Unaligned Makers
Those who use unaligned magic to create objects.
Arcofabbro
Type: Bowyer
Arcofabbri are bowyers who make impossible bows. No one knows how they do it, not even themselves. They are bowyers who have stumbled into a paradox.
Paradoxes are not simply logical conundrums or mathematical problems, but when discussed magically, the result of two contradictory versions of reality coming into conflict with one another. This occurs as a result of alternate realities colliding, temporal anomalies, or other unexplained phenomenon. They are uncontrollable but blessedly rare.
Those who find paradox in its form as raw, chaotic energy are altered fundamentally. Something inside them changes so profoundly they have no words for it, but they find themselves with improbable magic. In the Talunese region, a thousand years ago, a bowyer found themself in such a situation and used it to make an imaginary number of bows. These bows then became themselves sources of paradox, and everyone they trained to make bows thence has had the magical power to make impossible bows. This obscure sect of bowyers does not know how the magic works, but if they are chosen for it, they find themselves leading improbable lives.
These are the bows they can make:
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Backward bow: a bow that fires backward and hits those it strikes in the opposite side from which it came.
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Unstrung bow: a bow that cannot be fired if it is strung, but when unstrung, can fire improbable distances.
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Recursive bow: a bow that fires upon itself.
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Unexpected bow: a bow that fires an arrow different from the one used in it.
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Impossible bow: a bow that cannot be predicted.
Any bow they make will have contradictory results every 39th use.
An acrofabbro is subject to paradox, and therefore, every session, they must obey these mechanics:
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They roll three dice, but not 3d10s. They choose three dice of three different sizes for every roll, but must use every dice from d4 to d100 before repeating a die. They still take the middle die unless using a token or subjected to other powers.
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At the start of the session, they roll a d10+3. What they roll is then used to determine which rolls they will take the opposite result on. For example, if they roll a 7, every 10th roll, they will take the roll of their opponent and their opponent will have their roll.
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Once per session, the player can say NO to a roll and not roll for it. Something else will happen, but it won’t make sense. They must do this after a roll.
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Once per campaign, the player can invoke the Impossible, and have something absurdly unexpected and impossible occur around them, but not directly affecting any character.
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When making a bow, they can roll a d100. On a roll of any double digit (11, 22, etc.), the bow they are making will have an unexpected property.
Acrofabbri do not disclose that they do not know how they do what they do. They simply make bows the normal way and unexpected things happen. Their work is highly sought after.
PRO +1 ATH +2 STR +1 AWA +3 WIL / PRS -1 STH -1
Coniare
Type: Minter
Coniari are those who use the magic of pure value to make perfect coins. Coniari use a special kind of gold called
dahboa. To use this gold, they must give up the most valuable inanimate object they have to a mercator or someone with similar magic.
Most coniari are recruited from the exploited classes, trained in minting and metallurgy, and indoctrinated to serve the powers-that-be. Then they are tested extensively, trained in the mathematics of value, in economics, and in the gold standard. Eventually, they are given the choice to become a mundane mint worker or to give up something important to gain magic. While there are other ways to get this magic, within imperial lands, this is the only legal way.
If they make the choice to take the magic, they are given magical abilities:
- Sense value: they can sense the value of any inanimate object if they sit with it long enough in the local currency and in dahboa.
- Metallurgical heft: they can hold a piece of metal in their hands, weigh it, and know what metals are present and what percentages. They must be able to lift it to do this.
- Aurifying touch: they can touch a piece of gold and turn it into dahboa.
- Valuating analysis: they can sit and think about any piece of currency for at least 30 seconds and know its relative value to other currencies around the world.
- Mint condition: they can restore any coin to its mint condition if they hold it tightly in their fist for an hour.
Coniari are heavily regulated and controlled by the powers-that-be.
