Celestial Rogues
Those who use celestial or popular magic for crime.
Abbraciottore
Type: Harborer
Abbraciottori are people who harbor fugitives, refugees, and others sought by the imperial powers, using the magic of intense compassion to create protective spells on their safe houses. As long as the powers-that-be have oppressed and exploited, there have been those who tried to help others flee that violence. Whether they were escaped slaves, the wrongly accused, those fleeing justice for justified crimes, or even those fleeing justice for unjustified crimes, there are those who would harbor them from the authorities out of a recognition that there is no justice in an unjust society.
In current times, this is largely focused on protecting fleeing slaves, those wrongly accused by lords, those accused of witchcraft or other oppressive "crimes", or those fleeing bad situations. Abbraciottori have a depth of compassion that they have trained in, been raised in, been taught to embrace; it is a burning feeling in their hearts that comes as much from outrage at oppression as it does compassion for others. It is a feeling of solidarity and understanding that often the worst among the oppressed is better than the best of the oppressors. They find compassion for people others would never think to feel compassion for, so long as they are among the lower classes, and they use that impossible compassion to fuel magic of protection for all.
Abbraciottori learn to wield their magic often unexpectedly. They take someone in out of compassion, and the magic begins to manifest as they seek to protect someone. They may struggle to find their compassion for some of the worst of those they protect, but that struggle itself is a form of compassion that fuels them. Eventually, they always find it, and it erupts from them in opalescent fire. They wield this fire to alter their safe houses, using it for one of the following things:
- Empathic gaze: if the abbraciottore looks into someone's eyes, they sense their emotions.
- Healing flame: the abbraciottore can, while in their safe house, channel some of their compassion energy into a flame that reduces wounds and illnesses, at the cost of some of their STR temporarily.
- Occluding barrier: the abbraciottore can create a barrier of light that makes a room, door, or even part of a room masked in an illusion that hides the area, allowing people to hide within.
- Protective mark: the abbraciottore can mark a building or room with a flash of opalescent flame and protect it from infernal energies.
- Soothing chamber: the abbraciottore can suffuse a room within their safehouse with the opalescent flame and make it a place where emotions are soothed and traumas calmed.
They do not harbor members of the ruling class unless they are fleeing acts of treason against the ruling class.
PRO +1 ATH / STR +2 AWA +1 WIL +1 PRS +1 STH /
Aumento
Type: Robber
“One kiss, my bonny sweetheart, I’m after a prize to-night,But I shall be back with the yellow gold before the morning light;Yet, if they press me sharply, and harry me through the day, Then look for me by moonlight, Watch for me by moonlight,I’ll come to thee by moonlight, though hell should bar the way.”
Aumenti are robbers of travelers or businesses, banks or powerful figures, who engage in these dangerous acts fueled by their love for a specific person. Their magic derives from what they perceive as true love; it must be requited, it must be relatively healthy, and it must be consensual. It does not have to be monogamous, heterosexual, or approved of by the powers-that-be. In fact, it often isn't. The other does not need to romanticize it as true love, but they must both love one another. It is the aumento's belief in their love that gives them magical power.
Not all who believe in true love or are in love have access to such magical powers. Aumenti learn to wield their magic out of desperation, usually seeking money for survival, engaging in robberies of imperials or feudal lords or their agents to gain the money needed to be with their beloved. Sometimes this leads to circumstances that divide them from their love; sometimes it means they both end up in a life on the run. Sometimes they become legends; sometimes they die on the gallows ignominously. But as they survive on the fringes and fight for thei love, they begin to learn how to wield their magic as it manifests in the most intense situations. Slowly but surely, those who survive long enough gain new abilities, eventually having visions of guidance:
- Bold reveal: if the aumento is acting on behalf of their true love, they gain STH bonuses for surprise attacks on acceptable targets and bonuses to intimidation against said targets.
- Lovers' armor: if the aumento has a token of love from their true love, it may be invoked a certain number of times to give them armor bonuses, and can be recharged by moments of intimacy with their love.
- True love's light: the aumento may close their eyes and sense a light in the direction of their true love at any time.
- Undying heart: if it has been more than a week since they saw or interacted with their true love, the aumento can survive a mortal (but not critical) wound without magical healing until they reach their true love again, giving them time for one last intimate moment.
- Unimpeded return: if the aumento makes a promise to return to their love, they will gain bonuses to return within a certain time frame.
To become an aumento, one must not be a servant to imperial powers or otherwise an enemy to the people. If an aumento travels with their true love, both may end up becoming aumenti (very Bonnie and Clyde).
PRO +2 ATH +2 STR +1 AWA +1 WIL +1 PRS +1 STH +1
Carita
Type: Smuggler
The carite are smugglers who are empowered by living lives of charity and generosity toward others, often at the expense of themselves. They began as supporters of the most downtrodden and oppressed, sneaking food and other necessities from the powerful and bringing them to the enslaved and starving. They would often travel great distances, hiding the stolen goods, to bring meager support to those in need. This evolved over the millennia as situations shifted - helping out the oppressed during sieges caused by the oppressors, helping people during plague quarantines, helping bring medicines and food stolen from the halls of power to the streets of poverty.
