Unaligned Combatants
Those who use unaligned magic for physical or ranged combat.
Armstrong
Type: Warrior
Practicioners of special exercises allowing them to perform incredible feats of strength. To achieve the impossible, one must start small. To be an armstrong, a warrior who achieves nearly impossible feats, one must start as a child. The point is to try, to attempt the impossible repeatedly, no matter how futile. In the striving for the impossible, one achieves great things.
Training consists of six stages:
- Racing the wind: children are encouraged to try to outrun the wind.
- Wagoning: young adults are encouraged to try to pull or push laden wagons.
- Melee brawl: new warriors face a melee with multiple warriors attacking at once.
- Limb training: arm, leg, back - specific exercises trying to use muscles in those areas to do anything that is physically impossible. Given the danger of damaging muscles, this is always left to mature warriors.
- Horse lifting: elite warriors are then encouraged to try lifting wild horses. If horses are unavailable, other large animals or objects will work.
- Ritual combat: the final stage of training is combat against vastly more powerful warriors.
The point in these exercises is not to succeed, but to strive. It is to keep trying the impossible until you achieve the near impossible. If you try to outrun the wind, you will end up outrunning galloping horses. If you try to pull a wagon too heavy for you to pull, you may succeed in pulling something else extremely heavy. This act unleashes the magic of these feats. Usually, those who achieve something nearly impossible do not recognize the energy as it manifests - it is not visible to the naked eye, for it manifests within the person who achieved the feat.
The minimum point difference to qualify as a feat is 6 points - i.e., the difficulty must be 6 above one's pertinent score. If lifting a boulder is a 19 difficulty and one has a 13 STR, for instance. This feat is only a feat if done without the use of tokens. It must also be done without any supernatural support (including points provided by previous feats), help from others, or bonuses from cleverness or machinery. It must be raw strength used to lift the boulder, for example. The feat can also only be something done via the action of the armstrong. In combat, this means that the to-hit rolls can end up as a feat, but the damage rolls do not unless done without weapons or armor. In the combat example, no bonuses can be used for sneaking up on the enemy for it to count. It must be raw PRO. However, called shots (taking penalties) can alter the difficulty such that it qualifies as a feat. Furthermore, injuries, illnesses, and other penalties may help qualify something as a feat, but only if these were acquired without the intention of creating such circumstances. Self-damage negates the magic.
To recognize the development of this magic inside oneself, one must be trained to know oneself, one's own limitations. If you know your limitations, you know when you have exceeded them, and therefore, you can recognize when those limits have been broken or changed. And in those moments, a person may capture the energy unleshed within oneself and wield it. Armstrongs are trained to recognize this and apply this power to their body, mind, and perceptions.
When a feat is achieved, an armstrong has a limited amount of time - about 6 seconds - to capture the energy unleashed. Some feats produce more energy than others depending on how difficult they were, but the most they produce is 3 points of energy. These points can be directed by a well-trained armstrong to body, mind, or perception - STR, ATH, PRO, WIL, or specific senses. These bonuses can be applied in whole (all 3 points in one place) or in part (one point to three different stats, 2 in one place and 1 in another, etc.), and they are usually temporary. Permanent changes are only possible through extreme feats.
| Difference |
Points |
Duration |
| 10+ |
3 |
3 rounds |
rounds |
| 8 |
2 |
2 rounds |
rounds |
| 9 |
3 |
2 rounds |
rounds |
| 6 |
1 |
1 round |
round |
| 7 |
2 |
1 round |
round |
Part of their training is the ingraining in them that the impossible will eventually happen if they keep fighting for it. Each armstrong, when they perform their first feat, is ritually initiated as an armstrong, a warrior of great strength, and given a purpose. Their purpose varies - it can be that they are told they must strive to be a warrior so tough no blade will cut their flesh or that they will be a warrior so strong they can carry a wild horse 500 miles or that they will be a warrior so powerful that they can cut through ten men at once. The purpose always relates to their might as warriors.
When they achieve a feat that is related to their purpose - they resist a blade that should have cut them, they carry a wild horse 10 miles, they cut through two men at once - this energy is part of their purpose, and the points gained from this may be applied permanently to one of their stats. They may only apply 1 permanent point at a time, no matter how many points they have access to.
