Type: Cleaner
One who has cleansing magic that can affect physical reality and more.
Ablutives are cleaners who gain magical powers from acts of sincere service, forgiveness, kindness, or support and the emotional resonance that comes from it. They are taught how to wield this magic by mentors, often starting when they are young.
They engage in acts of service, usually cleaning for others, to other oppressed, exploited, abused, enslaved, indentured, imprisoned, or impoverished people. The emotional resonance forms with both the emotion and the act of support, and the ablution captures it either in a dumaqu jewel (which is very rare) or in a piece of soapstone.
Once captured, they keep this token to gather more as they continue to serve and support others. Though they must find wage labor, usually cleaning for oppressors and exploiters, to survive, they spend other time working for their fellow oppressed to build magic. As they do this, they gain certain abilities:
Cleansing stone: their soapstone can be wielded to cleans anything it touches in a 20’ radius. It is an 8 difficulty to clean things physically, 11 to alleviate emotional turmoil, 14 to clarify thoughts, 17 to purify a soul, and 20 to clean all four at once.
Waters of purification: they can infuse waters so that they purify that which they wash, magically removing hexes, curses, geases, etc. as well as removing infernal effects.
Restorative scouring: they can scour a place, person, or thing clean with an hour’s work to remove curses, hexes, and infernal effects at a power of 10. For more magical power, they must spend more time on it at a rate of four hours per point above 10.
Redeeming anointment: someone who has done grievous harm to the ablutive may be offered a task or quest for redemption by being anointed with magical water used in a restorative scouring if they are both willing and redeemable.
Ritual of relief: the ablutive can perform a ritual around a person carrying a heavy burden - physical, emotional, mental, or metaphysical - and bring them relief at a power of 10, with greater power possible by adding to the complexity of the ritual. The relief will only be temporary unless they succeed critically.
Release from service: if someone is bonded in service either magically or mundanely (including enslavement, imprisonment, or indenture), ablutives can break that bond magically via a ritual that sacrifices their soapstone (requiring them make another).
Drop of innocence: an ablutive can take a single drop of water used in a restorative scouring that can be placed on someone. If it glows upon touching the target, the target is innocent of an accusation (stated before being dropped). If it burns, they are guilty. They can do this once per year.
Bubble of forgiveness: an ablutive can use water from a restorative scouring to create a bubble that floats over someone who has aggrieved them. If they take accountability or find redemption within six days, the bubble pops and gives them a magical reward. If they fail, it pops and burns the with celestial acid.
Merciful word: the ablutive can speak a word that alleviates all pain and suffering for exactly one minute, once per year.
They serve only other oppressed with their magic, though they may clean for imperials mundanely.
PRO -2 ATH +1 STR +2 AWA +2 WIL +2 PRS +1 STH -2
Type: Lumberjack
Benascie are lumberjacks whose loyalty to one another empowers them. They work together in the many forests of the region, often at great risk from falling trees, rolling logs, wild animals, dangerous insects, disease, malnourishment, even some of the plants. They have to have each other’s backs, and the practice of this generates magic in some of them.
To tap into the magic, one must not be a boss, overseer, manager, or other with authority, but someone who is equal to the other lumberjacks (being new or experienced does not matter). They can work for anyone, but they cannot be an enforcer of imperial powers or user of imperial magic. And they need to be aware of the bond between them, capable of discerning the magic, and sensitive to the need for it. This happens with training, usually from another benascia.
After months of this work, if they are made aware of the magic, and if they are taught how to tap into it, they will begin to sense the movement of all around them as they work and know when danger is near. If they heed this call and help their fellow lumberjacks, they begin to gain other abilities:
Danger sense: they can sense danger to themselves or anyone else sharing their work with them.
Loyal bond: anyone they form this magical bond with, they can communicate with.
Shared strength: they can lend STR to others nearby if they sense it is needed.
Group sense: they can know who is part of their group and who is not.
Workers’ determination: if they are engaged in their work, they can keep going beyond the point of exhaustion if it will help others in the group.
Benascie work in small camps out in the forests, logging (usually for imperial lords or companies), and their loyalty to one another is built from their shared need to survive and resist their own exploitation. Sometimes they are workers, sometimes serfs, and sometimes slaves, but never more than one kind in a group (because of how the imperials work).