Over the years, they formed networks of giving. They became targets for the powerful. And they created secret bands to keep the work going. They recruit from those they help, finding people who share their values - giving and sharing, charity and generosity above all else - and those in a position to do so. No one is forced to give. No payment is ever taken. The carite live lives devoted to giving, and the more they live up to that virtue, the more magic they gain. They can engage in common labor, they can lead normal lives, but their smuggling and sharing must always be driven by their generosity and never by personal need or gain. They are taught these values and trained to access this magic by other carite. It takes years of living this virtue to gain the magic, and more years to learn the work. But eventually, it just... clicks. And they gain certain abilities as they continue the work:
- Deep vessel: the carita may mark up to three vessels - barrels, crates, boxes, pots, etc. - that they use to smuggle with to be bigger on the inside than out, making them useful for hiding stolen goods and storing them.
- Givers' pocket: so long as they keep things in it to give away to others, they may store more in one of their pockets than it can hold, and they may give out more than it has, of a single mundane non-monetary necessity.
- Goodly travels: so long as they live their virtue, they will find roads easier to travel if they are traveling in service to their work.
- Kindly eyes: if they are living their virtue, they will be able to meet the gaze of any authority figure or agent thereof without being caught out in a deception; they may hide in plain sight and direct the attentions of those seeking them with their gaze.
- Trail of crumbs: the carita may leave small packages or bits of necessities along the path for others who need them to find that are unseeable by the powers-that-be.
Carite must never act in self-interest in terms of their smuggling work. If they do, their magic fades instantly and must be regained via very difficult work.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS / STH +2
Dirottatore
Type: Hijacker
Dirottatori are those who steal vehicles, hijacking wagons, carts, carriages, ships, balloons, or other vehicles, even horses or other steeds. They specialize in doing so boldly, audaciously, and defiantly, drawing magic from acting out of outrage at the powers-that-be.
It usually starts with resentment. You see the rich and powerful traveling in fine carriages and relative comfort as you trudge through the mud. Maybe it's out of compassion as you see them mistreat a horse or other animal pulling their cabriolets. Or maybe it's in reaction to seeing a slave-rowed galley run by some powerful figure. Either way, it always starts with an impulsive act of righteous anger. This act is empowered by outrage and audacity, and if it succeeds, that outrage and audacity lingers and grows. The dirottatore is empowered in this moment, and if they follow their outrage and continue these acts of audacious hijackery, the power grows.
Sometimes, they fall under the wing of other criminals who help them foster this outrage. Sometimes, they simply follow their instincts and gain more abilities if they survive. But either way, they entire a life of crime fighting the powers-that-be and depriving them of their means of transportation, wielding boldness as a reaction to oppression. They often become heroes in the eyes of the downtrodden.
Eventually, their magic manifests as specific abilities:
- Audacious escape: the dirottatore gains bonuses to ATH, driving, riding, or relevant vehicle skills when escaping without trying to hide.
- Bold movement: the dirottatore can move triple their movement if they are acting with impulsive boldness and in opposition to the powers-that-be.
- Burning outrage: the dirottatore can manifest their outrage as flames enwreathing their weapons or hands to attack their targets if they see something that spurs their outrage.
- It's mine now: the dirottatore can convince others that the vehicle they have stolen is legitimately theirs by boldly declaring it so, with bonuses to PRS, once they have escaped the view of those who saw them steal it.
- Righteous resistance: the dirottatore gains bonuses to any action in resistance to arrest, oppression, enslavement, imprisonment, or other attempts to prevent them from continuing their life of freedom and theft, if and only if the people trying to stop them are agents of oppression.
Dirottatori are empowered by audacity in the face of greater powers, and thus, they cannot serve the imperials and have their magic.
PRO +2 ATH +2 STR +1 AWA +1 WIL +1 PRS +1 STH +1
Merciful
Type: Assassin
The merciful are those who bring death as a mercy to the victims of the iniquitous - not killing the victims, but their oppressors, bringing mercy by slaying the iniquitous. These assassins wield power granted to them by living a lifestyle that embodies mercy - they don't even kill insects if they can help it; they help those in pain and in need; and they do their best to live a life that alleviates suffering. And from this, they gain the power to kill those who cause suffering.
In order to gain the power to kill, they must be exemplary in their merciful ways, and they must make a vow to always live mercifully. They must prove it every day, and their vow must be made upon something sacred to them - and at risk of losing that. (And it may not be the life of another, though it may be their own life.) Their oath must be heard by someone who also lives a life of mercy or by someone of equal power one who lives by a virtue or one who draws power from one of the celestial elements. Then, they prove their mercy by being tested with a vision that comes in their sleep. This vision will inevitably require them to choose a merciful action. If they succeed, they awaken with a feeling of compassion and mercy in their hearts.
