Counterfeiter
Makers of fake currency or objects.
Celsis
The Green Grith has a few very talented agents who use their skill with the element of metal to forge currency, and they have some who are skilled artisans wielding the power of genesis (the elemental energy of creation itself) to duplicate items exactly.
A celsis is someone who works magical mentals and counterfeits either currency or expensive metallic objects. They learn to work these magical metals via a process of communing with the metals themselves.
All celsises in the Green Grith are taught by other members of the Green Grith. They are taught to meditate and perform ceremonies to commune with the metals they use. Meditation and special ceremonies become part of their routine. Without a certain amount of inner strength, they are unable to forge certain metals properly. As well as attaining a certain inner strength, celsises must have the correct tools, which they must craft their own tools. Their tools must be made from elemental metals without other energies and marked with special magical words taught to the celsis by their mentors. If any other substance is used in the process of their work - wood, stone, water, etc. - it must also be purely elemental. Once they have their tools, they need a workshop that they can protect from outside influences. If they are making coinage, they need machinery made of elemental metals as well if they plan to do so in large quantities. The Green Grith has hidden workshops for just these purposes.
Their work requires a devotion to fighting the distortions of nature around them, so few can fully embrace the work. But those who do gain the ability to alter and shape metals, fashion forgeries, and counterfeit money. Their main operations create money for the Green Grith, but they can also create useful, original objects.
PRO / ATH / STR +2 AWA +1 WIL +1 PRS -1 STH /
Duplicator
The Green Grith has a few very talented agents who use their skill with the element of metal to forge currency, and they have some who are skilled artisans wielding the power of genesis (the elemental energy of creation itself) to duplicate items exactly.
Duplicators draw upon the elemental energy of creation itself to duplicate objects for counterfeiting efforts.
In order to access their power, they must use tools that are exclusively for creating. While there is a certain amount of destruction in creation (i.e., milling grain into flour), the end result must always be something new, useful, and not used for significant destruction - i.e., not a bomb.
The first step in accessing their powers is to create their primary tool. The first step is acquiring their tool. It must be made from elemental materials and be used by the duplicator for at least a year and a day to bond with them. The second is acquiring the materials. The third step is always the checking of the materials. A good craftsman always checks their tools and materials before beginning work. The fourth step is getting organized, as they would normally do for a project, and the fifth step is to imagine what they wish to craft. Then, they must begin work immediately. If the project is big, then resting is allowed, but other than stopping for natural breaks, any distraction will only flaw the process. They must work single-mindedly upon the project until completion, and then, if they have been true and used strong materials, the power of creation will resonate with the results.
Any tool used in this process will gain a powers that give them bonuses to future work, depending on the kind of work they did (i.e., if they were a carpenter, it would gain +1 to carpentry work). The more projects they work within their craft, the more powerful the tool becomes. However, they cannot work projects back to back without becoming exhausted - they must rest an average of a month between projects to be able to do another project that increase their power. Thus, their first few years of work as a duplicator are done as training to build their power.
Once they are strong enough, they can use their chosen tool to instantly duplicate the subject of their projects of the past few years - usually coins, sometimes more complicated objects, depending on their work.
PRO / ATH / STR +1 AWA +2 WIL +1 PRS -1 STH /
Heulian
Everything is connected to everything else, and those in the Violet Grith who know the art of drawing power from those connections can create powerful magical bonds that they wield to counterfeit objects or currency for the benefit of the lore.
Heulians use magical bonds to connect objects or materials to create counterfeited currency or valuables. They use special threads made of feathers that can resonate with bonding magic to connect their target materials.
They gain the power to do this by bonding with a powerful fey being within the Violet Grith. When they do this, they run the risk of losing part of themselves to the fey who bonds with them; many heulians are missing an innate power because they lost it in a failed bonding ceremony before eventually succeeding. When they succeed, the fey gives them the power to wield and sense bonding magic via their special feather-strings.
A heulian can take any two inanimate objects and connect them by tying feather strings around them. When they do this, they must hold the one they want to give some or all of its properties to the other object. Then, they WIL it to transfer. The difficulty is based on many factors, including how abstract the quality is, the difference between the two objects, and how familiar they are with the materials.
Most commonly, they take a single gold mynet and transfer its softness, color, and appearance to cheaper metals, making dozens of fake mynets for every one mynet they use up. However, they can do this with any two materials or objects.
PRO -1 ATH -1 STR / AWA +2 WIL +2 PRS -1 STH +1
Qambi
In the Blue Grith, counterfeiting operations are done for fundraising purposes mostly, though destabilizing the Endruinite economy is a nice side effect. They are called
qambis.
The counterfeiting operations are done by skilled inventers and artisans who create machines that can help them copy currency, valuables, or other objects. They are empowered by innovation, curiosity, and enthusiasm. Though they study mundane engineering, mechanics, devices, and building, they tap into a magical form of creation as well. The sources for a qambi's magic are their devotion to making devices that help the people, their curiosity into how things work, and their enthusiasm for their work. They can pull from any of these for their magic, but the best qambis balance all three.
