Saboteur
Agents who target machines, devices, vehicles, or events and cause them severe damage.
Banzelt
The Red Grith engages in sabotage only when at war with rivals or against the police. Their saboteurs either use the magic of systems to know weaknesses in their targets or the magic of structures for the same purpose. They are called
banzelts.
Banzelts 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.
Banzelts study engineering, architecture, tactics, strategy, 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 banzelt 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 banzelt is affecting must roll WIL, whether they know the effect is happening or not. Failure means they are subject to the banzelt's control, but every action they are forced to take is another WIL roll.
- Other energies: before a banzelt 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 banzelt 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.
Some systems involve a standard practice to sabotage:
- Buildings: every building has a weak point. Find it, and then arrange for it to be struck at just the right time.
- Rails: rails are easy. Their lines follow the tracks. Just move the tracks.
Other systems, like vehicles or factory machinery, vary greatly.
Besides using vonzot, banzelts often use basic tools in plying their trade, though some keep a few explosives around as well.
PRO / ATH -1 STR -1 AWA +4 WIL +1 PRS -1 STH +2
Diakoposcoper
To sabotage something, one must understand it and analyze it deeply. If the Violet Grith sends someone to analyze the story of a thing, with the lore, they may break that thing.
A diakoposcoper finds and analyzes the stories of things to know how to sabotage them. They can do this the old-fashioned way, and many do, but they also have magical powers given them by powerful fey in the Violet Grith. In exchange, they do the bidding of the Violet Grith, and they also give up their side interests. This gives them intense focus on their work and whatever interests they manage to hold onto, but as they work and need more power, they often give up more.
The powers they are granted include the following:
- Vathiorasi: the power to see deep within a complex machine's story.
- Apokalypsi: the power to understand the story of a complex machine.
- Diamelizo: the power to take apart the story of a complex machine.
- Taktopoio: the power to rearrange the story of a complex machine.
- Xekamno: the power to destroy the story of a complex machine.
The first three powers allow the fourth and fifth to be easier if they are done successfully. Succeeding at vathiorasi makes apokalypsi easier by 3 points, which makes diamelizo easier by 3, which makes either taktopoio or xekamno easier by 3.
The risk they run is that if they fail, they lose the use of that power for a length of time - NF is an hour, SF is a day, EF is a week, and CF is a month. They can recover quicker by giving up another skill. If they EF or CF twice in a row, they permanently lose the power and must restore it by giving up more skills.
Primarily, they sabotage the machinery of their enemies, usually police machinery.
PRO +1 ATH +1 STR +1 AWA +2 WIL +1 PRS -1 STH +1
Jabiye
Sabotage is a common tactic for targeting the cops, slavers, and rich people, using innovative gadgets and machinery to do so.
The Blue Grith's saboteurs are skilled artisans who create machines that can help them take out the machinery or plans of the enemy. 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 jabiye'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 jabiyes 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 sabotaging the enemy's works, this is where their enthusiasm and curiosity and innovation must lead for it to work. Other paths will weaken them.
Jabiyes like to invent special tools or devices to derail trains, break carriages and wagons, and take out stages or displays.
Part of the Commitee for Warfare or the Committee for Liberation.
PRO +1 ATH / STR / AWA +4 WIL +1 PRS -1 STH /
Salfragant
Sabotage of industrial machinery is a common tactic of the Green Grith, and their specialists use elemental control of salt to erode, corrode, and otherwise destroy that machinery.
The wielding of elemental salt is a subset of wielding elemental earth, and they gain the power to wield it via similar rituals. Rather than being pelted with stones, they rub natural salts into their wounds and bury themselves in salt gathered from the sea or from mines. These crude forms of communion only allow them some powers, unlike a full earth mage, but it is enough to allow them to use it to destroy industrial machinery.
Salfragants must gather elemental salt to wield. The Green Grith supplies them with some, but once they have a little, they are able to gather mundane salt from the ocean and enchant it into elemental salt. Thus, they often live near the beach and keep a lot of buckets of sea water boiling to get the salt. Their magic allows them to use the following powers:
- Rapid corrosion: their primary power, if they throw a piece of elemental salt and strike a piece of metal, the salt will crumble and corrode the metal at a power of STR+4+hit bonus.
- Salinate fluid: they can put a piece of elemental salt in their mouth, and if they look at a body of fluid (or a vessel containing one) for more than 12 seconds, the fluid will be salinated.
- Salt admixture: they can cast elemental salt at a pile or collection of ingredient(s), such as a pile of coal, a mound of sand, or other loose materials, and the salt will be mixed in, reducing its effectiveness for any intended use, such as making the coal less burnable.
- Salt spray: they can blow on elemental salt in the palm of their hand and create a 30' cone of salt that will blind, burn, or desiccate any living targets within it.
Other powers may be possible. Consult the GM.
Salfragant's primary work is sabotaging industrial machinery, so they also learn how to use it, learn its weaknesses, and learn how to fake being a factory worker to get close.
PRO / ATH / STR +1 AWA +1 WIL / PRS / STH +1