PRO +2 ATH +1 STR +3 AWA +1 WIL +1 PRS / STH -2
Type: Caretaker
Bloodnurses are caretakers who are part of the family of those they care for. Most are blood-related, but some are more like found family. Either way, they do not care for imperials, but other oppressed or exploited people. They draw magic from their love for one another to be able to apply protections, especially to any children or vulnerable people they care for.
To become a bloodnurse, one must be part of a loving family (blood or found) and partake in caretaking of other members of that family as a primary role or occupation. They must be aware of the magic of familial bonds and love, usually taught by a mentor in the family, and they must have been taught to draw it in and wield it. This last requires performing a special blood right and an oath of protection for their wards; if they get a new ward, they must perform a new rite. The rite connects them magically to the whole family (found or blood); after a few months of service and learning to use the magic after this, they are tested by other members of the family, especially other bloodnurses, and gain abilities:
Bloodmark: they may mark their ward with their blood and know if they are being harmed.
Tourmaline shield: they can project a magical shield around their ward by applying their own toughness or armor bonuses as a protection to them.
Infused immunity: they can apply their own blood to someone and give them an immunity or resistance to a specific kind of magic, disease, poison, or other form of non-slashing, piercing, or bludgeoning harm.
Soothing lullabye: they may sing a soft lullabye and heal emotional or mental damage to a person.
Familial sacrifice: they can choose a member or members of their family form whom they take wounds.
Bloodnurses are traditions in some families. They care for children, the elderly, the infirm, and others who need frequent care.
PRO / ATH / STR +1 AWA +2 WIL +2 PRS +1 STH /
Type: Innkeeper
An innkeeper who has the knack of knowing what a customer needs. They gain this ability by living amongst those they serve for a long time, usually because they are born amongst them, though this is not a prerequisite. As they live amongst those they serve, they come to know them, giving them mundane insights into them. In order to take that to a magical level, they need a mentor who will teach them to listen to unspoken words (and thus, unspoken needs) and to connect to the energy of providing.
Necessity is a powerful force. It drives most living things and many unliving things, and fulfilling it is as potent as appeasing a Divine. Bonifaces learn to connect to necessity by fulfilling it, finding ways to meet the needs of those around them, then seeing the flickers of its power within those moments and capturing it. They capture it in special capsules called simulfabs. Their mentors provide them their first simulfabs, which they use to capture their first bits of necessity. Eventually, they fill up enough simulfabs to begin using them to wield their powers.
All bonifaces work as innkeepers. They enchant all or part of the inns they work at with simulfabs, making rooms and features to serve the people using their magic. Consult the GM to design the inn.
Simulfabs can be used for the following:
Create capsule: though it is possible to create a simulfab without already having one, it is easier to use one to make more. A full simulfab can make ten empty ones.
Capture necessity: simulfabs fill up after ten minor needs or three major needs are met.
Deep listening: the ability to hear what someone needs from what they are saying, even if they don't say it. Effectively, read people +6 for that specific purpose.
Anticipate need: if someone enters seeking to be a guest at boniface’s inn, they can spend a full simulfab to know what they will ask for and what they actually need.
Alleviate hunger/thirst: a single full simulfab can alleviate hunger and thirst of a visitor for up to three days.
Prepare space: the boniface can prepare a room with special amenities to meet the mundane physical needs of a visitor at the cost of at least three simulfabs, depending on the needs being met.
Cabinet of provision: a boniface can create a cabinet of provision that will be full of basic needs for a month at the cost of five simulfabs per person it provides for.
If someone takes help from a boniface and sells it instead of using it, they cannot get more help from the boniface until they make up for it by providing something necessary to someone in need.
PRO +1 ATH / STR +2 AWA +1 WIL +1 PRS +2 STH -1
Type: Quarrier
Calcolians are quarry workers whose focus and steadiness is like that of stone. They wield the power of celestial stones, drawing magic from special stones called jieshi or calcoloblu, which they gain by either being given them by mentors or by infusing a mundane or unaligned stone with the power of their shared labor and protection of one another.
A jieshi stone - transformed or natural - appears to be a blue rock that has a faint glow. It gives those who bear it strength, focus, steadiness, and determination, if and only if they are among the oppressed, exploited, or abused. These stones are kept hidden by calcolians unless they trust someone deeply, as they are forbidden by imperial law (though some overseers look the other way if the worker doesn’t seem to be using it in a way they disapprove of). The stones also grant abilities if the user lives up to the standards of solidarity, humility, resilience, or other behaviors, virtues, or principles that support other workers.
