Extortionist

Violent individuals who intimidate, beat, or kill others to get money or services from them.

Creachadoir

Much as the Violet Grith's bookies keep debts, their extortionists, well, extort them. Enforce, coerce, and collect them. With the power of those debts hanging over their targets.

Pronounced “creckadoor”. Creachadoirs work for liabhairins (the Violet Grith's bookies), and therefore, they gain their powers from them. As they do work for them, they get paid money with bonuses in the form of special powers. All creachadoirs are given a special magical power to begin with to help them break kneecaps and a special book to gather the debts in to bring back to the liabhairin.

Powers may include up to four of the following to start:
  • Fey elemental attack: faeriefire-wreathed punches, fairy light dazzling flashes, fey wind slash, fey water blast, airgid silver punches, dreamstone punches, faeriewood punches, faeriefrost-wreathed punches etc.

  • A minor magical weapon or armor

  • +3 to PRO, ATH, or STR

  • Resistance to infernal powers

  • 11 in boxing or another combat sport

  • 11 or +3 in intimidation

  • 11 in anatomy

  • Combat-oriented power from another species

As they collect debts, they are allowed to choose one per every 12 they collect to keep, with the liabhairin’s permission.

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


Drakilist

Extortion is a common tactic of the Red Grith's strongest members. They have the secert magic of dragonmight (called drakilists). Some few are the Cang's favored soldiers, including the Captain of Claw.

Drakilists are extortionists who wield dragonmight. While some who wield dragonmight do so by forming a magical bond with a dragon (or by being a dragon, but that's not available to PCs), the extortionists among the Red Grith gain the power by carrying a magical bracelet called a dracutrem, much like the arsonists. Instead of giving them dragonfire, it gives them access to dragonmight, the raw power of a dragon. They draw from it by paying it tribute with every job they do. A little bit of their victim's blood, sweat, tears, or other fluids or flesh mixed with their own blood must be smeared on the dracutrem after intimidating, beating, or killing someone to make sure it does not lose power.

When they invoke the power of their dracutrem, they gain temporary bonuses to STR, PRO, ATH, or any natural bodily abilities they have. The more points they draw from their dracutrem, them more they must put back into it. If they make a powerful offering, they may be able to take on properties of a dragon's body, such as claws, wings, horns, scales, or fangs, to name a few.

The drakilists intimidate, beat, or kill the enemies of the Red Grith. They like to use weapons like knuckle, claws, clubs, maces, flails, koshes, or hammers.

Drakilists are weak to anything that harms dragons. If their dracutrem is submerged in water for five minutes, it will turn into oil.

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

Impavider

The Blue Grith only engages in extortion of rich businessmen or slaveowners, and they use emotion magic to target them. This is a critical part of their fundraising efforts.

An impavider is a wielder of a kind of emotional magic that taps into specific emotions, ones that make people feel good, uplift, or otherwise are deemed positive. While some emotions are necessary, such as grief, sorrow, or embarrassment, in certain contexts, they often slow down or impede a person, and thus they are not accessible to an impavider. To wield this emotion magic, impaviders must have an experience in their life of intense emotion that they fully externalize in order to process. They can do this naturally or intentionally, but they must at the time of the experience knowingly force the emotion outward, forming a perfect blue jewel.

In order to externalize the emotion in this way, they must be in a state where they are operating on pure emotion and/or instinct. They must have a clear mind. They must have a heart full of a "positive" emotion. They must not be able to contain it all within themself. They must know it is possible to funnel that emotion outward, and they must believe fully it will form a blue jewel (called dumaqu) in their hands. Once they have it, it becomes easier to channel other positive emotions into it. Every dumaqu jewel can store up to nine emotions, channeled from the wielder. If the jewel is broken, they will permanently lose access to the emotions within it.

The jewel may be directed to infuse that emotion into others, but doing this will temporarily dampen the feeling within the wielder. Doing this must always be done to make a target feel good. However, they may also take emotions from others. The emotions from the wielder must also come from a positive source, but the emotions from the targets taken away must come from a negative source. For example, the wielder may infuse the jewel with their love of their family, but the target may lose their love of wealth or exploitation.