This feeling can be transferred into any weapon they choose. It is tradition within the region for them to select a rapier.
If they fail in living a life of mercy at any point, they will weaken. If they make an egregious error or intentional renouncement of a life of mercy, they lose their powers completely.
Because they are filled with the sense of mercy, they tend to have a very calm demeanor that makes people underestimate them as a threat. The power of mercy means that even a normal wound has a chance of killing the iniquitous. And they are protected against infernal powers, and they gain special senses.
- Celeste demeanor: any rolls to detect their intentions or otherwise read them face an extra +3 PRS because they will be seen as harmless and kind.
- Merciful strike: if they choose, they may channel their mercy into an attack, forcing anyone who receives a normal wound or better to roll WIL against the power of mercy or die instantly.
- Hallowed aura: any infernal power directed at them rolls against an extra +3 on either STR or WIL.
- Detect cruelty: they gain a +3 to PRS or AWA to sense if someone is a source of suffering for others.
PRO +3 ATH +2 STR +1 AWA +2 WIL +3 PRS +1 STH +1
Miracleworker
Type: Grifter
A con artist who uses unmagical random acts of kindness to encourage belief in miracles. There are those who believe in miracles, and these people know that the only way miracles can happen is if people believe in them, so they make it their life's work to convince people that miracles exist by tricking them into thinking a miracle has occurred by engaging in random acts of kindness. These "miracleworkers" are con artists who go out of their way to ensure no one knows what they are doing.
Miracles only occur if someone believes they are possible. In a world full of magic, this gets complicated, as many things we would consider miracles are mundane, and many miracles get assumed to be magic even by experienced esotericists. Miracles must, therefore, be subtle to be believed.
To generate belief in miracles, they must generate hope. They must be such that there is not even a magical explanation. No clandestine fairy benefactor. No angelic delivery. No demonic contract. This is... difficult. Nearly impossible in a world such as Shem, though some mileage is gotten out of the fact that many of the most oppressed not-too-incorrecly believe that those who use magic are not on their side. But the truth is, every act of kindness generates much less belief than one might want. It takes many, many to create enough belief to have an impact, and most miraclemen accept that in their lives, their work will only have a small impact. In general, the acts of kindness are their own reward, anyway.
An act of kindness must be for someone genuinely in need and who will not pay forward the kindness with oppression and horror (i.e., not usually a member of the ruling class). The ruling class only works if the miracle is guaranteed to turn them to fighting the oppression they were once responsible for. Acts of kindness can be as simple as delivering food to as complicated as saving a town from ruin.
To fake a miracle, a miracleworker must not be seen to be performing their acts of kindness, or at least not to be performing the crucial part that must be taken as a miracle. As such, miraclemen take no credit. They also must be skilled at deception, stealth, and acting. They must understand the circumstances people are in and what they truly need, and they must be content to not even know if what they did had the effect they wished.
If a miracleworker has performed at least one fake miracle convincingly, they may roll a d1000 in times of dire need to see if a miracle may occur. Before they roll, they call the number it will roll. If they land on it, a miracle occurs. The more fake miracles they convincingly perform, the higher the chances get. For every 25 convincing false miracles, they may pick an extra number. For character generation, roll a d100 to see how many false miracles the character starts with in their backstory.
PRO / ATH +1 STR / AWA +2 WIL / PRS +3 STH +2
Monello
Type: Pickpocket
Monelli are petty thieves, pickpockets and shoplifters, who are empowered by a sense of unencumbrance by any loyalty or control by imperial powers. They embrace a sense of freedom and draw magic from it.
Monelli live on the fringes and are rarely part of any formal organization, save perhaps some criminal enterprise, and they survive by rejecting the frameworks of society. They live outside of it, often without choice, but they embrace it, taking it to it with sometimes an instinctual philosophical viewpoint that they are outside the law and therefore free of its constraints. If they do this without becoming a mirror image of their oppressors and exploiters, they find a path toward a facsimile of freedom from which they can draw a little bit of magical power.
To put it another way, they often grow up or live in such extreme deprivation and poverty that they realize the rules of society have no value to them, and they reject the structures that reinforce those rules, living instead by more ancient rules of mutual support, kindness, and equality, values that create a form of freedom among their communities on the extreme fringe that allows them to draw a certain amount of power from it. Eventually, living free of these constraints (though in constant fear of them), they find refuge in their magic and are visited by powerful, often unseen spirits that guide them and their instincts to wielding this magic via certain abilities:
- Anarchic possessions: a monello who lives amongst a fringe, egalitarian community may roll a d100 to see if they have access to a random mundane object they have need of because of it, suddenly finding it in their hands magically.
- Freedom of the fringe: a monello may gain bonuses to STH or ATH when evading the authorities by calling in help from others living on the fringes, magically or mundanely.