"New arms" is the term used when an armstrong transforms their body via feats. This is only possible when they achieve their purpose fully. When this happens, instead of points, they gain the opportunity to transform themselves physically. They cannot ask for biological forms their species does not have - i.e., a human cannot gain wings, a goblin cannot gain gills, a crystal folk cannot gain flesh, etc.
PRO +2 ATH +2 STR +4 AWA / Perceptions +2 WIL +1 PRS -2 STH -1
Dracartillerist
Type: Artillerist
A warrior who is attuned to draconic siege warfare. Dracartillerists serve dragons as warriors who wield very potent weaponry to defeat the dragon’s enemies.
A dracartillerist is someone who is bonded to or serves a dragon and embodies draconic power. They gain their abilities by proving themself to the dragon via a series of five trials:
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Trial of Discipline: they must prove they can follow orders and a routine of exercise and study.
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Trial of Power: they must prove themselves strong enough to survive the energies they will wield and the dragon’s demands.
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Trial of Majesty: they must prove they have a sense of authority and the ability to lead.
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Trial of Territory: they must prove they know and respect the dragon’s territory.
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Trial of Accumulation: they must prove they know all of the previous trials again.
When they complete the trials, the dragon begins giving them abilities. There are a few dragons native to the area, but most who are in the colonized lands are from other places, either as settlers, colonizers, immigrants, or former slaves or indentured servants. The following abilities assume an unaligned dragon. Consult the GM for celestial, elemental, or fey dragons.
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Dragonflame bomb: the dracartillerist has five dragonflame bombs to start with. They have a damage rating of 20/26/32/38, range 25’ around where they land. Once they are used up, the dracartillerist must complete tasks for their dragon to gain more. These are grenade sized.
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Absorbing vest: the dracartillerist has a choice between an absorbing vest, a wall of power, or two of three immunities. The absorbing vest absorbs esoteric energies directed at the dracartillerist at a power of 16.
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Power blast bomb: the dracartillerist can complete tasks for five more dragonflame bombs or one power blast bomb, power 25/31/37/43, range 40’ around where they land. These are very large and require some sort of engine to launch.
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Wall of power: the dracartillerist has a choice between an absorbing vest, a wall of power, or two of three immunities. The wall of power is a forcefield of power 16 10’ around the dracartillerist.
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Draconic immunity: the dracartillerist has a choice between an absorbing vest, a wall of power, or two of three immunities. They may select immunity to two of the following - concussive force, heat, or smoke.
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Draconic strength: the dracartillerist can increase their STR +3 once per day for a single task.
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Intimidating gaze: the dracartillerist can intimidate (rolling WIL, not PRS) a target if they catch their gaze with a +3 bonus once per day.
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Gatebreaker: the dracartillerist can break down a door, gate, or other entryway with a single touch once per year at a power of 30.
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Detect vulnerability: the dracartillerist can roll AWA +3 to sense the vulnerability of a structure once per week.
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Draconic firestorm bomb: if the dracartillerist serves long enough, they may do five tasks for the dragon and earn a single draconic firestorm bomb. It must be launched from a siege engine. It hits with the power of 35/43/51/58 and burns everything with 250’ around where it lands.
Dracartillerists are dangerous warriors, but they must have room and capability to move a siege engine or artillery with them to use some of their powers. They are skilled with firearms, digging and mining, and architecture.
PRO +2 ATH +1 STR +3 AWA +2 WIL +1 PRS -2 STH +1
Pentologer
Type: Martial Artist
Unarmed combatants who embody the five aspects of draconic power: discipline, power, majesty, accumulation, and territory. The pentologers serve a dragon in exchange for material support and draconic power.
The fundamental part of the philosophy of pentology is that dragons are perfect beings who embody the five qualities that all mortals must strive to embody: discipline, power, territory, majesty, and accumulation.
- Discipline is the will power and determination to do what must be done, to maintain oneself and one's routines, and to strive for perfection. It is the force of will to continue the Fivefold Path.