PRO -1 ATH -1 STR -1 AWA +3 WIL +2 PRS -1 STH -1
Cordano
Type: Netmaker/Ropemaker
Cordani are net- and ropemakers who perform magical feats to imbue their nets and ropes with immense strength. They train in making ropes and nets for years, making them heavier and heavier, stronger and stronger, until they make ones so strong they can't lift or use them. Then attempt to lift and use them, even though they are beyond their ability, training for years on an impossible feat of strength. They train in doing this not to achieve it, but to strive, for it is known that if you strive to outrun the wind, one day you might not outrun the wind, but you will outrun horses. Thus, one day, the cordano will be able to achieve a feat of strength beyond normal mortal capability.
How this translates is that they will one day succeed on a roll that is 9 above their STR. They must do this without use of any tokens, narrative fiat, etc. Once it is done, they will unlock the energy within them that allows them to continue to be altered by feats, and any subsequent critical successes will cause them to gain permanently bonuses to STR or alterations to their bodies. The opposite is also true, however - any critical failure (failure by 9 or more) will result in the loss of a power, bonus, or other feat-empowered feature.
They use their STR and dexterity to make powerful ropes and nets. Ropes so thick and heavy only giants can lift them. Nets so massive or dense that they can trap dragons. Huge and tensely entwined, breaking their bodies to make them or move them. This means they can imbue their ropes and nets with the feats they achieve, altering them magically to be made of improbable materials (like metal or stone) or have some kind of intense magical gravity to them.
PRO +1 ATH +1 STR +4 AWA +1 WIL +1 PRS -2 STH -2
Dracosmith
Type: Bladesmith
Dracosmiths are servants of dragons who forge blades with dragonfire. They are skilled bladesmiths who train for years at smithing and serving their draconic leader loyally. Eventually, they gain their magic by proving themself to the dragon via a series of five trials:
- Trial of Discipline: they must prove they can follow orders and a routine of exercise and study.
- Trial of Power: they must prove themselves strong enough to survive the wilderness and the dragon’s demands.
- Trial of Majesty: they must prove they have a sense of authority and the ability to lead.
- Trial of Territory: they must prove they know the dragon’s territory.
- Trial of Accumulation: they must prove they know all of the previous trials again.
After completing the trials, they are granted the ability to wield dragonfire in their forges, using it to imbue weaponry with its magic:
- Dragonflame blade: they can make a sword that will erupt into dragonflame when wielded by the right people.
- Accumulating blade: they forge a sword that absorbs magical energies to fuel its strength.
- Dazzling blade: they forge a sword that dazzles with its painted majesty, distracting or impressing foes.
- Sword of power: they forge a sword that requires a STR of 14 to wield and is incredibly strong.
- Sword of will: they forge a sword that rolls WIL instead of STR as its base.
- Sword of territory: they forge a sword stronger within the territory of the dragon.
Their focus is swords, but they can make any kind of bladed weapon.
PRO +2 ATH +1 STR +3 AWA +1 WIL +2 PRS / STH -2
Fedegraf
Type: Calligrapher
Fedegrafi are calligraphers who imbue their writing with deep belief in the concept of flow. They believe that all things are constantly flowing, moving with a universal grace that can only be fully understood by minuscule imitations, finding the flow within the details. Thus, they create a system of writing that is fluid and beautiful.
Fedegrafi are a small group of academics who embrace this spiritual practice. They are firm that it is not antithetical to any other religious belief, but is rather a belief that the flow of all things is a separate conceptual entity that is found in the small details of the universe. They believe in it deeply and revere it to the point of worship, even having rituals of writing to honor it, but in order to avoid being burnt as heretics, they insist this has nothing to do with the Divine or other religious beliefs.
The power of their belief fuels their magic, as well as the ritual of their calligraphy. They have no Divine to grant them favor nor belief in their own will to draw from, but the concept itself is palpable and potent. Their belief in it derives from their will, but their practice of calligraphy is the true source of their magic. So long as they maintain the rituals and practices of their obscure faith, it has magic to it. Thus, they gain these abilities in their writing:
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Word of will: the words they write are imbued with their faith, meaning those who read them sense the faith and belief in them and are more convinced or empathetic.
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Flowing ink: as they attune to the flow they believe in, they attune their movements and actions, and the resources they have do not run low as they are part of the flow.