- Release of notice: a monello who truly believes in their own freedom may give up being noticed by the authorities or wealthy, gaining bonuses to STH.
- Relinquishing ownership: a monello who truly believes in their own freedom gains bonuses to picking pockets, lifting shops, or other acts of petty theft.
- Unchained community: a monello who gives as much as they take, sharing with their community, may, if they rest amongst this community, recover from exhaustion, hunger, thirst, minor wounds, minor illness, or other small maladies magically by doing so.
Monelli live on the streets, having no permanent homes, and often have networks from the fringes to support them.
PRO +1 ATH +2 STR -2 AWA +1 WIL -1 PRS / STH +3
Pebble
Type: Beggar
Pebbles are beggars who gain power by living humbly, which allows them to protect others and gain insights into the people around them. Called "pebbles" originally in a derogatory way, they accepted it and made it their own.
To tap into the power of their own humility, they must become completely selfless. They must not seek power, nor deprivation. They must be beggars made by consequence of the oppressions of the world, not because they chose to become one. They must find humility not through trauma or fear or self-hatred, but through understanding, compassion, and genuine altruism. They must see the betterment of others as greater even than their own survival, but they must not intentionally sacrifice of themselves. Instead, they must reach the state where doing for others is so instinctual it does not occur to them that their giving and serving and helping and supporting might be to the detriment of themselves. They must truly see it as beneficial. They must truly give up the idea of themselves as better, greater, or even equal to others, but also not lesser. Instead, their self is unkown to them after a certain point. All that is left is how much good others deserve. It takes years for most people to actually achieve this.
If they can achieve this - and that is a major if - they gain the power of humility. If they live this way for a year, they gain deep powers from this virtue.
- Undeserving presence: their humility protects them against infernal attacks, giving them a +3 to any stat used to defy infernal magic.
- Giving of self: if they are hale and healthy, nourished, or otherwise better off than someone else physically, mentally, or emotionally, they may touch them and transfer some of that to the other to heal, nourish, or otherwise support them. They may also use this power to pre-emptively take damage for others in combat.
- Seeing beyond: as they see beyond the performances of self in themselves and others, they have insights into what others truly are, giving them a +3 read people if this power is invoked. It lasts 30 seconds. If used in combat, it gives them a +3 to dodge or to hit, but uses up the power instantly if they do so.
- Humble appearance: as they do not see themselves as noteworthy, nor do those who would harm them, giving them a +3 STH. They may turn this off temporarily.
- Repeling touch: as the power of humility within them is celestial, the powers of the infernal cannot bear their touch, giving them a power of 11+ when touching (but not striking) a being of infernal power to repel them.
They are a crucial part of the support networks for the indigent, enslaved, homeless, jobless, and deprived, but there are few who can achieve this state.
PRO -2 ATH -1 STR +1 AWA +2 WIL +3 PRS +1 STH +1
Spazzino
Type: Scavenger
There are many who live on the streets, and some of them specialize in helping others living on the streets by scavenging basic needs. Amongst the fringes and the homeless, amongst the most downtrodden, there are the spazzini, those who are expert at finding resources amongst the detritus of the city. The act of supporting others sustains and empowers them, giving them magical means to find other resources.
In the cities, there are many living in poverty who cannot survive with the meager resources they have. Spazzini know where to look to find everything from food to shelter to basic tools and mundane objects needed for survival. They do this by rooting through trash, searching sewers, finding discards from the market, and engaging in very minor theft at times. As they do this and give their finds to others in need, this generates a certain amount of magic from the acts of support they engage in.
Spazzini learn their magic generally from other spazzini or even on their own, in a haphazard way. It is never very powerful, as they do not have the resources to engage it deeply enough to become powerful with it. It is powered by acts of support, and they can only do this with what they find on the streets or in small acts of theft or trade. Some abilities they may have include the following:
- Keen eye: they can notice useful things in piles of trash easily, or in similarly cluttered or hard-to-find spots.
- Earnest assessment: if someone tells them what they need, the spazzino can tell what wasn't said about what they need.
- Stretched thin: the spazzino can make food or other basic necessities stretch further than possible amongst those in need.
- Emotional ballast: the spazzino can offer a listening ear and, without saying a word, provide temporary emotional stability to those who unload on them.
- Unheavy burden: the spazzino can carry heavy things that are needed by others even if they don't have the strength to do so.
Spazzini are often criminalized because of their acts of petty theft or their use of things others have thrown away, but mostly, they are derided for helping people who are outcast and isolated.
PRO / ATH +1 STR / AWA +2 WIL +1 PRS / STH +1
Street Guardian
Type: Vigilante
Street guardians are vigilantes who serve justice. Not justice as defined by the ruling class, but true justice. True justice is not defined by the laws of mortals nor Divines. True justice is about an objective right and wrong based on what represents the survival of a mortal species and the individuals that make up that species. It is the rights of the many over the luxury of the few. The crimes a street guardian is concerned with are determined by elder, retired street guardians.