Calcolians train other calcolians to be in support of their fellow workers, using their magic to make the work easier, keep people going, and keep people safe. Those learning the magic are tested by celestial spirits before they are allowed full access to the magic:
Heavy hearing: they can put their ear to any stone and hear any dangers within it.
Steadifoot stance: they can take a stance that makes them unmovable.
Focused strength: they can focus and combine STR and WIL temporarily, suffering penalties to both afterward, for either a STR or WIL roll.
Solid determination: they can add +3 to any skill, ability, or stat roll twice per day.
Stoneskin: they can make their skin into moving blue stone, making themselves tougher, or they can grant it to another that they can touch.
They may work for imperial powers, but they do not use their magic in service of them. Instead, they use it in service of their fellow workers.
PRO +1 ATH +1 STR +3 AWA +1 WIL +2 PRS -1 STH -2
Type: Baker
Dargclarks are bakers who wield the magic of the hearth to infuse that which they bake with protective or soothing magic.
To wield the power of the hearth, one must obey and respect the laws of hospitality. They must never violate them, or they lose their magic and suffer great consequences. These laws include providing for guests, never harming or betraying guests while they are guests, welcoming those in need into the home, and being a good host. Salt, bread, water, and wine are important symbols thereof.
If they keep to these rules, and they keep a good home, they may generate the magic. But to wield it, they must be aware of it and trained in channeling it. Most are taught by family how to do this, but some learn from other mentors. The training takes years and includes being taught to be a baker, and eventually, they learn to tap into the magic and draw from it to infuse their work. The final test is to put their hand into a warm hearth and speak to the spirits there. If they are worthy, they are given abilities:
Hearthbread: they can bake hearthbread, which gives STR, WIL, or PRS to someone who eats it if they are a guest, all three if they are a denizen of the home, or a sense of how to get home if they eat it outside the home.
Salt circle: a salt circle provides protection from other magicks.
Water of hospitality: a drink of water from the home’s store grants anyone minor healing to any emotional or mental harm.
Comfort food: the dargclark can bake a special pastry or bread that brings powerful comfort to those who eat it, giving them a sense of familiarity and safety.
Sweet relief: the dargclark can bake a sweet that brings physical relief to the eater, relief from any kind of physical pain or malady.
Crumb trail: the dargclark can make a bread that leaves a special kind of crumb that can only be noticed by those the one who uses it wishes - leaving a trail home.
Dargclarks will not use their magic for imperials, even if they otherwise work for them.
PRO / ATH / STR +1 AWA +2 WIL +2 PRS +1 STH -2
Type: Miner
Extricators are miners who are attuned to celestial metals. They do this by acts of support to other miner and other workers.
Celestial metals are very rare, but they exist throughout the world. Those who work in mines know that these metals are special, even if they don’t know what they are or what they do. They know that these metals stop working if given to the imperials, who usually own the mines, so they often hide them. Some who take bits of them find they are protected or guided in the mines, but only if they are not agents of or loyal to the bosses.
Some learn to specialize in finding these and helping other miners. These are extricators, and they often learn from other extricators. To attune to celestial metals, they must be loyal to other workers, be devoted to keeping them safe, and be there for them in times of crisis. If they do this, they gain the power to sense the metals, and if they carry the metals and use their magic to help others, eventually celestial spirits visit them and grant them abilities:
Metalfinding: they can sense celestial or mundane metals innately.
Metalskin: they can make their skin like the metal they bear, giving them better defenses.
Shifter’s strength: they can move earth and stone with greater strength if they are doing so to help other miners or workers.
Rescuer’s heart: they can switch places with another trapped in a cave-in or other dangerous part of the mine.
Celeste breathe: they can breathe into the mouth of another miner and give them clean air to breathe if they encounter toxic fumes.
