Fey Reprobates

Criminals and others outside the law who wield fey magic.

Arcanist

Type: Spy

One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret. This is the source of magic for arcanists, spies who wield the arcane shadow.

To wield arcane shadow, first, they must find a secret that no one else has. This is easier than most believe, as many things about a person are secret simply because no one else cares to find out. But they must realize and accurately identify a piece of information they know or have found that no one else knows.

Then, they must attune to this secret via seven whispers. The first is to whisper the secret to a mirror. Second is to whisper the secret to an empty room. Third is to whisper the secret to a footprint (or other symbol of passing). Fourth is to whisper the secret to a veil. Fifth is to whisper the secret to a locked box. Sixth is to whisper the secret to a moment of silence. Seventh is to whisper the secret to a shadow. They must do all of these without anyone else finding the secret out. If they do this successfully, the shadow will ripple with castory darkness.

If they then step into the shadow, they will see all of their own secrets for a brief moment. They must remember at least seven of them. If they do, they will have powers:
  • Locked secret: anything relating to one of their seven secrets may be kept hidden behind a password if they actively choose to do so.
  • Arcane revelation: for the cost of a single secret, they may know what is missing.
  • Veiling: a shadowy veil may descend over their face, making it almost impossible to remember.
  • Arcane empowerment: if they share one of their secrets with up to seven people, they can form a bond with those people and share STH bonuses with them.
  • Secret-binding: if they spend a secret, they can bind a place or object with it that hides the place or object.
  • Arcane sense: they will know when something is being hidden from them, but not what is hidden.
  • Viewing the unknown: at the cost of a secret, they can look into the power of mysteries and secrets, the unknown beyond the veil of reality, and if they survive without erasing themselves from existence, they will be able to ask the GM for one answer.
  • Soft voice: they may relate a newly found secret over great distances.
  • Questions: they may bind someone they are interrogating into a game of Questions, wherein each is bound to answer, but this risks exposing a secret. They may ask seven questions each.
  • Deletion: they can erase someone from existence at the cost of all of their secrets.
Arcanists are extremely powerful spies, the best in the world.

PRO +1 ATH +2 STR -2 AWA +3 WIL +1 PRS / STH +4

Flickerfingers

Type: Thief

Flickerfingers are thieves who wield faeriefire in order to distract the people they are robbing.

They gain the ability to create faeriefire by finding and dancing in fairy rings with a candle. If they can dance three times around the fairy ring without snuffing out the candle every time the Green Moon is full for a thirteen full days, they may gain the ability to sense it. To wield it, they must eat fey mushrooms or drink fey mushroom tea, sleep in the fairy ring, and succeed at the dream quest this gives them. Once they awaken, they will have the ability to draw the faeriefire at will, though they must restore it by dancing around the fairy ring with a candle three times every full day during the Green Moon's full phase.

Once they can wield it, they can draw it out with ancient rhymes. If they wish, they can store it in a feycrafted lantern. Because the flickerfingers believe in the faeriefire, they can use it to start fires while keeping the flames hidden from those who don't believe in faeriefire or are unaware it exists - up until they see it working, they won't feel the heat or smoke. If they wish to harm someone who doesn't believe in it, they must convince them it exists by showing it burn something, which is generally easy. However, those who know the trick can break the illusion by refusing to believe - and then it becomes a contest of wills. Mostly, they use it to surprise people without harming them, distracting them long enough to rob them.

They are clever and full of pranks, stealing for the fun of it.

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

Grinning Mage

Type: Grifter

To become a grinning mage, one must be recruited by them. They are very secretive and never inform others of who they are. They only operate when they know they won't be caught, and anyone who is caught is immediately stripped of their paraphernalia via magic so as not to expose the group. (Though rescues often happen later.) To be recruited, one must show a propensity for mischief, a knack for trouble, a yen for surprises.

They wear masks with distorted grinning faces on them.

Grinning mages generate and wield magic by performing stunts, incredibly, bizarre, inexplicable stunts that sew confusion and inspire mischief. The element of surprise is the most potent ingredient - they must do something no one expects. If they can devise something, grand or small, that will surprise people, they will have some ability to do it if and only if they do it entirely for the pleasure of surprising people. It must have no agenda but mischief. Furthermore, it must involve a narrative of possibility that results in the perception of an impossibility. In other words, it must be improbable, but not impossible.

The bump is the instinct grinning mages have for mischief. The moments of inspiration and the awareness of opportunities. They have this bump so long as they have their masks on their person (worn or not). Sparking is when a grinning mage has had the bump and begins to engage in improbable mischief. During this time, they have bonuses to actions required for the mischief. If they fail to achieve mischief, the spark fades and cannot be regained to achieve that particular mischief. It will only return when wholly new mischief is devised. While sparking, the grinning mage must have their mask on, and they must act quickly to take advantage of the magic.