The crimes they are concerned with are those inflicted by the oppressors and exploiters on the oppressed and exploited. These include murder (including genocide or war) by the state or by the ruling class, rape and sexual assault, enslavement and imprisonment, abuse and torture, exploitation and oppression, polluting the world, and so on. These are crimes often done on mass scale or done by the powerful to the disenfranchised. However, they are capable of granting mercy and redemption. Even the most egregious crimes can be redeemed, but they require the perpetrator be willing to spend their life fighting against the injustices they used to inflict, profit from, or champion. When a street guardian shows mercy, they expect a devotion to redemption. When a street guardian metes out justice in the form of death, they must have ascertained there is no hope for redemption, no value to mercy for the perpetrator, then side with mercy for the aggrieved.
In many cases, street guardians will capture even the worst perpetrators and bring them back to face judgment by the other street guardians. In the field, there are times when someone's life is in danger when a street guardian must pass judgment themselves, and there are times when a crime is so egregious judgment is too clear to ignore. But most, even some of the worst, are captured and brought in. If an anveshak metes out judgment of death, they must return to their mentors or magisters to prove it was justified. If they mete out other judgment but show mercy, they must return and ensure the perpetrator is truly seeking redemption. If the perpetrator fails, the street gurdian will often bring them in for judgment.
Those who are chosen to be street guardians must be those who have experienced deep injustice. Street guardians are always called by other street guardians, who keep a lookout for those who display a strong sense of injustice. They are tested and challenged by their mentors, and they must find redemption for any past crimes they may have committed (crimes by the standard of the people, not the authorities). Once they have done this, they are granted their powers.
Individual street guardians have powers that are usually circumstantial:
- Sensing injustice: their bones resonate when active injustice is played out near them and as a faint buzz when they are near major, ongoing injustices. They learn to ignore the background injustice of Haenor's capitalist society, but specific acts resonate deeply.
- Stunning rope : if a target is caught in their rope and is truly believed to be a source of injustice, their rope will stun them into insensibility at command.
- Just speed: street guardians can give themselves higher reaction, but it will slow them down later, depending on the bonuses they apply. The higher the bonus, the quicker the come down, capping at +6 for one round of combat, -6 the next.
- Yellow spark: a brief spray of sparks of yellow energy stuns all alleged perpetrators within 30' of a street guardian after they leap into a fray. This may only be used on the first round of combat, and only if they approach the combat from more than 10' away.
- Principled determination: if questioning a witness, person of interest, or perpretrator, they gain +3 intimidation or persuasion, but -3 to all other PRS rolls.
- Inquisitive aura: while engaged in an investigation, they may give themselves +3 PRS or +3 AWA for the sake of any roll involved in the investigation at the cost of -3 to the other stat for up to five minutes.
- Targeted focus: if there is someone they are tracking or seeking who has perpetrated an act of injustice (or they earnestly think they have), they may gain +6 to tracking or finding them at the cost of -6 to any roll not related to the tracking.
- Answering the call: the street guardian may give any oppressed, exploited, or abused individual or others their code name, and if that code name is called out, they will hear it anywhere within the territory of the street guardian and be able to move toward it with triple their normal speed. This will work only once until they can get a full night's rest afterward. If another calls them, they will hear, but they will not have the speed to answer.
- Righteous strike: street guardians use metal knuckles as weapons, and if they are fighting a perpetrator of injustice, these knuckles will burn with yellow flame that gives them +3/+3 more to stun/wound.
- Voice of judgment: if they have captured a perpetrator of injustice and bound them, they may call upon the power of judgment and lay a geas upon them that they must fulfill to be redeemed.
Street guardians are elite fighters for justice, the protectors of the many members, and investigators. When someone is brought in for judgment, it is elder street guardians, often retired, who serve as judges.
PRO +4 ATH +3 STR +2 AWA +2 WIL +1 PRS +1 STH +1
Taeflere
Type: Gambler
The winds of fortune are fickle and powerful, but some rare gamblers who use their keen senses to follow those winds use their abilities to help others. These gamblers gain the ability to sense moments of serendipity, using them to grant good luck to others.
Called
taefleres, they gain the power to sense the winds of fortune by careful study of those who win and those who lose at games of chance, then moving on to study when random events benefit the less fortunate in the world. They learned to distinguish between random chance and problems brought on by oppression, exploitation, abuse, manipulation, and cheating. They learn to distinguish between chaos and order.
Once this is clear, they must then seek the source of the winds of fortune, of chaos. To do this, they must find a moment of it, then intentionally focus and bear witness, carrying it in their mind and soul for seven days and six. Upon the end of the thirteenth day, they must look to where the winds blow, and they must follow them until they stop, walking against the current. When they reach the place where it stops, they must burn something, anything they own that represents order, oppression, exploitation, manipulation, cheating, or abuse. Something that represents their place in those systems, whether victim or perpetrator, and then burn themself in the resultant fire.
