An amhranai is fueled by their emotions, an ability they gain either through complex rituals and fey deals (trading away one specific emotion that a fey would want for it) or by playing magical fey music. This allows them to attune to the Dream Realm and Faerie.
These are the price they pay for their abilities as they connect to the unreal:
Bubbling consciousness: the amhranai sees hallucinatory images in bubbles floating in their vision at all times. These bubbles sometimes speak to them with information from their deep subconscious if they are on one dose.
Fearful whispering: the amhranai hears whispers that terrify them when they roll below a 3 on any roll if they are on one dose.
Insectoid delusion: the amhranai thinks insects are crawling on them, though the sensation is mild, and they are used to insects due to their work with plants. Any time they roll triple 3s, the insects become real if they are on one dose.
The songs they play allows them to do the following:
Shape metal: to shape metal, they must burn either fear or courage. The minimum power needed is 13.
Shape wood: to shape wood, they must burn either sorrow or happiness. The minimum power needed is 13.
Shape stone: to shape stone, they must burn either love or hatred. The minimum power needed is 13.
Shape bone: to shape bone, they must burn either trust or distrust. The minimum power needed is 13.
Shape flesh: to shape flesh, they must burn either acceptance of disgust. The minimum power needed is 13.
Shape rubber: to shape rubber, they must burn either envy or contentment. The minimum power needed is 13.
Shape fabric: to shape fabric, they must burn either hope or despair. The minimum power needed is 10.
Shape mind: to shape minds, they must burn either joy or rage. The minimum power needed is 19.
Shape heart: to shape emotions, they must burn either grief or arousal. The minimum power needed is 16.
Shape soul: to shape a soul, they must burn either pride or confidence. The minimum power needed is 22.
Shape Name: to shape a True Name, they must burn either determination or guilt. The minimum power needed is 25.
They must have the materials to shape them. It takes time to make a complex change, but simple changes can be almost instantaneous.
To wield an emotion, they must first feel it, then weave it into a fey song. The target must be within earshot. Power of the spell is determined by how much emotion they have used. If they use more than 10 points of emotion, they risk burning out on it on a critical failure (roll PRS vs. difficulty). For every three above this, the risk goes up by failure/success level.
Amhranais use their powers to make strange, fey objects with special emotional magical powers. Consult the GM for what effects are possible.
PRO -1 ATH / STR -1 AWA +2 WIL +1 PRS +2 STH -1
Bards are traditionally employed by a leader or group to maintain oral traditions, entertain, maintain genealogies, and praise the leader or group. Fabulists may be employed in this fashion, or they may be wandering entertainers who keep these practices from their nation, culture, or community.
Fabulists are wandering storytellers, oral historians, poets, musicians, and genealogists whose power comes from the depths of the most ancient and powerful stories. These stories are so old as to be mythical or archetypal, and many balladeers know multiple cultural variations on them, adjusting them to their audience. They learn their traditions from other fabulists, but learning to wield their magical power requires one of two methods: making a deal with a powerful fey or immersing themselves in one of the stories and living through it. The latter requires a magical ritual that other balladeers whisper about. If they choose the immersion method, they will end up with various motivations, geases, curses, and/or characteristics because of it.
Most ancient tale: the fabulist can tell a story - taking no less than ten minutes to tell and no more than ten days - that evokes the ancient roots of all who hear it, revealing their roots and thus their present selves, showing weaknesses and strengths, and stirring deep within them their primordial forms. Difficulty 17.
Epic poem: the fabulist can write and/or recite an epic poem telling tales of mythic adventure and give bonuses to PRO, AWA, and STH to any allies who hear it. Difficulty 14. Bonuses vary by success level.
Song of cycles: anyone who hears this song and is chosen by the balladeer senses the versions of their story that came before or might come after and has the choice to absorb that story for various effects based on that story. Difficulty 17.
Legend lore: fabulists know the stories, myths, and legends of their own cultures and others.
Bloodline tracing: the fabulist’s knowledge of genealogy may be rolled when meeting someone and learning their full name (not True Name, though that works, too) to see what they know of their family history.
Archetypal commentary: the fabulist can read a person and see what story archetype they fit, then use that to mock and taunt them into foolish actions or to encourage and support them wisely.
Invocation of the lore: the fabulist may invoke the lore of stories and force a consequence based on “how stories should go”.
Mythic persona: the fabulist can awaken the mythic or primordial form of themselves or others with a telling of a relevant tale.
Fabulists may have other abilities. Consult the GM.
PRO / ATH / STR / AWA +3 WIL +1 PRS +3 STH +1
Fools use special walking sticks to gather their magic. At the start of their journey, they strike the ground in a specific rhythm as they walk, and if they have set out duly unprepared and without knowledge of their direction or the obstacles ahead, they will draw in magic. The keenness needed to do this is remarkable, however, and few are able to do it right.
Once someone has captured the energy of the Fool’s Way, they can wield it in various ways. As fools, they are speakers of truth and mystics, jesters and japers, and they derive magic from this as well. Fools use the following powers:
Send on their way: anyone they strike with their walking stick must roll WIL vs. 3 points per point of magic used or be forced to depart the area and not return for 10 days.
Catalyze: for the cost of 10+ points of magic, the fool may strike something with their walking stick and create an unexpected chain reaction.
Unseen obstacle: if they don’t see it, it isn’t there. For the cost of 4 points per point of difficulty, they may ignore an inanimate obstacle by not looking at it but feeling through or past it with a stick.
Good friends: anyone who is with them at the start of their journey may be granted bonuses to ATH at the cost of 3 points of magic per bonus point to ATH. This includes animal companions.
