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Recruitment Drive Add-On: Aethervox of University of Transmortis


Sault

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So I just ran Recruitment Drive for my players. It was pretty fun if you are interested in knowing. More to the point though. At the end there is an Aethervox that the Iron Zombies are listening to and it seems that it would be the perfect Grimoire. So I did just that. It might be a bit powerful but it has some restrictions and I thought maybe some of you lovelies may want to add it to your game as well. So without any further delay I present. 

The Aethervox of University of Transmortis


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A worn but well cared for wooden box with a large tarnished brass horn sits up turned on the ground spewing static with the occasional snippet of a word coming through.

The Aethervox upon closer inspection has a small plaque attached to the bottom announcing it as “Property of the University of Transmortis. For use only by currently Enrolled students in the classes of Professor Von Schtook”.

 

Special:

To use this grimoire the Fated must have spent at least 3 uninterrupted hours listening to the lectures of Professor Von Schtook within the past 3 days. At the end of each hour a TN 10 WP duel must be passed to keep from zoning out due to the monotony of Von Schtooks droning voice.

 

If the target of the Magia is living once the duel has been resolved the target flips a card. If the result is a :crow the target gains “Infection +1: At the end of the day, you take +1 damage”. The Infection Condition remains until it can be treated with a TN 10 Doctor Challenge. This requires one hour of examination and the proper tools for the Doctor skill. A success lowers the value of the Condition by 1, plus 1 per Margin of Success (to a minimum of 0, at which point the Condition ends).

Magia:

Animate Construct - The caster imbues a prepared construct body with life so that it might obey his commands.

Skill

Aspect

AP

TN

Resist

Range

Enchanting

Charm

1

10:tome

-

1:melee

Effect: Target inanimate construct comes to life as a construct under the caster's control for 1 hour. At the end of the Spell, the construct returns to its inanimate form, and may be later reanimated.

A caster may only control one construct at a time.

 

Animate Limb - The caster causes an artificial limb to come to life under the control of the character the limb is attached to.

Skill

Aspect

AP

TN

Resist

Range

Enchanting

Charm

2

10:tome

-

1:melee

 

Effect: The target limb comes to life for a number of weeks equal to the Charm + Enchanting of the caster (or less if the caster wishes). The limb is under the control of the character attached to it, which is not necessarily the caster.

The limb must have been crafted to perform as a limb, although it need not be shaped or otherwise created in the form of a natural limb.

Pneumatic limbs are detailed on page 178. If a character has a non-Pneumatic replacement (such a stitched together arm from the flesh of dead men) then the TN requires a :crow instead of a :tome.

 

Mend Critical - The caster focuses magical energy into the target, repairing the worst of its damage.

Skill

Aspect

AP

TN

Resist

Range

Enchanting

Cunning

0-2

10:ram

WP

1:melee

 

Effect: Remove a single condition from the target, if it is living. The target may choose to not resist, making this Spell a Simple Duel instead. The removed condition must be a Critical condition or a condition placed on the target by a non-magical effect. This is a 0 AP Action unless the condition being removed is a Moderate or Severe Critical condition. If it is Moderate this is a 1 AP Action and if it is Severe this is a 2 AP Action.

 

Raise Undead - The caster brings a corpse to life to serve him.

Skill

Aspect

AP

TN

Resist

Range

Necromancy

Charm

1

5:crow

-

5yrds

 

Effect: Target corpse becomes an undead under the caster's control for 10 minutes. The undead undergoes the following alterations from the original form:

•The undead's Tenacity is increased to 3 and all of its other Mental Aspects are lowered to -5.

•The undead loses the Living Characteristic (if it has it) and gains the Undead Characteristic.

•The undead loses any mental skills it had in life, and the physical skill ratings are halved (rounding up).

Alternatively, this Spell may be used to take control of an uncontrolled and non-sentient undead creature. The new undead may need physical repairs (as critical damage may physically render the body less useful). Otherwise, the corpse is raised with half of its Wounds remaining. At the end of the Spell, the undead becomes uncontrolled (and usually violent).

 

Subsume Corpse - The caster causes a corpse to disintegrate, restoring his own body in the process

Skill

Aspect

AP

TN

Resist

Range

 

Tenacity

1

5:crow

-

1:melee

 

Effect: Target corpse is turned into dust. The caster then heals 1/2/3 damage, plus an additional number of Wounds equal to the corpse's Resilience (if the Resilience is positive).

 

Immuto:

Locked Focus object (Operating Theatre with AetherVox) -5

Takes 2 hours to set up and must have an AetherVox tuned to VonSchtook’s station. As the player is setting up the Aethervox have them move things around for 2 hours until the signal comes in clear. Only to reveal they have made a working Operating Theatre.

Increased Duration (TN +2)

This Immuto may be placed on a Spell multiple times. Each time it is taken move the Spell duration down the Duration Step table one step.

Any part of the Spell with a set duration (for instance the time a target remains buried by a Bury Spell) will be increased 1 step.

Spells with a duration that sit between two steps (for instance, Animate Limb) are assumed to sit on the lower step of the two they are between. For instance, an Animate Limb Spell cast by a character with a Charm + Enchanting of 5 would be considered a "1 Month" Spell. By raising the TN by 2 he can increase the duration to 6 months.

Location (TN 3) Operating Theatre

The Spell affects a location within range. Any targets in the area that could normally resist the Spell are assumed to automatically succeed in their Resistance Duel.

 

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5 hours ago, Ampers&nd said:

its a great idea, perhaps too many spells but great nonetheless:)

 

Yeah there may be a few too many. Maybe get rid of Mend critical and Subsume Corpse but my players have no access to any type of healing so it makes a bit of sense while still being a bit dangerous.

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