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Fluidity on the page: the fluidity of the universe is found in the writing on the page, meaning what is written may change with the flow, the interpretation, or the intent of the writer.
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Conceptual technique: the ritual of their writing lives in the ways they write, the techniques they employ to beautify the words on the page, and thus, anything they write using specific ritual techniques may literally flow and move of their own accord.
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Minuscule detail: they can write in such a way that very small details on the page alter its meaning, form, or magic.
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Transferred writing: the words flow with the writing, going from the page they are written on to a page prepared elsewhere, marked with a ritual mark, allowing for transferring words from one page to another over great distances.
Fedegrafi are seen as extremely weird by pretty much everyone, except for other obscure academics and those who see the utility in their magic.
PRO +1 ATH -1 STR -1 AWA +3 WIL +1 PRS / STH -1
Hypermachinist
Type: Artisan
Hypermachinists are those who stretch the limits of technology. They find all the ways they can to push modern technology past the bleeding edge.
To become a hypermachinist, one must be trained extensively. Most go to a university, but some are apprenticed to other hypermachinists via the Machine Guild, which is even more exclusive than the universities. As both of these options require wealth and influence to get into, most poorer people never have an opportunity to become one. The ruling classes keep hypermechanics as limited discipline for their own pursuits. Those who find a way to operate outside the imperial sphere are rare and usually eccentrics.
Hypermechanics is a magitechnical practice. They channel an energy they call "the dynamic". The dynamic is an energy derived from the evolution of technology itself, as well as the forces that influence that evolution. The dynamic comes from everything from necessity to past inventions to adaptation even to things like funding, patent law, or access to materials. It is a nebulous energy that is impossible to harness directly; it is something that "strikes" a hypermachinist once they are in the depths of study, experimentation, and invention. To wield it, one must be so thoroughly entranced in the work that they see nothing else but the work, and they must have an extreme level of training and understanding of everything that goes into what they are working on. Once this state is achieved - usually after a decade or more of training - the hypermachinist might feel the dynamic, and if they are keen enough to recognize it, they will be able to capture it in a
kanalkrug, a specially designed phial. Once they have this, they can attach it to a device called a
dynafloss, which allows them to infuse themselves with it periodically. If they do this correctly, they can create a feedback loop that recharges the kanalkrug as they work; their limits are therefore technological - the capacity of the kanalkrug and dynafloss that they use are what limits their ability score.
Some common devices used by hypermachinists include the following. Players may choose three for their hypermachinist to start with:
- Mainspring crossbow: a crossbow powered by mainspring, making it less accurate but more powerful, 18/24/30/36.
- Coil spring-suspension carriage: a carriage with shocks to make the ride smoother.
- Autobrace: an automatic hand auger, a drill that is coiled and can be released to drill quickly.
- Hyperpress: a spring-powered printing press that makes copies quicker.
- Smokeless arquebus: an arquebus (gun) that producess little to no smoke, but has less power, 13/16/19/22.
- Multiplanar astrolabe: an astrolabe that helps with navigation on multiple planes, not just the horizon.
- Octohydropipe: an eight-person hookah that allows them to smoke eight different things at once, switching between them.
- Rudimentary breechloader: an early rifle or pistol with breech loading and rifling, making it more accurate and easier to load, rifle 14/20/26/32; pistol 13/18/23/28.
- Springdock pontoon: a dry docking device that uses springs to help with unloading.
- Complex frame knitter: a stocking frame for knitting that allows for incredibly complex patterning and rearranging.
- Cosmometer: a complicated backstaff that measures the distance to cosmic bodies in multiple ways.
- Farscope: a telescope that can see vast distances and zoom in to a limited degree.
- Autoharpsichord: a harpsichord that can play itself.
All of these devices are extremely expensive to develop or buy, and they are rare for anyone other than a hypermachinist. A magitechnical version of any invention up to 1610 on Earth is fair game for a hypermachinist in this era. Consult the GM if you have ideas. Because of the recency of the invention of coiled springs, there's a very springpunk aesthetic to them.
