All emotion resonates, creating the energy known as emotional resonance. This is simply an (usually invisible) aura around a person that shows what they are feeling. Enneads learn to detect that aura and capture it by using special string formations and watching how they vibrate, then changing them so that the resonance is captured, to be released later.
The stringer must deftly move between each configuration they use without making mistakes, acting within a few seconds to capture, alter, and release the resonance. This requires extreme dexterity. Any failure can cause severe damage to the emotional state of a target or the caster. Typically the goal of an ennead is to use emotional resonance to temporarily alter the heart of a target or targets. Calming angry crowds, soothing depressed individuals, or otherwise providing emotional support or relief. It is dangerous for an ennead to use their powers to manipulate, control, or harm someone, as it is more likely to cause burnout.
There are nine ways the string figures can be configured. Each has a different function. The basics are that they must be aligned between the hands of the ennead (two hands, even if the user has more than two hands). The configurations are
Cat's cradle: senses any emotion
Coconut palm tree: strengthens emotions
Dancer: moves emotion around
A growth in the tomana tree: releases emotion
Hammock: captures emotion
Lizard: alters emotion
Saw mill: breaks stored emotion into smaller parts
Two islands joined by a log: combines emotions
Yam thief: steals emotions
While there are many different string figures used around the world, usually by children, these nine have the power to react to emotional resonance. Their secrets have been developed in different cultures around the world, but sometime in history, these were shared and the occupation of ennead developed.
The use of the cat's cradle to sense emotion requires an understanding of which string means what. This varies slightly by user, but typically, the upper strings mean depth of emotion, the lower strings mean intensity, and the middle strings indicate how long the emotion has been felt.
Learning to concentrate enough to see the extremely subtle vibrations in a string figure is the hardest task of learning to be an ennead. It takes decades to have the sensitivity to find them. Some mortals, such as empaths, have this ability naturally, but most must learn it. One must also learn to understand emotions, how they connect, what they mean, how they manifest, how they affect people, and so much more. Emotions are deeply complex, often unique to individuals, and drawing upon their resonance and wielding it requires incredible insight and care.
The configurations are designed such that the ennead should be able to move between them quickly. One must capture resonance first. Then they must alter it as they will, if at all. Then they must release it quickly before it dissipates. The use of different combinations, however, between that can create different effects. The faster they can move between them, the more they can do with the power they capture.
Targets can be anything. While things without feelings will not be affected emotionally, they can be altered by emotional resonance in strange ways.
Releasing emotions is done by the "a growth in the tomana tree" configuration. Once this is done, the ennead must loosen their strings. The resonance will flow outward in all directions, but the ennead's will may concentrate it in one area if they have a specific target in mind.
There are two sources for emotional resonance an ennead may use: their own or someone else's. They must take extreme care not to take up too much resonance, or they risk losing those emotions permanently. For a list of emotions and their properties, consult the GM.
Burnout is when an ennead uses too much resonance and either loses some of their own emotions or causes another to lose theirs.
PRO -2 ATH -2 STR -2 AWA +3 WIL +1 PRS +3 STH +1
The practice of haruspicy is common, often taught by powerful states for service to lords and armies to look for omens in the entrails of animals, usually sheep or poultry. Some specifically look to the liver (hepatoscopy), but most view all of the entails. This is a form of body magic.
Haruspices are either taught in school, trained by their family, or by some religious group. In order to read the entrails and organs of a living being, one needs to attune to the body, and so special diet, exercises, and lessons in anatomy, as well as spiritual practices, are part of their training. Their diet always involves organ meats.
A haruspex cuts open an animal (or, in rarer cases, a person) and studies their liver, lungs, heart, and bowels, in that order. On the liver, they look for what they call the “head” of the liver; if it is missing, this is a bad omen. They then study the flat side of the liver for smoothness, shininess, roughness, or size. These indicate the presence of different energies in the near future. The heart, lungs, and bowels all indicate the complexities.
If performed before a major event (a battle, an election, etc.), it can portend what will come. A bad omen will mean the haruspex’s client or allies take the low die for the coming event. Good omens will mean the high die. If there are signs of certain energies present, anyone using those energies will take high die. If there are signs of energies being absent, anyone using those energies will take low die.
If they perform a deeper reading, they can ask specific questions of the GM, but the answers will be in terms of omens and symbols.