Grasshopper music: the fool may perform music in place of eating, finding shelter, sleeping, or drinking water at the cost of 10 points per basic need met.
Foolish capering: the fool may dance with a stranger and make them an unexpected ally at the cost of 5 points of magic per point of PRS bonus they use to roll against the target’s AWA.
Bauble speech: their staff, if topped with a head-like bauble, may speak truths that they dare not.
Stunning punnery: they can either roll PRS to stun anyone who can hear them with a pun or the player may make a pun relevant to the situation and roll PRS+3 to do the same.
Outwit step: they may roll PRS instead of STH to hide in a single step at the cost of 10 points of magic.
Mocking laughter: if they make a joke at someone’s expense and inspire laughter in others, the person takes the low die until the end of the interaction.
Other powers may be possible. Consult the GM.
PRO / ATH +2 STR +1 AWA +2 WIL -2 PRS +2 STH /
Bards are traditionally employed by a leader or group to maintain oral traditions, entertain, maintain genealogies, and praise the leader or group. Gasconists may be employed in this fashion, or they may be wandering entertainers who keep these practices from their nation, culture, or community.
The abilities of a gasconist come from tall tales. To be a gasconist, one must practice the telling of tall tales and boasts. The more they do this, the more they believe in the bullshit they spew, the more humorous or moral their tall tales are, the more they explain the world or just entertain, the more power they gain. If they are aware enough to notice the magic develop or if they have been taught to do so, they may tap into it and exaggerate themselves into special powers.
Tall tale: the gasconist may tell a story - taking no less than ten minutes to tell and no more than ten days - of absurd proportions and features, making bold claims and exaggerations, and give any listeners exaggerations of their best stats for the same amount of time it took to tell the story. Difficulty 14, +3 per target above three.
Unlikely poetry: the gasconist can write and/or recite a poem that makes unlikely claims, absurd styles, or silly punnery and lighten the hearts of any who hear or read it, giving them high die on their next rolls (number of rolls determined by success level). Difficulty 14.
Hyperbolic song: the gasconist can write and/or perform a song that makes hyperbolic claims that give listeners increased confidence, allowing them +1 to +6 depending on success level. Difficulty 14.
Exaggerated history: the gasconist knows a version of history that makes everyone larger than life.
Bloodline tracing: the gaconist’s knowledge of genealogy may be rolled when meeting someone and learning their full name (not True Name, though that works, too) to see what they know of their family history.
Boast: the gasconist can make a boast about their abilities that seems unbelievable. If they can convince three or more people it is true, they can roll their PRS, +3 per target above three, to make it temporarily true.
Invocation of claims: the gasconist can invoke past unlikely claims they have made in tall tale, song, poem, history recitation, or boast and roll WIL to try to make it true.
Exaggerated form: the gasconist can take an exaggerated form for up to three rounds, at the cost of an exaggerated reversal afterward for nine rounds.
Other powers may be possible. Consult the GM.
PRO +1 ATH +1 STR / AWA +2 WIL -1 PRS +3 STH -1
Ancestral sight: they view some people as that person’s ancient ancestors. (1)
Dream sight: they view some people as the last dream that person had. (2)
Fear sight: they view some people as that person’s worst fear. (3)
Legend sight: they view some people as their cultural heroes or legendary figures. (4)
For each new person they meet, they roll a d4 to determine which one they see. While nothing they see is real, it is all true.
The abiliites the mushrooms and fey ire grant them as they work include the following:
Sporesong: hallucinatory spores spread from the sporesinger when they sing, dance, or stamp their feet. Though these exist only as an hallucination, they still can spread to others causing them to hallucination. 20’ diameter range, power of 11+. Everyone is affected, even if they are an ally.
Dance of the booted fairies: a heavy-footed, stamping dance that makes fairy mushrooms grow where the dance occurs, creating circles of them that can either open to the Dream Realm (if slept in), to the Green Moon (if danced in), or to Faerie (if invoked).
Unreal rhyme: a rhyme that is so confusing those who hear it become befuddled and unsure of what is going on.
Random geas: because they have drawn the ire of the fey, sporesingers end up having to do strange tasks to assuage that ire. Completing a task alleviates the intensity of their hallucinations. Not completing a task in a certain amount of time causes their hallucinations to intensify.
Somnolent voice: the song of the sporesinger can put people to sleep; on a critical success, the person sprouts mushrooms.
The intensity of their hallucinations runs on a scale of 1 to 12. They roll a d6 at the start of the campaign to see where they start. A 1 is mild auditory hallucinations with some rippling effects visually. A 5 or 6 is strong auditory and visual hallucinations but the ability to distinguish those from reality. A 12 is a complete divorce from reality.
PRO -1 ATH -1 STR -1 AWA +2 WIL -2 PRS +3 STH +1Thespians gain their abilities by performing stories on stage. If the stories are amongst the ancient ones, the powerful ones, and if they perform well enough, they may embody the stories, characters, plots, or themes well enough to draw magical power from them. Some gain this ability from deals with the fey, and some gain this by being so skilled at performance that the energies cannot escape them. The risk they run is that if they perform too well, they might end up never leaving the performance.
They gain different abilities from different performances. The role they play or the story they are performing might give different abilities, but the energies present will always be fey, even if the character or story has a different energy represented in it. The more it is associated with a different energy, the less real it is - performances of infernal, celestial, unaligned, or elemental energies will be fully illusory, performances of fey energies will be much more real.
The general theme of the abilities they gain is the ability to embody a different character or set of characters within the story, using their magic outside the performance as they carry it with them afterward. They gain magic based on the skill of their performance and response of the audience. The better the performance and response, the longer they carry the energies with them.
PRO +1 ATH +1 STR / AWA +1 WIL / PRS +3 STH +1
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