If their intentions are sincere, the fire will not harm them, but instead, fill their eyes, ears, mouth, and nose. For a moment, they will feel lighter than air, lifted by the winds of fortune, and they will come to seven miles and six away, aware now of the constant flow of serendipity in the world.
A true user of serendipity will only use it for others. Sometimes this means using their awareness of it to nudge someone to the right place at the right time, and sometimes this means using it on gambling so they can gain money or materials to give away. But they must never use it for their own personal gain, using no gains from it for anything more than a meal or a roof over their head.
PRO / ATH / STR / AWA +2 WIL +1 PRS +1 STH +1
Teorica
Type: Conspirator
Teorice are parts of complicated conspiracies who wield the magic of celestial chaos, the chaos of a free people, of egality and matriarchy, of anarchism and communism, of the way life was before class society. They tap into this by living by a special code rejecting oppressive, imperial values, treating others with kindess and care, and giving up most worldly possessions save a handful of necessities and things they use for magic. Part of their code is also living in such a way that they defy consistency and try to change something about themselves every day.
To become a teorica, they must be initiated secretly into the conspiracy, taught the ways of the code, and tested to see if they live up to the code and tap into the magic. They are taught the complex and strange rituals that allow them to wield the magic, which invokes the power of people. Their goal is always to disrupt the imperial order. After years of study, rituals, and training, they develop a library (literal or not) of insights, theories, and secrets, and they engage in a potent ritual that sends them on a dream journey into the heart of celestial chaos. During this, they are tested, scoured of any connections to mortal, patriarchal laws, and released with their full magic.
As disruptors of the imperial order, they know how to insert trouble, a monkey wrench in the system, just so to create different effects. In doing so, they often trigger the power of chaos. When this happens, they roll a d100 to see what happens.
| Roll |
Effect |
Power |
| 1 |
The teorica hears a message from one of their earliest ancestors. |
13 |
| 2-3 |
Everyone within 6d10 dozen feet becomes curious about how something nearby works. |
12 |
| 4 |
Someone within 1d4 miles of the teorica is inflicted with a geas to redeem themselves of the worst thing they ever did. |
19 |
| 5 |
The teorica gains +3 STR for 3d8 hours. |
|
| 6-7 |
A wave of joyous laughter rolls through everyone within 20d6 feet. |
11 |
| 8 |
The teorica gains an insight into the mind of the closest person to them, reading their deepest thoughts. |
14 |
| 9 |
The teorica gains a token to succeed at one cunning plot. |
|
| 10 |
Someone within 10d12 dozen feet is instilled with one of the 13 Great Virtues and a geas to follow it for the rest of their lives. |
15 |
| 11 |
The teorica gains equal magical power to the nearest imperial magic user. |
|
| 12 |
The teorica may sacrifice up to 3 points of a base stat to fuel 3x what was sacrificed into a single spell. |
|
| 13 |
The teorica causes 4d10 dozen people within eyesight to gain a deep and abiding loyalty to their oppressed class, gender, or nation. |
16 |
| 14 |
The teorica or someone near them changes gender expression to better match their gender. |
17 |
| 15-17 |
2d100 oppressed people nearest the teorica are nourished as if they ate a full, nutritious meal. |
18 |
| 18 |
Someone within 8d12 hundred feet of the teorica is inspired to create a major work of popular art. |
18 |
| 19 |
A soothing breeze flows through the area, bringing either good luck or emotional uplift to everyone it touches. |
17 |
| 20 |
A tree that bears fruits only oppressed people can eat grows to maturity instantly nearby. |
16 |
| 21 |
A nearby building is cleaned thoroughly and instantly. |
15 |
| 22 |
A nearby abuser, oppressor, or exploiter feels all the pain they put into the world. |
14 |
| 23 |
Someone nearby in need of reliable assistance finds a magical, invisible servant to help them for the next 3d8 hours. |
13 |
| 24-25 |
Everyone within 10d12 dozen feet is instilled with profound awe. |
12 |
| 26 |
All enslaved or imprisoned people within 12d10 dozen feet of the teorica is instantly freed. |
19 |
| 27 |
All fabric worn by oppressed people within 8d8 hundred feet of the teorica becomes cleaned and repaired. |
11 |
| 28 |
The teorica gains danger sense equal to their AWA for 12d6 hours. |
|
| 29 |
Memories of ancestors who lived in matriarchal societies come back to 12d10 people nearest the teorica. |
11 |
| 30 |
The teorica enters a state of grace for 4d4 hours. |
|
| 31 |
2d6 (non-monetary) necessities fill the pockets of everyone within a mile of the teorica. |
