The Overseer's Calling (Minion Skills)

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The Overseer Callings (Command Skills)
Overseer Basics


This category of skills is based around attaining a minion or pet that will either support you in combat or serve as your primary asset in combat. Be aware that no skill in the Overseer's Calling directly buffs the player character or grants them direct skills.

Once obtained, minions (and pets) work as follows:
  • The Overseer may command their Minion up to a distance determined by skill. If the Minion exceeds this range, it can no longer communicate with the Overseer or use abilities which require Vigor.
  • The Minion does not have its own vigor. Both Overseer and Minion share the same Vigor pool.
  • Do not use the Minion's combat readiness to gauge the Overseer's ability to respond to attacks.
  • The Minion can die or be defeated. This is especially important for beasts.

The other details vary by skill and will be detailed within the relevant skill.

THE CALLINGS

MANSUETIS, THE TAMER

"Long have man and beast co-existed. No such boundary should separate us from cooperation."
- Prophet Deimar


Basics - Taming A Beast

Following the Call of Mansuetis requires a certain affinity and understanding of wildlife. Taming a beast to be a companion is not as simple as breaking a horse. A Tamer must understand their companion, understand the beast's pride and desires, its strengths and weaknesses. While the average person might cower in fear or charge forward to establish dominance, a Tamer neither disdains nor fears the beasts of the wild. A Tamer recognizes the savage strength of natural creatures, respects it, and seeks to make it his own. As they gain a greater connection with each other, a tamer and his companion can become a formidable and frightening team.

Taming a beast requires first gaining its respect and trust, through a show of the tamer's own strength or demonstrating empathy. It can be a difficult and sometimes bloody process, often spanning weeks; it is difficult for the Tamer as well, who must learn to share freely of his own stamina, trusting the beast he would call his own. The effort is worth it, however, for the new companion's hard-won loyalty is unshakeable.

Only non-sapient beasts can be tamed. Beasts tamed according to the calling of Mansuetis are often surprisingly intelligent, however, and can be trained well beyond the capabilities of their wild brethren. The Tamer and the Beast share an empathic connection, like a sixth sense when one or the other is in need, and can communicate nonverbally with various sounds, movements, or gestures.

FUNDIBULI, THE MECHANIST

"With a sputtering cough, the machine whirred to life! Its great engine roared, the beast within awoken!"
- Prophet Deimar, excerpt from Annales Viskar


Basics - Activating a Drone

Those who relish the scent of steel shavings and oil, the heat of an acetylene torch, and the hum of gears whirring to life are well-suited to follow the Call of Fundibuli, commanding a mechanical drone to fight with them. For the Mechanist, their drone may not necessarily be alive, but it is something more than a mere inanimate object. The mechanical companion can be of many different shapes and sizes, fitting to the Mechanist's desires. Rarely is the design set in stone; a Mechanist is constantly repairing, modifying, and upgrading their drone. It is a constant quest of improvement, seeking an ever-better design.

A Mechanist can craft his own drone or purchase it from someone with the requisite skill. Creating or modifying a drone requires skill as an Engineer but the calling of Fundibuli is, at least in part, working an unknown science. The most important part is the drone AI core and its matching control node; these represent leftover knowledge from failed attempts to replicate demvir cores. The AI core is the heart of the drone and contains a drop of the controller's own blood; it can be transferred to new bodies as needed. Each core is linked to a single control node, which is embedded into the skin of the Mechanist, allowing commands to be sent with a mere thought.

For most, a mechanical combat drone is something between a machine and a weapon. For a Mechanist, however, such drones are the extension of their will, a loyal companion to join them in battle. The initial struggle to utilize a control node effectively isn't something most can overcome. Those with the talent and the drive to become a Mechanist, however, are one with their drone, able to direct the machine with a thought. Over time, some drones seem to develop a personality of their own for reasons that are poorly understood.

Drones may be equipped with a single simple tool, melee weapon, or firearm. In the absence of a weapon, a drone can deliver an electric shock on touch. The Mechanist can issue commands by thought, and can typically understand the noises or movements of the drone.

DAEMONIUM, THE SUMMONER

"There are a great many things we do not comprehend. It is our intrinsic mission to see them deciphered."
- Prophet Deimar


Basics - Summoning a Demon

Few callings are as divisive as the Call of Daemonium. Reviled by many for consorting with demonic beings, while honored by others for punishing the same, a Summoner treads a fine line in society. That same thin line describes the relationship between the Summoner and his bound demon: the fiend is compelled to obey its master, though its limbs must remain shackled at all times to prevent it from murdering the fool. Famously destructive, demons are universally reviled and feared in the mortal plane. Even after gaining control of a demon, the Summoner must never let their guard down. It is one of the first things a Summoner must learn: a demon is not a friend, not an ally, but a weapon to be turned upon his enemies.

