Unaligned Workers
Those who use unaligned magic for common labor and jobs
Fatsafrunza
Type: Gardener
Fatsafrunzi grow gardens infused with their own personalities.
A fatsafrunza waters their garden in waters that have their emotions in them. They create this water by washing in rushing water (usually a waterfall) while experiencing intense emotions.
They do this by focusing on intense memories, and in order to get a wide range of emotions, they seek out certain experiences. Sometimes this means intentionally falling in love, other times it means getting arrested, other times it means jumping off something high, other times it means taking a long nap. 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 take it to their garden. There, they flash a bright light through it. The light is directed at the planted seeds or growing plants. They let the plants take in the light, then they pour the water over them, watering them carefully.
The risk doing this work is that the emotions might never come back. The process of making these emotional concoctions requires AWA rolls at every step (initial experience, focus on it until before meditation, meditation before rest, awakening, showering). The difficulty is 10, 13, 15, 11, and 15. Any failure causes emotional damage to the fatsafrunza.
The plants they grow, however, retain the emotions. Every plant is a reflection of different feelings, and they can then transfer those feelings if consumed in any manner. But if enough emotions were used to feed the plants, they may gain a personality themselves. These are not fully conscious, but they have distinctions that separate them from other plants of the same kind. These are extremely potent and give PRS bonuses to the ones who consume them. Other magical effects are possible:
- Emotional plants: a plant that causes a specific emotion when consumed.
- Growth with personality: a plant that gives PRS bonuses when consumed.
- Seed of self: a seed of a plant that was grown with personality; if planted, it will become the same kind of plant; if it is consumed, it can alter the core self of the person consuming it, drastically altering their personality as they grow emotionally into a new person over the course of a year and a day.
- Blossoming identity: a flower of a plant with personality that, if consumed, helps a person mature emotionally.
- Heart root: a root from a plant with personality that, if consumed, causes a person’s personality become rooted in the moment they eat it, become a core part of themselves.
Fatsafrunzi are sought out by those who wish to alter someone else, and they are very selective on whom they sell to, as this magic can be easily abused. Some are less scrupulous than others, however.
PRO -1 ATH +1 STR +1 AWA +2 WIL +1 PRS +3 STH -1 ESS +1
Hyperbiologist
Type: Scientist
Those who experiment with the energy of possibility using special glass beakers and other materials to create magical experiments. Using this magic is very difficult, though the methods seem simple, as the glass required to use it is very fragile, rare, and expensive. To wield this magic, one must use the correct materials and engage it, invoke it, through strict adherence to the scientific method: questioning, hypothesizing, experimenting, analyzing, and concluding, often in repetition.
- Question: a hyperbiologist must first draw obsevations and being to question how things work. Once they are aware of (at least) two competing possibilities, they are able to engage the energy.
- Hypothesis: they must then propose two hypotheses that cannot coexist. In this, they must not simply think it, but invoke the hypotheses through written or recorded methods.
- Experiment: the experiment is the key to wielding possibility. Once they have their hypotheses, they must gather appropriate materials for the experiment. If the experiment does not require glassware, they must find a way to incorporate it, even if it is as simple as using lenses to observe or a pen to jot down notes. The glassware channels the magic of possibility that has formed in the mind of the hyperbiologist and been invoked through recorded hypotheses. The experiment must have an outlet for the hyperbiologist to draw from their mind the energy of possibility. This involves a direct connect to the mind, often through the eyes, as a lens made of potíri, the magical glass they use, is the easiest method. Once the energy is drawn out (appearing as a green spark), it must be captured in potíri glassware. Once it is captured, it can be drawn out via tubing or by applying heat or electricity to it. With enough of it, it can be used to multiply the experiment at hand in order to test multiple hypotheses at once, running them simultaneaously in separate facets of reality.
- Analyze: analysis of the various results can be done mundanely, or, if there is enough possibility left, it may be applied to the results via special lenses to aide in gauging multiple results at once.
- Conclusion: any conclusion made will close the loop on the possibility engaged to experiment with, and any surplus possibility generated through the experiment will be stored in the glass used. If used for a related experiment, it will be even more potent.
Hyperbiologists are often employed in imperial academic institutions, but they are also employed in Virpristat and Affaria's schools. They experiment on living things, often engaging in macabre experiments that others find distasteful. This gives them certain abilities involving living things:
- Containment glass: if they have a potiri container large enough, they may contain any living thing within it. Mostly this is for smaller beings, as it is difficult to get larger containers.
- Preserving oil: a special oil made from crushed potiri can be used to preserve the bodies of living things.
- Enhanced life: they can inject a fusion of potiri and water into a living thing to give it bonuses to its physical attributes.
- Biological process: their understanding of biological processes allow them to control their internal organs at will, temporarily and at a cost.
- Anatomical analysis: they can analyze any new living thing rapidly and gain insights into how it works.
Hyperbiologists are unpopular among common folk.