12 |
| 32 |
A small toy that delights everyone who sees it appears on the ground nearby, then vanishes after 2d4 minutes. |
13 |
| 33-34 |
Everyone within 4d8 dozen feet of the teorica are filled with profound gratitude toward the people who love them. |
14 |
| 35 |
One oppressed person within 6d10 dozen feet of the teorica experiences full class consciousness. |
15 |
| 36 |
The work of 6d100 oppressed people closest to the teorica find their work days become easier. |
16 |
| 37 |
All loving families, found or blood, within 6d12 hundred feet of the teorica remember why they love each other and gain a moment of respite in a hard world. |
17 |
| 38 |
Anyone near the teorica facing something scary finds deep courage they didn't know they had. |
18 |
| 39 |
A song of profound beauty unites every oppressed person within 10d8 hundred feet in singing and knowing one another. |
19 |
| 40-41 |
Everyone within 4d10 hundred feet of the teorica feel incredible wonder. |
19 |
| 42 |
A cleansing, soothing, purifying rain hits everywhere within 2d10 miles. |
18 |
| 43 |
One person within 2d4 miles gains equal power to the most potent imperial force within that range. |
17 |
| 44-45 |
Everyone within 6d12 dozen feet of the teorica feels a hope they haven't felt in years. |
16 |
| 46 |
A piece of paper within 2d20 hundred feet of the teorica is inscribed with a profoundly true statement. |
15 |
| 47 |
Every oppressed person within 2d12 miles feels a sense of community with one another. |
14 |
| 48 |
The fires of judgment fall from the sky throughout the entire region. |
13 |
| 49-50 |
The teorica can sense the emotions of everyone nearby for the next 2d4 hours. |
12 |
| 51 |
The teorica gains a deep wisdom, a token to be spent to get one great answer from the GM. |
11 |
| 52 |
Everyone within 6d12 hundred feet of the teorica are overcome with the need to be generous for the next day. |
11 |
| 53-54 |
All people with low self-esteem within 8d12 dozen feet of the teorica learn something good about themselves. |
19 |
| 55-70 |
One imperial law is suspended for the next 6d8 hours. |
18 |
| 71 |
All people subject to patriarchal oppression and sexism within 12d6 dozen feet of the teorica gain bonuses to resist the tyranny of evil men. |
12 |
| 72 |
The teorica returns to their home instantly. |
17 |
| 73 |
One person within 12d10 dozen feet of the teorica makes the prudent choice in their next decision. |
13 |
| 74 |
The glass nearest the teorica shows all dangers within 10d6 hundred feet of the teorica. |
16 |
| 75 |
A rainbow erupts in the sky, giving magical protection and empowerment to all oppressed people within 4d4 miles. |
14 |
| 76 |
The teorica's gut biome is optimized for their health. |
15 |
| 77 |
The teorica can see 6d12 hundred feet around them in all directions. |
19 |
| 78 |
All children within 8d20 hundred feet of the teorica are protected from pain for the next week. |
11 |
| 79 |
Every ally of the teorica gains +6 to their lowest and highest base stat for the next 2d4 minutes. |
|
| 80-81 |
Everyone within 6d20 hundred feet of the teorica feels a profound relief from their aches and pains and worries for the next day. |
18 |
| 82 |
Everyone who feels genuine love for others within 8d12 hundred feet of the teorica can sense the love of those they love. |
12 |
| 83 |
One oppresed person in mortal danger nearest the teorica is saved. |
17 |
| 84 |
A celestial animal arrives to aid the teorica. |
13 |
| 85 |
The teorica's shadow saves them from infernal magic the next time it is cast at them. |
16 |
| 86 |
The teorica knows if the next three people they meet can be trusted. |
14 |
| 87 |
No one within 8d12 dozen feet of the teorica can engage in violence for the next five minutes. |
15 |
| 88 |
Every ally near the teorica gains +6/+6 vs. infernal attacks for the next 4d6 rounds. |
|
| 89-90 |
All adults within 6d6 hundred feet become better at sex. |
16 |
| 91 |
Every oppressed person within 2d6 dozen feet takes the high die for the next six hours. |
|
| 92 |
All wounds and illnesses in every oppressed person within 2d20 hundred feet are healed. |
19 |
| 93 |
One person within 4d8 miles of the teorica is inspired to invent a tool or machine to help their community. |
11 |
| 94 |
A sad, traumatized, or scared person within 8d6 miles of the teorica is profoundly comforted. |
17 |
| 95-96 |
One piece of metal within 6d8 dozen feet of the teorica becomes a celestial equivalent of what it is (i.e., iron becomes celestial iron). |
12 |
| 97-98 |
Everyone within 8d6 dozen feet experiences an enthusiasm for something they forgot they loved for the next day. |
18 |
| 99 |
A miracle occurs. |
|
| 100 |
The teorica may pick ten of the above effects, then roll a d10 twice to see which two of them occur. |
|
Teorice are never servants to the imperials. They usually work in groups of 3 to 6.
