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Defective Aether Core

Environments Designed by Geoff Nori

At a glance

Tier
1
Type
Event
Difficulty
13
Impulses
Exhaust itself

Environment overview

A defective aether core that was primarily used to fuel a clank's life force. Wear and tear has reduced it to a defective state where it's more dangerous than useful.

Potential adversaries

Elementals

Features

Passives

passive
  • Instability

    Stopping the core requires exhausting the magical energy that it's outputting by completing a Progress Countdown (12). It ticks down according to the following criteria when a PC makes a spellcast roll:

    - Critical Success: Tick down 3
    - Success with Hope: Tick down 2
    - Success with Fear: Tick down 1
    - Failure with Hope: No advancement
    - Failure with Fear: Tick up 1

    A success this way grants advantage on the PCs next spellcast roll.

Actions

action
  • The Pulse

    The core pulses unstable magical energy. All characters within Close range must make an Instinct Reaction Roll. On a failure, they take 1d6+1 magical damage as their own aether is damaged by the pulse. On a success they must mark a Stress.

    Questions
    • What does it feel like as the pulse passes through them?

Reactions

reaction

About this environment

Defective clank cores are usually disposed of by proper authorities. Those that are not become a dangerous object that attracts other planar entities hungering for aether. In order to exhaust a defective core one must drink from the leaking aether until it has been fully consumed which can be a friend or a foe.

Defective Aether Core

Tier 1 Event

A defective aether core that was primarily used to fuel a clank's life force. Wear and tear has reduced it to a defective state where it's more dangerous than useful.

Impulses: Exhaust itself

Difficulty: 13

Potential Adversaries: Elementals

Features

Instability - Passive: Stopping the core requires exhausting the magical energy that it's outputting by completing a Progress Countdown (12). It ticks down according to the following criteria when a PC makes a spellcast roll: - Critical Success: Tick down 3 - Success with Hope: Tick down 2 - Success with Fear: Tick down 1 - Failure with Hope: No advancement - Failure with Fear: Tick up 1 A success this way grants advantage on the PCs next spellcast roll.
The Pulse - Action: The core pulses unstable magical energy. All characters within Close range must make an Instinct Reaction Roll. On a failure, they take 1d6+1 magical damage as their own aether is damaged by the pulse. On a success they must mark a Stress.
  1. What does it feel like as the pulse passes through them?

Discussion

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