Void Engineers

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Void Engineer Rotes

Void Survival 101

Type: Passive/Complex Paradox: N/A Challenge: Mentals(arete) vs diff 5 Cost: N/A Duration: Permanent

  • Short cast: This rote unlocks the beachhead and void ship background detailed below as follows. Mages can only have 1 beachhead and creating the 1st level requires a complex mentals(Arete) check vs diff 5. After the check is successful the mage gains a beachhead with a background rating equal to their (spirit).Additional levels and super levels of these backgrounds are grown with the grow background action, or can be bought at cc.
  • Long cast: N/A

BeachHead

  • Level 1: Beachhead: This power allows the mage to carve a pocket of reality out in the wyld. The pocket enforces the rules of the material plane into that pocket of the wyld, allowing gravity to function, time to move linearly and space to be connected inside that pocket. It forces umbrood to manifest to attack the pocket and things from outside the Tellurian to take a form with health levels and traits while in the pocket.
  • Level 2: Spatial adaptation: casting this action alleviates the problems of outer space in the mage’s beachhead by filling it with breathable air, reasonable pressure and an atmosphere, though there is still nothing in it.
  • Level 3: Creation engine: Adding a creation engine to the beachhead allows there to be things other than the mage in their beachhead. The engine slowly creates a livable haven that takes the form of a space station, though other traditions who learn this rote may make a small garden or a house. At this level a station can support 1 void ship.
  • Super: Station: Can support up to 5 void ships, or 1 super void ship.

Void Ship

Void ships:each void ship needs to be attached to a level 3 or higher beachhead. Void ships cannot enter earth’s atmosphere or they are torn apart by paradox losing 1 level of the background per round, but they can enter the umbra. The destruction of a voidship instantly kills everyone inside, unless they have life support. All void ships have 3 prime armor tags giving the pilot 3 extra drive skill retests to avoid umbral hazards. A mage with this rote automatically gains a void ship with a level equal to their (matter) score.

  • Level 1: Ship holds up to one person,ship has 20 health levels/soaks 1 damage from all sources and has guns that do 3A and can fire up to 1/turn, can fly in deep space for up to 1 day without returning to beach head.
  • Level 2: Ship holds up to five people, ship has 40 health levels/soaks 2 damage from all sources and has guns that do 4A can fire up to 2/turn, can fly in deep space for up to 1 week without returning to beach head.
  • Level 3: Ship holds crew of twenty people, ship has 60 health levels/soaks 2damage from all sources and has guns that do do 5A can fire up to 4/turn, can fly in deep space for up to 1 year without return to beach head.
  • Super: Ship holds a full complement of 100 people, ship has 100 health levels/soaks 3 damage from all sources and has guns that do guns do 6A and the ship can fire up to 8/turn. The super ship can deploy up to 5 level 1 ships The super ship can move the beachhead and fly in deep space indefinitely.

DeathRay

Type: Basic Paradox: +1 if witnessed Challenge: Mentals(arete) vs 10 traits Cost: 1Q Duration: 1 Scene

  • Short cast: Takes an action, Transforms any piece of technology as big as a gameboy into a terrible death laser that deals 4 aggravated damage for the scene. At the end of the scene it falls apart. The laser uses firearms.
  • Long cast: Wonder: When added to any Ballistic or Edged weapon, it changes it from its normal weapon type to a new type of weapon type Laser. Ballistic weapons keep their ranged ability, Edged weapons retain their +1 trait. Laser weapons always count as magical.
    • Small 1 trait 1Ag
    • Medium 2 traits 2ag
    • Large 3 traits 2ag

Gate

Type: Passive Paradox: +1 if witnessed Challenge: Mentals(arete/phys sciences) vs physicals(defense) Cost: 1Q Duration: 1 action

  • Short cast: Make a Mentals Physical Sciences Test against the Targets Defense. Success causes them to be shot out of the scene and deposited somewhere else, as though they used an escape power. The Void Engineer can use this power to follow someone else who uses any escape powers as well.
  • Long cast: Wonder: Stable Gates This spell can be cast as an action to create a permanent gateway between one space and another by spending 1 permanent willpower. The gate is big enough to fit one voidship through. Gates can extend into an umbral beachhead but the mage must have a corresponding (Correspondence) rating to the umbral beachhead they want to reach as listed below. Planets are reached individually in the wyld. Umbral gates are also required to be built on nodes for a supply of quintessence to the gate of a level shown below.
Correspondence Rating Umbra Required Node Level
1 Middle 4
2 High 5
3 Deep/Wyld 6