Thief

Those who steal in any form, but mostly those who break into places to steal from them.

Barawo

Thieves in the Blue Grith rob from the rich to give to the poor and help with resource acquisiton. There are several different ways they can draw magical power - some who draw power from gratitude (from others or wihin themselves), those who gain power from making their own homes safe, and those who gain power from the hunt for the next target.

Barawos gain power from gratitude. They are thieves who steal from the rich and powerful in order to give to the poor or meek, and they gain special abilities from practicing thankfulness in every aspect of their lives. In order for this to be possible, they must eradicate their own egos, engaging in their work solely for satisfaction of doing it.

Doing this takes years of work under a mentor from the Blue Grith, but once they reach an acceptable state of selflessness, they are taught the ability to generate a coin, a blank metal coin made of pesete, a form of magical gold that is made of emotion. If they are thankful for something, they give the coin to the person they are grateful toward. If they are grateful toward something, they make a sacrifice of the coin by flipping it into the waters. If they are thankful to a Divine, they offer it at a temple. They generate the coin by focusing on their emotion for hours (for the first time), until it manifests in their palm (mechanically, this is a series of difficult WIL rolls). The coins are not spent like real money, but rather become something needed by the one it is given to - something small, usually, like a bit of food or water.

The more they give away, the more successful they will be in their work. As they give out their coins, they gain points they can apply to skills or stats relevant to the job they wish to undertake, which is always a specific, targeted object, person, or location they are going to burgle. The bonuses they get go away after a day, so they have to finish the job quickly. Most barawos can only generate six points per job, but as they continue their work of Robin Hooding, they gain greater capacity.

Part of the Commitee for Support.

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

Gonoph

The Red Grith's thieves are some of the best in the world. Safe-crackers who use precision magical skills, gonophs who steal magic via the power of dragons, and the legendarily skilled pilferers who wield the Cant and Hooded Shadow. The Captain of Hood is always a thief.

Gonoph among the Red Grith wield draconic accumulation. While some who wield this power do so by forming a magical bond with a dragon (or by being a dragon, but that's not available to PCs), the gonophs among the Red Grith gain the 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 single item they take is burnt, melted, or otherwise affected so the bracelet can absorb it.

While wearing their dracutrem, gonophs can sense any kind of supernatural or magical object within 10' of them. They often use this just to find things to steal, but if they handle a magical or supernatural object, they can absorb the magic within it. If magic is cast at them, they can absorn it with the bracer if they are skilled enough. If they are in a place with ambient magic, they can absorb it at a rate of 1 point per 10 minutes, if they remain still.

They have to be careful about absorbing energies, however. If they absorb more than the bracer's power (which starts at an 11), they must roll the power of the bracer against the power they have absorbed. If they fail, the other power takes over and destroys the bracer. If they succeed, the energy absorbed slowly converts to draconic power at a rate of 1 point per round. The bracer can hold up to 25 points of draconic power without risk, but over that, it must either be used, discharged, or risk melting the bracelet, rolling its current power vs. its current power.

Points of draconic power can be converted into base stats or innate abilities at a rate of 1 point of base stat/ability per 3 points of power, into mundane skills or substats at a rate of 1 point of skill/substat per 2 points of power, into magical learned skills at a rate of 1 point of magical skill per 5 points of power, and into weapons or armor (both stun and wound, but no other properties) at a rate of 1 point of stun/wound per 1 point of power. These bonuses last 25 minutes.

Gonophs use their powers to break into dangerous locations, well-protected areas, bank vaults, rich men's safes, church lockboxes, anything where there is a chance of finding magical objects, for that is their primary target.

Gonophs often wear special claws that are good for combat, for climbing, and for glass-cutting. These claws are called penches.

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

Hotsz

Thievery is a critical part of the work of the Green Grith, as they often have to steal documents, keys, or other important materials to do their work, and, of course, it can be used for fundraising. There are several magicks their thieves might employ - the elemental power of the new moons, the elemental power of shadows and darkness, stealing the power of fire itself, or befriending small rodents to help them with their work.

