Coris are part of a sisterhood of ancient power that pass on their own traditions. They are an old order of wielders of sex magic and witchcraft. They work together in covens of eleven for their witchcraft. In the colonies, they use their arts to help others with their bodies and hearts, working as physical and emotional sex therapists.
Their sex magic is part of an ancient tradition known as the "thirteen points", referring to thirteen parts of (most) bodies that are both targets for pleasure and magical energy. If all thirteen are invoked during sex, the culmination of the union will release enormous magical energy that all consenting parties in the spell can wield. They can choose to wield it in the moment, to store it for later, or to give it to one of the other participants. If they store it, they have 26 points of magic to use later. If they wield it, they can roll from a 13 to cast any spell that will affect the body of anyone involved who consents. If they choose to give it, they give 13 points to someone else.
If they store it, they usually keep that magic for their witchcraft. Coris have 13 spells they can cast individually, and 13 they can cast when the coven of 11 is together. All spells must be cast before they are needed, then kept by the cori for three days and three nights, at which point they will be gone whether they were used or not. They can cast only three individual spells per night and one group spell.
Individual spells include the following:
Group spells include the following, which all participants gain. They must be cast the day before being used, cast by the entire coven together, and given to a specific cori to wield via a trinket that will trigger the spell when they choose sometime in the next 24 hours. These are more witchcraft-focused than healing:
If any of the group spells have been cast, the player rolls a d12 every in-game hour to see if one of the other members of the coven uses the spell. This does not use it up, but their character will be aware and affected by some of them.
PRO +1 ATH +2 STR +1 AWA +1 WIL +2 PRS +3 STH +1
Most ancient tale: the fabulist can tell a story - taking no less than ten minutes to tell and no more than ten days - that evokes the ancient roots of all who hear it, revealing their roots and thus their present selves, showing weaknesses and strengths, and stirring deep within them their primordial forms. Difficulty 17.
Epic poem: the fabulist can write and/or recite an epic poem telling tales of mythic adventure and give bonuses to PRO, AWA, and STH to any allies who hear it. Difficulty 14. Bonuses vary by success level.
Song of cycles: anyone who hears this song and is chosen by the balladeer senses the versions of their story that came before or might come after and has the choice to absorb that story for various effects based on that story. Difficulty 17.
Legend lore: fabulists know the stories, myths, and legends of their own cultures and others.
Bloodline tracing: the fabulist’s knowledge of genealogy may be rolled when meeting someone and learning their full name (not True Name, though that works, too) to see what they know of their family history.
Archetypal commentary: the fabulist can read a person and see what story archetype they fit, then use that to mock and taunt them into foolish actions or to encourage and support them wisely.
Invocation of the lore: the fabulist may invoke the lore of stories and force a consequence based on “how stories should go”.
Mythic persona: the fabulist can awaken the mythic or primordial form of themselves or others with a telling of a relevant tale.
Fabulists may be employed by an individual for entertaining, or they may be wandering entertainers who keep these practices from their nation, culture, or community.
PRO / ATH / STR / AWA +3 WIL +1 PRS +3 STH +1
Fools use special walking sticks to gather their magic. At the start of their journey, they strike the ground in a specific rhythm as they walk, and if they have set out duly unprepared and without knowledge of their direction or the obstacles ahead, they will draw in magic. The keenness needed to do this is remarkable, however, and few are able to do it right.
Once someone has captured the energy of the Fool’s Way, they can wield it in various ways. As fools, they are speakers of truth and mystics, jesters and japers, and they derive magic from this as well. Fools use the following powers:
Send on their way: anyone they strike with their walking stick must roll WIL vs. 3 points per point of magic used or be forced to depart the area and not return for 10 days.
Catalyze: for the cost of 10+ points of magic, the fool may strike something with their walking stick and create an unexpected chain reaction.
Unseen obstacle: if they don’t see it, it isn’t there. For the cost of 4 points per point of difficulty, they may ignore an inanimate obstacle by not looking at it but feeling through or past it with a stick.
Good friends: anyone who is with them at the start of their journey may be granted bonuses to ATH at the cost of 3 points of magic per bonus point to ATH. This includes animal companions.
