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

☗☖☖☖☖ NOVICE




THE CALLING OF MANSUETIS

☗☗☖☖☖ ADEPT




THE CALLING OF MANSUETIS

☗☗☗☖☖ SKILLED




THE CALLING OF MANSUETIS

☗☗☗☗☖ MASTER




THE CALLING OF MANSUETIS

☗☗☗☗☗ GRANDMASTER






THE CALLING OF FUNDIBULI

☗☖☖☖☖ NOVICE




THE CALLING OF FUNDIBULI

☗☗☖☖☖ ADEPT




THE CALLING OF FUNDIBULI

☗☗☗☖☖ SKILLED




THE CALLING OF FUNDIBULI

☗☗☗☗☖ MASTER




THE CALLING OF FUNDIBULI

☗☗☗☗☗ GRANDMASTER






THE CALLING OF DAEMONIUM

☗☖☖☖☖ NOVICE




THE CALLING OF DAEMONIUM

☗☗☖☖☖ ADEPT




THE CALLING OF DAEMONIUM

☗☗☗☖☖ SKILLED




THE CALLING OF DAEMONIUM

☗☗☗☗☖ MASTER




THE CALLING OF DAEMONIUM

☗☗☗☗☗ GRANDMASTER






THE CALLING OF PYTHONIS

☗☖☖☖☖ NOVICE




THE CALLING OF PYTHONIS

☗☗☖☖☖ ADEPT




THE CALLING OF PYTHONIS

☗☗☗☖☖ SKILLED




THE CALLING OF PYTHONIS

☗☗☗☗☖ MASTER




THE CALLING OF PYTHONIS

☗☗☗☗☗ GRANDMASTER






THE CALLING OF EXANIMUM

☗☖☖☖☖ NOVICE




THE CALLING OF EXANIMUM

☗☗☖☖☖ ADEPT




THE CALLING OF EXANIMUM

☗☗☗☖☖ SKILLED




THE CALLING OF EXANIMUM

☗☗☗☗☖ MASTER




THE CALLING OF EXANIMUM

☗☗☗☗☗ GRANDMASTER






Followers (Minions)

Basics - Training Points and Followers

Each Overseer's Calling is associated with a particular type of Follower, referred to elsewhere as Minions. An Overseer PC has a number of Training Points, or TP, equal to the sum of the tiers of proficiency in Calling skills. These are shared between Callings. For example, a character who is Skilled in Daemonium would have 6 TP (1 + 2 + 3).

Each Follower requires a minimum TP equal to its tier, and is limited to the skill tier of the Overseer. In the example given, with 6 TP, the Overseer can command two Skilled-tier Demons (3 + 3) but could not command one Grandmaster-tier Demon; although he has the required TP, he does not have the required proficiency. In the same example, with 6 TP, the Overseer can command six Novice-tier Demons (1 + 1 + 1 + 1 + 1 +1), or a mixture of one Skilled-tier, one Adept-tier, and one Novice-tier. It's up to the player to decide if quality or quantity are preferable.

Furthermore, TP can be spent on Command Miens (abilities for the Overseer that apply to all Followers) or Follower Aspects (augmentations to improve individual Followers). Those are described below.

Novice

Beast, Novice-Tier

Requires: Mansuetis, Novice-Tier

Cost: 1 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of one.

Drone, Novice-Tier

Requires: Fundibuli, Novice-Tier

Cost: 1 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of one.

Demon, Novice-Tier

Requires: Daemonium, Novice-Tier

Cost: 1 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Novice-tier and has a base caster-level of one.

Familiar, Novice-Tier

Requires: Pythonis, Novice-Tier

Cost: 1 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Novice-tier and has a base caster-level of one.

Undead, Novice-Tier

Requires: Exanimum, Novice-Tier

Cost: 1 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is one.

Adept

Beast, Adept-Tier

Requires: Mansuetis, Adept-Tier

Cost: 2 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of two.

Drone, Adept-Tier

Requires: Fundibuli, Adept-Tier

Cost: 2 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of two.

Demon, Adept-Tier

Requires: Daemonium, Adept-Tier

Cost: 2 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Adept-tier and has a base caster-level of two.

Familiar, Adept-Tier

Requires: Pythonis, Adept-Tier

Cost: 2 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Adept-tier and has a base caster-level of two.

Undead, Adept-Tier

Requires: Exanimum, Adept-Tier

Cost: 2 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is two.

Skilled

Beast, Skilled-Tier

Requires: Mansuetis, Skilled-Tier

Cost: 3 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of three.

Drone, Skilled-Tier

Requires: Fundibuli, Skilled-Tier

Cost: 3 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of three.

Demon, Skilled-Tier

Requires: Daemonium, Skilled-Tier

Cost: 3 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Skilled-tier and has a base caster-level of three.

Familiar, Skilled-Tier

Requires: Pythonis, Skilled-Tier

Cost: 3 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Skilled-tier and has a base caster-level of three.

Undead, Skilled-Tier

Requires: Exanimum, Skilled-Tier

Cost: 3 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is three.

Master

Beast, Master-Tier

Requires: Mansuetis, Master-Tier

Cost: 4 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of four.

Drone, Master-Tier

Requires: Fundibuli, Master-Tier

Cost: 4 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of four.

Demon, Master-Tier

Requires: Daemonium, Master-Tier

Cost: 4 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Master-tier and has a base caster-level of four.

Familiar, Master-Tier

Requires: Pythonis, Master-Tier

Cost: 4 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Master-tier and has a base caster-level of four.

Undead, Master-Tier

Requires: Exanimum, Master-Tier

Cost: 4 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is four.