To build a device, a hypermachinist must have the designs for it. If they don't have the designs for it, they must invent it.
PRO +1 ATH -1 STR -1 AWA +3 WIL / PRS -1 STH /
Liberligans
Type: Bookbinder
Liberliganses are bookbinders who make psionic books. It takes rigorous mental training to wield psionic powers, and even more training to be able to infuse them into books. Liberliganses craft books, binding them with their minds, and making them easier to understand in the process.
Meditation, concentration exercises, memory exercises, and logic puzzles are part of the early training. Later, they are trained via mental exercises that require that they try to affect the world outside their mind with their mind, to move things without touch or to read the mind of another. The first sign of psionic skill is a spark generated from the mind onto a piece of metal, usually a metal headband provided to encourage such activity. As thoughts and emotions are often indistinguishable, emotional resonance and psionic energy are often difficult to separate. Liberliganses must practice this extensively in order to wield their psionic energy at full strength. Mostly this means maintaining control of oneself in spite of strong emotions like anger, love, or desire.
After the initial spark, training takes place over the course of many years. On average, it takes about 15 years for someone to gain basic psionic ability (two to three psionic skills with scores above 8). For professional level psionic skill, it takes about 25 years (three to four psionic skills with scores above 11). Basic psionic ability is gauged by how well a liberligans can externalize their psionic energy, thus projecting their mental power outside their body.
Liberliganses focus on transferrence, copying, and mental storage to imbue the books they work on with their psionic magic. They learn bookbinding alongside their mental training, and they read read read so much they learn immense amounts of information. Often they are from backgrounds of privilege because they are the only ones who can afford such training and schooling. Their goal is to make books easier to understand. Some of the ways they do this include the following:
- Apprehensive book: a book that is easier to understand due to the psionic energy in it.
- Self-reading book: a book that reads itself telepathically to someone.
- Memory journal: a journal that automatically records someone's memories.
- Preliterate book: a book that teaches someone to read.
- Conscious book: a book that improves the AWA of the reader.
Liberliganses are not allowed to make their books available to the wider public in imperial lands.
PRO -1 ATH -1 STR -1 AWA +4 WIL +3 PRS -1 STH -1
Maestrotint
Type: Dyer
Maestrotinti are those who use draconic majesty to dye materials. They serve the dragon as someone who dyes the uniforms and clothing of the dragon's other servants, helping to create a world of color in their followers. A maestrotint has impressed a dragon and gained their magic from themby proving themself to the dragon via a series of five trials:
- Trial of Discipline: they must prove they can follow orders and a routine of exercise and study.
- Trial of Power: they must prove themselves strong enough to survive the wilderness and the dragon’s demands.
- Trial of Majesty: they must prove they have a sense of authority and the ability to lead.
- Trial of Territory: they must prove they know the dragon’s territory.
- Trial of Accumulation: they must prove they know all of the previous trials again.
When they complete the trials, the dragon begins giving them abilities. The following abilities assume an unaligned dragon. Consult the GM for celestial, elemental, or fey dragons.
- Painted dyes: the maestrotint draws draconic magic into the dyes they use to make them any color they want or multicolored.
- Majestic presence: the maestrotint dyes something and imbues it with a majestic aura that impresses anyone seen wearing it.
- Mark of the dragon: the maestrotint dyes a special mark into something that makes it glow in the colors of the dragon, creating distractions or letting the dragon sense them.
- Draconic panoply: they can summon a panoply of light and sound and power of unaligned enegy and infuse massive number of fabrics with their dyes.
- Spectrum of the dragon: they can make draconic rainbow light shine from any fabric they have mundanely dyed by touching it.
- Immunity to charm: they can make anyone who wears something they dyed magically immune to charm or resistant to mundane PRS rolls.
- Draconic accumulation: the maestrotint can draw magical power by using their PRS without using dragon magic. They gain two points per success level, which they can use to fuel their draconic abilities.
As dyers, their skin is often dyed as well, leaving their arms, face, or torso more colorful and more majestic.