Once upon a time, a clever thief stole the moons from the sky, inventing the new moon. This clever thief then spent their life teaching others the arts of the new moon, so that there would always be a new moon each month. These thieves are called hotszes, and they gain powers from the darkest nights.

To become a hotsz, the thief must apprentice to a veteran hotsz in the Green Grith. They must train for thirteen straight new moons of one specific moon. They choose the moon they wish to attune to, but any new moon will empower them once they are fully trained. Throughout the entire time, they must not use their voice even once or the process starts over. Training involves working under new moons, avoiding the light of the full moon, avoiding sunlight, learning to work blind, and rituals under every new moon of their chosen moon. The rituals require blood, silence, darkness, and a sacred oath to the hidden moon.

Once their training is complete, they gain the following powers:
  • Waning step: if any moon is waning or new and none are full, they can fade into shadow at will during the night and once per day by standing still, gaining +6 STH.
  • Darkside turn: if the moon is not new but not full, they can turn their back to someone and become harder to see at will during the night once per night, gaining +3 STH.
  • Shadow mirror: if the moon is new and none are full, they can hold up a mirror to it and draw in the darkness to unleash by breaking the mirror later in the night, creating a zone of shadow 20' in diameter around them, giving everyone within it +3 STH except to the hotsz (who can see everyone and has +6 STH).
  • Eclipse hand: if the moon is new and none are full, they have +6 sleight of hand if they wear any kind of dark glove.
  • Eye of the night: if there are no full moons, the hotsz can see at night as if it were day.
  • Night whisper: under a new moon with no full moons, they can whisper to anyone they know within 100' and be heard clearly.
  • Moonsnuff: if the moon is not new and none are full, they can burn a black candle under it for three hours, then snuff it out to create the effect of a new moon for an hour.
  • New moon dance: if there is more than one new moon in the night sky, they can perform a dance ritual that gives the hotsz illusory forms equal to the number of new moons that are insubstantial to attacks but capable of interacting with objects that they are stealing.
Other powers may be possible. Consult the GM.

Under a full moon - even if there is a new moon - the hotsz will weaken, with -2 to all powers and stats per full moon in the sky. A new moon will alleviate this by +1 to the same scores. On a triple full moon, the hotsz is better off just staying home. If a hotsz makes a loud noise, all of their powers weaken by -1.

Housebreaker

Thieves in the Blue Grith rob from the rich to give to the poor and help with resource acquisiton. There are several different ways they can draw magical power - some who draw power from gratitude (from others or wihin themselves), those who gain power from making their own homes safe, and those who gain power from the hunt for the next target.

Housebreakers gain the ability to understand and break into houses by making their own homes welcoming and safe. The power of the home is one of safety, comfort, relief, and belonging, and making a home that embodies those things creates a space of potent celestial energy. Housebreakers learn to generate and wield this energy such that they can enter homes that do not embody this - homes of slaveowners, exploiters, abusers, and agents of oppression - and plunder them.

The aspects of the home that are necessary to generate this power are as follows:
  • Shelter: the home must provide adequate shelter for those who live in it.
  • Safety: the home must be difficult to enter, dangerous for those who wish ill upon its inhabitants.
  • Comfort: the home must provide comfort for those who live there.
  • Relief: the home must provide relief from the pressures and struggles outside.
  • Belonging: the home must be welcoming to those in need, to the oppressed, exploited, abused, or distraught.
  • Cleanliness: the home must be reasonably clean.
  • Hospitable: the home must obey the rules of hospitality for welcomed guests.
All of these vary from home to home, inhabitant to inhabitant. If all of these are achieved, one may draw from the power created there. The power will form in the hearth if there is one, and if not, it will form in the communal room, the kitchen, or the bedroom (in that order). It will take the form of a taupe-colored flame, and it will be perceptible to the housebreaker if they are truly the maker or keeper of the home. And they may touch and wield it if they created this home with intention, made a vow to serve the Blue Grith, and maintained the aspects of the home for at least a year and a day. The flame gives them 20 points of energy at a time.

