Consigliere
Advisers to criminal organizations.
Laetificater
The higher ranks of advisers in the Violet Grith are experts on the lore, ones who know all the legends and share the most ancient stories, or ones who draw on good cheer to create special, uplifting drinks.
A laetificater is a consigliere who uses magic to raise morale and bring cheer, drawing from moments of happiness to create a special drink that buoys the spirits. They do this by altering their consciousness - usually simply with alcohol - and tapping into their altered mental state for insights into the flow of magic around them. As they are inebriated, they tell tales, usually to members of the Violet Grith living on the streets, and they weave the lore into those tales with ancient rhymes, riddles, and story beats. In their altered state, they can sense the rare moments of alleviation, of happiness, of cheer, and if they act in that moment by toasting or celebrating it, they can see via their altered mind the violet haze of magic. If they have something to capture it in - a bottle, a cup, a can - they can grab it, and it will be rendered into a magical drink called stagma. The vessel they use to capture it cannot be poisoned, and they can will the drink to do different things when imbibed:
- Inebriation: the drink will make any who imbibe merrily drunk, usually without consequence of hangover.
- Preservation: those who drink of stagma remain youthful in appearance longer.
- Exhilaration: the drink will fill those who imbibe with energy, passion, and mirthful exuberance.
- Purification: any vessel the stagma is poured into will be cleansed of poisons, pestilences, and plagues.
- Disinhibition: those who drink will release their inhibitions.
- Clarification: counter to usual inebriation, clarity is gained by those who drink stagma.
As more and more drink, the energies gather and amplify, leading to three different communal properties:
- Extended festivities: the ability of those drinking to engage in festivities grows, giving them endurance so long as the fun lasts.
- Emotional connection: everyone engaged and drinking the stagma gains insights into the emotions of those around them.
- Shared release: everyone engaged and drinking the stagma feel their troubles weaken and flow out.
When the party reaches its climax, the emotional release coincides with an eruption of energies that appears as a series of sparkling violet lights, like fireworks or confetti, but full of warm happiness that touches everyone, granting them emotional protection for a few days afterward.
As a consigliere, the laetificaters entire purpose is to give merry counsel to the Abdit.
PRO / ATH / STR -1 AWA +2 WIL +1 PRS +3 STH /
Maliku
There are very few who take the role of adviser in the Green Grith, but those who do are close to the Quaedam and share the waters of elemental chaos with her, gaining deep wisdom from its power. As consiglieres, they handle internal disputes, adivse the Quaedam, and have knowledge of politics, law, and commerce.
There are only a few maliku in the Green Grith at any given time. They share the primordial waters of chaos (called either tehom or anumun) with the Quaedam, but only in small doses, as they are not witches attuned to chaos itself the way she is. Instead, they drink a little at a time to gain powers to help them in advising her.
A maliku is usually an older member of the Green Grith who once served in a different role and has since semi-retired, though some are members who operate as a legitimate face for the Green Grith, sometimes being a lawyer for the organization. They gain the trust of the Quaedam after decades of service, constantly proving themselves to be devoted to nature itself above all else. If they do this consistently, they are invited to take a draught of anumun, which cleanses them and gives them incredible powers.
If they drink of anumun, they gain 100 points they can spend on various powers. It can heighten any elemental powers or skills they already have (3 points of chaos per 1 point of heightening, max of +3 to any power). But it will also give them the following powers:
- Chaotic vision: they can look into the primordial depths of the universe to gain insights into reality. It allows the player to ask the GM a specific question, then roll a d100 to see how useful the answer they get is. On a roll of one, it is cryptic and strange and perhaps useless, and the closer it gets to a 100, the more useful and clear the answer will be. Some questions may be off the table as per the GM's discretion. The cost varies by roll, 1 point per every 5 they get on a roll (a 1-5 is 1, 6-10 is 2, etc.).
- Generative sigil: they can draw a sigil with their tehomized blood that will cause a random natural thing or being appear. They roll a d100 to determine what is generated. The cost of this varies by what is generated.
