Hijacker
Those who steal vehicles.
Fuadach
All stories end, and the powers of those endings in the lore allow certain skilled members of the Violet Grith to alter reality, creating endings where none were before - like the middle of the railroad tracks, which helps them hijacks trains.
Pronounced “fuada”. Fuadachs are agents of the Violet Grith sent to hijack carriages, wagons, or trains, and to do this, they wield the magic of endings.
All stories have endings. To draw from that, the fuadach must go to the end of their own story, survive, and bring something of note back from beyond. This does not always mean death, though it sometimes does. To reach the end of their story without living their whole life, they engage the powers of the fey, making a deal and going on a special quest. When they complete the quest, usually within the city, they bring it back to the fey (usually a higher ranking member of the Violet Grith), and thus they are given a painting. This painting shows them their story's ending, and if they enter it (with magic given by their benefactor), they may find what is beyond and bring it back to the realm of the real. This token - which is always individaul to the fuadach - and the painting are the tools of their magic.
The painting is a source of raw power. They must restore the energy in their token every so often by returning it to the painting for a day and a night. To start, the token will hold 25 points of magic. The token allows them to perform one of nine charms:
- Everything has an ending: this charm forces a path - a rail track, a street, any official path - to suddenly stop even if it should not. This lasts 10 minutes per three points spent on it.
- But not yet: this charm adds a length of 100' per three points spent to the latter part of a path, near but not at the ending.
- Caught in a loop: part of the path loops and forms an unending circle until the fuadach releases it, costing three points per 100' of loop.
- Gone too soon: the actual end of the path is suddenly right in front of the fuadach, but they do not teleport, rather, the rest of the path is beyond. Costs 10 points.
- A different path: the path shifts subtly and has a new ending. Costs seven points per 50' off the original way.
- Moving beyond: any vehicle on the path reaches the end and does not stop, entering the illusory beyond. Cost of 13 points.
- Rushing to the end: the fuadach and their target are moved to the end of the path, costing three points per 100' away they were.
- Not an end but a beginning: the end becomes the beginning and the beginning the end. Costs 16 points.
- Nothing ever ends: the path's ending is gone and it simply continues on. Costs 19 points.
To use these charms, the fuadach must roll against the permanence of the path (a rail is very permanent, a stream less so) and the amount of path left to see if they can succeed. When the charm is over, the path returns to normal as if it never changed.
They use these powers to end manipulate the rail lines to capture trains, mostly.
PRO +1 ATH +1 STR / AWA +2 WIL +1 PRS -1 STH +1
Klever
The elemental magic of magnetism is used by members of the Green Grith to hijack trains.
Electromagnetism is ever-present around the world, but magnetism - the attraction of a magnetic field generated by some substance that attracts ferromagnetic materials - can take on an elemental form when generated from certain materials. Elemental lodestones are the most common, though still rare over all. Klevers learn to wield them from mentors within the Green Grith.
The art of wielding elemental magnetism begins with understanding the basics of magnetism and literally infusing elemental magnets under the flesh of the wielder. Small pieces of elemental lodestone are gathered and sewn into the skin with a concurrent ritual, and then the user is taught over the course of months or years how to feel the magnetism flowing through them. They have to learn to control the field around their own bodies so that they are not constantly magnetically attracted to the iron (etc.) around them, and so they can direct it specifically. Once they can control it, they are then tasked with the work of hijacking trains for the Green Grith. Their control of their magnetic powers defaults to AWA, and its power defaults to the strength of the magnets in their body +1 point per 3 points of STR they have, but these are translated into the skills magnetic direction and magnetic force.
Mostly this is done to take them off to rob them, to delay or prevent deliveries, or to hold them for ransom. Sometimes it's done to dismantle the train for parts. Sometimes it's done just as a fuck you to the powers that be. All klevers have skills in horse-backing riding, train engineering, train schedules, and magnetism.
PRO +2 ATH +1 STR +2 AWA +2 WIL +1 PRS / STH /
Matataemeo
The Blue Grith employs a gang of hijackers to attack slave trains and wagons. They wield liberatory energy to break chains and free the rails.