Grasshopper music: the fool may perform music in place of eating, finding shelter, sleeping, or drinking water at the cost of 10 points per basic need met.
Foolish capering: the fool may dance with a stranger and make them an unexpected ally at the cost of 5 points of magic per point of PRS bonus they use to roll against the target’s AWA.
Bauble speech: their staff, if topped with a head-like bauble, may speak truths that they dare not.
Stunning punnery: they can either roll PRS to stun anyone who can hear them with a pun or the player may make a pun relevant to the situation and roll PRS+3 to do the same.
Outwit step: they may roll PRS instead of STH to hide in a single step at the cost of 10 points of magic.
Mocking laughter: if they make a joke at someone’s expense and inspire laughter in others, the person takes the low die until the end of the interaction.
Fools are a mixture of wanderer and jester, of clown and vagrant.
PRO / ATH +2 STR +1 AWA +2 WIL -2 PRS +2 STH /
Bards are traditionally employed by a leader or group to maintain oral traditions, entertain, maintain genealogies, and praise the leader or group. Gasconists may be employed in this fashion, or they may be wandering entertainers who keep these practices from their nation, culture, or community.
The abilities of a gasconist come from tall tales. To be a gasconist, one must practice the telling of tall tales and boasts. The more they do this, the more they believe in the bullshit they spew, the more humorous or moral their tall tales are, the more they explain the world or just entertain, the more power they gain. If they are aware enough to notice the magic develop or if they have been taught to do so, they may tap into it and exaggerate themselves into special powers.
Tall tale: the gasconist may tell a story - taking no less than ten minutes to tell and no more than ten days - of absurd proportions and features, making bold claims and exaggerations, and give any listeners exaggerations of their best stats for the same amount of time it took to tell the story. Difficulty 14, +3 per target above three.
Unlikely poetry: the gasconist can write and/or recite a poem that makes unlikely claims, absurd styles, or silly punnery and lighten the hearts of any who hear or read it, giving them high die on their next rolls (number of rolls determined by success level). Difficulty 14.
Hyperbolic song: the gasconist can write and/or perform a song that makes hyperbolic claims that give listeners increased confidence, allowing them +1 to +6 depending on success level. Difficulty 14.
Exaggerated history: the gasconist knows a version of history that makes everyone larger than life.
Bloodline tracing: the gaconist’s knowledge of genealogy may be rolled when meeting someone and learning their full name (not True Name, though that works, too) to see what they know of their family history.
Boast: the gasconist can make a boast about their abilities that seems unbelievable. If they can convince three or more people it is true, they can roll their PRS, +3 per target above three, to make it temporarily true.
Invocation of claims: the gasconist can invoke past unlikely claims they have made in tall tale, song, poem, history recitation, or boast and roll WIL to try to make it true.
Exaggerated form: the gasconist can take an exaggerated form for up to three rounds, at the cost of an exaggerated reversal afterward for nine rounds.
Gasconists are popular wherever they go.
PRO +1 ATH +1 STR / AWA +2 WIL -1 PRS +3 STH -1
Thespians gain their abilities by performing stories on stage. If the stories are amongst the ancient ones, the powerful ones, and if they perform well enough, they may embody the stories, characters, plots, or themes well enough to draw magical power from them. Some gain this ability from deals with the fey, and some gain this by being so skilled at performance that the energies cannot escape them. The risk they run is that if they perform too well, they might end up never leaving the performance.
They gain different abilities from different performances. The role they play or the story they are performing might give different abilities, but the energies present will always be fey, even if the character or story has a different energy represented in it. The more it is associated with a different energy, the less real it is - performances of infernal, celestial, unaligned, or elemental energies will be fully illusory, performances of fey energies will be much more real.
The general theme of the abilities they gain is the ability to embody a different character or set of characters within the story, using their magic outside the performance as they carry it with them afterward. They gain magic based on the skill of their performance and response of the audience. The better the performance and response, the longer they carry the energies with them.
Some common abilities they have are as follows:
Thespians are very rare - their magic is very difficult to attain. Thus, they are very expensive to hire for a show.
PRO +1 ATH +1 STR / AWA +1 WIL / PRS +3 STH +1
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