Fixer

Agents who make problems go away, clean up crime scenes, and otherwise address issues.

Amolast

The fixers in the Red Grith use the magic of numbers and complexity to manipulate the records of the authorities or to know how to best obfuscate evidence at a crime scene. They are called amolasts.

Amolasts wield numerology. If they know the name of someone or something, they can use alphanumeric arithmancy to learn things about it (or them), and from there, they can wield numerological magic to manipulate reality. Amolasts must learn their arts with deep study for many, many years, and the Red Grith only chooses the most ruthless, insightful, skilled of their agents to fund for this.

When numbers change, so does reality. If an amolast has the right names, they can make almost anything happen, but most are not skilled enough at math to perform what a full numerologer does. Instead, they focus on local changes, especially the work of fixing problems for the Red Grith. Notably, they make criminal records vanish, bodies and other evidence disappear, and crime scenes clear away. They do this by having a set of numerological tricks up their sleeve.
  • If they know the name of a murder victim, they can numerologically alter their body so it's not findable.
  • If they know the name of a criminal, they can numerologically erase their fingerprints from a crime scene.
  • If they know the name of a cop, they can numerologically make them forget to arrest someone.
  • If they know the name of a magistrate, they can numerologically make them lose critical paperwork.
And so on.

The method of this is to take their name - common name or True Name, though the latter is much more powerful and harder to find - and convert them alphanumerically. The Red Grith uses a special alphanumeric formula that is modulo 13, using a 30 letter alphabet. Within base 13, everything is cyclical, so these effects may return to their original state in time.
LetterSorted ascending Alphanumeric Our Number Effect
       
A 0 0 Returns all things to their natural order
B 1 1 Catalyst
C 2 2 Combination
Ch 3 3 Amplification
D 4 4 Death or endings
E 5 5 Help
F 6 6 Harm
G 7 7 Good luck
H 8 8 Positive emotion
I 9 9 Transformation
J ! 10 Circular
K @ 11 Magic
L # 12 Alignment
M 10 13 Cyclical
N 11 14 Analysis
O 12 15 Division
P 13 16 Movement
Q 14 17 Negative emotion
R 15 18 Change
S 16 19 Strength
Sh 17 20 Thought or memory
T 18 21 Creation
Th 19 22 Identification
U 1! 23 Hard barrier
V 1@ 24 Bad luck
W 1# 25 Reflection
X 20 26 Growth
Y 21 27 Reversal
Z 22 28 Neutral luck
Zh 23 29 Destruction
If an amolast has a name, they convert it alphanumerically (add up the letters via the code above). Then, they take the original name (the alphabetical name) and inscribe it into their abacus. They must insert the calculated value onto their abacus, made of borov wood with sacratempite sapphires as the beads and provided by the Grith, then use the counting beads to alter the values to reach the effects they wish to inflict above. If their magic is strong enough, the inscribed alphabetical name will change accordingly, causing the changes they wish. The abacus must be attuned to the amolast by being kept in a state of alphanumeric resonance with the amolast's name (i.e., the alphanumeric value of their name must be calculated on it and left there) when not in use.

Because amolasts aren't fully trained numerologers, they must use pre-designed equations to inflict the effects they want. They each are given an additive equation, a subtractive equation, a multiplicative equation, a divisional equation, and a combined equation.
  • Additive: increases the value of every letter by 10 (base 13), with any going over 23 (base 13) going back to null state (0) and then counting up the remainder.
  • Subtractive: decreases the value of every letter by 7, with any going below null (0) then counting down from 23 (base 13).
  • Multiplicative: multiples the value of every letter by 2, with any going over 23 (base 13) going back to null state (0) and then counting up the remainder.
  • Divisonal: divides the value of every letter by 3 or 4, rounding down.
  • Combined: any two of the above at once.
Mechanically, the amolast rolls numerological skill against the difficulty of their spell, which is calculated by how many points different from the original name they have changed (i.e., if the alphanumerical value of the original name is 100 and they changed it to 107, the difficulty is 7; if the original name is 100 and they changed it to 90, the difficulty is 10). They then roll the power of their abacus (usually a 14, if they are n using a Grith-provided abacus) against an appropriate base stat of the target person (if the target is a person) or against the existential value of the target (determined by the digits of their alphanumeric name added together). If any number being rolled (by the amolast or the target) from is prime, the roll gets a +1, +2, +3, or +5 if and only if that will get the value to another prime.

The "name" of inanimate objects is always an difficult to ascertain. The use of generic names risks affecting objects with similar names as well, or hitting the wrong target, or simply failing because of too many targets. Amolasts find it more difficult to target objects because of this, but some objects do have specific names rather than general ones. For example, a form recording the crimes of a person will have an identification number on it, which qualifies as its name. If they can acquire this kind of information, they can alter the object. In this way, they are opposite of traditional numerologers, who hesitate to alter the fundamental being of a person but know how to calculate the name of an inanimate object easily.

They cannot perform their magic without their abacuses, but if someone takes their abacus, they can alter the name on it to harm the amolast.

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

Shiny

The Blue Grith employs agents who can magically cleanse someone's record, scour crime scenes of evidence, or otherwise make problems go away.

Cleanliness is not always possible when you live outside the law. It is often not possible when you live in poverty. It is often not possible if you are exploited, oppressed, or abused. But it is a source of power for those who focus on it. It can bring focus of mind, health of body, clearness of heart, and strength of soul. A shiny practices arts of meticulous cleansing to maintain a self-cleanliness that allows them to apply those powers outwardly.

