with any other ability, technique, or Magnus, but special attacks are incompatible with anything else.
Feint| Requirements: None |
| Legacy of Blood: None |
| DP Cost: 30 | MK Cost: 10 |
The character is adept at making confusing false attacks to disrupt his enemy's defenses. By sacrificing one of his attacks, a targeted enemy is considered to have defended against that attack, and the character may then make a real attack without suffering the penalty for multiple attacks for the feint. For example, if the character is capable of making three attacks, and chooses to sacrifice one of them for a feint, the target of the attack suffers the penalties for having already defended himself once in the turn, and the user of the Magnus may make his remaining two regular attacks at a -25 penalty each. A feint can be seen through as a ruse if the target succeeds at a Very Difficult Notice check. If the target has already been subjected to at least one feint, he can choose to use Search instead, and if he does, the difficulty drops to Moderate. There is no limit to the amount of feints a character can make against a target, but each one consumes one of his attacks. Characters can only perform feints in the same action that they make their attacks.
Great Defense| Requirements: None |
| Legacy of Blood: None |
| DP Cost: 10 | MK Cost: 10 |
A character with this Magnus can block her opponent's blow with great force, swatting it to the side to throw him off balance, or dodge so deftly that her opponent overstrikes, and causes him to stumble. In game terms, for every successful defense she makes against a melee attacker, future attacks in the same turn made by the same opponent suffer a cumulative -10 penalty after each defense. This penalty resets to zero should an attack cause her at least 10% damage. This Magnus can be combined freely with any other ability, technique, or Magnus.
... more to come as I think of them ...