- Power is physical and abstract. The pentologer molds their body to be one of strength, and they maintain their behavior such that they have power within the community as well.
- Territory is the space which one commands. A person who has no territory - no home, no personal space, no abstract domain - has nothing. One must be able to defend what one has.
- Majesty is the presence one has in the perception of others. It is one's reputation, one's mien, one's charisma, one's fearsome countenance, but also one's ability to be more than superficically impressive.
- Accumulation is the continual growth of a person in every aspect. Dragons accumulate esoteric energies that are near to them, and the pentologer strives to emulate this in both literal and figurative ways.
The philosophy of the pentologers is called the Fivefold Path, referring to the five characteristics of the dragon. Everyone who becomes a pentologer starts as an acolyte and trains for years until they are initiated and begin taking their tests. This is the typical path:
- Acolyte: those who have just been accepted and are training in basics skills. They serve the pentologers in cooking, cleaning, and other chores; spend hours a day in meditation and martial arts training. It takes about five years to be allowed in.
- Novice: novices are acolytes who have passed the first test, the Trial of Discipline, which tests their sense of responsibility (do they do their chores on time?), determination (do setbacks drive them away?), their ability to follow a set routine (do they keep up their meditation and physical training?), and their willingness to obey rules. This test is essentially the time they spend as an acolyte. Once they have passed it, they are taught the first Stance, called the Stance of the Black Dragon.
- First Fist : once they have learned the first Stance, they must pass the second test, the Trial of Territory, in which they must defend themselves within a training circle against four other pentologers-in-training. If they succeed, they become a First Fist, part of a team of pentologers in training (Fists First through Fifth) who must work together and progress together. it is the duty of each Fist to train those below them. The First Fist trains novices and aids the other Fists in their duties. They gain their first power as a First Fist. Once they learn the second Stance, the Stance of the Zinc Dragon, they move on.
- Second Fist: once they have learned the second Stance, they must pass the third test, the Trial of Power, which requires that they lift something incredibly heavy on their own. The Second Fist trains the First Fist and is trained by the Third. They gain their second power, and they must go on their first quest. Once they learn the third Stance, the Stance of the Garnet Dragon, they move on.
- Third Fist: once they have learned the third Stance, they must pass the fourth test, the Trial of Majesty, wherein they must teach the Second Fist successfully. This proves they have the presence and reputation to be respected. They gain their third power and go on their second quest. They are trained by the Fourth Fist, who teaches them the fourth Stance, the Stance of the Painted Dragon. Once this is done, they move on.
- Fourth Fist: once they have learned the fourth Stance, they must pass the fifth test, the Trial of Accumulation, wherein they are tested on all they have learned so far, proving they retain what they have accumulated. They then gain their fourth power, go on their third quest, and begin to accumulate energies. Once they learn the fifth Stance, the Stance of the Magenta Dragon, they move on.
- Fifth Fist: once they have learned the fifth Stance, they must accumulate enough esoteric energy to gain their fifth power. Then they go on their fourth quest, and when they have completed it, they must meet the dragon. If they dragon accepts them, they are named a pentologer.
- Pentologer: once accepted by the dragon, they are sent on their fifth quest. During this quest, they gain five more powers. This stage makes them a full member of the group and subject to periodic quests, duties, and more, and over their lives, they may gain up to 25 total powers (15 more after their fifth quest).
- Elder: once pentologers are no longer able to keep up their quests or tasks, they retire to be elders. They either take up a role of leadership, work directly as a servant of the dragon, take up specific roles such as gardening or training or so on, or they return to their homes and stop being part of the community (with no disgrace).
To fail at any of the trials means repeating one's training. One may fail up to five times. If they quit before taking the trial, there is no disgrace. If they quit after failing, they are not allowed back even as a guest. If they fail five times, they are offered a position as a servant but not allowed to become a pentologer, and their powers are lost. They may decline this offer with honor. Any success means progression.
Each quest a pentologer goes on is a service to the dragon they serve. The quests usually involve acquiring a magical object for the dragon, who needs esoteric energy to feed off of. Sometimes, however, the quest is some other task the dragon needs handled. These vary greatly.