PRO / ATH / STR +1 AWA +2 WIL +2 PRS +3 STH -2
Paretarm
Type: Armorer
Paretarmi are armorers who create very strong armors imbue with the energy of boundaries. Paretarmi do this by weakening their own bodies, the form of some other object, or by sheer force of will.
Paretarmi gain the power to do this by turning their own bodies into a barrier through repeated stressing, usually in ritual combat sparring or by self-inflicted strikes. They do this for hours every day, using blunt clubs made of unaligned materials, and train in combat and medicine as well. During their exercises, they meditate on the nature of boundaries and barriers, until they are able to infuse whatever they are touching with the strength to resist that they are building up in themselves.
The three methods of strengthening materials available to them all have their risks:
- Drawing from their own body means reducing their own toughness (substat of STR), with a conversion of -1 toughness for every +2 to the barrier.
- Drawing from another object destroys that object, reducing it to dust. The relative toughness of the object determines how much is transfered, with materials like paper giving very little strength and materials like diamond giving enormous bonuses.
- Using only their will power means that the attacks against the strenghtened barrier go against their mind instead of the barrier. So any damage done will cause them to lose points of WIL temporarily, with any exceptional or critical damage being in part permanent.
Paretarmi do not work with metal, but leather, paper, and fabric, making these softer materials as strong as steel or more.
PRO +1 ATH -1 STR +3 AWA +1 WIL +2 PRS -1 STH -2
Personapitt
Type: Painter
Personapitti are painters who infuse their entire personalities into their art. As students, they learn to wield the magical emotional resonance created by their personality from a mentor or from a university. They are encouraged to be themselves to the point that it bleeds forth from them in emotional resonance as a complete, beautiful image.
They gain the ability to wield these emotions by washing in rushing water (usually a shower or waterfall) while experiencing intense emotions. They do this by focusing on intense memories, and in order to get a wide range of emotions, they repeat the process for years. Any experience that gives them an intense emotion must be focused on for hours afterward, meditated upon right up until they rest for the night, and then the following morning, they wash in a torrent of water while focusing on the memory and feeling. Then, they gather the water to mix with the next experience. Once they have done this with 100 experiences, they flash a bright light through it. The light is captured in the torrent, and then they wash in it again. This lets the emotional resonance absorb into them, giving them certain abilities.
- Emotional color: they can infuse color into any work of art they are creating by drawing from their personality. This makes the work resonate with the emotion they choose. Every emotion has a different color.
- Light of the self: they can ignite their inner self and make themselves shine as they work on a piece of art, gaining bonuses as long as the work is their own creation.
- Inner guidance: they can work with their eyes closed and let a work automatically, creating something in their own image.
- Motivational shaping: they can draw from one of their listed motivations and infuse it into the shape of what they are working on, influencing anyone who interacts with it to share that motivation.
- Animated painting: they can infuse a major part of their personality into a work to animate it, letting it interact on a limited basis with others as if alive.
Every time they use one of their abilities, they risk losing some of their emotions permanently. They must roll AWA after every use, with the difficulty rising throughout the day (starting at 10, then going up by 2 with every use). The more they use them, the higher it gets. On an exceptional or critical failure, they lose one of their emotions. It resets after they get a full night’s sleep.
PRO +1 ATH / STR / AWA +2 WIL / PRS +3 STH -2
Piastrellattore
Type: Mosaicist
Piastrellattori make mosiacs infused with their emotions. They use emotional magic that replicates the string figures other emotion magic users wield, but with mosaics.
Piastrellattori use special stones, tiles, beads, and glass which they draw from their own metaphorical hearts, their emotional being, via a ritual. The first step is to attune themselves to their own emotions, spending long periods of time training to do so. If they can achieve this, they then must place their hands over their hearts, meditate to their own heartbeats, and then pierce their skin with a narrow needle or pick. If they are truly attuned to their emotions, no blood will flow; instead, the needle will pull out an invisible bead. When they open their eyes, they will see the bead shimmering, though no one else would be able to. They can then place the bead into a setting, pulling beads for hours until they need to rest. This mosaic will represent their entire emotional being in nine distinct figures.