Once they take the flame, it enters their hearts, and they gain these powers:
  • Know entrance: the housebreaker can sense how many entrances a home has and where they are, weakening the flame by 3 points.
  • Sense defenses: the housebreaker can sense the defenses of the house, both living and not, weakening the flame by 3 points.
  • Analyze passages: the housebreaker can know the halls and passages of the house, visible or not, weakening the flame by 2 points.
  • Opening touch: the housebreaker can open any door or window, known or not, via a touch, weakening the flame by 3 points.
  • Return home: the housebreaker can return to their own home instantly, snuffing out their flame for a month.
Other powers may be possible. Consult the GM.

If a lock, door, passage, etc. is magically protected, the housebreaker may have difficulty sensing or opening it, but they can spend more flame to do so.

Part of the Commitee for Support.

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

Larcenist

Thievery is a critical part of the work of the Green Grith, as they often have to steal documents, keys, or other important materials to do their work, and, of course, it can be used for fundraising. There are several magicks their thieves might employ - the elemental power of the new moons, the elemental power of shadows and darkness, stealing the power of fire itself, or befriending small rodents to help them with their work.

Larcenists learn the art of shadowstitching from other members of the Green Grith, usually a larcenist mentor. They learn to sew not mere shadows, but true shadow, the darkness within darkness.

To stitch true shadow, one must be able to sense it. To find a shadow is one thing; to find a true shadow is another. Sensing true shadow is to sense the essence of that which is hidden. Sensory deprivation means all senses, mundane and magical. Complete and total deprivation requires extensive effort, usually in specially built boxes made by the Green Grith. While in this state, one must meditate on one's own loss of sensation until one feels the absence as a tangible thing. This requires significant awareness and patience. Once someone can sense true shadows, they can interact with it in any form of darkness or shadow around them, including their own shadows. This is a vital step - they must engage with their own shadow and find the essence within it. This requires trapping the shadow in a box of light (usually just a lot of candles properly positioned), then meditating such that one can feel it and speak to it. This shadowspeech allow the weaver to insert their own consciousness into the essence within their own shadow. Once this is done, their shadow may be sent to capture true shadow to bring back to them.

Once they have true shadow to work with, they can sew or stitch with it. To do this, they need a special needle, usually made of silver or elemental metal. Without a loom to weave full pieces of shadowwoven cloth, they instead sew other cloths with shadowthread to enhance them. They create clothing that gives them extra stealth, make tools embedded with darkness, and even stitch into their own flesh to enhance their bodies.
  • Shadowspeech: the ability to speak to mundane shadows of living things allows the larcenist to learn secret things.
  • Shadowstitch: sewing or stitching shadowthread into an object has distinct effects. See below for examples.
Common objects created by their stitching include the following:
  • Night shoes: shoes with shadowstitching grant +1 STH during the day and +3 at night. They can be empowered with the larcenist's own shadow to allow for shadowwalking (teleporting to other shadows within 100' of the larcenist), but this risks losing part of the larcenist's shadow (roll STH vs. 1 point per 4' teleported). If they stitch directly into their feet, they will suffer shadowburn (see below), but they will double their power.
  • Black hood: hoods with shadowstitching amplify the larcenist's shadowspeech to allow them to speak to the shadows of inanimate objects; however, they can only do this six times before having to recharge the hood by leaving it in pitch darkness for six straight nights.
  • Shadowhand gloves: gloves with shadowstitching grant +1 sleight of hand during the day and +3 at night. They can be empowered with the larcenist's own shadow to allow for shadowburn, which turns anything they touch into unliving shadow. This risks losing part of the larcenist's shadow (roll STH vs. 1 point of power of shadowburn). They can also grab other shadows as if they were tangible, and if they choose to absorb these shadows, they can temporarily cause blindness if they touch someone with the gloves. However, this will destroy the shadow they took, which has severe metaphysical consequences for the one who lost their shadow. If they stitch directly into their hands instead of gloves, they will slowly receive shadowburn, but they will double their power.
  • Umbral pouch/pocket: pouches or pockets with shadowstitching gain +1 to be unnoticed during the day and +3 at night. They can be empowered with the larcenist's own shadow to allow for shadowdepth, which gives extra space within so long as light does not touch the interior. This risks losing part of the larcenist's shadow (roll STH vs. 1 point of depth of shadow).
  • Faded form: bodysuits with shadowstitching allow for the larcenist to become insubstantial as darkness, allowing them to move through solid barriers and avoid attacks. This is extremely risky, however, as when they do this, they must roll STH vs. the power of their fade to come back or be lost in shadow forever. This difficulty goes up by 1 by every 3 seconds they are in fade.
  • Midnight cloak: a cloak with shadowstitching grants +3 STH during the day and +6 at night. If empowered with a bith of the larcenist's shadow, they can gain shadowspeech for any shadow from the hood of the cloak, and the power to create a shadowself illusion. The longer the shadowself exists, however, the more likely it is to completely replace the larcenist.
If the larcenist loses part of their shadow, they start to lose base stats, starting with PRS, then ATH, then STR, then WIL (-1 to one, then the other, as more of the shadow is lost, repeating in a cycle). If any of them hits 0, the larcenist becomes a mindless shadow.

