You already know Ash and Oak Club. Now it’s time to introduce you to their rivals, the Inventors Club.
A hotbed of ambitions
Somebody has to invent all these wonderful gadgets used by Extraordinary Ladies and Gentlemen. And, judging by these gadgets, can their inventors be sane? Well… let’s just say it’s good to know them – at least to know from whom shall you run.
During the first World Exhibition in Orseaux many a famous inventor stumbled upon something previously inconceivable – rivals whose projects could not be scornfully dismissed. A year later the Inventors Club has been established in Lyonesse. The official goal of the organization is to expand the boundaries of science but in reality the idea is to determine once and for all who among the members is endowed with the greatest of intellects. Since the prevalent inventions are usually golems or new types of weapons and powered armor and the ones presenting tend not to respond well to criticism, the clashes of the scientists are often… interesting. The percentage of fatal accidents is relatively low, though, and the club is slowly growing.
Winston Falconwing, Esq.: an arrogant half-elf and club president who disappeared a few months ago while testing an astral teleportation machine. Since he’s gone two questions are hotly debated among the club members – who should replace him and as who will he return from the mind- and body-bending depths of Astral.
Thorvald Nielsgaard: a Jotun technomage on the run from Nilfholm, a mysterious spitualistic corporation. Thorvald experiments on the border between technomagic and spiritism and his experiments focus on Astral teleportation. Mind you – he is too good-hearted to be even suspected of consciously making sir Winston disappear.
Alice Tinkerly: a young woman who one day appeared in a prestigious workshop, made some impossible repairs in no time and became the member of Inventors Club. She prefers golems to people and sees no problem in admitting it publicly. The gossip of her being raised by gremlins are not supported by any hard evidence.
The Inventors Club
Goals: become the best Inventor in the Club, make sure that your most worthy rivals are in the Club.
Hallmark: your own invention.
Requirement: Invention achievement.
Privileges: add one trait to any single gadget or grant such an ability to a golem or somebody with steam-powered prosthesis. This improvement works for the duration of a scene and can be used once per session.
Engineer (10 XP)
Requirements: skilled technics.
Description: You are an artist of the Industrial Revolution. When using the privilege of Inventors Club you can decide that the additional traits works until the end of the session.
Silly Superstitions (15 XP)
Requirements: skilled technics.
Description: You consider the older forms of magic to be superstitions on the edge of extinction. When opposing ritual magic, spiritualism and True Art token gives you a +5 bonus instead of the usual +1.
Magneton Boots (5 XP)
An eccentric way of transportation designed by a dwarven engineer and, in his opinion, delightfully unavailable for elves.
Traits: special: in any industrial scenery (or other places where there are many metal elements) one free move action every round.
Set of Lab Flasks (10 XP)
Using them as a weapon breaks all the rules of occupational safety and health, but the results may be worth it. You surely can’t tell in advance.
Or: Dr Irrenrechter’s Random Missile Generator and Propeller, an unstable flamethrower.
Traits: with a raise (firearms): power strike (on a black initiative card) or daze (on a red initiative card), with two raises: knockdown (black initiative card) or push away (red initiative card).
This giant jumping contraption is fast and fun to use.
Or: steamwork stunt motorbike, boots with short-range propeller.
Traits: driving +3, with a raise: mobilization, once per session for a scene: flea jump (as magic power Flight).
A bizarre weapon infused with the element of fire, shooting an intense heat ray. The pack includes three mirror-carrying golems that help both in targeting multiple enemies and checking if you look as great as you should.
Traits: firearms +3, series, with a raise: power strike, for a token: increased Charisma re-roll range.