Matataemeos are similar to renegades in that they gain power from freeing slaves, acts of resistance, and fighting for liberation, but they target trains and other large vehicles to steal, usually those carrying slaves.
They generate magical power via acts of resistance to tyranny. They also gain power by acting in unison. This is why they go in groups to liberate slaves and hijack trains. Acting in unison creates an enormous amount of power. Their hearts will be filled, their bodies will be filled, their souls will be filled with power, and if they place their hands over their hearts, concentrate, and draw it forth, orange flame of liberation will spill forth. If they have a weapon - and matataemeos will always have a weapon - the spark of fulvous flame will leap to their weapon. They often work with renegades, but they have special skills to help them steal the train.
From there, every act of resistance they engage in makes the flame burn brigther.
With enough fulvous flame, they can empower their weapons, their own bodies, armor, or other objects. Any chain they find will shatter at even the weakest blow of their weapons, and the fulvous flame will help them "liberate" (steal) the train, wagon, or other vehicle. Their fulvous flame gives them +3 to any action in resistance to tyranny, +6 to freeing slaves, +9 to breaking chains or jail bars.
Part of the Committee for Liberation.
PRO +2 ATH +2 STR +1 AWA +1 WIL / PRS / STH +1
Mochoz
The Red Grith employs hijackers to take on trains and wagons that they want to capture, as well as the occasional airship.
Mochozes analyze their targets as systems. They see the target as a contained chain of cause-and-effect, and their in-depth study of it allows them to manipulate that chain to cause long-term effects. They can see when and where to apply a change to the system to cause it to break down precisely when they want it to.
Mochozes study engineering, tactics, driving, and various forms of mechanical studies and sciences to know how to sabotage their targets. Part of their study is mundane, but in a magical world, they need to study it magically as well, and they need a way to tweak those energies to their needs. This is why they study the systemic magic of
vonzot.
To tap into vonzot, a mochoz needs to introduce an antithetical, unpredictable element into any system they wish to manipulate. As part of their training, they learn to do this and gain other powers by introducing the unexpected into their own mental systems, usually in the form of acupuncture into the base of their neck. This leaves a series permanent holes in their neck that they cover with scarves, collars, or other clothing. This opens their mind to seeing the lines of the systems they analyze at will. With this, they can simply mentally "grab" these lines and alter them, inserting the unpredictable in the system and allowing them to insert change that they can control. The paradox of this is inherent to their magic.
Some common powers include
- Reversal: seeing the inevitable end to a series of causal events, they tweak the lines to make the exact opposite happen.
- Hasten: seeing the inevitale end to a series of causal events, they tweak it so it happens sooner.
- Delay: seeing the inevitale end to a series of causal events, they tweak it so that it happens later.
- Interrupt: seeing the inevitale end to a series of causal events, they tweak it so that nothing happens.
- Direct: seeing the inevitale end to a series of causal events, they take total control of that series of events to alter it point by point.
- Redirect: seeing the inevitale end to a series of causal events, they tweak it so that something different happens.
- Undirect: seeing the inevitale end to a series of causal events, they tweak it so that something they can't predict happens.
And this would be perfect, except that no system is isolated enough for this to always work, and the vonzot itself is unstable. The involvement of other people always throws things off and requires a roll or two. Chaos, fortune, and other powers may cause unexpected disruptions. And vonzot has a tendency to simply go off the rails. And these are only some of the factors involved.
- People: every person involved in a system a mochoz is affecting must roll WIL, whether they know the effect is happening or not. Failure means they are subject to the mochoz's control, but every action they are forced to take is another WIL roll.
- Other energies: before a mochoz attempts to manipulate a system, either the player or the GM will roll a d100. On a 100, there is no interference. Anything less than that, there is interference on an escalating scale ((100-N)/4, where N is the result of the roll, rounding up).
- Instability: before every tweak to a system, the mochoz rolls their skill or WIL-3, whichever is higher, against a difficulty determined by a roll of 3d12+N, with N being the number of attempts after a failure.
Any failure results in the unpredictable.
They study trains, wagons, carts, and airships to know how to hijack them with precision.
Other systems, like vehicles or factory machinery, vary greatly.
Besides using vonzot, mochozes often use basic tools in plying their trade, though some keep a few firearms around as well.