They also gain one ability based on the magical celestial metal they carry. Here are some of the options:
| Metal | Effect |
Effect | Type | Description |
|---|---|---|---|---|
| Taykacero | Ancestral dream | Have a vivid dream of one's matrilineal ancestors | Platinum | Platinum empowered by matriarchy |
| Krasochnyite | Any light sight | See in any amount of light | Chromium | Chromium made of many colors |
| Kleosium | Bold action | Gain bonuses if acting with boldness | Bismuth | Bismuth empowered by bravery |
| Equinium | Calming voice | Soothe emotions with one's voice | Tin | Tin that exudes calming energy |
| Nyonyo | Celeste breath +1 | Bonus to celeste breath ability | Platinum | Platinum that cleanses the air around it |
| Pesete | Cooking +1 | Bonus to one's cooking skill | Gold | Gold imbued with bounty |
| Malmur | Danger sense | Sense danger to oneself or other miners | Chromium | Chromium that glows when danger is near |
| Fulvous Platinum | Defiant posture | Take a stance to gain bonuses to resist an attack | Platinum | Platinum that glows orange when used in resistance to tyranny |
| Paksheen | Defiant posture | Take a stance to gain bonuses to resist an attack | Wolfram | Wolfram that cannot be touched by the unjust |
| Erythronium | Empathic sense | Sense emotions of others | Vanadium | Vanadium that responds to positive emotions |
| Asfarel | Empowered by virtuous behavior | Gain bonuses if they live to a specific virtue | Gold | Gold empowered by virtuous behavior |
| Instarium | Equalizing labor | Work as hard as those around you even if you can't | Nickel | Nickel that gives as good as it gets |
| Viisaus | Generational strength | Gain strength from previous generations of miners | Nickel | Nickel that grows as it is passed down by generations |
| Felicium | Give luck | Give the high die to others once per situation | Gold | Gold that brings good luck |
| White Gold | Hard-to-kill | Don't instantly die on instant kill rolls | Gold | Gold that heals |
| Hilikinite | Love's protection | Gain toughness from those who love you | Vanadium | Vanadium empowered by love |
| Tsepe | Loyal bond | Bond to those you are loyal to to communicate with | Gold | Gold empowered by good faith |
| Paplasinat | Magic lending | Lend magical power to others | Francium [Galdium] | Galdium that exudes energy for others to use |
| Yingxin | Principled empowerment | Empowered by being principled | Iron | Iron that is as hard as the principles of its user |
| Nebu | Protection from infernal | Magical protection from evil | Gold | Gold from the hearts of the people |
| Tokompe | Protection from infernal | Magical protection from evil | Titanium | Titanium that repels evil |
| Tempatium | Rainbow empowerment | Emanate seven magical lights that empower others | Bismuth | Bismuth that radiates empowering rainbow light |
| Nahasite | Read people +1 | Bonus to reading people's reactions | Antimony | Antimony empowered by honesty and truth |
| Tusizi | Returning | Return home at will | Gold | Gold that warms a hearth |
| Daekkurban | Self-sacrifice revival | Revive another miner by giving up one's own life | Cobalt | Cobalt that empowers others when destroyed |
| Cuprum | Sense need | Sense the needs of their fellow miners | Copper | Copper that expands when needed |
PRO +1 ATH +1 STR +3 AWA +1 WIL +1 PRS -1 STH -1
Type: Servant
A goodservant is a servant who helps not the rich and powerful, but the people. They are empowered by acts of service to others among the oppressed, exploited, and abused. They live the virtue of service, refusing to work for the powerful, performing acts of support and aid to the communities they live in.
Most goodservants are raised by other goodservants, but some come to it after receiving aid from a goodservant and being moved to follow suit. They spend years serving others before they gain any magic from it, but they work without intention of gaining those abilities. If they do this work selfishly, it will not work. After years of service, they begin to find their abilities as needs come up. They will find someone in need of food, and suddenly, they have some magical ability that helps them acquire it, for example. It varies by their experiences, resources, and needs.
Some common abilities include the following:
Instinctive service: the goodservant unthinkingly helps others if they are within 10' on any action the goodservant has a relevant skill, ability, power, or stat to help with.
Uplifting embrace: the embrace of the goodservant gives a temporary bonus to a target's most necessary stat.
Anticipation: the goodservant anticipate needs of those around them and gains a bonus to stats or mundane skills to fulfill them.
Fill the gap: the goodservant may give themselves a bonus in a stat or mundane skill that no one else around them has but is currently needed.
Simple service: a basic action of mundane support - cleaning someone's house, helping them up from a fall, giving them a little money, feeding them, etc. - acts as either granting them a full eight hours' rest, reducing their wounds down a level, alleviating stun or KO, or mitigating the effects of an illness.
Goodservants are very rare, and they often work as community organizers, mutual aiders, or social workers.
PRO -1 ATH +1 STR +1 AWA +2 WIL +2 PRS +1 STH -1
Type: Confectioner
Metterins are makers of confections of any kind, usually sugary candies, that they share generously and gain magic from. They often set up carts or small shops to sell their wares, giving them away to those most in need or to any children, and the more they give away, the more good comes their way.