Impaviders focus on draining positive emotions from those who draw them from negative sources, specifically, the positive emotions generated in the rich and powerful from all their splendor and comfort. They hold these emotions for ransom unless the rich and powerful give them money or resources or change their behavior.

Positive emotions include but are not limited to acceptance, admiration, attraction, awe, belonging, bravery, calm, camaraderie, comfort, compassion, confidence, contentment, curiosity, delight, desire, enthusiasm, friendship, generosity, gratitude, happiness, honor, hope, inspiration, intimacy, joy, love in all its forms, loyalty, outrage, passion, relief, serenity, solidarity, trust, and wonder.

In order to store one of their own emotions, they must hold the jewel, look into it, and spend a round per 3 points of emotion put into it. In order to release it into themself, they must reverse this process. If they give that emotion to another, they must be within 20' of the target and have line-of-sight on them. A blue light will extend and touch them. If they are willing, they will gain the emotion instantly. If they are unwilling, they will roll WIL vs the WIL of the impavider plus 1 point per 3 points of emotion being sent.

In order to take emotions from a target, they must be within 20' of the target and have line-of-sight on them. A blue light will extend and touch the target. If the target is willing, they will lose the emotion at a rate of -3 per round. If they are unwilling, which they usually are, they roll WIL plus 1 point per 3 points of the emotion being taken vs. the WIL of the impavider. If the target is currently feeling the emotion, it will be a further +1 to their defense. All emotion within a person has a range of 1 (barely felt ever, nearly incapable of feeling it, or simply unfamiliar) to 22 (constantly feeling it, immensely feeling it, or having a massive capacity for it). This is determined by GM and player, based on the character's experiences.

Because they also have to deal with unwilling targets, they are also generally very strong and skilled in combat. Part of the Commitee for Support or the Committee for Warfare.

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

Kherulk

Extortion is a common tactic among agents of the Green Grith to intimidate business owners or others into not working with big polluters or just getting money to fund operations. Their extortionists often befriend dangerous animals to help them in their work.

Kherulks bond with animals in order to be able to work with them to intimidate their targets. They focus on bonding with intimidating animals, such as grey wolves, brown bears, cave hyenas, cave lions, birds of prey, sharks (if focusing on ship owners), aurochses, adders, large dogs, reindeer, elks, lynxes, insect or arachnid swarms, hoards of vermin, or boars, to name a few. Any animal can be intimidating under the right circumstances, though - something as simple as having them musk a restaurant or smash up wares could do the trick.

The power to bond with animals is limited to wild or feral animals, not with domesticated or owned ones. As such, kherulks seek out their animals either outside the city or within the zoos where wild animals are kept caged. Usually, they cannot spend the amount of time needed to bond with an entire taxon of animals, and thus only have one animal they have bonded to. They have one animal companion, but their bond is much, much more potent.

They must find an animal and gain its trust enough to get close to it to begin imitating it. They do not merely need to copy movements, but to copy the general behavior of the animal, and for that, they must know about the animals and why they behave the way they do. They do this through intense observation and training from their mentors. This usually involves living with the animal for a long time. They must have enough trust and imitation of the animal that the animal believes they are the same kind of being, and then they must coax it into a ritual dance, and sometimes, they must liberate the animal as well. Then, they must spend a full year and a day with just this one animal, forming a deep bond.

Once they have done this, they will be able to do some of the following:

  • Influence animal: the bond between kherulk and animal is so strong that the influence they have over their companion animal is nearly full control; however, they will never make their animal do something it does not want to do. If they do, the bond will break.
  • Borrow animal sense: they can use their animal's senses, seeing through their eyes, smelling through their nose, etc.

  • Improve animal senses / stats: they can lend some of their own stats to their animal companion temporarily.

  • Animal instinct: they can tap into the instincts of their companion to improve their reaction.

  • Communicate with animal: if their animal is within 100', they can communicate with them silently.
  • Call animal: if their animal is within three miles, they can call it to them, and it will come within one round per mile of distance.
Sometimes, they acclimate too far and lose their ability to act like their own species. They go feral and believe they are the last animal they bonded with.

PRO / ATH +2 STR / AWA +2 WIL / PRS -2 STH +1
Topic revision: r1 - 07 Jun 2025, SallyJaneBlack
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