The grin is the moment the plan come together. During this moment, the grinning mage, still masked, will bask in the mischief caused and soak in the magic through their grin, fueling themselves for the next surprise. If a grinning mage is unmasked, they will lose the anonymity needed to achieve surprises and mischief. As such, their masks vanish if they are caught, so that they are not known to be grinning men, thus exposing and destroying the power of all grinning men. Raspberries do not refer to the fruit, but to the act of blowing raspberries, which is done with the tongue to make a rude noise. Doing this while masked causes the mask to do the same, extruding a wet cloth tongue that disturbs anyone who sees it.

Once mischief is done, there is always a period where the grinning mage has to recover from the work. This varies depending on the improbability of the prank. The more absurd and improbable, the longer the recovery period is. The only exception to this is when a grinning mage's prank causes a someone who is opposing the grinning mages to break down. If this happens, they can act again instantly to finish the target off.

Grinning mages love to use firecrackers in their work. The sudden eruption is a good source of surprise, and the smoke can help provide a getaway. All grinning mages have a pocketful of these at any given time. All grinning mages can pull a large, iron-scaled rainbow trout out of their pockets and slap people with them if they are sparking and need to drive people away from their mischief. It has no wound score, nor can it cause coma. Its stun power is either 13 or +3, whichever will get the best result.

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

Imaginant

Type: Vagrant

A vagrant traveling via lucid dreaming. They have no permanent home, and wherever they lay their head may not be where they wake up.

Imaginants gain their powers via learning how to dream lucidly, then tapping into the power of dreams to journey via the Dream Realm. Some gain this power by making a deal with the fey, while others learn it via long and difficult work within their lucid dreams. Either way, they gain the power to dream themselves to other places.

  • Familiar space: if the imaginant is familiar with the space, they can wake up there with relative ease. Difficulties range from 4 to 12.

  • Unfamiliar space: if the imaginant is unfamiliar with the space, it is harder to wake up there. Difficulties are 11+.

  • Nonexistent space: imaginants can dream themselves into places that do not exist if they dream it in enough detail. Difficulties are 14+.

  • Dream space: imaginants can will themselves to dream a different part of the Dream Realm every time they sleep. Difficulties vary greatly.

Other powers may be possible. Consult the GM.

Their magic comes from the Dream Realm, and therefore, they must give back to the Dream Realm every time they use their power. This means either performing a task for their fey benefactor or empowering the Dream Realm by helping others dream more vividly. The latter requires that they tell a story to someone that stirs their imagination.

As vagrants, they are often jailed by the authorities, but they always dream themselves away.

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


Myriadalist

Type: Bandit

Myriadalists are bandits of the Green Moon whose stories have fused, creating motley crews with different stories converging. They are the Merry Men of many, many different variations of the tale, and thus, they have strange abilities coming from the Lore. They are powered not just by the stories of outlaws, bandits, and highwaymen of the past and of legend, but by the fusing of them. Thus, they always have more than one story from the Lore giving them their abilities.

Myriadalists may be a fusion of any two stories of bandits, outlaws, or highwaymen from any story before 1820 on Earth, or they may be a fusion of legends from Shem. Players may design a myriadalist from these legends and lore, or they may use a Shem-based story. Some Shem-based stories include the following:
  • Bellacoste Biancha: a highwaywoman who was executed on Shem 100 years ago; it is said that she killed a noble lord for love of his daughter. She was said to have the ability to turn into starlight.
  • Elzo the Ghost: a rogue from 500 years ago said to dress all in white as he meted out street justice in medieval cities. He was said to be able to walk through walls and become invisible.
  • Harmad: a bandit leader whose clan of thieves was a scourge in ancient Mahad. He was said to have a third eye that could see the future.
  • Kateri Riverwalker: a fairy archer from ancient legends who was said to be able to walk on water, fire infinite arrows perfectly, and trick the gods themselves.
  • St. Nicolene: a saint of several folk religions who lived only in legend whose heresies against the powerful were the core of her rebellion against them. She was said to be immune to lightning and fire.
  • Qulee: a bandit leader from Dabusen who was said to have been an important part of peasant uprisings many centuries ago. They were supposedly able to speak and be heard miles away, drink up whole lakes, and dance without rest.
  • Sian the Fox: a figure of cunning from Green Moon Lore said to be the child of Robin Goodfellow themself. They have the ability to turn into a fox, speak to animals, and create clouds of confusion with their laughter.
  • Vicomte or Vicomtesse Meuerald: a roguish noble who rebelled against the ruling class and became an outlaw, fighting for justice and freedom, being executed at a young age, but leading a major band of outlaws before then. She or he (it's unclear) was said to have been able to copy other's appearances.
  • Ysmara the Bold: a mermaid bandit who would sink ships on Shem to plunder them. She was feared for over a decade before vanishing completely. She was said to live in a whale.
Players would choose any two of the above or work with the GM to create other inspirations.

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

Rambler

Type: Gambler

Fortune is an energy that cannot be controlled, but it can be nudged. Tweaked. Maybe. If you're lucky. And it can be sensed. Ramblers can sense the winds of fortune. Like anything to do with fortune, this ability develops by chance, usually when they are young, and it comes with a price. How they sense the winds varies - each rambler has a different way of interpreting it, and it is not unusual for them to have it slightly wrong. Being able to sense the winds is called "being touched".