If they use more powerful sources than sheep or poultry, they main gain different or more information. Some animals are less useful.
| Animal | Effect |
|---|---|
| Pig | -6 to haruspicy rolls |
| Rat | -6 to haruspicy rolls |
| Cow | -3 to haruspicy rolls |
| Goat | -1 to haruspicy rolls |
| Goose | -3 to haruspicy rolls |
| Duck | -1 to haruspicy rolls |
| Mule | -3 to haruspicy rolls |
| Sheep | Standard use, no effect |
| Chicken | Standard use, no effect |
| Lagomorph | +1 to haruspicy rolls |
| Dog | +1 to haruspicy rolls |
| Donkey | +1 to haruspicy rolls |
| Horse | +3 to haruspicy rolls |
| Bear | +6 to haruspicy rolls |
| Giant grizzly | +9 to haruspicy rolls |
PRO +1 ATH / STR +1 AWA +2 WIL +1 PRS -2 STH /
An esotericist who can read the future in numbers with the use of abacus and counting beads.
The author of this occupation does not know number theory, but if you do, please feel free to use it to create your own numerological effects.
Numbers have power. Through study of mathematics, the entire universe is explained. From paradox comes complexity, comes the infinite order of reality, and from the numerical study of that comes understanding and power. Invocation of numbers through special formulas can reveal the universe, or it can invoke the power of mathematical order, or chaos.
The commonest form of numerology is called alphanumeric arithmancy, which is the revelation of one's self, future, past, or power by applying an alphanumeric code to the letters in one's name, then adding them up to find out what archetype one fits or what one's future may hold. How these are calculated and how these are defined varies by culture; alphanumeric arithmancy is usually used for guidance. The alphabet used varies, as do the numerical values applied to different letters. What is true in one culture may be opposite in another, but if a true numerologer calculates them then invokes them, the calculation will be true. In this way, powerful numerologers can alter others, usually for the purposes of altering their personal attributes.
The common name a person has is the usual method used to determine one's alphanumeric arithmantic disposition, but if a numerologer knows someone's Ture Name, they can go much further. Rather than a simple calculation, they can see the entire numerical evaluation of the person - in other words, they can essentially see the character's sheet and all their stats. A skilled numerologer can manipulate these.
A numerologer who has access to the True Name of a person can use the invocation of numbers or the alteration of them to change the stats of the character targeted. The potential effects include but are not limted to
Amplifying or penalizing: adding or subtracting temporarily from a stat, at the cost of penalties or benefit of bonuses later.
Swapping: a numerologer can, in whole or in part, trade numbers between stats. This is easiest if the stats are related - for instance, a trade of two points of ATH to the STR position, as both are physical properties. If they are unrelated stats, there is a penalty of -1 when traded - for example, trading 5 points of skill at horseback riding to skill in writing poetry means the poetry score only gains 4 points, as there is no direct connection between how each skill is learned.
Invocation of a number: some numbers have meanings or powers that can be invoked within a stat. For example, if someone has a seven in something, that seven can be invoked for good luck by the numerologer, giving the target the high die on all rolls of that stat.
These numbers may also be invoked through formulas.
Numbers have meanings. Significant numbers in math have more power, as they are associated with deeper understandings of reality. Some but not all examples include
Zero: the null state; invocation returns all things to their natural order, the base state.
One: the originator; invocation catalyzes reactions, starts something.
Two: the first prime, the first even; invocation combines things.
Four: the first square number; invocation means amplification. Also associated with death; can be used to kill by very powerful numerologers.
Six: the unlucky number, the evil number; invocation causes harm.
Seven: the lucky number; invocation improves luck.
Ten: the circular number: invocation transforms target.
Eleven: the magical number; invocation improves esoteric powers or energies.
Twelve: the aligned number: invocation affects aetherial, celestial, or infernal powers first.
Thirteen: the witch's number: invocation creates or affects cycles.
Infinity: the greatest number: invocation is almost impossible, but has infinite possibilities.
Negative One: the antipodal number; invocation ends things.
Pi: the circle's ratio, the unending number: invocation prevents endings and continues a process.
E: the limit number; invocation applies limits.
Primes are the most powerful numbers. Invocation of them always comes with amplified effects. The higher the prime number, the more powerful the spell. Primes with known powers include 2, 7, 11, 13, and the following:
17: negative emotion.
23: hard barriers.
31: improve willpower.
53: create object.
83: open gate.
101: amplify form.
223: alter esoteric energy.
557: alter probabilities.
1013: harm probabilities.
5021: mental clarity.
