Robber
Armed robbers of banks and businesses.
Grabitel
The Violet Grith's bank and business robbers protect themselves by staying in the present tense. They exist in the moment, acting on impulse, without plan, but with boldness of legend.
A grabitel is an armed robber who targets banks and businesses for the Violet Grith. They are usually people who have a history of this who seek power from the fey to do it better, and thus end up joining the Violet Grith. They offer up their past in exchange for heightening their awareness of the present. They attune themselves to the present moment, acting without plan, they practice with other actions and behaviors in their life. As they do this, their impulsiveness grows. They forget the past, save for certain memories they protect. And their awareness during the moment amplifies. This only works during the robbery, and then only if they do not plan it.
If they engage in a robbery, their perception will increase +3, their reaction will increase +2, and their understanding of people will increase +1. It lasts for the entire robbery, but it can be amplified further by taking impulsive actions. Anything done with no forethought can gain between +1 and +3 to succeed.
If they go too long without impulsive action outside of a robbery, they start to lose their powers and must sacrifice more memories.
PRO +2 ATH +1 STR +1 AWA +1 Memory -3 WIL -2 PRS -1 STH +1
Ingenson
Robbers of the Green Grith strike at the rich, at polluters, and at other enemies of nature, engaging in armed robbery at factories, banks, and other businesses involved in pollution. They wield the elemental magic of sound itself, amplifying their voices and other noises to terrorize or harm their targets.
Robbers and muggers in the Green Grith are agents who target the rich to raise funds for their operations. These agents are given powers over sound in order to intimidate their targets.
To tap into the energy of natural sound, one simply has to listen, but to wield it, one must have special materials. Ingensons take special metallic rods, tuning forks, or cymbals, and they use them to capture sound. These are made from special liquid metal called quickbismuth that is shaped by sound. They pour the metal into a jar, and they focus the jar on any natural sound that isn’t coming from the ingenson themselves. The metal reacts, forming shapes that remember the sounds. The more sounds they collect, the stronger the metal resonates.
Different kinds of sounds cause different effects. Animal sounds affect emotions. Weather sounds affect the soul. Non-organic sounds affect the body (a rock falling, water moving, the rush of wind). Sounds of other living things (planets, fungi, etc.) affect the mind. Some sounds come from multiple sources (wind through leaves), and thus, affect multiple targets. As all of the sound is being stored in the same quickmetal-filled jar, it is sometimes hard for the ingensons to pull the ones they want or need (AWA roll vs. power of the sounds collected).
To draw and wield sound, they must ingest it. They open the jar and their mouths, and draw it in. They then must use it within a certain amount of time (an hour for sonic energy of 11, -4 minutes for every point above that, +4 minutes for every point below). They wield it by using their voice. If they are skilled with their voice - able to throw their voice, have a good vocal range, have musical ability, a good ear for mimicry, etc. - they will be able to do different things with it. But the most important skill is throwing their voice so that it hits the right target or a loud voice that can cause an area effect. If they wield too much power, they may damage their vocal chords (vocal training vs. sonic power).
Most of their powers revolve around intimidating targets, though if they have enough of the right sounds, they can cause physical harm.
PRO +2 ATH +1 STR +1 AWA +3 Hearing +4 WIL +1 PRS / STH /
Ladrone
Robbers in the Red Grith learn magic that allows them to live in relative luxury ("ladrones"). Some rare few are among the Cang's most elite. The Captain of Face is always a robber.
Ladrones gain power by carrying a magical bracelet called a
dracutrem. Their dracutrem is always a wristband, bracelet, bracer, or other armguard or jewelry that glows dark red when they draw from it. They draw from it by paying it tribute with every job they do. A little bit of currency taken from their target (not any other currency) is melted and washed over the bracelet, mixed with their blood, to recharge it.
Their dracutrem gives them the power to mask themselves with dragonaura, which they use to make themselves seem grand and powerful, allowing them to get close to the rich and powerful, whom they intend to rob. Typically, the dracutrem has five charges of dragonaura they can use before having to recharge it. Every charge, they roll the power of their dracutrem (14) against the difficulty of how they wish to agrandize themselves (the player describes how they wish to look and the GM determines difficulty based on how much it differs from their actual appearance). This leads to a bonus of +1 to +6 PRS, depending on the success of their roll.
If the dracutrem is submerged in water for more than five minutes, it becomes molten zinc.
Ladrones use pistols, crossbows, broadswords, daggers, or claws.
PRO +3 ATH +3 STR +2 AWA +1 WIL +2 PRS +3 STH -2
Saragh
The Blue Grith employs these armed robbers as Robin Hoods, targeting the rich.
Saraghs are robbers who work in small gangs, operating both are intimidating attackers and as keen lookouts. They have magical awareness of danger. They gain this power by engaging in special vigils and engaging in protective practices to serve others. Notably, they spend as much time as they can helping anyone who is prone to being preyed upon or harmed either by the authorities or more predatory individuals. The more they do this, the more potent their powers may become, especially combined with regular vigils wherein they watch over and contemplate something sacred. After years of practice at this, guided usually by a mentor in the Blue Grith, they start to see things magically.
- Danger sense: they have an innate sense of danger that gives them +3 to any defensive rolls, immunity to being surprised by an attack or stealth attacked, and forewarning of anything harmful.
- Identify enemy: they can identify anyone who is an enemy of the Blue Grith with +3 to read people or perception rolls, once per day.
- Quick react: they may choose to react first in any situation once per day. In combat, this means they go to the top of the initiative order for one round, then back to their normal place in it.
- Vigil mark: they may mark someone by touching them and sense when that person is in danger as well, range of 10 miles. They may mark up to two people at once.
- Warning whisper: anyone they have marked, if they are within 10 miles, may be warned of impending danger by the saragh with a whisper.
- Share vision: anyone marked may be granted the saragh's visual perspective if they are within 10 miles of one another.
Saraghs usually mark their two comrades and use their identifying abilities and danger sense to find rich people with low defenses, then rob them, giving the proceeds to the Blue Grith and the poor.
Part of the Commitee for Warfare.
PRO +2 ATH +2 STR +1 AWA +4 WIL / PRS / STH +1