To bind a demon into servitude, the Summoner must first extort from the creature its true name, usually after defeating it in combat. From then on, the Summoner can enact a ritual spanning a full round in which the Summoner must draw arcane symbols on the ground and invoke the demon's true name. In order to dismiss the demon requires another full-round ritual. The demon is summoned with limbs shackled, preventing it from attacking its new master. The demon can cast all Intrinsic spells from the School of Bellator, up to the same level as the skill in Daemonium.

Demons can only truly be killed in their own plane of existence; should the fiend be defeated in the mortal realm, it will be banished to Infernalis for 7 days. While banished, the demon is still considered bound to the Summoner, preventing the summoning of a new demon in its place -- after the period of banishment ends, however, the Summoner can call on the demon once more or may even be rid of the former servant to bind a new demon.

All demons can communicate telepathically and most can speak verbally. They are quick to offer deals to mortals and in many cases can make good on their promises, but such deals almost always end in blood.

PYTHONIS, THE CONTRACTOR

"Not all born of the Vis are so tainted."
- Prophet Adria


Basics - Binding a Familiar

To follow the Call of Pythonis, a person must locate and engage in a binding contract with a benevolent magical being. The contract is sealed in blood, linking the spirits of both parties. Such beings are often frail, sustaining themselves on natural forces. The new familiar shares in the contractor's vitality, though, strengthening them and allowing them to travel with the Contractor and see more of the world beyond their sheltered valleys.

In this world, there exist many creatures of exotic and mysterious origin, including those malevolent... and those benevolent. Fairies, pixies, sprites, and wisps are common familiars, nature spirits which thrive in areas of rich natural beauty. Far rarer are angelic beings or other benevolent souls. Those who gain their trust may be able to enter into contract with such creatures, offering their care and support in return for strength and protection.

The ways to earn a potential familiar's trust are as varied as the creatures themselves. Once that trust is gained, it is possible to enter into a contract binding the user and sprite as Contractor and Familiar. Familiars are able to tap into divine or natural power in order to aid others in exchange for traveling with the Contractor and sharing their stamina.

The familiar may cast any Intrinsic spells from the School of Castus at the same level as the skill in Pythonis. If killed in combat, the familiar will leave behind a physical token unique to the familiar; if the Contractor saves this token, they can revive the familiar after 7 days. All familiars are capable of empathic communication with the Contractor (at any distance) and nearby individuals. Some, particularly divine beings, are also capable of telepathic or verbal speech.

EXANIMUM, THE NECROMANCER

"Rise, o spirit! Your duty must be fulfilled, your soul must earn its rest!"
- Prophet Vexus, excerpt from Annales Viskar


Basics - Animating the Dead

An unsavory vocation, those who follow the Call of Exanimum are often ostracized by more civilized society. Those with greater insight, however, understand that the Necromancer who controls a dead body does no harm to the soul which once inhabited the vessel, and in fact a Necromancer cannot work his ability on a body that still contains a soul. Beginning from a desire for immortality, Exanimum twists and manipulates their mortal soul to exert control on non-living entities.

Any dead body can fall under the Necromancer's control, from a stripped-down wolf skeleton to a freshly-fallen comrade, as long as it is not excessively large. Bodies more than twice the size of a Necromancer cannot be moved. To bring a body under control, a Necromancer requires one round of uninterrupted concentration, but can then control the body indefinitely or until it falls to pieces.

In order to manipulate the soul, it must be extracted from the body and imbued into an external vessel; a phylactery is most common, but other methods exist. From there, it is easier to shape and control the soul, allowing the Necromancer to split a piece of it, something primeval, and imbue it into a new vessel: a body which was once alive. Should the phylactery be destroyed, the user's soul -- including the piece imbued in his undead minion -- will return violently to the Necromancer's body.

The animated dead, or undead, feel no pain and act on the whim of the Necromancer, but fall inert if they stray further than the command range from the phylactery, regardless of where the Necromancer stands. Corpses are found in varying states of decay, and finding a suitable body to animate isn't always easy. Through manipulation of the soul through the phylactery, a Necromancer can preserve a dead body and even repair it, reattaching limbs or sealing wounds. The undead minion can continue to be used until it is battered beyond repair.

Undead typically shamble at 5m per round, but can be compelled to run up to 20m in a round, no more than once every four rounds. They attack in an unskilled manner but with heavy force, and do not recoil from injuries. Because their movements are compelled by the Necromancer, undead do not react to any distractions, illusions, or sensory deprivation abilities that are not affecting the Necromancer.






THE CALLING OF MANSUETIS

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THE CALLING OF MANSUETIS

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THE CALLING OF FUNDIBULI

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THE CALLING OF DAEMONIUM

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THE CALLING OF PYTHONIS

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THE CALLING OF EXANIMUM

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THE CALLING OF EXANIMUM

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THE CALLING OF EXANIMUM

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