Failure at a quest only occurs if the pentologer gives up in circumstances where they could have succeeded. If one fails at a quest or quits at the wrong time, one becomes disgraced. Disgrace means being unwelcome in the dragon's territory for the rest of their lives. If one dies on a quest, is disabled or otherwise rendered unable to complete it, so long as they never gave up, they are still honored. If they are left in disgrace, they lose all of their powers.
Pentologers can wield draconic power in similar fashion to dragons. As they go along the Fivefold Path, they gain new powers, building up their capacity for the shebvic energy of dragons. Some potential powers include but are not limited to
- Draconic barrier: a wall of draconic energy, usually in the form of a thin circle of flame, extended from the pentologer to represent the territory of a battlefield and keep those not engaged in the combat out.
- Majestic aura: a major PRS bonus; appearing impressive to behold.
- Tough-skin: a major toughness bonus; turning the skin hard as iron as an act of defense.
- Immunities: a pentologer can gain up to five immunities, from poison to cold to flame to certain esoteric energies to bladed weapons...
- Burning punch/kick: a kick or punch wreathed in dragonflame.
- Draconic gaze: massive intimidation bonus and the ability to stun enemies.
- Heightened senses: either a specific esoteric sense (soulsight, farsight, sense evil, empathy, etc.) or a bonus to mundane senses.
- Dragon's breath: breathing dragonflame, though much weaker than a dragon's.
- Territorial control: exert one's will over a certain amount of space.
- Transferral touch: transferring draconic power to another via touch.
- Wings: powerful pentologers can temporarily grow wings and fly, if their dragon has wings.
- Fivefold self: splitting into five selves for a very brief amount of time.
Once a pentologer passes the test of Accumulation, they begin to absorb esoteric energies like a dragon, though at a slower rate and to less capacity. They also cannot intentionally drain esoteric energies or absorb spells cast at them as some dragons can. Instead, they simply draw in ambient energies as they meditate. Typically, their capacity is determined by how many quests they have fulfilled, with a max capacity of 500 points. Re-accumulating points is done via meditation. In a basic area, points are accumulated at a rate of 6 per hour of meditation.
Every power a pentologer has costs points to wield. A weak power costs 1 point per use. Some costs upwards of 500. Some, like dragon's breath, use up points per round; others can only be used once and never again no matter how many points. Some can be extended by expending more points - i.e., draconic barrier is 1 point per foot after the first five feet. The stronger the power, the more the points.
Pentologers may meditate in place of sleep for up to five nights before they need to get a standard eight hours' rest. Pentology is a philosophy and martial art. The martial art varies somewhat around the world, but the basics are that it focuses on forceful strikes, quick dodges, and maintaining control of a combat space.
The five stances are based on the five true dragons:
- Black Dragon Stance: a stance designed to test and show off the pentologer's discipline. They stand in a difficult position to maintain, then maintain it. From this stance, they can move rapidly to other stances, transfer will power into their attacks or defenses, and take bonuses to resist stun or forceful displacement (i.e., they can't easily be pushed around). A great stance for blocking blows.
- Garnet Dragon Stance: a stance designed to allow for extremely hard strikes. From this stance, they are able to draw on raw strength better, leveraging their own bodies to hit as hard as possible. From this stance, they can land body-breaking blows. A great stance for attacking.
- Zinc Dragon Stance: a stance designed to take up space and allow the pentologer to move to any part of their defined combat area quickly, in order to maintain control over it. From this stance, they can sense everything going on around them and react to any section of the territory. A great stance for dodging.
- Painted Dragon Stance: a stance designed to maximize their presence. They appear larger, more impressive, in this stance, and are often better able to intimidate, draw respect, or otherwise affect their opponent's impression of them. From this stance, they can engage better with anyone near them. A great stance for any kind of engagement.
- Magenta Dragon Stance: a stance designed to draw in energy, both esoteric and that of the battle. As such, in this stance, their opponent is drawn to them. Attacks are guided past them, and they are able to wait, assess, and observe. From this stance, they can build strength or assess for their next move. A great stance for holding action.
Pentologers are often part of a monastery or other group. Though there are dragons in the area of the colonies, many are settlers or immigrants, and thus, many monasteries of pentologers engage in traditions from other parts of the world.
