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Zero's School of Imagineering

Contents

  1. Overview
  2. Feats

You are always armed. For as long as you bear your will, you have a weapon. The multiverse responds to your belief - if you can’t find a weapon, make one.

- Zero, Chief Imagineer

Overview

Zero’s school of Imagineering is a prestigious Academy run out of a small manor in the Guildhall Ward. This semi-exclusive college takes exorbitant fees (or the odd scholarship) for the promise of turning a lowly Signer into an accomplished Imagineer. It’s a gaudy place, full of commissioned artwork and knick-knacks from all around the planes. There’s even a very large, somewhat raunchy, portrait of Asmodeus in the main hall… chant says it was swiped from his very home.

Membership is limited to members of the Sign of One, and even then requires a hefty fee in gold pieces to join (unless waived at the will of the Factol or other higher ups). On rare occasions, members of other Factions have been known to be accepted for training but the results rarely see fruit - a berk needs genuine adherence to the Signer philosophy for successful results.

Feats

Those who train with the School of Imagineering may take the following as feats, provided that they meet the requirements:

Sign of One (Namer) Power, Requires membership in the School of Imagineering

You have mastered the art of arming yourself with little more than sheer force of will and personality. You may use an action to form an imaginary weapon out of thin air. This light melee weapon deals 1d6 points of damage and weighs nothing. If it leaves your hands, it is destroyed. You are proficient with this weapon whilst you wield it. When you roll damage with this weapon, you may decide whether the damage it deals is bludgeoning, piercing, or slashing. This may be different on each attack - describe how you imagine the weapon to change.

Furthermore, the weapon has one of the following properties chosen by you at creation: finesse, reach, thrown (range 20/60), or versatile (1d8).

Sign of One (Factotum) Power, Requires the Combat Imagineer and membership in the School of Imagineering

Summoning your Imaginary weapons can now be done with a bonus action. Furthermore, your Imaginary weapons now count as Magical weapons that give +1 to attack and damage rolls with them. You may choose to deal psychic damage in place of bludgeoning, piercing or slashing.

If you select the versatile property at creation, this is now Versatile (1d10) instead.

The Dark of It