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

Mouskein

Thievery is a critical part of the work of the Green Grith, as they often have to steal documents, keys, or other important materials to do their work, and, of course, it can be used for fundraising. There are several magicks their thieves might employ - the elemental power of the new moons, the elemental power of shadows and darkness, stealing the power of fire itself, or befriending small rodents to help them with their work.

Mouskeins bond with rodents and other small mammals to help them in stealing from people and places.

The power to bond with animals is limited to wild or feral animals, not with domesticated or owned ones. Mouskeins work with the rodents and vermin of the streets of Haenor, almost all of which are wild.

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. 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.

The more a mouskein imitates an animal, the more they become acclimated to how the animal lives. They then become less threatening to animals of all kinds, making it easier to bond with the next animal. 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.

Usually they have a primary animal - often a mouse, hence their name - that they bond to and work with. Common animals include mice, rats, voles, dormice, squirrels, moles, shrews, bats, martens, weasels, polecats, minks, cats, or foxes. They befriend them and use them as scouts, thieves, lookouts, and generally as assistants in all forms of thievery.

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


Pilferer

The Red Grith's thieves are some of the best in the world. Safe-crackers who use precision magical skills, gonophs who steal magic via the power of dragons, and the legendarily skilled pilferers who wield the Cant and Hooded Shadow. The Captain of Hood is always a thief.

Pilferers are extremely skilled thieves who wield the Cant and the Hooded Shadow. They are the elite thieves of the Red Grith.

There is an ancient cant, a variation on language, a secret code and a dialect and a pidgin, a set of rhymes and ciphers, that only those who have been pushed outside the law may wield. The Cant derived from the first people who had to steal from other mortals to survive, and it grew into a complex, panlingual cryptological esoteric puzzle. The Cant cannot be understood by anyone who serves the laws of the state that make people criminals, and it gives those who speak it special powers. To access it, one must have committed a crime in a place one has been, knowingly, and one must have done so without other esoteric power. One must have committed this crime for purposes neither related to upholding the oppressive structures nor overthrowing them. The crime must violate a law existing on the books in the place it was broken, and it must be knowingly committed. If the crime is later decriminalized, it will still empower the pilferer. If the crime is unknowingly committed, but the criminal later discovers it was/is illegal, they have a brief window to take advantage before they lose access to the cant (until they commit a crime again). In that brief window, they will see a shadow, and if they follow that shadow, they will begin to see things they never noticed before.