These nine formations can be invoked by the piastrellattori. They must be done with two hands, even if the user has more than two hands. To properly wield them, they must be keenly attuned to their own emotions. This requires a sense of self-awareness beyond what most people have, an understanding of feelings deeper than average. After they learn this skill, they must learn how to make mosaics of other materials, but all that resonate with their emotions. When someone then sees these mosaics, they feel the emotions imbued into them. In this way, the piastrellattore makes people connect with their art.
If a piastrellattore loses attunement with their own emotions, they will lose their magic.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS +2 STH -3
Revolvist
Type: Wheelwright
There is a major religion among the peoples of Shem called Vruthamism that centers on the belief that vast, alien, spinning wheels made of stone and fire called karangunnus are messengers of deific power. This religion is most popular on Shem, but there are many in the cosmic realms that also follow it, as they are more likely to interact with a karangunnu than others. Among them are holy wheelwrights known as revolvists who make smaller, replica wheels as symbols of their faith.
The wheels are usually about 2' in diameter. Their outer rim is a stone cylinder about 3" tall; the outer rim is connected to an inner rim about 6" in, which is half the height of the outer rim. The rims are connected via tubular spokes about 1/2” in diameter. There are 18 spokes; they all meet in the center in a circular hub that is about 1" in diameter. Where each spoke touches the outer rim there is a blazing sphere of multicolored flame, which is a bit of fire from an actual karangunnu that gives the wheel the power of a vessel of faith. The manner the wheels spin (often at the end of vertical axles carried by the revolvists or other Vruthamists) create patterns that are messages from the karangunnu.
To become a revolvist, one must be a member of the Vruthamist faith, and one must be trained both in making the wheels and the practices of the faith. They train for years, often from youth, in the rites of the faith, and work as actual wheelwrights as well as religious ones. Once they are considered skilled enough in their craft and versed enough in their faith, they are annointed, tested, and initiated, then given access to the sacred store of karangunnu flames their faith keeps in their temples.
The wheels they make are holy symbols that enhance the faith of the bearer - if that faith is Vruthamism - and help them communicate with the karangunnu. The wheels must be made of stone and have a core of holy flame, and if they are spun, they will move independently and form certain patterns the revolvist is trained to interpret. They may also give the wheel to someone else of their faith to let them use and interpret.
They gain favor from the karangunnu much like a follower of a Divine so long as they adhere to the philosophies of the faith. If they are sincere in their faith, their wheel also gives them some of the following abilities:
- Supernatural speed: they can temporarily enhance their speed.
- Farsight: they can see deep into the cosmos.
- Flight: they can fly for short periods of time.
- Metapyre soul: they can control flame with their faith.
- Impressive visage: they can temporarily make themselves more impressive while speaking of their faith.
- Voice of the wheel: their voices can become hypnotic.
- Petrifying gaze: they can turn people to stone with their gaze once per Shem-week.
Their faith is about the cycles of life, the universe, and the soul. It is about the cyclical nature of time, the balance of energies within the universe, and the importance of being attuned to the flow of those energies. See
Religion for more.
PRO +1 ATH +1 STR +1 AWA +1 WIL +2 PRS +1 STH -1
Scuoiatore
Type: Nailsmith
Scuoiatori are nailsmiths who imbue their work with their own mortal will.
There is a group called Mortalists who believe that mortals do not need the Divine, that the gods and other inmortal beings are a hindrance to the progress of mortals, and that while they exist (and should be allowed to exist), they should not be allowed to dictate the lives of mortals just because they are inmortal. They believe mortals alone should decide their fate.
Like all beliefs, this gives them power. Their rejection of the need for the Divine means they rely solely on their own mortal will, and in their sect, there are many roles. The scuoiatori are a special role. One of the main antireligious symbols they use is the nail, which they view as a symbol of strength - a single piece of iron holding together many large wooden beams is a metaphor they embrace. As such, the scuoiatori are able to imbue that belief in the small nail (the mere mortal) against the larger beams (the greater forces of the universe) and make nails that are much stronger than a normal nail.