- Unpredictable invocation: they speak a word of magic empowered by elemental chaos that causes a random elemental effect to occur, rolling a d100 to determine what happens. The cost of this varies by effect.
- Scattering voice: they can shout, laugh, scream, or otherwise make a loud noise that cause an entropic ripple that teleports every living thing within 10' of them to random locations within 100' of them. Each target rolls a d100 to determine where they end up (the higher, the better the positioning). This costs 30 points.
- Entropic wave: a wave of elemental chaos erupts from the maliku, costing 60 points, causing everyone within 50' of them to decay, rolling their STR against a power of 19.
- Random form: the maliku randomly polymorphs, rolling a d100 to determine which shape they take, for 10 minutes. The cost varies by form.
- Primordial memory: the maliku connects to their primordial ancestors and gains deep wisdom. This costs 12 points per 30 seconds of connection, during which time they can draw on their primordial ancestors' powers, skills, or knowledge. Max of 3 minutes.
- Mother's wrath: if they use all 100 of their points, they may connect to Mother Shem herself and unleash her full might at will. This will take the maliku's life.
While under the influence of the anumun, they can sacrifice any points of any stat, substat, skill, power, lore, or language permanently to gain more points of elemental chaos to wield.
| Roll |
Sigil |
Invocation |
Form |
Cost |
| 1 |
A blackhole appears |
The maliku astrally projects to any location they wish for 6 seconds |
Starlight form |
50 |
| 2 |
A 30' diameter patch of pitch darkness appears |
A shadow hides any target the maliku chooses for 6 seconds |
Shadow form |
40 |
| 3 |
A wych elm appears |
The maliku photosynthesizes enough energy to count as a full meal |
Deciduous tree form |
20 |
| 4 |
A large pig appears |
A target of the maliku's choice is nourished as if they ate a full, healthy meal |
Pig form |
10 |
| 5-7 |
An animal native to the area appears |
The maliku becomes able to speak to animals for an hour |
Brown bear form |
20 |
| 8-9 |
A ball of molten lava 1' in diameter appears |
A target of the maliku's choosing is struck by a pyroclast (explosive diameter 100') |
Magma form |
30 |
| 10 |
A burst of sunfire 10' radus appears |
The sun rises; if already risen, it returns to dawn position |
Coronal lion form |
40 |
| 11 |
6 fl. oz of pure anumun appears (a full, fresh dose for the maliku) |
Full elemental chaos points restored for the maliku |
Primordial fish form |
0/0/60 |
| 12 |
A piece of moonstone appears |
The moons rise; if already risen, they return to the horizon |
Lunar wolf form |
30 |
| 13 |
The True Name of an elemental being is generated on a piece of elemental paper |
The maliku knows their own True Name |
Actualized form |
100 |
| 14-15 |
A gust of wind 30' long in a straight line appears |
A target of the maliku's choosing can fly on the winds for 100' in any direction |
Gyran falcon form |
30 |
| 16-17 |
A 6" long piece of magnetic metal of strength 16 appears |
A target of the maliku's choice is magnetized |
Magnetic ant form |
20 |
| 18-19 |
A burning ember appears |
Burning ash falls in a 10' radius around the maliku |
Salamander form |
10 |
| 20 |
A cloud of sulfuric acid 10' diameter appears |
Acid hits a target of the maliku's choice |
Spitting cobra form |
20 |
| 21-22 |
12 gallons of brackish water appears |
The maliku gains +6 swimming |
Manatee form |
10 |
| 23-24 |
A wedge made of stone appears |
The maliku gains +6 to their highest crafting skills or a 5 in any mundane crafting skill of their choosing |
Simurgh form |
20 |
| 25-26 |
A 2' piece of coral appears |
The maliku gains coralskin (+6/+6 armor) that breaks after one hit |
Shark form |