For a pilferer, their first crime should be any act of theft. It will mark them as a potential pilferer. If they follow the shadow, it will lead them to the closest wielder snatcher or other wielder of Cant, who, if they are recognized as someone exposed to the shadow, will recruit them. From there, they will be trained in the Cant, and eventually tested in the work of the crime family. If they pass, they will be initiated into the Hooded Shadow, the power of concealment from the law and empowerment of crimes. Their initiation will be stealing from a rich, well-defended mansion.
  • Identify: the shadow covers the eyes, allowing the wielder to only see what object they seek. This costs 1 shadow point per 15 seconds of use, giving +6 AWA to finding the target for that time period.
  • Appraise: the shadow fills the mind, allowing the wielder to know the wealth of those they are observing. This costs 1 shadow point per 15 seconds of use, giving +6 AWA to gathering value for that time period.
  • Unseen: the shadow subtles the movements and enshrouds the body, making it harder to see the wielder. This costs 1 shadow point per 2 points of STH, lasting an hour.
  • Distract: the shadow spreads around, distracting the target or those chasing the wielder. This effecitvely gives the wielder +3 STH per 1 shadow point used for 15 seconds per point.
  • Grab : the shadow forms a hidden hand to pick the pocket. This costs 10 shadow points for a small object, 16 for a medium one, 22 for a large, 28 for an object impossible to take without being noticed (i.e. the clothes the target is wearing).
  • Swap: the shadow frames two objects, switching their places. This costs 16 shadow points for small objects, 20 for medium ones, 25 for large, 32 for objects impossible to take without being noticed.
  • Backstab: the shadow enables the wielder to strike behind someone from any location within 10'. This costs 8 shadow points for +3 to hit, with another 3 for every +1 to hit.
  • Escape : the shadow opens a path to escape. This effecitvely gives the wielder +3 STH per 2 shadow points used for 1 minute per point.
Any other criminal activity tasked to the snatcher by the Red Grith can be enabled, empowered, or otherwise supported by the shadow. Consult with the GM for other potential uses.

In order to wield it, the pilferer must use the correct canting rhymes. They must maintain the Hooded Shadow by remaining outside the law, never cooperating with the authorities, and never going straight. This does not mean never following any law, but rather, never betraying the Red Grith, never giving back what is stolen wtihout permission, never ratting out the Red Grith, and never surviving off anything but criminal gains. Any violation will destroy the Cant immediately. The more crimes they knowingly commit, the higher the score they have in the shadow, but any use depletes it, meaning they have a limited amount of shadow to use. Furthermore, each pickpocketing or shoplifting only counts as one crime, even if it results in multiple charges, unless a more serious crime (murder, for example) is committed. Rape and sexual assault do not generate the Hooded Shadow, as these are infernal acts. Only criminal acts tasked by the Red Grith generate shadow.

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

Promethean

Thievery is a critical part of the work of the Green Grith, as they often have to steal documents, keys, or other important materials to do their work, and, of course, it can be used for fundraising. There are several magicks their thieves might employ - the elemental power of the new moons, the elemental power of shadows and darkness, stealing the power of fire itself, or befriending small rodents to help them with their work.

Long ago, someone stole fire from the Divine, and ever since, a sect of thieves have honored this by mastering the art of stealing flame and walking in smoke. Like hariqs, prometheans learn to influence flame by seducing and tempting it, feeding it and engaging with it. But instead of storing it in bottles, they hold it in their much-calloused hands and let it infuse them.

Prometheans are trained by mentors in the Green Grith to become one with fire. They do this by slowly attuning their bodies to heat, smoke, ash, and flame itself, walking on it, burning themselves, breathing it in, in small doses over the course of years. They learn to dance with it, to let it consume them, and to feed it abstract parts of themselves. When it comes time to be tested, they must give something profound from themselves - a memory, a skill, a part of their soul, anything abstract but of value - to gain the abilities of a promethean.
  • Steal heat: with their calloused hands, they can take heat from anything they touch. This is how they draw in elemental heat and store it to use their magic.
  • Flame in hand: they can hold flames in their hands without harming themselves, as if it were semi-solid.
  • Smokewalk: they can take a step backward and vanish into a puff of smoke, teleporting up to 100' away in any direction, reappearing in a similar puff of smoke.
  • Cutting spark: if they have taken enough heat, they can create a small, intense spark that can cut through glass or locks or other small obstacles.
  • Blanket of ash: as they leave a scene, they can scatter warm embers that burn away evidence of their presence.
Prometheans may gain other powers as they interact with other forms of flame.

