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
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
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
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