PRO +3 ATH +3 STR +3 AWA +3 WIL +3 PRS +3 STH +1
Reiver
Type: Pirate
Reivers are pirate crews who all wield the Cant and the Hooded Shadow. They fly in magical sailing ships through the space between moons.
There is an ancient cant, a variation on language, a secret code and a dialect and a pidgin, a set of rhymes and ciphers, that only those who have been pushed outside the law may wield. The Cant derived from the first people who had to steal from other mortals to survive, and it grew into a complex, panlingual cryptological esoteric puzzle. The Cant cannot be understood by anyone who serves the laws of the state that make people criminals, and it gives those who speak it special powers. To access it, one must have committed a crime in a place one has been, knowingly, and one must have done so without other esoteric power. One must have committed this crime for purposes neither related to upholding the oppressive structures nor overthrowing them. The crime must violate a law existing on the books in the place it was broken, and it must be knowingly committed. If the crime is later decriminalized, it will still empower the reiver. If the crime is unknowingly committed, but the criminal later discovers it was/is illegal, they have a brief window to take advantage before they lose access to the cant (until they commit a crime again). In that brief window, they will see a shadow, and if they follow that shadow, they will begin to see things they never noticed before. As pirates, their Cant is more influenced by other places than others in Haenor.
For a reiver, their first crime should be either piracy, something nautical (stealing a small boat), or something adjacent to or useful to piracy. It will mark them as a potential reiver. If they follow the shadow, it will lead them to the closest wielder reiver or other wielder of Cant, who, if they are recognized as someone exposed to the shadow, will recruit them. From there, they will be trained in the Cant, and eventually tested in the work of the crime family. If they pass, they will be initiated into the Hooded Shadow, the power of concealment from the law and empowerment of crimes. Their initiation will be joining a pirate raid on a town or ship, during which, their teacher will guide them in how to wield the shadow.
- Intimidation: a wreath of shadow forms around the reiver, adding to their intimidation score. This costs 1 shadow point per 2 points of intimidation per use.
- Assault: the weapon of the reiver becomes harder ot see because of the shadow, giving them bonuses to hit. This costs 1 shadow point per 1 bonus point to hit per use.
- Sailing: the ship becomes enshadowed, making it harder to follow or track. This costs 12 shadow points per 1 point of ship's STH for an hour.
- Rigging: the ship's rigging is doubled with shadow ropes to make it easier to climb. This costs 1 shadow point per rope, for -1 to difficulty for climbing each.
- Lookout: the lookout's attention focuses with shadows around their eyes, making it easier to scan for what they are seeking (land, enemies, targets, etc.). This costs 1 shadow point per 30 seconds of use, giving +6 AWA to finding the target for that time period.
- Rationing: the ship's food and water is filled out with shadows, making it last longer. This costs 20 shadow points per meal per individual.
- Blacksmoke: the thick smoke formed during a gun- or cannonfight turns shadowy, giving extra cover to the reivers while emphasizing their targets. This costs 8 shadow points for 10 reivers and 1 ship or 10 enemies for the duration of the smoke.
- Flag:
- Melee: during a melee battle, all reivers are enshadowed, making them harder to hit and easier for Canters to identify. This costs 3 shadow points per 2 crew members enshadowed for the duration of the battle.
- Gunfire: during a handheld gunfight, all reivers are are enshadowed, making them harder to hit and easier for Canters to identify. This costs 3 shadow points per 2 crew members enshadowed for the duration of the battle.
- Shipstrike: during a ship-to-ship fight, the targeted ship is enshadowed, making it scarier for occupants and letting cannonballs or ballista bolts or other ship-targeting weaponry hit it more easily. This costs 16 shadow points per 8 points of intimidation to the crew and 1 point of bonus to hit the ship for all ship-targeting weapons for the duration of the fight.
- Landing: when docking, making port, or coming ashore, all reivers or their ship are enshadowed, making them harder to see but also harder to accidentally hit (for the ship or away boats). This costs 3 shadow points for +4 STH for each reiver for 10 minutes, or it costs 20 shadow points for the ship or away boats for the duration of time in port, harbor, or by land.