7717: improve probabilities.
| Letter | Alphanumeric | Our Number | Effect |
|---|---|---|---|
| A | 0 | 0 | Returns all things to their natural order |
| B | 1 | 1 | Catalyst |
| C | 2 | 2 | Combination |
| Ch | 3 | 3 | Amplification |
| D | 4 | 4 | Death or endings |
| Dr | 5 | 5 | Harm |
| E | 6 | 6 | Help |
| F | 7 | 7 | Good luck |
| G | 8 | 8 | Transformation |
| H | 9 | 9 | Positive emotion |
| I | ! | 10 | Circular |
| J | @ | 11 | Magic |
| K | # | 12 | Alignment |
| L | % | 13 | Cyclical |
| M | 14 | Disruption | |
| N | 10 | 15 | Analysis |
| O | 11 | 16 | Division |
| P | 12 | 17 | Movement |
| Q | 13 | 18 | Negative emotion |
| R | 14 | 19 | Change |
| S | 15 | 20 | Strength |
| Sh | 16 | 21 | Thought or memory |
| T | 17 | 22 | Creation |
| Th | 18 | 23 | Identification |
| U | 19 | 24 | Hard barrier |
| V | 1! | 25 | Bad luck |
| W | 1@ | 26 | Reflection |
| Wh | 1# | 27 | Release |
| X | 1% | 28 | Growth |
| Y | 1^ | 29 | Reversal |
| Z | 20 | 30 | Neutral luck |
| Zh | 21 | 31 | Destruction |
Imaginary numbers are extremely difficult to invoke, but when invoked, can do almost anything.
In the colonies, the most common modulo used is 15:
Once a numerologer has access to numbers, they can apply to them common formulas, ranging from the quadratic equation to extremely complex aspects of number theory, to transform them, wielding incredibly powerful magic that is capable of rearranging reality. Most numerologers are not powerful enough to do this, of course, and stick to the commonest, simplest equations. The basic formula used by all numerologers, though, is that everything added is later subtracted, everything divided is later multiplied, and vice versa.
What are the power of numbers? To define reality. When numbers change, so does reality. Numerologers usually stick to minor alterations of the characteristics of their targets, but some create much more profound and potent effects. The power to do this derives from their skills with mathematics and number theory and the access to the energy of complexity that they have. To gain access to complexity, they must alter their own numerical formulations. All numerologers alter their own True Names to gain power, slowly but surely, with the knowledge that they will later pay for it.
They do this by first alphanumerically analyzing themselves, then invoking the power of those numbers within themselves to give themselves a score in numerology. They do this via counting beads on a string or an abacus in the same formulation as the alphanumerics of their common name within a circle of power, then performing a ritual that involves the number of actions and number of ingredients that add up to the number of their alphanumeric name. So if their name is SAM, they must perform actions and use ingredients that add up to 33. The ingredients must be made of unaligned materials or materials containing complexity. The actions must be additive, involving the ingredients. Finally, they must subtract something of a value equal to that number from themselves - in SAM's case, 33 oz. of blood, 33 mm of hair, 33 oz. of flesh, etc. The more that is sacrificed, the less loss of power occurs. Numerologers lose 1 point per action, but this is reduced by 1 for every degree of measurement upgraded. For example, if same lost 33 cm of hair instead of mm.
Once this ritual is completed, they can invoke numbers simply by applying formulas through their abacus. However, they will have an equivalent amount of time (demarcated by the modulo used) to do this to the amount of alphanumeric invoked and sustained. So if SAM lost 11 points and came out with a 22 in numerology after the ritual, they would have 22 ten-days (because of base 10) of power that would steadily decrease, 1 point per ten days, until they reinvoked through a new ritual.
PRO -1 ATH -1 STR -1 AWA +3 WIL +1 PRS -1 STH -1
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 energies they will wield 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 and respect the dragon’s territory.
Trial of Accumulation: they must prove they know all of the previous trials again.
If they pass these tests, they are granted a special mask that gives them draconic majesty (+1 PRS). It also gives them five of the following abilities:
Draconic aura: an aura of prismatic light forms around the pentamasker, temporarily raising their PRS a further +3 and giving anyone who exceptionally or critically fails against their PRS permanent low die against the pentamasker/mask on future PRS rolls, as well as a relationship motivation indicating they wish to serve them.
Shimmering step: the pentamasker steps and dazzling lights form around them, giving them +6 speed temporarily and +3 STH for their next movement.
Immunity to charm, control, and/or flattery: they may choose to be immune to one of these three things.
Resistance to confusion, blinding, and/or fear: they may choose to take +3 to any of these.
Pentaself: they may create four illusory selves for up to five rounds.
Commanding voice: they may add +6 PRS/command to give commands with their voice.
Draconic sight: they can see vulnerabilities, immunities, weaknesses, and resistances of anyone within line of sight.