20 |
| 27-28 |
A small, 10' island appears |
The maliku teleports to the nearest island |
Palm tree form |
30 |
| 29-30 |
A glowing mote of argent flame appears |
The maliku's wounds, illnesses, or pains are healed so long as they are not dead |
Feng huang form |
30 |
| 31-32 |
A patch of clement, sunny weather forms for 100' around |
The day's weather becomes sunny and clement |
Child form |
10 |
| 33-36 |
12 gallons of fresh water appears |
The maliku gains understanding of the flow of events around them, giving them +6 AWA, +3 ATH, and +1 STH |
Pike form |
20 |
| 37-38 |
A cypress tree appears |
Hinkypunks flash in the distance, distracting any target the maliku chooses |
Alligator form |
20 |
| 39 |
Tropical cyclone-force winds in a 30' radius for 6 seconds appear |
A thunderstorm occurs |
Storm cloud form |
30 |
| 40-42 |
10 oz. of potassium hydroxide appears |
All acids are neutralized within 100' of the maliku |
Neutralizing frog form |
10 |
| 43-44 |
A snowdrift 16' tall appears |
A blizzard occurs |
Snow hare form |
30 |
| 45-46 |
A sand dune 24' tall appears |
A sandstorm occurs |
Camel form |
20 |
| 47-48 |
A living body part that can be applied to anyone appears |
+6 STR to the maliku |
Forest walker wolf form |
40 |
| 49-50 |
A 20' wall of ice appears |
A target of the maliku's choosing is frozen solid (power 16) |
Iceflesh form |
30 |
| 51 |
A bolt of lightning erupts from the sigil and hits everything 20' directly in front of it |
A target of the maliku's choosing is shocked (power 16) |
Lightning form |
50 |
| 52 |
A 20' radius patch of grass appears |
The maliku wields a sword made of grass (+7/+7) |
Horse form |
20 |
| 53-54 |
An acorn that will erupt into a fully grown oak tree if planted in healthy soil appears |
It becomes a warm summer day |
Oak tree form |
20 |
| 55-56 |
A holly berry that will freeze solid anyone who eats it appears |
It becomes a cold winter day |
Holly tree form |
20 |
| 57-58 |
A wall of smoke 8' tall and 12' long appears |
A massive pillar of smoke appears 1 mile away |
Smoke form |
10 |
| 59 |
A patch of moss 10' in diameter appears |
Moss covers a target of the maliku's choosing |
Moss form |
10 |
| 60 |
Mist in a 20' radius appears around the sigil |
A spray of cold mist hits everyone in a 30' cone in a direction of the maliku's choosing |
Mist form |
40 |
| 61-62 |
A pumpkin that glows from within during the night after the autumnal equinox appears |
Everyone who can see the maliku is overcome by fear for 12 seconds |
Jack o'lantern form |
30 |
| 63-64 |
A flower blossom that refreshes a person with its scent (equal to a full night's rest) appears |
Everyone who can see the maliku feels young again for an hour |
Flower form |
20 |
| 65-66 |
A cloud producing a torrential downpour for three hours appears |
A rainstorm occurs |
Puddle form |
10 |
| 67-68 |
A dry wind that desiccates all it touches for 30' appears |
The humidity drops to 0% for the day |
Desiccated form |
10 |
| 69-70 |
A 40 lb. meteorite appears |
A comet streaks across the sky |
Constellation form |
60 |
| 71-72 |
12 gallons of salt water appears |
The tide comes in or goes out |
Porpoise form |
10 |
| 73-74 |
A 30' tall cliff appears |
A boulder drops from the sky |
Rock form |
40 |
| 75-76 |
A 5' radius, 5' tall mound of earth appears |
An earthquake occurs in a 200' radius |
Earth form |
40 |
| 77-78 |
A 1' long piece of elemental flint (nekhuar) appears |
A target of the maliku's choice is petrified (power 16) |
Stoneskin |
30 |
| 79-80 |
A 5 lb. piece of isern (elemental iron) appears |
The maliku can sense metal for 50' diameter |
Metalskin |
30 |
| 81 |
A raw, uncut gem worth 500 mynet appears |
The maliku can sense gemstones for 50' diameter |
Jewelskin |
30 |
| 82-83 |