- Identify : the shadow covers the eyes, allowing the wielder to only see the target. This costs 1 shadow point per 30 seconds of use, giving +6 AWA to finding the target for that time period.
- Appraise : the shadow fills the mind, allowing the wielder to know the wealth of those they are observing. This costs 1 shadow point per 15 seconds of use, giving +6 AWA to gathering value for that time period.
- Darkwater: shadow infuses the void of space, creating magical currents, calming them if they are too choppy or strenghtening them if they are carrying the ship the right way. This costs 12 shadow points to calm the sea, another 6 if there is a mild storm, 12 if a strong storm, 18 if a weak hurricane, 24 if a moderate hurricane, 30 if a major hurricane. Tsunamis are also another 12. If strenghtening a current, it's 10 shadow points per point of ship's speed per hour.
- Shadowstorm: a storm is infused with shadow and compelled to surround the ship protectively. This costs 50 shadow points per hour for a mild storm, plus 6 for every level of strength above that, capping at another 48 points.
- Shadowwind: the winds are enshadowed, drawing them in during doldrums or strenghtening weaker ones. This costs 10 shadow points per point of ship's speed per hour.
- Maroon: a marooned individual is enshadowed, preventing anyone from finding them. This costs 4 shadow points per inflicted 3 points of STH on the target for an hour per 4 points.
- Plank: shadows rise around the plank or into the minds of targets (filling them with thoughts of it) or the void of space it to make it more intimidating, to make an uneasy crew more afraid of the wielder. This costs 1 shadow point per point of intimidation for 15 seconds, per targeted individual.
- Lashing: a stun-only 11/17/23/29 lash made of shadows forms in the hands of the wielder. It leaves no marks, but causes immense pain. This costs 5 shadow points per use, and can add more stun power for 3 shadow points per point of stun power.
- Capture: shadowy strands capture either an individual or a ship. For an individual, this costs 3 shadow points for a strand with STR of 8, plus 2 further points for each point of STR above 8 wanted, lasting 20 minutes. For a ship, this costs 50 shadow points for a STR of 30, plus 10 further points for each point of STR above 30, lasting an hour.
- Capsize: shadow rolls under the target ship and flips it over. This costs 60 shadow points for a shadow strong enough to capsize a medium-sized ship. For a small boat, it is 10. For a huge ship, 100.
- Sink: shadows dissolve the underside of the ship, causing it to sink. This costs 75 shadow points for a shadow strong enough to capsize a medium-sized ship. For a small boat, it is 25. For a huge ship, 200.
- Raiding: during a raid, shadows enshroud the reivers, giving them bonuses to STH, intimidation, and PRO for the duration of the raid. This costs 10 shadow points for +1 STH, +1 intimidation, and +1 PRO for up to five reivers, with any increase in any number costing an extra 2 points each.
- Anchor: the anchor becomes enshadowed, allowing it to take purchase on nothing and be redrawn swiftly. This costs 10 shadow points per hour.
- Mutiny: if all of the crew except leadership agrees to cant together, they may wrest leadership away at a cost of 10 points of shadow per leader they are targeting.
- Escape: the shadow opens a path to escape. This effecitvely gives the wielder +3 sailing per 8 shadow points used for 30 minutes per 8 points.
- Distract : the shadow spreads around, distracting the target ship or those chasing the wielder. This effecitvely gives the wielder +3 STH per 5 shadow points used for 10 minutes per 5 points.
Any other criminal activity tasked to the reiver by their captains or quartermasters can be enabled, empowered, or otherwise supported by the shadow. Consult with the GM for other potential uses.
In order to wield it, the reiver must use the correct canting rhymes, which reivers usually sing. For every three reivers singing the same rhyme, there is a -1 to cost in shadow points for that effect. Each individual reiver has shadow points, but so does the crew as a collective whole. The latter can only be used if the whole crew cants together.