Instill pride, confidence, vanity, awe, wonder, and/or majesty: anyone caught in their gaze will roll against their PRS (or accept it) and be instilled with one of the listed emotions.
Pentamaskers are often employed by dragons as leaders of their servants and followers, hence their powers, and many thus speak with the dragon’s authority and trust. They do the work of being an administrator for the dragon as well.
There are a few dragons native to the area, but most who are in the colonized lands are from other places, either as settlers, colonizers, immigrants, or former slaves or indentured servants. The above abilities assume an unaligned dragon. Consult the GM for celestial, elemental, or fey dragons.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS +3 STH -2
A mage who can neutralize aligned magicks by using positional magic to let the energy flow around them and maintain the status quo.
All esoteric energies flow. They are generated, then move through available conduits, creating often invisible flows, some of which are massive and spread around the world. A red mage learns to sense the flow of these energies and use their own position and the positions of special objects to neutralize aligned energies, amplify unaligned energies, and create a status quo of energy within a space. With that, within that, they find the neutralizing energy, which they wield to control the space.
All esoteric energies come in five categories: elemental, celestial, fey, infernal, or unaligned. Neutralizing energy is an energy defined by its unalignment. When wielded, it forces the other energies present to repulse if they are aligned, while strengthening any unaligned powers. Red mages use their power to adjust the energies around them, creating places of power.
To be a red mage, one must reject all aligned powers within oneself. As a living thing, a person always has elemental lifeforce, and to completely reject it would mean death. But a red mage finds ways to dampen it when using their powers. Similar situations exist with beings who have other powers inherently. The methods used to reduce or reject aligned powers within oneself vary by species, culture, and time period, but they always involve a meditative practice and having their bodies in specific positions. If they ever use an aligned energy or even use an object with significant amounts of that energy in it, they must go through ritual cleansing of some kind.
There are four formations:
That which amplifies unaligned powers
That which neutralizes elemental powers
That which neutralizes popular powers
That which neutralizes imperial powers
The four formations may be done via the body (or other living bodies), through the shape of a structure, or through the location of objects. Energies flow toward areas where they aren't, but also to areas where their opposites are if there are conduits for them to travel through. The formations create invisible conduits through space and affect the flow of energies by capturing them in spots where they cannot escape, then letting them fade in these sealed areas.
Positioning bodies, including one's own, requires the most effort to work. Bodies are naturally massive conduits for most types of energies, including many aligned ones, so they can be powerful magnets for those energies. However, because there are so many energies within them or associated with them, they often become poor vessels of neutralizing energy until they have been prepared properly, made devoid of all aligned energies as best as possible. So using the formations, a red mage draws neutralizing energy (which is an oppositional energy to all aligned energies) to themselves by making themselves unaligned and devoid of as many energies as possible. Once they become a vessel of neutralizing energy, they can then place themselves within a space that has other energies in it. Their bodies will draw those other energies (being now opposite them) and thus neutralize them.
If the red mage cannot unalign their own bodies well enough, they can use the shape of a structure and its materials to the same effect, but only by knowing the proper conduits for various energies. While there are many materials that serve as conduits for different, specific energies, a red mage tends to focus on the five broader categories: water for elemental, mirrored glass for celestial essences, gold for infernal essences, feathers for fey energies, and dragonscale for unaligned energies. They need to position the conduits near the energy source, have a method of moving the conduit from one place to another if it is not large enough or shaped properly to connect source to target, and have a target area protected by the right materials to seal the energy once it is captured. The key is, as with all works of the red mage, to have enough neutralizing energy to neutralize or amplify the right energies, all while forming zones where energies can be stopped.
PRO -1 ATH -1 STR +1 AWA +2 WIL +3 PRS -1 STH -1
A wallcaster has the ability to turn any soft substance into an impenetrable barrier, but to do this, they must either weaken their own bodies, the form of some other object, or use sheer force of will. Wallcasters 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 neutral 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 transferred, 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 strengthened 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.
Most wallcasters use paper, using special folding, rolling, unfurling, and cutting techniques. Certain configurations of the paper may allow for specific effects:
Paper doll: a stiffly mobile figure forms, essentially a mindless drone guard with extreme toughness and very slow movement.
Paper kite: an impenetrable kite that can be moved by use of manipulating its string.
Paper bird: a light but very tough missile weapon that is very hard to throw and aim.
Paper scroll: unfurling a scroll will create a quick, long wall.
Paper shield: popping out a large paper shield is a quick blocking technique.
Wallcasters are very strong mages who are often employed by armies.
PRO +1 ATH -2 STR +4 Toughness +6 AWA -1 WIL +2 PRS -2 STH -1
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