There are seven levels of carmelite:
Postulant: a carmelite-in-training who is allowed to speak or make sounds based on necessity or have the occasional lapse. She would have 10 points of magic at most.
Novice: a newly inducted carmelite who is allowed to speak or make sounds based on necessity but is not allowed a lapse. She would have 15 points of magic at most.
Professed: a carmelite of more than a year who is only allowed to speak or make sounds if their life is in danger. She would have 20 points of magic at most.
Cloistered: a carmelite who is only allowed to make involuntary sounds with her body. She would have 25 points of magic at most.
Privatrix: a carmelite who is only allowed to make involuntary sounds only once per year. She would have 30 points of magic at most.
Unspoken: a carmelite who can never make any sound, no matter what. She would have 40 points of magic at most.
To achieve the level of control of their bodies required to be truly silent, they spend decades in seclusion, meditation, prayer, and practice. As they maintain their vows and gain the magic of silence, they gain the following abilities:
Silencing aura: everything within 50’ becomes completely silent, giving the carmelite +3 AWA, +1 more per 2 points above 5 that they spend. They can also spend 3 points per 10 feet extra above 50.
Quiet contemplation: they may touch someone and grant them complete solitude and quiet for up to an hour (if they are willing) or three rounds (if they are unwilling) for the cost of 5 points, +1 point per point of WIL they add as bonus if they are facing an unwilling target.
Unspeaking menace: the carmelite can catch someone’s gaze (AWA vs. AWA) and intimidate them with their silence, giving a bonus to intimidate (PRS) at 3 points of magic per 2 points of intimidate.
Hushed movement: they can silence their movements, including anything they are wearing, to give themselves +3 STH for 5 points of magic, +1 more STH per 2 points more magic spent.
Mute moment: the carmelite can silence all allies for a round, making it impossible to wield any abilities, powers, or skills requiring their voice or sounds, but giving them +3 AWA and STH for the round. The following round, they gain +3 PRO, ATH, AWA, PRS, and STH.
Deafening gesture: they can gesture toward someone and wrap their ears in silence, rendering them deaf or hard of hearing, at the cost of 5 points.
Voiceless scream: they can unleash a silent scream that breaks stone, glass, wood, or bone at a power of 3 points of magic per 5 points of STR.
Other powers are possible. Consult the GM. Magic is restored after use if they remain quiet for a day per 10 points spent.
PRO -2 ATH / STR -1 AWA +3 WIL +2 PRS -1 STH +2
A figurante is someone who has been overwhelmed with the power of fey energy. They are a beatificer, someone filled with fey ecstasy, usually due to worshiping a fey deity or inmortal who has infused them with a specific power of the fey. This often happens when they engage in worship and the potent hallucinogens of fairies. They gain powers, but they lose certain concepts of reality. Their powers revolve around channeling the power via pure faith, and thus default to WIL rather than other stats. Some powers may vary due to their benefactor, but some common ones include the following:
Glamoured voice: their voice becomes profoundly powerful as they speak the will and words of their deity or inmortal. They are better able to convince people or inspire them with this.
Faeriefire or fairy light dance: by dancing a jagged, strange dance, the figurante can surround themselves either with faeriefire (which burns those who believe it is real) or fairy lights (which dazzle and confuse those who see them).
Invocation of debt: the figurante can speak the common name of someone and know what debts they owe and to whom.
Mischievous step and take: they may take a step, vanish, appear behind someone, take one thing from them, and then return.
Hunter’s exchange: they may exchange themself for someone else if they are about to be taken by the Wild Hunt, or vice versa.
Animal tongues: they may babble in the language of animals.
Mocking mimicry: the figurante can mimic someone in a mocking manner, learning their skill (sometimes taking it from them) and driving them into anger.
Fairy circle (mushrooms or flowers): the figurante can make mushrooms or flowers form in a circle around them and use it as a gate to Faerie.
Omen of what is to be: they may say something superstitious and invoke its power.
Cyclical awareness: the figurante sees distortions on reality on a three-day cycle.
Tiny motes: tiny motes form in the air around them, causing illness to anyone who breathes them in.
Speaking death: they may speak a warning of impending death and ensure someone dies within the next six days.
Shaping life: they may shape unborn life with whispers, songs, and poetry.
Harvesting dreams: they may collect the dreams of those sleeping nearby for sustenance.
Illusory blade: the figurante can create a blade, swinging like a pendulum, in the air around them that swings thrice and harms anyone who thinks it is real.
Whispering wind: the figurante can whisper into the wind and send a message miles away that may or may not reach its destination.
Droplets of confusion: the figurante’s sweat causes intense confusion in anyone who touches it.
Silvered skin: the figurante’s skin becomes silvery and metallic, giving them +4/+4 defense and power against certain beings.
Silent gaze: the figurante can catch the gaze of someone and cause them to forget what they were saying.
Musical interlude: they may begin singing and dancing, forcing everyone within 50’ to do the same, for up to ten minutes.
Shadowy caper: the figurante can caper into their own shadow and hide for a round.
Every ability is used up after three uses. They then gain a new power (one down from the one they used or the next unused one) after their next dream. Every use of their magic also comes with the risk of burning out, and they must roll WIL against the strength of the power. On a critical or exceptional failure, it is burnt out, and they can never get it again. This also takes away from their lifespan by 10 years.
PRO / ATH +1 STR -1 AWA +2/-2 WIL +3 PRS -1 STH +1
A whisky priest is someone who worships fey beings or Divinities. They gain power from the favor of their subject of worship, but mostly, they gain it from getting drunk and performing powerful fey rites. Some make a deal with their fey benefactors, and some just worship them.
Whisky priests are wandering priests who perform rites for other followers of fey religions or spiritualisms, and they are paid in whisky or other alcohols. They wander about, performing rites, dispelling curses and geases, fulfilling debts, and giving strange blessings. The more they do this, the more they can drink, and the stranger their powers become.
Abilities include the following:
Rite of Many Slumbers: they can perform a rite that gives all who partake in it restful sleep for the next week.
Rite of Release: they can perform a rite that releases all who partake in it from physical tension and emotional or mental inhibitions. This usually precedes an orgy, such as at Beltane.
Rite of Warm Blood: they can perform a rite that keeps people warm for a week.
Rite of the Waters: they can perform a rite that transforms any water into whisky.
Dispelling spirits: they can sprinkle alcohol given them in payment for services onto something or someone who has been cursed or inflicted with a geas and dispel it.
Bumbling sermon: they can give a confusing sermon that evokes fey visions to all who hear it.
Bubble of confusion: they can create a bubble of whisky that causes intense confusion in anyone who touches it.
Water of life: they can convert whisky into a healing potion that reduces wounds by one level if poured onto the wound and reduces illness by one level if drunk.
Whisky priests have to be drunk to use their powers. This does affect their bodies negatively.
Other abilities may be possible. Consult the GM.
PRO +1 ATH -3 STR +1 AWA -1 WIL -1 PRS +3 STH -1
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