Prometheans wear special clothing, usually red silk, as a symbol of their occupation. They are storied thieves even outside the Green Grith.

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

Safe-Cracker

The Red Grith's thieves are some of the best in the world. Safe-crackers who use precision magical skills, gonophs who steal magic via the power of dragons, and the legendarily skilled pilferers who wield the Cant and Hooded Shadow. The Captain of Hood is always a thief.

Safe-crackers are thieves who use figgum, like sicarian assassins. Instead of juggling knives as a meditative practice, they meditate over cracking safes. The process is otherwise much the same:

They practice for hours a day until they can open a complex safe with their eyes closed, and then they break safes while meditating. The concept they focus on to meditate is that "one skill is all skills". The idea is that if one learns one skill, that skill can be transformed into another. Thus, they focus on a single skill, becoming elite in it, then use the power of figgum to transform that skill into any other needed skill temporarily. The process of achieving this requires them focusing on the circle formed by the act of the safe's tumblers, then breaking past it via a meditative process called "moving beyond the circle". This process requires such extreme concentration that one must meditate for months at a time to achieve it.

In-game, this amounts to an ongoing series of rolling safe-cracking skill, WIL, and AWA against increasing difficulties, with a series of bonuses and penalties for successes or failures, culminating in a roll against a difficulty of 25 for safe-cracking, 25 for WIL to focus, and 25 for AWA to see past the circle. If this is achieved, the safe-cracker will gain the ability to move their skill points around their character sheet as they please. There are some caveats to this - they can't move base stats around, for example, nor innate powers. Only learned skills may be adapted. If they alter their skill in safe-cracking, it may affect their ability to use this power, as they must enter the meditative state via safe-cracking to use their power.

Safe-crackers may also steal skill points from others; they may only do this if they sneak up behind them and pick their pocket of something relating to the skill in question. The safe-cracker must release this skill within seven minutes or lose permanently some of their safe-cracking skills. The skill points the safe-cracker has can never go above their skill point total for more than seven minutes.

Some skills cost more than others, however. Magical skills, for example, are not equivalent to basic language skills, nor are elite-level skills equal to low-level ones. There is a scale of equivalence available if you choose to play a safe-cracker.

As safe-crackers are thieves, their skill focuses are relevant to their work, but like all who engage in the art of figgum, they often learn other skills in order to have more points to move around. Common relevant skills include lock picking, disguise, stealth, sleight of hand, appraisal, housebreaking, etc. They usually carry garottes to use if they end up in trouble.

Safe-crackers who lose their tools will lose their powers.

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

Sneakthief

The Violet Grith has many stories of thieves, and many of their thieves know how to draw from those stories and wield the arcane shadows that spies use to the same effect.

One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret. This is the source of magic for arcanists, spies who wield the arcane shadow.

To wield arcane shadow, first, they must find a secret that no one else has. This is easier than most believe, as many things about a person are secret simply because no one else cares to find out. But they must realize and accurately identify a piece of information they know or have found that no one else knows.

Then, they must attune to this secret via seven whispers. The first is to whisper the secret to a lock. Second is to whisper the secret to an empty room. Third is to whisper the secret to a window. Fourth is to whisper the secret to a veil. Fifth is to whisper the secret to a safe. Sixth is to whisper the secret to a moment of silence. Seventh is to whisper the secret to a shadow. They must do all of these without anyone else finding the secret out. If they do this successfully, the shadow will ripple with castory darkness.

