Unaligned Wright

A crafter or maker who uses unaligned magic.

Clothheart

A tailor who creates social bonds via their work.

Clothhearts use threads resonant with emotional connections to make magical clothing. They use special thread drawn from their own metaphorical hearts, their emotional being, via a ritual. The first step is to attune themselves to their own emotions, spending years doing 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. If they are truly attuned to their emotions, no blood will flow; instead, the needle will pull out an invisible thread. When they open their eyes, they will see the thread shimmering, though no one else would be able to. They can then spool the thread around something, pulling for hours until they need to rest. This thread will represent all of their own social connections, which will be reflected in their relationship motivations.

From then on, they can only create more thread if they build a new meaningful emotional connection with someone. This thread can be used to sew pieces that can be given to those with whom they have a connection, which allows the clothheart to subtly influence their emotions so long as they carry or wear the piece. Most do this with consent, trying to emphasize or build stronger connections, though it is possible (and frowned upon socially) to do it without consent.

It only takes one meaningful interaction to have a potent enough emotional connection to draw enough thread to make something. Once the target has the piece, the clothheart can roll WIL any time that person is within sight to influence the emotional state of that person. Influence - not control. They nudge it in a direction, add a small dose of certain emotions. Depending on the strength of their emotional connection, they have a limited number of uses of this power. One use for a brief but meaningful encounter. Max of nine uses for someone they have a long-term, deep connection with (a lover, a parent, a close friend, a sibling, a long-term coworker, etc.). They can also provide protection from emotional magic, bonuses to PRS, and more. Consult the GM for ideas.

If a clothheart loses attunement to their own emotions, they lose their powers.

PRO +1 ATH -1 STR / AWA +2 WIL +1 PRS +2 STH -1


Metabinder

A bookbinder who imbues their soul into them.

Metabinders have learned to focus inward, finding their inner strengths and deeply understanding their own experiences. This leads them to have a form of sorcery, drawing magic from their own souls. Most learn to do this from a mentor or teacher who trains them in bookbinding magic

The more a metabinder understands themselves, the more spells they gain. The more they try, the more they gain. However, there is always a risk of backlash. A failure of any spell can permanently remove their power or damage their WIL. Normal failure means temporary loss of spell casting (1 round) or -1 WIL for one round. Special failure means loss of spellcasting for a day or -3 WIL for a day. Exceptional failure means loss of spellcasting for a month, -1 WIL lost permanently, -3 WIL for a month, or -6 for a day. Critical failure means permanent loss of spellcasting and permanent loss of -3 WIL. Furthermore, after casting a successful spell, they have a -1 to casting, WIL, AWA, and PRS, if the success was critical, -3 if exceptional, -6 if special, -9 if normal, for one round after.

Metabinders use the magic they draw from themselves to put the magic of souls into books. These books gain different effects depending on the magic imbued in them, but the magic always reflects the metabinder somehow. Specific spells will be gained from experiences, from the species of the metabinder, and from their studies. As you build your character, the player and the GM will come up with a list of spell effects imbued into the books they make. Some common effects include making books easier to understand, memorize, or read; making books store experiences for the metabinder; making the books contain raw energy; etc.

PRO -3 ATH +1 STR +1 AWA +2 WIL +3 PRS +1 STH +1


Shuck

A survivalist who specializes in furcrafting.

Most mortal societies once depended upon hunting for their survival. Many still do. Hunting is a sacred rite for many because it represents survival. Hunting is an ancient conflict, therefore, and one of the most powerful in the world. While there are cultural variations in how the ritual of hunting works, there are commonalities in how tapping into the magic of survival works:

  • A ritual initial hunt in which they offer their own blood

  • A specific prey caught or killed on their first hunt that they attune to for life

  • A period of attuning to that specific prey and use every part of it

  • A period of attuning to that specific prey by being prey, becoming deeply vulnerable

  • A follow-up hunt or hunts in which they attune to a predator

  • A period in which they define their range or territory

Specific powers will vary depending on the prey and predator they attune to, but they will have some variations on the following, focusing on use of the pelts, furs, hides, and so on of that which they hunt:

  • Camouflage: some form of STH bonus coming from blending in with their territory.

  • Senses: heightened senses based on their predator attunement.

  • Special tools or weapons: reflecting their territory and/or their predator attunement.

  • Skinning: they know how to ritually remove the skin, fur, scales, or feathers of their prey to make it most usable. Part of this is stripping out aligned energies.

  • Furcrafting: they can use all of their prey’s skin, fur, scales, or feathers to craft different articles of clothing, armor, or tools.