In order to tap into their devotion to helping the people with their devices, they must first make devices to help the people. The most potent are new inventions that meet the people's needs, but building any device for the people works. After they have built a device with this intention and purpose, they must provide it to those who might need it, freely, and make sure they know how to and have the resources to use it. This simple act will generate some energy they may tap into, but they must sense it first (a roll of AWA against an initial difficulty of 14 if they are aware the potential for the energy exists, vs. 20 if not). Then they must build a device that can interact with it, using special materials that are hard to find. The Blue Grith often finds ways to provide these to promising artisans. The difficulty on making such a device is a 14.
In order to tap into their curiosity, they must first indulge it by seeking knowledge or experiences that are not harmful to the world. This just means they can't seek out an experience like serial murder or learn about necromancy, to name two examples. As they follow their curiosity, they must not let it waver, but instead, let it continue to grow as they learn. Similarly, they tap into their enthusiasm simply by following it and using it to do their work. If they lose enthusiasm for their work, they weaken. If they stop being curious, they weaken.
Curiosity can be weakened by boredom, contentment, or rote. In order to maintain it, they must change things up occassionally. However, enthusiasm may be dampened by distraction, so changing things up may risk enthusiasm (for their targeted work). Thus, they must find a balance, maintaining focus on their work while engaging with it in different ways as they go. This translates into a roll of AWA to maintain the balance and WIL to maintain focus.
If they do this, they gain bonuses to their work, going from +1 at the start to +9 at their peak over the course of a single work. Failed rolls will lower that bonus; successful rolls will build it. Since their primary work is counterfeiting currency or objects, this is where their enthusiasm and curiosity and innovation must lead for it to work. Other paths will weaken them.
Part of the Commitee for Support.
PRO -1 ATH -1 STR / AWA +3 WIL +2 PRS -1 STH +1
Underalteror
The Red Grith's counterfeiting operations are mostly done via the power of flux, the energy of change, which is used to alter an object to look like another or a coin to be something it is not. These are called
underalterors.
The magic of alteration is done via special spinning orbs made of a magical metal called
vysolite. These orbs are extremely hard to acquire, so the Red Grith keeps them as the organization's property and only lets their most skilled counterfeiters work with them. The art of wielding them is also difficult to learns, but as they are instrumental to the Red Grith's counterfeiting operations, they invest in training.
The energy of flux cannot be controlled. It can only be nudged, and this is done because vysolite orbs interact with it without being changed because they are always changing anyway. The energy of change is ever-present, so all that is needed is a spinning orb to draw it in and direct it. Underalterors learn the different movements of the orb they need to engage to cause the alterations they wish, and they learn how to apply these to coinage or objects to make them appear more valuable than they are. This is all kept in a controlled environment in heavily guarded locations, but on rare occasions, and underalteror will be sent on a mission where their magical talents might be needed.
The alteration of objects has a varying degree of difficulty based on many factors - size, complexity, magical properties being major ones - and the amount of flux used to alter them affects the power of the spell. A vysolite orb will spin if left suspended in air (they float naturally), gathering flux to it, sending bands of perceptible energy flowing around it. An underalteror will then tweak the way the orb spins in order to direct the energy. Different directions of spin cause different effects. The longer they let it spin without tweaking it, the more power it builds up. However, the longer it spins, the more likely it is the flux will spontanteously affect anything and everything around it (as a paradoxical energy, it is unstable). As such, when not in use, the orbs are put away in cloth bags that force them to the ground and stop their spinning.
To alter a living being is much more difficult and requires a roll against the target's WIL, PRS, and STR. Underalterors rarely have need to do this.
There are limitations on their magic:
- It is not possible to alter something you are unaware of nor something you cannot perceive.
- The more specific the alteration, the better - it is easier to alter something with specific instructions on how it is to be altered.
A spinning vysolite orb gathers flux at a rate of 3 points per round, starting at a base power determined by the size and potency of the orb. A standard orb starts at power of 8. The largest orbs an average mortal can wield caps at 23, but larger beings may be able to go higher. However, the higher the score, the more unstable it is. Every roll with a base power higher than 10 will result in unpredictable results on any level of failure. Normal failure (1 to 2 below) means minor unintended change to the target. Special failure (3 to 5 below) means an unintended change to the target. An exceptional failure (6 to 8 below) means uncontrolled flux explodes around the orb. Since the underalteror is usually very close if they are wielding it, they are the most likely victim of this, though others may be hit by it depending on how much power is at play. For normal, special, and exceptional failures, the underalteror rolls a d100 to see how bad/good the unintended change is, with a 1 being the worst. A critical failure (9+ below) results in an explosion of uncontrolled flux that causes automatic negative effects.
The way it works, though, is that the the underalteror rolls their spinning skill against the power of flux the orb has built up. If they succeed, they roll the power of the flux plus the bonuses applied by the success rate of their roll (NS +0, SS +3, ES +6, CS +9). If the power score is above 10, failure means unintended effects (see above).
Mostly, underalterors do this in controlled environments wherein they alter currency, and the orbs they use there are larger. The ones they are allowed to take out of this environment are smaller.
Underalterors have a deep knowledge of anything they are fabricating or counterfeiting in order to make their work easier. All of them are experts on currency.
PRO -1 ATH -2 STR -2 AWA +3 WIL +2 PRS -1 STH +1