PRO +1 ATH +2 STR / AWA +3 WIL +1 PRS +1 STH +2
Vanguard
Type: Revolutionary
Those who devote themselves to fighting for revolution automatically place themselves in opposition to the authorities, the ruling class, and their knowing servants. In order to survive living in opposition to oppressors, one must be principled. In order to be successful in opposition, one must be principled. While the exact details of those principles may vary by political philosophy, they all share in common their resistance to the colonial capitalists. Some revolutionaries, called vanguard, draw magical strength from their principles.
To tap into the magical essence that is created by principled action, vanguards study for years, and they spend every moment living a principled life. Any failure will weaken them, and significant failures (working with the police, becoming a boss, etc.) will render them completely powerless. After three years of study and principled living, they are tested by mentors and other vanguards, tempted, and tricked, and if they fail, they may learn from the process to try again (after at least a year and a day). If they succeed, they are given a piece that has nine principles written on, sewn into, etched into, or otherwise marked on. They wear this for another year and a day, living up to each principle, and passing another test for each principle. After this, they will wake up one day seeing the world differently:
- Recognize oppressed: the vanguard can look at a person and see what oppression(s) they face, always (read people).
- Persuading word: the vanguard can persuade a comrade not to engage in an unprincipled action with a single word, once per week (WIL).
- Instant rebuttal: the vanguard can respond to a false statement (if they recognize it) instantly with the truth (if they know it), stunning the liar.
- Correcting strike: the vanguard can respond to an attack on a comrade with an equal or better attack, effectively counter attacking a successful hit on an ally.
- Compelling speech: the vanguard can make a five-minute political speech that inspires oppressed person listening, giving them +3 reaction.
- Act of solidarity: the vanguard can provide support to an oppressed person in need by giving of their own STR, once per month.
- Devoted action: the vanguard can engage in mundane work for a day in order to give themself an extra action in combat or more magical power for the next two days.
- Deep study: the vanguard can rapidly and deeply read revolutionary works once per month.
- Self-criticism: the vanguard can improve three of their own skill scores by +3 each by engaging in a week of self-criticism, once per year.
Other powers may be possible. Consult with the GM.
The vanguard are among the most targeted by the authorities, and thus, they work at great risk. They are organizers, political activists, and workers. They engage in community building, union organizing, and direct action.
PRO +2 ATH +2 STR +2 AWA +3 WIL +3 PRS +2 STH /
Wadam
Type: Deviant
A person who uses awareness and self-actualization to let their inner power come forth as they transform their gender. The criminalization of queerness and gender variance in Endruin began long ago. Though the ruling class is predominantly a female-assigned species, they hold to patriarchal values that consign them to a behind-the-scenes or figurehead-like role in order to maintain patriarchal order. Thus, they have criminalized same-sex relationships and sex and any kind of gender variance beyond the patriarchal binary. Those who are criminalized for being queer and/or trans are often mentored by other "deviants" within the organization and shown the magic of
musalu.
Musalu is a magic that uses mirrors to see the true self and externalize it. This process is a two-way street - one may use this magic to shrive oneself of patriarchal assumptions, but in order to use it, one must shrive oneself of patriarchal assumptions. This requires a back-and-forth process, one that builds on itself, starting slow and speeding up as the wadam sheds layer after layer of lies, assumptions, and indoctrinations. This culminates in greater self-control, self-awareness, and self-confidence. The more they do this, the greater their musalu becomes. It also gives them certain powers.
- Revelatory reflection: if the wadam places their mirror before the face of a target, the target rolls WIL vs. the power of the wadam. Failure means they experience a revelation relating either to themselves or to the patriarchal lies they have been indoctrinated with. This may only work once per target. If done during combat, target will be stunned or lose next action.
- Alter self: if the wadam stands between two full-length mirrors, they may use their musalu to alter their own form temporarily into anything of comparable size. If the alteration is closer to their perceived true self, it may not be temporary. If it is not, it will last for an hour or until the wadam chooses to let it go. If the form is that of something or someone who has special powers or abilities, they may gain those powers or abilities if they succeed exceptionally or critically. If they fail, they may lose some of their own powers due to a loss of confidence. Difficulty is determined by how far the transformation takes them from their true self.
- Confident presence: if an wadam is within a certain distance of their true self (determined by GM and player), they gain an aura that gives confidence to everyone within 33' of them who is allied with them. This lasts 3 minutes and can be used once per day. It gives +1 to +6 to all actions.
- Beautify: if the wadam directs their musalu at a person or object, they may give it a shimmering rainbow aura that makes the target beautiful to anyone who sees them, giving a +1 to +6 PRS for 5 minutes, but also exposes something unexpectedly true about that person or thing to anyone who sees them. If the target is unwilling, they roll WIL against the wadam's magic.
- Protect egg: any unhatched trans and/or queer person within 33' of the wadam may gain +3 to toughness, WIL, parry, or dodge if the wadam touches them with their mirror.
Other powers will develop based on the true self of the wadam. Consult with the GM.
If the wadam stops living their true self, they will begin rapidly losing their powers.
PRO / ATH +1 STR +1 AWA +2 WIL +3 PRS +3 STH -2