In this way, the mortalists build great works. And the scuoiatori are a central part of that. They achieve this by a complete and total devotion to their beliefs, a refusal to allow any Divine magic interact with them, and a lot of training in nailsmithing and their antifaith. By doing this, they can make nails with the following properties:
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Strength of will: the nail can fasten large objects through the sheer force of will of the one who uses it, and then the will of those who own the object.
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Strength of the few: the nail is magically designed to be used to hold up more than it should, allowing for fewer nails to be used.
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Aura of protection: if enough of these nails are used in something, the thing they fasten together will exude an aura that protects against faith-based magic.
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Heart piercing: the nail can break through unfounded beliefs. This is only used in deprogramming ceremonies (the Mortalists believe in saving people from cults) and is very dangerous.
All mortalists also have antifaith, their belief in the philosophy of mortalism, which they may invoke in the same manner as those who have faith can - as a subset of their WIL stat. They can invoke their beliefs and attempt to impose that will upon the world.
Mortalism is outlawed by the imperial church, but their group has a great deal of power as a radical political religion.
PRO +1 ATH +1 STR +1 AWA +1 WIL +3 PRS -1 STH -1
Serraturian
Type: Locksmith
Serraturians connect to realms between realms to pick or make magical locks. They do this via rituals of altered consciousness.
The realm that Shem is in is called the Spirit Realm, but there are other realms, such as the Dream Realm, the Infernal Realms, the Celestial Realm, the Nether Realm, and more, where other beings or spirits exist. The narrow spaces between those realms are called the Interstice or the Seams or sometimes the Interstitial Realm. To see this realm without leaving the Spirit Realm, one must alter their consciousness such that the mind and soul are capable of experiencing versions of reality they might otherwise reject.
To achieve this, serraturians (and others who seek this magic) practice a variety of meditations, mind-expanding chants and readings, awareness exercises, metaphysical experiments, and a lot of potent drugs. Once they have achieved the ability to even glimpse the Interstice, they begin to experiment with accessing it. They need only get the tip of a finger or a little toe in to capture some of its magic. Once they do, it will follow them for the rest of their lives, leaving them in a permanent state of altered consciousness.
To learn how to do all this, they are usually indoctrinated by other serraturians, who are an obscure order of magical academics and occultists who are obsessed with the other realms. The serraturians make locks or open locks to those other realms to either protect their secrets or allow for temporary access. No serraturian can fully leave the Spirit Realm with their magic - that requires a great deal more power - but they can open little windows or holes that allow them to hide things, lock things away, or break through things. Their abilities include the following:
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Minor access: they can open a small hole to the Interstice and put as much as a hand through it.
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Interstitial lock: they can draw magic from the Interstice to fashion a lock that can only be opened if one has access to the Interstice.
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Interplanar pick: they can draw magic from the Interstice to create a thin wire of energy that can be used as a malleable pick for almost any lock.
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Inside pocket: they can create a magical pocket in almost anything that can open or close and hide things within a planar hole in the Interstice.
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Folded Seam: they can very briefly draw two realms closer together in the Interstice via a very dangerous ritual, thus allowing other energies to flow through an area.
Serraturians are often sought out to make or open magical locks that no one else can open or make.
PRO +2 ATH / STR / AWA +3 WIL +1 PRS -2 STH +1
Troweller
Type: Builder
Artisans who build large structures with materials infused with powerful magic. Stones, plaster, and trowels with this gebvelic energy in it are commonly used.
The first step to wielding the magic of the structure is to draw it forth from a structure. To do this, one must build a facsimile of the structure one wishes to build, often using materials replete with the energy, but always with materials that do not contain energies of one of the four aligned powers. Once the structure is built (a process called towering, because this was original done with towers), the troweller positions the structure before the place they will build the full structure.