Grandmaster

Beast, Grandmaster-Tier

Requires: Mansuetis, Grandmaster-Tier

Cost: 5 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of five.

Drone, Grandmaster-Tier

Requires: Fundibuli, Grandmaster-Tier

Cost: 5 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of five.

Demon, Grandmaster-Tier

Requires: Daemonium, Grandmaster-Tier

Cost: 5 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Grandmaster-tier and has a base caster-level of five.

Familiar, Grandmaster-Tier

Requires: Pythonis, Grandmaster-Tier

Cost: 5 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Grandmaster-tier and has a base caster-level of five.

Undead, Grandmaster-Tier

Requires: Exanimum, Grandmaster-Tier

Cost: 5 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is five.

Command Mien (Overseer Qualifications)

Basics - Miens

A Command Mien is a certain strength of character that allows the Overseer to get more out of the connection between them and their followers or minions. These represent abilities for the Overseer, rather than the follower. Each has a cost in Training Points required, but the benefits of the mien selections may apply to any or all current followers. Multiple miens may be selected as long as the Overseer has TP remaining.

Novice

Mien of the Seer

Command Mien, Novice Tier

Type: All

Cost: 1 TP

The Overseer shares a connection with their followers, and it is possible to share senses temporarily.

Choosing any number of senses to trade with the follower, the Overseer can see, hear, smell, or taste as though they were the minion. Damage to either body will end the sense-sharing, and either the Overseer or follower can end it at any time.

Adept

Mien of the Astrologer

Command Mien, Adept Tier

Type: All

Cost: 2 TP

For the Mien of the Astrologer, the Overseer and any followers are points that can be connected, allowing the Overseer to cast spells through the follower.

Spells which originate from the caster, whether area of effect or projectile, can treat a follower as the caster.

Skilled

Mien of the Empath

Command Mien, Skilled Tier

Type: All

Cost: 2 TP

The Overseer shares a connection with their followers, and it is possible to take control of the follower temporarily.

Taking full control of the follower, the Overseer's own body is left unattended. Damage to the Overseer's body will end the sense-sharing, and the Overseer can end it at any time.

Master

Mien of the Shaman

Command Mien, Master Tier

Type: All

Cost: 4 TP

For the Mien of the Shaman, a follower's physical form is malleable, to some degree.

The Overseer can transform a follower into another form (within the same type). This change is permanent, until changed again by the Overseer. At least one hour must pass before the same follower can be changed again.

Grandmaster


Follower Aspects (Abilities and Augmentations)

Basics - Aspects

Follower Aspects represent particular exceptional abilities or traits in a single follower. These represent abilities for the Follower, rather than the Overseer. Each has a cost in Training Points required, and apply to a single Follower. An Aspect may be selected multiple times (each time on a new Follower), or multiple different Aspects may be applied to a single Follower, as long as TP is available.

Novice

Aspect of the Canine

Follower Aspect, Novice Tier

Type: All

Cost: 1 TP

The follower possesses the loyalty of a canine.

The follower can make an immediate movement up to 20m toward the Overseer in order to intercept an attack.

Aspect of the Feline

Follower Aspect, Novice Tier

Type: All

Cost: 1 TP

The follower moves with the silence of a prowling cat.

The follower moves silently and will not draw attention by moving; the follower also blends into surroundings better.

Aspect of the Steed

Follower Aspect, Novice Tier

Type: All

Cost: 1 TP

The follower is capable of carrying the Overseer, with a standard movement speed of 50m per round.

Only followers of roughly the Overseer's size or larger can possess the Aspect of the Steed.

Adept

Aspect of the Mammoth

Follower Aspect, Adept Tier

Type: All

Cost: 2 TP

Normally, a follower is close to the size of the Overseer or smaller, but a follower with this aspect is far larger than normal.

Physical attacks by a Mammoth-aspect follower are increased in magnitude by one tier. A creature or being of this size will have trouble moving in enclosed spaces.

Aspect of the Porpoise

Follower Aspect, Adept Tier

Type: All

Cost: 2 TP

The follower is capable of leading the Overseer in the water, with a standard swimming speed of 50m per round.

Only swimming followers of roughly the Overseer's size or larger can possess the Aspect of the Porpoise. Followers with this aspect may also breathe underwater or hold their breath for extended periods, if not already able to do so.

Aspect of the Roc

Follower Aspect, Adept Tier

Type: All

Cost: 2 TP

The follower is capable of carrying the Overseer in the air, with a standard flying speed of 50m per round.

Only flying followers of roughly the Overseer's size or larger can possess the Aspect of the Roc.

Skilled

Aspect of the Eagle

Follower Aspect, Skilled Tier

Type: Familiar

Cost: 3 TP

A familiar with this aspect can access spells from the School of Aquila.

The familiar may cast Intrinsic spells from the School of Aquila. Because both schools are verbal, a familiar still may not cast more than one spell per round.

Aspect of the Ironclad

Follower Aspect, Skilled Tier

Type: All

Cost: 3 TP

The follower grows more formidable with the support and training of its master, able to weather blows greater than before. It is both a matter of the follower being physically tougher than normal, as well as determined to stand for the sake of the Overseer.

The body of the follower is inherently tougher than normal. Attacks against the follower are reduced in effectiveness by two tiers.

Aspect of the Serpent

Follower Aspect, Skilled Tier

Type: Demon

Cost: 3 TP

A demon with this aspect can access spells from the School of Serpens.

The demon may cast Intrinsic spells from the School of Serpens. Because both schools are somatic, a demon still may not cast more than one spell per round.

Master

Grandmaster

 
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