They must maintain the Hooded Shadow by remaining outside the law, never cooperating with the authorities, and never going straight. This does not mean never following any law, but rather, never betraying the their crew, never ratting out their crew, and never surviving off anything but criminal gains. Any violation will destroy the Cant immediately. The more crimes they knowingly commit, the higher the score they have in the shadow, but any use depletes it, meaning they have a limited amount of shadow to use. Furthermore, though simply being a pirate is a crime, shadow does not accumulate just by existing. Each act of piracy is a separate crime to be drawn from. Rape and sexual assault do not generate the Hooded Shadow, as these are infernal acts. Only criminal acts tasked by the crew generate shadow.
PRO +3 ATH +2 STR +1 AWA +2 WIL / PRS +1 STH +1
Synvaka
Type: Vigilante
Synvakas are empowered by the code of their order. To become a synvaka, they must submit themselves to the higher ups of the order of synvakas in their area for approval. Then they must go into a sanctum of the order and wait. The shortest wait is seven hours. The longest is six days. During that time, either another synvaka will arrive and place their hand on the shoulder of the candidate, a leader of the order will call the name of the candidate to name them as worthy, or the time will pass and no reaction will occur in order to mark the candidate as unworthy. If this happens, they may try five more times, once per year.
While in the sanctum, their worthiness is tested internally, as the magic of order will tempt them, challenge them, and test their knowledge. None of this is visible to outsiders, but eventually, a synvaka or leader of the order will be informed by magic of the success of the candidate. The method of choosing is determined by practical circumstance: if there is a local synvaka in a position to train a new synvaka, they will be called to do so; if not, they will be on their own to train as per the rules of the order.
Training takes six months, much less than other wielders of order magic, because they are hampered by being criminals. They must study the rules of the order and be tested upon them. To graduate to a full synvaka, the candidate must spend six days in meditation upon the rules, stand up to a series of combat tests, and then be tested on difficult situations by their mentor. If the mentor views them as worhty, they are given their club and knuckles and a jurisdiction.
The role of the synvaka is to enforce the rules of the order. They are vigilantes to police the criminal organization on the basis of its own rules. Thus, they gain certain powers to do that:
- Invocation of the code: if they speak ritual words during combat with a violator, they can bind them with a magical red rope of energy.
- Swift judgment: if they find someone guilty of a violation and they have no uncertainty on the matter, they can impose judgment then and there, magically placing a geas on them to redeem themselves or face painful punishment (including possibly death).
- Red shield: if they are defending a member of the order against a violator, they gain bonuses to PRO and STR during the combat.
Other powers may be possible under specific circumstances. Consult the GM.
PRO +2 ATH +1 STR +2 AWA +1 WIL +1 PRS -1 STH /
Weaponmaster
Type: Warrior
Weaponmasters perform ritual combat in order to become the greatest wielders of their chosen weapon.
To perform ritual combat in pursuit of weaponmastery, they must choose a weapon type to focus on. Then, they create a circle of power to fight in, facing a skilled opponent. The ritual must include a display of weapons, a battlecry, an initial strike that is pulled (to prove the courage of the weaponmaster), then true combat follows. Blood must be spilled in this ritual combat before it is called (at a point agreed upon by both parties). After the end is called, the combatants spill their own blood as a show of respect, bow, and then leave the circle. If the ritual was successful, the blood inside the circle will glow with red flame. The combatants will re-enter, touch their weapons to the blood, and absorb it. This increases their skill with their weapon or one of their combat-relevant stats (they choose as they absorb the blood). Each ritual combat they perform will gain only +1 to a single stat or skill, so they must engage in many, many ritual combats to become a true master.
In order to maintain their high level of skill, they must renew their skills via ritual combat every seven weeks. If they fail to do this, their stats start to degrade at -1 per day. The higher their skill gets, the harder it becomes to increase it.
Weaponmasters choose a specific weapon to focus on, and that becomes their title - swordmaster, gunmaster, etc. Some choose more complicated weaponry or categories of weaponry, making them, for example, artillerymasters, siegemasters, or catapultmasters. Some use their own bodies. Some choose animals, making them dogmasters or horsemasters, and some choose things like poison, fire, etc. The only limitation is the weapon must be mundane, empowered only by the magic of the weaponmaster.
PRO +4 ATH +2 STR +2 AWA +1 WIL +2 PRS -2 STH -1