The shape of the structure is a critical part of generating the magic. Fundamental shapes - rectangle, triangle, circle, any polygon up to octagon - generate the most power. Though the structures can be complex, the use of these fundamental shapes in specific parts of the structure - especially towers - generate the energy.
The troweller then must position themself exactly, precisely 14' from the structure, bury their feet in the ground (or cover them in natural materials nearby, if the ground cannot be opened). Then they must raise their tools up (even if it is merely their bare hands) and call to the structure. The number of times they call depends on the size of what they intend to build, but it will be no more than 49 and no less than seven. Once they hit the right number, always a multiple of seven, the fascimile will glow.
When the troweller begins building after this, the glow will follow them through the whole process, fading as they go. Once they finish, the glow will be gone, and the structure will have bonuses to every facet of solidity, of strength, of fortification. It will make it more dependable and lasting.
The most vital part of the process is the materials. The most powerful are those materials that naturally have structural magic in them, materials that resonate when used to build something.
The most important tools for a troweller are their trowel and apron. The apron is adorned with the symbol of the troweller, an agouti. The trowel is made from special materials and shaped with a perfect triangle head.
PRO / ATH -1 STR +3 AWA +2 WIL / PRS -1 STH /
Turogzot
Type: Engineer
Turogzots see the world as an endless chain of cause-and-effect, and their in-depth study of it allows them to manipulate that chain to cause long-term effects. To them, everything is a Rube-Goldberg device waiting to happen. They see the butterfly flap its wings and know when and where the hurricane will happen on the other side of the world, and they know how to interrupt, alter, reverse, or control that process.
To become a turogzot requires incredible amounts of study. Part of their study is mundane, but in a magical world, they need to study it magically as well, and they need a way to tweak those energies to their needs. This is why they study the systemic magic of vonzot.
To tap into vonzot, a turogzot needs to introduce an antithetical, unpredictable element into any system they wish to manipulate. As part of their training, they learn to do this and gain other powers by introducing the unexpected into their own mental systems, usually in the form of trepanning at the hands of another turogzot. This leaves a permanent hole in their head, preferably in an inconspicuous place that can be covered by a hat, and an unpredictable but potent ability to see the lines of vonzot extant in any system. With this, they can simply mentally "grab" these lines and alter them, inserting the unpredictable in the system and allowing them to insert change that they can control. The paradox of this is inherent to their magic.
Some common powers include
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Reversal: seeing the inevitable end to a series of causal events, they tweak the lines to make the exact opposite happen.
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Hasten: seeing the inevitale end to a series of causal events, they tweak it so it happens sooner.
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Delay: seeing the inevitale end to a series of causal events, they tweak it so that it happens later.
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Interrupt: seeing the inevitale end to a series of causal events, they tweak it so that nothing happens.
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Direct: seeing the inevitale end to a series of causal events, they take total control of that series of events to alter it point by point.
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Redirect: seeing the inevitale end to a series of causal events, they tweak it so that something different happens.
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Undirect: seeing the inevitale end to a series of causal events, they tweak it so that something they can't predict happens.
And this would be perfect, except that no system is isolated enough for this to always work, and the vonzot itself is unstable. If any people are involved in the system they are tweaking, the existence of free will has an unfortunate effect on their plans. Chaos, fortune, and other powers may cause unexpected disruptions. And vonzot has a tendency to simply go off the rails. And these are only some of the factors involved.
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People: every person involved in a system a turogzot is affecting must roll WIL, whether they know the effect is happening or not. Failure means they are subject to the turogzot's control, but every action they are forced to take is another WIL roll.
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Other energies: before a turogzot attempts to manipulate a system, either the player or the GM will roll a d100. On a 100, there is no interference. Anything less than that, there is interference on an escalating scale ((100-N)/4, where N is the result of the roll, rounding up).
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Instability: before every tweak to a system, the turogzot rolls their skill or WIL-3, whichever is higher, against a difficulty determined by a roll of 3d12+N, with N being the number of attempts after a failure.
Any failure results in the unpredictable.
PRO -1 ATH -1 STR -2 AWA +5 WIL +3 PRS -1 STH -1