PRO -2 ATH -1 STR -1 AWA +3 WIL +1 PRS -2 STH / ESS +1
Kukjedach
Type: Servant
Kukjedachi are people who escaped enslavement by vampires or other powerful undead and are now in service to Death Herself as a means of avoiding a terrible fate. They often find themselves hungering for insects and rats.
Having come close to dying and becoming undead, kukjedachi are those who seek a chance to die a normal, mortal death instead. In exchange for this opportunity, they must live in service to mortality itself from then on. Many still have some kind of connection to their old masters, and this connection is kept so they might one day find and defeat their old master.
To become a kukjedach after having been a servant or slave of powerful undead, one must prove themselves as an enemy of the undead. This requires escaping their masters and offering service to followers of Death Herself. They must spend at least four years and four days in service to Death Herself without going back to their masters or committing any acts that violate her tenets. Many spend decades trying to prove themselves.
Once they are deemed ready, they are given a talisman of Death Herself and told to face their own mortality and fallibility. They do this in a special ritual that varies depending on when and where it happens, but if they pass, if they accept death without fear, they are granted magical abilities that only work if they continue their service:
- Mortal assistance: anyone who has had a near-death experience may gain a temporary bonus to any base stat if touched by the kukjedach.
- Onyx aura: they may invoke an aura of black energy that repels energies of undeath temporarily.
- Privilege of the fallible: on a failed roll (special or normal), they may invoke their own fallibility to try again immediately with a bonus because they magically learned from their mistake.
- Repose: they may enter a deathlike state in place of rest once every four weeks, sending their soul into the Nether Realm to speak to the recently dead.
- Fatal obeisance: if they meet their old master again, they may pretend to return to them, spend four days with them in perfect service, then gain a +9 bonus to a single act attempting to destroy them.
If a player chooses to be a kukjedach, they will either be an assistant or servant to another PC who is a servant of Death Herself or to a major NPC designed in conjunction with the GM.
PRO -1 ATH +1 STR +1 AWA +2 WIL +1 PRS +1 STH +1 ESS +3
Mercator
Type: Merchant
A merchant who uses magical contracts to trade their wares. Those who trade in abstract qualities and characteristics are called
mercators. They are wielders of the energy of value and trade. They can trade esoteric properties, powers, and abilities via deals. Unlike demonic contracts or other infernal powers, mercator’s magic allows equal and undamaging exchange.
Mercators have magical haggling powers. The more they haggle over the value of something, the more magic they generate and can draw from. To do this, they must be aware of the magic (something they usually gain via a contract with a mentor mercator) and capture it with magical pen and paper into a contact.
The contract of initiation is the tool by which someone becomes a mercator. To do this, they must find a mercator who will make a deal with them. This deal must exchange a quality or characteristic of the mercator for the ability to make mercatorial contracts. This contract can run out of magic and must be restored with new contracts with other mercators, selling off qualities of the mercator or other qualities they have acquired. Usually, they engage in an act of mutual exchange in order to preserve themselves - strength for strength, for example.
Once a mercator is contracted and fulfills their contracts, they gain the power to engage in similar contracts. Mercators need a reader glass, a special writing utensil, and special paper for contracts. They also need special vials to hold unused qualities. A mercator travels the world, seeking people with qualities, characteristics, skills, powers, and other properties they might want to trade to others or use for themselves. They make a deal with those who agree to their terms and provide them with the qualities or skills, etc., that they seek in exchange.
The contractee will agree to terms, then sign the contract. The mercator will receive the quality as a metallic grey liquid, which will coalesce before them. They use their pen to guide it into a vial, which they then label and store, or drink for themselves. The person will be given a vial containing the essence of what they seek, which they must drink within the hour, or it will spoil now that it is out of the mercator's possession. The terms in the contract will specify when the exchange will happen - there is always a delay, usually until the next time the person sleeps and awakens. At that time, the stat change will take effect for them and, if the mercator has partaken of the vial, for them as well.
The rate of exchange between qualities varies. Base stats are worth more than common skills, but less than supernatural abilities, for example. The ranking of value is as follows, from lowest to highest:
- Mundane memory
- Mundane knowledge
- Mundane experience
- Mundane characteristic
- Mundane skill
- Mundane emotion
- Base stat
- Supernatural emotion
- Supernatural memory
- Supernatural experience
- Supernatural knowledge
- Supernatural ability or power
- Supernatural characteristic
The rarity of something also affects it. They can be common, uncommon, rare, extremely rare, or unique. If something is vital to a person's existence or survival, it is more valuable than something that isn't (an appendix is worth less than a heartbeat). So a vital, rare mundane memory may be worth more than a common, non-vital amount of a base stat.
A mercator cannot take the life of someone via contract if they are unwilling or have not signed a contract.
A mercator cannot sell what they don't have, so they have to preserve what they buy and not use it in order to have qualities they do not themselves possess to sell. For instance, a mercator who cannot dance cannot sell that skill unless they have acquired its essence elsewhere and kept it in a vial.
A mercator PC will start with five contracts.
PRO -1 ATH -1 STR / AWA +3 WIL +2 PRS +3 STH +1 ESS +1