Magic Meat Machine - WIP

Specialty: Magic

  Choosing this specialty gives you proficiency with Ritual Tools and Conjury Tools, as well as proficiency in Occult (Knowledge) and Research (Wit).  
  • Ritual Tools - These are the tools used for divination, astrology, monitoring and mapping magic. They typically take time and dedicated space to use effectively.
  • Conjury Tools - These are the few, precious artifacts left from before the Rupture that still possess some amount of magica or some effect on magical workings. Conjury tools produce "real" magic, like sparking a fire or dissolving a solid object into nothingness.
  • Occult (Knowledge) - Obscure or "lost" information about current and past magical practices, the magical roots of religious rituals, and which artifacts can be used in magic.
  • Research (Wit) - Finding information, puzzling out connections, or putting clues together.
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    Novice Magic Feat: Divination

      You can reliably use divination tools (included in Ritual Tools) to detect stronger or weaker concentrations of magic and the direction of the natural flow (leylines) in locations, buildings, and living bodies. You can detect whether something is part of a bonded set or has a "twin soul."  
    Feat Enhancement A
      You specialize in using divination tools for navigation in the wider world. You can reliably deduce physical composition/landmarks based on the flow and shape of magic. Roll with advantage on any Survival check to pathfind or travel through land based on the knowledge you gain from dowsing about it.  
    Feat Enhancement B
      You specialize in using divination tools for analysis and diagnosis of medical conditions, wounds, and illnesses in living creatures that most resemble the spectrum of people-bodies. Roll with advantage on any Medicine check to assess a creature's physical status.  

    Novice Magic Feat: Transmutation

      You can reliably use conjury tools to create Seen energy (light/heat) from Unseen matter, as well as create Unseen energy (magic) from Seen matter (objects/etc). This is almost always taboo within settlements for most communities.  
    Feat Enhancement A
      You specialize in generating Seen energy in a very precise, controlled fashion. You are able to do this subtly and safely to a level of control from (the equivalent of) lighting a match to blowing up a shack.  
    Feat Enhancement B
      You specialize in generating magica from the destruction of physical materials or objects. You can do this safely and precisely, using exactly as much material or exactly which object you choose. You also know how to either utilize or capture/store the produced magical energy (provided you have the right tools).   Adept and Expert feats and enhancements

    Adept Magic Feat: Divination

      You can reliably use divination tools to detect signs of larger-scale Unseen life. You can also detect realtime movement of said life-forms. You realize some of them respond to your presence as though they can sense you.  
    Feat Enhancement A
      You specialize in using your tools to build a life-sized, 3D diorama of the living Unseen world that parallels your Seen world. You cannot /see/ what's going on, but your tools paint you an echolocation of a picture. You can study the details of individual entities' "physical" forms in the Unseen, in their natural habitat.  
    Feat Enhancement B
      You specialize in using your tools to gain greater understanding of the Unseen entities that seem to perceive you. You manage to establish a rudimentary form of two-way communication between your tools, as vague as augury but provably accurate.  

    Adept Magic Feat: Transmutation

      You have figured out how to temporarily transfer the awareness of a life-form from Seen to Unseen or vice versa. This does not physically transport anyone; it's like astral projecting into a dream state. Your body remains safe and your mind cannot be severed from it. This does not give you the innate ability to understand communication from Unseen entities or vice versa. You cannot move the awareness from the (relative) location of its body. Doing this transfer does not destroy any matter on either side.  
    Feat Enhancement A
      You specialize in visiting the Other Side yourself. You can now move up to 60 feet away from your body and remain twice as long as any other consciousness you can transfer.  
    Feat Enhancement B
      You specialize in summoning Unseen entities to the Seen world. Verbal language communication is still impossible (sound does not transfer) but the visuals are much more accurate, allowing you to see more details of the entity's body and potentially interpret their body language/gestures/writing in the dirt.  

    Expert Magic Feat: Divination

     
    Feat Enhancement A
     
    Feat Enhancement B
     

    Expert Magic Feat: Transmutation

     
    Feat Enhancement A
     
    Feat Enhancement B
     

    Specialty: Meat

      Choosing this specialty gives you two extra weapon proficiencies of your choice, as well as proficiency in Medicine (Tools) and Perception (Wit).  
  • Medical Tools - You can perform both first-aid in-situ as well as longer-term wound care. You can set and splint a broken bone, clean and suture a wound, and diagnose many common illnesses and ailments.
  • Perception (Wit) - Scanning your surroundings for danger, noticing the hidden ninjas, or seeking an object or location as you travel.
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    Novice Meat Feat: Ranger

      You are fleet and agile, even on uncertain terrain. You can choose either climbing speed or swimming speed to make equal to your regular movement speed (instead of half your movement speed). You can kip up (standing from involuntary prone takes either 5' of your movement OR your bonus action; standing from voluntary prone becomes a free action). You add 5' to your jump distance, and you roll with advantage on Agility checks.  

    Novice Meat Feat: Guardian

      You are strong and sure-footed, even when burdened. You can move at normal speed on normal terrain while carrying up to 2 creatures of a smaller Class Size than yourself or 1 creature of your same Class Size. You can use your reaction to interpose yourself between a single-target attack and a target within 5' of you to take the hit for them; the attack roll must beat your Defense, not your ally's Defense, in order to hit and inflict harm. You also roll with advantage on Fortitude checks.  

    Specialty: Machine

      Choosing this specialty gives you proficiency with Machinist's Tools and Artificer's Tools, as well as proficiency in Tinkering (Knowledge) and Crafting (Wit).  
  • Machinist's Tools - These are the tools involved in creating new tools and objects from scratch, as well as crafting larger objects and metal structures.
  • Artificer's Tools - These are the tools involved in tinkering with clockwork creations and small-scale engineering; they tweak and fiddle and fine-tune.
  • Tinkering (Knowledge) - You know how to use a wrench, how to apply basic mechanical knowledge, and the properties of most common materials.
  • Crafting (Wit) - Applying creativity to the construction of contraptions, disabling or disassembling existing gizmos, or MacGyvering parts into a whole.
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    Novice Machine Feat: Artillerist

      You gain proficiency with firearms and learn how to repair them with Artificer's Tools. You learn how to refine and combine black powder and how to store and transport it semi-safely.  

    Novice Machine Feat: Engineer

      You gain proficiency in Investigation (Wit). You can use Machinist's Tools to repair and create basic items like screws, nails, hinges, and bolts from scrap metal, and you can process scrap metal to remove impurities if you have access to a forge.

    Game Mechanics

     

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