A piece of another planet appears (roll a d20 to determine which planet, anything 5 or below, re-roll) |
A target of the maliku's choosing is thrown into orbit |
Form varies by planet in ascendance |
40 |
| 84-85 |
A dozen nutritious mushrooms appear |
A target of the maliku's choosing experiences the effects of hallucinogenic mushrooms |
Fungal form |
40 |
| 86-89 |
A pine tree appears |
Pinecones rain from the sky |
Conifer form |
20 |
| 90 |
A wall of flame 9' high and 12' long appears |
A target of the maliku's choosing burns (power 16) |
Flame form |
50 |
| 91 |
A very loud sound occurs |
The voice of the maliku grows much, much louder |
Sonic form |
20 |
| 92 |
Pure elemental light erupts from the sigil |
The maliku glows with elemental light |
Light form |
40 |
| 93 |
A 12' radius patch of wheat appears |
Everyone within 50' is nourished as if they ate a healthy, balanced meal |
Ox form |
20 |
| 94 |
A piece of elemental obsidian appears |
The maliku becomes clear like glass |
Glass form |
20 |
| 95 |
A petri dish's worth (but not the actual dish) of elemental microbes appear |
The maliku can sense all natural microbes within 1' around them |
Microbial form |
10 |
| 96 |
A twig of the World Tree appears |
Raw elemental energy flows out in a 30' radius wave |
Viridianiate form |
80 |
| 97 |
The primordial ancestors of the target appear in a quasiphysical form |
The maliku gains access to their primordial memory for 3 minutes |
Primordial form |
80 |
| 98 |
A haoma seed appears |
An invisible elemental barrier appears around the maliku in a 6' radius |
Viridianite form |
80 |
| 99 |
A viridianite appears |
A blast of elemental energy hits a target of the maliku's choosing within 20' |
Viridianite form |
80 |
| 100 |
Raw primordial chaos pours out, transforming everything within 50' |
Elemental chaos at a power of 25 hits every target the maliku wishes within 100' |
Primordial form |
100 |
| |
PRO / ATH / STR / AWA +4 WIL +3 PRS +3 STH +1
Seanchai
The higher ranks of advisers in the Violet Grith are experts on the lore, ones who know all the legends and share the most ancient stories, or ones who draw on good cheer to create special, uplifting drinks.
Pronounced "shanachie". These consiglieres study the lore more deeply than anyone else and have a deep knowledge of the most ancient stories. They can tap into the Lore and the Tradition for all manner of spells. They spend decades studying it.
The Lore gives them the ability to draw from ancient stories and imitate the powers of legendary figures, but to do this, they must tell those stories first, then capture them in dyed cloth. The Tradition is the powers of the fey to invoke magic via little charms, poems, or specific actions. Because of the broadness of the legends and traditions they pull from, they do not have a spell or power list, but instead their powers are left open to interpretation. The player describes what they want to do, then rolls either Lore or Tradition to see if they can correctly invoke what they need to cast it.
If the player needs ideas, they can look to almost any power listed on a Violet Grith occupation or fey creature to imitate. They may also draw from folklore, mythology, and old stories for ideas.
PRO -1 ATH / STR -1 AWA +3 WIL +1 PRS +3 STH +1
Symvoulos
Consigliere are advisers to the leaders of the Blue Grith or subgroups within it. They wield psionic powers to enhance their wise counsel. They are called
symvouloses.
In the Blue Grith, their consiglieres draw energy from their personal experiences, allowing them to wield special psionic powers that can affect the depths of the mind.
Symvouloses study for many years to gain their powers. Along with going to legitimate universities to study the teachings and systems of the enemy, they privately study under other symvouloses in the Blue Grith.