Those who can sense and choose to follow the winds of fortune become subject to the whims of those winds, meaning they risk falling on hard times. For ramblers, those hard times often leave them adrift in the world, hence their name. This is determined by the classic set up of triple rolls. A triple roll will alter the rambler's luck:
  • Triple 1s: luck lowers by one level
  • Triple 2s: luck lowers by two levels
  • Triple 3s: luck raises by three levels
  • Triple 4s: luck lowers by three levels
  • Triple 5s: luck raises by one level
  • Triple 6s: luck bottoms out
  • Triple 7s: luck tops out
  • Triple 8s: luck lowers by four levels
  • Triple 9s: luck raises by two levels
  • Triple 10s: luck raises by four levels
The levels of luck are as follows:
  1. Calamity
  2. Very bad luck
  3. Bad luck
  4. Neutral
  5. Good luck
  6. Very good luck
  7. Miraculous
A person with calamitous luck will be unable to succeed at any roll and horrible things will happen to them. A person with miraculous luck will be unable to fail at any roll and amazing things will happen to them. With very bad luck, they will always take the low die on rolls and bad things will happen to them, while a person with very good luck will always take the high die and good things will happen to them. With bad luck, they will always take the low die, but no narrated bad things will happen to them. A person with good luck will always take the high die, but no narrated good things will happen to them. A person wtih neutral luck takes the middle die and has no narrated effects upon them.

Calamitous luck cannot be escaped except by tripling out. Miraculous luck will go away very quickly. The more extreme the luck, in either direction, the more improbable events become around them.

Following the winds of fortune also means they are driven to wander. Ramblers see the world as full of opportunities. They seek to find them.

A rambler's primary occupation is gambling. While they use the typical skills of all gamblers - reading people, assessing the odds, the occasional cheating - they rely far more on luck than others.

A tell for a gambler is some quirk, some action, some common gesture that informs them what another person is about to do. But for a rambler, tells are also what informs them of the nature of the winds of fortune. It's how they sense the winds. This varies for every rambler. For some, it might be the feeling of breath upon the back of their necks. For others, it's a twinge in their knee. For some, it's when a clock strikes seven when it's not actually seven. For others, it's when something narrowly misses them. The variation is extreme, and sometimes, the ramblers are wrong about their tells.

Ramblers believe they can nudge the winds of fortune through a variety of superstitions. If they have seen a tell, they believe the winds of fortune are flowing their way - that they have good luck - and that this can be embraced if they do certain things. The most famous of these is blowing on dice before rolling them, but these superstitions vary greatly. It can be something more broad, such as not sleeping with your head on a pillow for a week after seeing a tell, so as to maintain good luck, or crossing yourself twice before making a bet, or even something completely unseen, like counting to seven seven times before each hand. Most revolve around acts of gambling, but some are less specific. These will, if they work, temporarily boost their luck up to three levels if their luck is good or lower. If their luck is very good or miraculous, these will instead simply cause narrated good things to happen. If their luck is calamitous, these will not work unless they roll a triple to get out of calamitous luck.

For all ramblers everywhere, the number seven is lucky. Doing something seven times will bring luck. Seeing or engaging with the number seven will always indicate a positive shift in luck.

If a rambler makes a bet, their luck will control it more than anything else. Placing any bet, no matter how big, no matter how small, engages the winds of fortune (unless other energies are already at play). Once a bet has been made, the rambler's sense of the winds will heighten as well, and they will know they have a short window to engage one of their superstitions (if not already applied).

Escalating the risks on a bet will heightened the winds of fortune even more, raising them to extremes and pushing luck either to calamitous or miraculous if done enough. Ramblers use this recklessly sometimes.

Like anyone touched by the winds of fortune, ramblers have insights and intutions they cannot explain, brought on by straight rolls and some variants:
  • 012 roll: flicker - rambler knows something important has happened or will happen, but not what.
  • 050 roll: major intuition.
  • 123 roll: mild intution
  • 234 roll: vague insight.
  • 246 roll: major intuition.
  • 345 roll: same as last straight.
  • 369 roll: clear insight.
  • 456 roll: vague insight.
  • 567 roll: mild intuition.
  • 678 roll: moment of distress - wild misunderstanding.
  • 789 roll: thunderbolt moment - perfect understanding.
  • 890 roll: clear insight.
Note on 0 rolls: a roll of 0 is a roll of 10, but because the classic d10 shows 0 as a zero, these can be interpreted as such when it comes to straights. A roll of 050 is not actually calculated for gameplay purposeds as 0, 5, 10, but still 5, 10, 10. However, it will still be considered a straight.

An insight is a clear understanding. An intuition is a certainty without understanding.

Slot machines are always rigged with misfortune. Always. Therefore, no amount of superstition or other luck-tweaking can affect them.

PRO / ATH +1 STR -1 AWA +2 WIL -2 STH +2 PRS +2
Topic revision: r3 - 28 Aug 2025, SallyJaneBlack
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