Specifically, they cleanse their mind, body, heart, and soul. There are many ways to do this, but the four they most often use in the Blue Grith are as follows:
  • Ritual of Focus: meditation ritual focusing on thoughts of the task ahead, of the importance of their work, of the purpose and principles of the Blue Grith to cleanse the mind of distractions, unprincipled thoughts, or misinformation.
  • Ritual of the Bath: an actual ritual bath using special salts, oils, soaps, and cloths to make sure every inch of the body is scoured.
  • Ritual of Expression: a ritual of expressing all emotions directly, going to anyone who is heavy on their mind to clear the air, ritually but sincerely expressing concordance or equanimity with them, in order to clear the heart of distracting emotional issues.
  • Ritual of Inner Being: a ritual in which the shiny has performed the other three rituals, then meditates while surrounded by special incense smoke. They look inwardly and see the relevant experiences to the task ahead, and they draw from them to focus their entire being on the next step.
They learn this from a mentor within the Blue Grith, and they must maintain these rituals in order to hold onto their powers. These rituals combined give them access to the following:
  • Obscuring bubble: the area around the shiny casts a sheen that obscures evidence of a specific crime within 50' of the shiny.
  • Lightening touch: any paperwork touched by the shiny is erased. The shiny may also transfer this to another person by cleaning something off them (brushing off a piece of dust, removing a stray hair, etc.). If they do this to an administrator working at a courthouse for example, all of the paperwork that administrator touches in the next hour will seem filled but be cleansed.
  • Sweeping glance: within 20', line of sight, their glance will push away all evidence of a specific crime.
  • Removal wrap: if the shiny wraps a dead body (created in a crime committed by the Blue Grith) in a towel, the body will become light and small enough to be removed easily within that towel. The towel does not have to be big enough to fully cover the body; just big enough to go fully around it.
  • Neat storage: any evidence taken by the shiny (including the body) can (in fact, must) be stored somewhere secure and appropriate. If done, it will be much, much harder for the authorities to find.
  • Dazzle witness: a simple conversation with a witness will clear their memory of the crime if the shiny cleans something of them (brushing off a piece of dust, removing a stray hair, etc.).
  • Scour scene: a powerful shiny may gain the power to fully cleanse a crime scene by touching the ground at the center of it. This manifests as a gust of wind, a flood of soapy water, or a wave of bright flame.
If the task ahead requires other work, they may gain other powers relevant to the needed fix. Part of any Committee.

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

Shuriko

To fix a record or clean up a crime scene, one must know the past of that record or location, or so says the lore. And thus, the fixers of the Violet Grith draw from the past to change the present to their needs.

The fixers of the Violet Grith take their skills from a southern country where many slaves came from for a few decades. These slaves brought with them folklore and fey powers from their spirits that allowed them to minorly alter the past.

Doing this requires first an engagement with a spirit from a previous era. To do this, they must have a special lens made of magical glass. This glass is provided by the Violet Grith, but learning to control it takes a lot of practice and study.

One must understand history and time to wield it, and one must be able to guide the lens. The lens will look into what happened in the past in any location the shuriko is standing in, so guiding it requires driving it back and forth through the past. The lenses are 100 years old, can be used 1,000 times in total (though the further back, the more the cost, 1 point per 100 years), can go back 1,000 years, can see in a range of 500'.

They must also know what is safe to change and what is not.

If they focus in on one moment, it will loop for them so they may study it, but only eight times before it is inaccessible. If they do not watch all eight iterations in a year and a day, they will lose access. If they seek to watch an adjacent moment, they will only be able to see it six times, and then four, then two, then none.

A shuriko knows they must alter the past to hide evidence of crimes, hide bodies, or alter the paperwork or records of the authorities without actually cancelling out the crime. This takes an exceptional amount of skill. In order to alter the past, they must view it, memorize it, sketch it, then alter the sketch. This process is much, much more difficult than it sounds.

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

Tashtut

When the Green Grith wants a crime scene scoured or a record changed, they wield the full power of windstorms to do it.

To wield windstorms with the precision needed to destroy evidence of a crime, tashtuts must specialize in weather magic so narrowly that they only wield windstorms. Weather magic is controlled by the use of special staves called vanes (which are literally wind vanes atop a staff), made of special metal called birinj. A tashtut gains a vane from the Green Grith after they are tested, and then taught how to use it by a mentor within the organization.

The learning process involves attuning to nature, specifically to different forms of weather, by meditating in them, using various ingredients including animal parts, plants, and special rituals to better attune to it, and by learning special spells (kept in ancient books called synnegrims). After years of study, a tashtut must walk out into a windstorm and perform a ritual to capture it in their vane. If they succeed, they then practice for years to perfect their wielding of it. Wielding it eventually uses it up, so they must seek out and absorb a windstorm every so often. Many store multiple windstorms to be ready.

Their spells include the following:
  • Evidence-scattering whirl: a targeted whirlwind that disrupts everything within 30', hitting any evidence the tashtut identifies that can be physically scattered. This will disrupt fingerprints and blood spatter as well as things like murder weapons.
  • Removing gale: a straight-force wind that will remove large pieces of evidence and dead bodies from an area, throwing them miles away.
  • Record-shredding gust: a brief gust that destroys papers in a location within 200' of the tashtut, even if they can't see it.
  • Howling draft: a draft of wind that sounds like a threatening voice to intimidate witnesses.
  • Mindstorm wind: a mental elemental attack that eradicates and scatters the memory of a witness.
Tashtuts are called in when the Green Grith needs to cover up a crime.

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