To gain this magic, they must live generously and keep very little. They have few possessions beyond their kitchens and basic needs, perhaps some sentimental keepsakes. They live thriftly but give generously, to a point where they should suffer for it. But if they have lived this way and tapped into the magic, they do not suffer for it. Instead, they gain magical abilities, being able to infuse this magic especially into the sweets and goodies that they make.
They are usually taught by a mentor who knows the magic, and they usually learn to cook and bake first. They study their magic slowly and surely, and they are only allowed to start giving up what they own once their mentor is sure it will not fail. If one tries and fails, their mentor has failed. Their abilities include some of the following:
Unending sweetness: they never run out of sugar.
Sugarspun prosperity: they can spin sugar into candy coins that turn into real coins for the most needy, though they can never use these themselves and they are never an enormous amount.
Honeyed provender: they can create a honeyed food that nourishes people like a full meal.
Good candy: they can make a special candy that cleanses anyone of soul damage.
Kind confection: they can make a small confection that, if given in kindness, can be shared beyond its measure.
Baked necessity: they can bake a small confection or pastry that provides someone with something they need emotionally - courage, joy, love, etc.
There are many other magical confections they may make. They do not give these to imperials, even if sometimes they do mundane confectioning for them.
PRO +1 ATH -1 STR +1 AWA +2 WIL / PRS +1 STH -1
Type: Laborer
A unifier works to generate magic by uniting workers and getting them to work for themselves. This energy is then wielded by the workers collectively to protect themselves from exploitation, oppression, and other acts of terror from the parasite class.
All work done in groups generates this magic. Most of the time, it's a minimal amount, and it goes away quickly as the work ends or the group divides itself. But if directed, guided, and carefully driven, it will build upon itself until the group at the core of it is invincible until the magic is used up. It generates within the bodies of the workers themselves. Working alone does not generate this magic, and working in a group that is divided by internal conflicts generates less than it would otherwise. The work must be work that produces something of value, and it must be collective. The most energy is generated when mass numbers of workers work for themselves and other works. However, even smaller acts of solidarity can generate magic:
The main task of the unifier is to organize the workers so that they can unite in their work and consciously generate this magic. Once enough workers are organized, they must begin to reorder the work they do so that it is generative. The goal is to make their work internally diversified but unified in purpose, and to make sure it creates something for the good of all. Once enough of the workers are organized, they can also begin making sure they are acting in solidarity with workers and others fighting oppression.
Once enough magic has been produced and kept by the workers, they will sense it in their own bodies, and they will be able to transfer it among themselves.
To wield the magic, a majority of the workers must gather and decide how it will be used. No single worker can channel it out of the original group who generated it. This can only be done if all of the workers give their magic to a single worker, or enough give their power to a small group of workers, etc. They must all agree to use it externally and vote upon who will use it by touching them to give them the power. Even then, if the one who has it tries to use it in a way the group disapproves of, it will fail. It will be assumed any player playing a unifier has completed this and become a focal point, unless they wish to roleplay becoming a unifier.
Common uses of the magic include the following:
Allied eyesight: they can see through the eyes of someone else in their union (if the other consents) at will so long as they are awake and within three miles of each other. If the other does not consent, the attempt will fail automatically. It cannot be forced.
Shared strength: they can act with the united physical STR of the union once per month, if all consent.
Group defense: if they group is working in tandem on a job, all members of the union will have the defense score (PRO/parry/weapon skill+bonuses, ATH/dodge+bonuses, STR/toughness+armor+bonuses, AWA/perception+bonuses, WIL+bonuses) of the member with the highest defense for the applicable roll.
Filled bellies: if one member of the union eats, they all eat.
Resisting exploitation: any magical form of exploitation will suffer -6 to any rolls (including blood magic, infernal contracts, etc.) against the worker.
Diffused damage: an attack on one is an attack on all - wound and stun are diffused amongst the entire union (if they consent), reducing ties and normal wound/stun to a barely felt sting, special wound/stun to a flesh wound/no stun, mortal wound/stun to a normal wound/stun, and critical wound/stun to a special wound/stun.
Solidarizing touch: anyone who is engaged in struggle against oppression or exploitation will receive temporary bonuses when touched by the unifier.
They are very criminalized in the region and face horrific oppression.
PRO / ATH / STR +1 AWA +1 WIL +2 PRS +2 STH +1
Copyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.