Some common animal materials they use are as follows:

Animal Type Effect Time to craft
Alce Hide/Feather Toughness +3 8 days
Alligator Skin Swim +3 4 days
Amisk beaver Fur Building +2 10 days
Armadillo Skin Disease resistance +3 2 days
Auk Feather Sailing +3 5 days
Badger Fur Digging +3 5 days
Bear Fur PRO +3 STR +3 8 days
Bison Hide STR +3 10 days
Boar Hide STR +3, enrage 8 days
Bobcat Fur ATH +2, STH +1 6 days
Caribou Hide STR +3 8 days
Catamount Fur STR +6 20 days
Chipmunk Fur ATH +2, STH +2 1 day
Coralsnake Skin Poison resistance +3 1 day
Cottontail Fur Speed +3 1 day
Cougar Fur STR +3, PRO +2, ATH +1 10 days
Coyote Fur Cunning +3 7 days
Crow Feather Cunning +3, Soulsight 7 days
Deer Hide ATH +3, PRS +2 7 days
Dilophosaurus Hide Poison resistance +3, Speed +2 9 days
Duck Feather Water resistance +3 2 days
Eagle Feather Command +3 3 days
Elk Hide STR +3, Minor healing 8 days
Empathic goose Feather Empathy 8 days
Fox Fur Cunning +3, STH +2, Speed +2 3 days
Goose Feather Water resistance +3, PRO +2 3 days
Grand swift Feather Speed +6 7 days
Grebe Feather Water resistance +3, PRS -2 2 days
Heron Feather Water resistance +2, AWA +1 3 days
Hoop snake Skin Neutralize energies 5 days
Lynx Fur STH +4 7 days
Mink Fur PRS +2 5 days
Moose Hide STR +4 10 days
Muskrat Fur ATH +1 1 day
Onza Fur Hunting +6 7 days
Opossum Fur Escape +3 2 days
Otter Fur Swim +2, PRS +1 2 days
Panther Fur STR +2, PRO +1, ATH +1 6 days
Peccary Hide STR +1 5 days
Porcupine Quill Quill attack 7 days
Qiqirn Hide Magical ability +2 8 days
Raccoon Fur AWA +1, PRS +1 3 days
Rattlesnake Skin Poison resistance +2, PRO +2 5 days
Seker Feather Hunting +5 10 days
Shark Skin PRO +2, Swim +2, STR +1 8 days
Shunka warakin Fur Hunting +4 7 days
Skunk Fur Musk 3 days
Smilodon Fur STR +5 9 days
Squirrel Fur ATH +3, AWA +1 1 day
Stingray Skin Sting 5 days
Triceratops Hide Toughness +6 15 days
Turkey Feather Cooking +2 2 days
Vulture Feather PRS -2, Stench 2 days
Waheela Fur PRO +2, Neutralize energies 7 days
Walrus Hide STR +2, Swim +2 10 days
Whale Hide STR +4, Swim +2, PRS +1 20 days
Wolf Fur Hunting +3 5 days
Wolverine Fur PRO +3 5 days
Woodchuck Fur Building +1 2 days
Wyvern Scale Poison resistance +3 10 days

All shucks must be resolved to the hunt as their form of survival and not take meat or hides they did not earn. This does not mean refusing to accept a meal, but that they cannot eat if they have not done some work for their range, predator, prey, or their own survival within the last seven days. Self-reliance is a source of power for them, and though they can accept help from others, they will start to lose magical power if they rely solely on others - unless that other is their predator companion.

PRO +2 ATH +1 STR +2 AWA +3 WIL +1 PRS -1 STH +1


Tinker

An engineer who creates rube goldberg devices.

Tinkers see the world as an endless chain of cause-and-effect, and their in-depth study of it allows them to build complex machines 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 tinker requires incredible amounts of study and practice. They are usually trained by other tinkers and crafters using similar magic. 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.

To tap into systemic magic, a tinker needs to introduce an antithetical, unpredictable element into any mechanical 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 tinker. 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 systemic magic extant in any device. 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
  • Reversal: seeing the inevitable end to a series of causal events, they tweak the lines to make the exact opposite happen.
  • Hasten: seeing the inevitable end to a series of causal events, they tweak it so it happens sooner.
  • Delay: seeing the inevitable end to a series of causal events, they tweak it so that it happens later.
  • Interrupt: seeing the inevitable end to a series of causal events, they tweak it so that nothing happens.
  • Direct: seeing the inevitable end to a series of causal events, they take total control of that series of events to alter it point by point.
  • Redirect: seeing the inevitable end to a series of causal events, they tweak it so that something different happens.
  • Undirect: seeing the inevitable 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 systemic magic itself is unstable. If any people are involved in the device or machine 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 systemic magic has a tendency to simply go off the rails. And these are only some of the factors involved.
  • People: every person involved in a system a tinker is affecting must roll WIL, whether they know the effect is happening or not. Failure means they are subject to the tinker’scontrol, but every action they are forced to take is another WIL roll.
  • Other energies: before a tinker 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).
  • Instability: before every tweak to a system, the tinker 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 +3 WIL +1 PRS -1 STH -1

Troweller

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. Consult the GM for the list.

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 /
Topic revision: r2 - 14 Jul 2025, SallyJaneBlack
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