If they then step into the shadow, they will see all of their own secrets for a brief moment. They must remember at least seven of them. If they do, they will have powers:
  • Whisper of opening: if they whisper into a lock, it will open.
  • Shadow of passage: they can step into their shadow and teleport to another shadow of a non-living thing within 20'.
  • Veil of revealing: they can pull a veil over their eyes and see things hidden in walls, floors, and ceilings.
  • Breath of resting: if they breathe into the closed eyes of a sleeping person, that person will sleep more deeply and be harden to awaken.
  • Gesture of silence: if they hold their finger to their lips, everyone within 20' is silenced for 30 seconds.
  • Fold of concealing: if they fold their hand around an object that they are capable of carrying without penalty to their PRO or ATH, it will be concealed completely for 10 minutes.
  • Shade of waiting: if they remain still in enough shadow to cover their body, they will be subtle and unnoticeable to the eyes of those seeking them.
Sneakthieves wield these shadowy powers to plunder the homes of the enemies of the Violet Grith.

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

Vafrousian

Thieves in the Blue Grith rob from the rich to give to the poor and help with resource acquisiton. There are several different ways they can draw magical power - some who draw power from gratitude (from others or wihin themselves), those who gain power from making their own homes safe, and those who gain power from the hunt for the next target.

Vafrousians hunt and stalk their targets to plunder for the Blue Grith. These treat slaveowners, slavers, and other oppressors; property as subjects of their hunt, and they gain power by showing respect for their prey, using every piece of them.

To become a vafrousian, one must attune to the sacred hunt. The sacred hunt is more than mere survival, more than predator and prey, but rather, hunting with a consciousness, hunting knowing how to show deep respect for the prey, for the cycles of life, and for justice itself. Never over-stealing, always using every part of the prey's property, and stealing from those who are most hurtful even to other prey. To become a vafrousian, one needs to adjust this to the robbing of oppressors and exploiters, meaning viewing the world's most destructive, violent people as prey, and then finding a way to respect them. This usually involves understanding how dangerous they really are and doing nothing to alleviate that before hunting them.

Since the prey of the vafrousian wield their power via wealth and property, their wealth and property becomes part of their body in the view of the vafrousian. This means that their bodyguards and servants are part of their herd. A true vafrousian only robs a bodyguard if they absolutely must, and they never harm a servant, no matter the risk. They rob only their target.

To attune to the sacred hunt, they first train under other vafrousians, usually members of the Blue Grith. Once they are deemed fit, they engage in a ritual hunt in which they track and tag their mentor. After succeeding at this, they must shrive themselves of all power, weaponry, and skill, and then return to the world of the oppressed and meek, living a life of deprivation for a year. During this time, they will have visions, assuming they are successful, and in these visions, they will see a child who tells them the rules of the sacred hunt. If they remember and live by these, they will, after a year, their mentor will have a vision confirming it. Then, their mentor will give them their first mission. During this mission, their powers will come to them.
  • Unassuming presence: they are seen as unassuming and non-dangerous, +2 STH.
  • Object marking: if they can see their target, they can mark the object such that they know where it is at all times, within 10 miles, giving a bonus against target's STH (+6) and to hit (+3 PRO).
  • Danger sense: they can sense incoming, imminent danger at AWA +1 in general, giving them +3 to dodge any attack, and +3 to sense sneak attacks.
  • Subtle blue: while escaping the scene of a robbery, they get +3 STH.
  • Respect: in order to respect their prey and "use every part of them", they gain extra room in their pockets, pouches, or bags to carry more loot during the robbery. Once the robbery is over (once they are somewhere safe), this space vanishes and the pouches or pockets empty.
  • Distribution: all of the items stolen via respect must be distributed to victims of the target. This is done either directly or by selling it and giving away the money. This power may not be used to benefit the vafrousian.
Vafrousians rob slaveowners of important property to help the Blue Grith.

Part of the Commitee for Support.

PRO +1 ATH +2 STR / AWA +2 WIL / PRS / STH +3
Topic revision: r1 - 07 Jun 2025, SallyJaneBlack
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