They engage in meditative practices in order to learn how to wield their psionic powers, focusing on their personal experiences and lessons learned. They must reflect upon as many possible experiences in their lives as they can, going deep into their memories, and fully understand the lessons they learned. This means reflecting even on things that happened in early childhood, identifying when they started learning specific skills, but more importantly, when they learned certain life lessons, especially those that inform their moral, ethical, and political philosophies. As members of the Blue Grith, their philosophies center on liberation and anti-oppression, but they take a longview of it. They consider things strategically.
In order to convert their understanding of their learning experiences into psionic power, they must clear their minds of distractions. They must sort their emotions from their thoughts. They must apply their philosophical thoughts, political beliefs, and learned lessons to their studies of the mind. And they must engage in intensive meditative practices that help them focus on expanding their minds beyond their own being. This will eventually generate a yellow spark of energy that flickers from their mind (usually out of their forehead) onto the nearest piece of metal. They often carry special metallic laurels that they wear on the hear heads to catch these sparks.
After this initial spark, they must train for years to generate new ones and control them outside their heads. This develops into the full ability to wield their psionic powers, which allow them to share wisdom telephatically. They are able to delve into the minds and help them open to new ideas, improve their mental skills and stats, understand long-term patterns, and unravel and understand the lessons of their memories better.
They serve as advisers to the leaders of the Blue Grith, and as such they have deep knowledge of local politics, law, the Grith, history, economics, and warfare.
Part of the Commitee for Warfare or the Committee for Liberation.
PRO +1 ATH / STR / AWA +5 WIL +3 PRS +1 STH /
The consiglieres of the Red Grith are skilled wielders of the magicks of war, especially those that give them insights into strategy and tactics. They are connected to every organized part of the Red Grith, advising captains, elchees, or lieutenants. Consiglieres have a knowledge of law, local politics, and the comings and goings of the underground world. They are well trained, usually with actual degrees, and connected. They keep their hands technically clean, but they are deeply involved in the work of the Red Grith. An average consigliere in the Red Grith is called a
zovlok.
Zovlok
Zovloks are strategists and tacticians. They often even have military training, and they engage in rituals of war magic to gain special powers that they apply not to a battlefield, but the courtroom and the streets.
The ritual zovloks undertake is an act of violent blood magic. A zovlok undergoes training from other zovloks for up to seven years, funded by the Red Grith or recruited from the poorer students in local law schools with promises of criminal wealth or vengeance of the glamour of a criminal lifestyle. The zovloks learn to fight to a basic level, but their main focus is tactics. They view life like a complex battlefield, and they spend time playing games designed to train their mind in this way.
The blood magic they engage to gain their powers is a ritual in which they test themselves against their mentor or trainers. Each cuts themself such that they have a normal wound actively spilling blood within a circle of blood and/or power, and they must engage in a ritual combat wherein they must try to force the other out of the circle they fight within. They must do this before they are too weak from the normal wound to act. The trick is that they cannot cut each other after the initial ritual cut; they must resort to other physical attacks or trickery, positioning, and timing. Every three rounds of combat, a bar or rope is pulled across the circle, which they must leap over or be knocked prone or dragged out. If they win, their mentor paints their face with blood from the mentor's wound, granting them some or all of these special powers:
- Fast learning of tactical information
- Tactical persuasion (+3 to PRS when persuading someone of a good tactic)
- Strategic assessment (+3 AWA when figuring out multiple moves in a contest)
- Dominant voice (+3 PRS in a courtroom, on a battlefield, or in a debate)
- Intimidating glare (+3 intimidation with their glare, once per day)
- Ruthless precision (no penalty to called shots for a killing blow)
- Patient reserve (immune to intimidation, provocation, or fear)
- Calculate expendability (know the value of a henchman, whether they should be kept or disposed of, after they have failed your organization)
Other powers are possible. Consult with GM. Once used, powers must be recharged with blood.
If a zovlok does not renew their powers via ritual combat every seven weeks, they will lose them.
PRO +1 ATH / STR / AWA +4 WIL +1 PRS +1 STH /