The Worker Pattern

 

Pillar Of (Virtue)

Cost: 3 motes

Duration: (Essence + 1) hours

Type: Enchantment

Minimum Essence: 1

Prerequisite Charms: None

With solemnity and dignity fueled by Essence, a Worker accepts the burdens and blessings of service. Pillar of (Virtue) is actually four separate Charms, one for each Virtue. Characters who know multiple versions can activate them in conjunction on the same initiative as if they were a single Charm. Additionally, Jadeborn who master all four versions reduce the activation cost to 2 motes per Charm instead of 3. Characters can only benefit from one application of each version at a time. Reactivating the Charm before the effect wears off merely resets the duration.

Compassion: The Jadeborn becomes deeply empathic, adding a bonus of half her Compassion rating (rounded up) to all Ability dice pools to discern the emotional state or health of others.

Conviction: The Worker becomes unswervingly loyal to his superiors (or personal values, if Enlightened). Whenever anyone attempts to make the Worker directly betray the subject of his loyalty (either magically or through mundane means), add the Jadeborn’s Conviction rating to the resistance roll. In the case of magic that offers no resistance roll, the Worker’s player may roll Conviction + Essence at a difficulty of the opposing character’s Essence rating to ignore the effect. This Charm does not protect characters from all forms of mind-control and influence, only such effects as would lead to a betrayal of true loyalties.

Temperance: The Jadeborn gains a practical intuition for task management. She can determine the complexity and efforts required for any job, as well as gauge the expected interference of all perceived and predictable obstacles. Furthermore, she can determine any required tools and calculate the projected time required for the task. From a rules perspective, the Worker’s player knows the final difficulty of any roll after applying all modifiers, as well as all other supplementary information outlined above. Her foresight also adds bonus dice equal to half of her Temperance rating (rounded up) to all Physical and Mental Attribute actions with a duration of two turns or more, provided she spends a full turn contemplating the task in advance as a simple action. This bonus cannot stack with itself for longer planning efforts.

Valor: The Worker grows inured to hardship, adding half his Valor rating to all Endurance and Resistance pools to withstand harsh environmental conditions or fatigue.

 

Harvest Multiplying Labor

Cost: 5 motes

Duration: Until harvest or slaughter

Type: Enchantment

Minimum Essence: 1

Prerequisite Charms: Pillar of Compassion

A potent aid to farmers, Harvest Multiplying Labor accelerates the healthy growth of crops and nonsentient livestock. Use of this Charm requires one day of inspecting, watering, feeding and otherwise tending the agricultural products. The Worker cannot affect more than one acre of farmland or (the Jadeborn’s Essence x 10) cumulative health levels worth of livestock with a single activation of this Charm. Target animals must be non-magical and either domesticated or penned for the purposes of domestication. Crops affected by this Charm grow twice as tall, fast and thick, producing double their standard yield. Furthermore, they are exceptionally resistant to blight and only take ill from magical diseases.

Livestock blessed by this Charm grow stronger and roughly 25 percent larger, as represented by the Large pox, over the course of a month, as well as adding an automatic success to all rolls to resist disease. The increased bulk and resistance to disease lasts for the remainder of the animal’s life. Unfortunately, the Charm cuts the remaining life span of such beings in half. Enhanced animals yield almost twice as much meat as they would otherwise do so and lay eggs twice as often (for egg-laying species). Crops and animals can only benefit from a single application of this Charm and ignore all subsequent activations.

 

Essence Aligning Treatment

Cost: 5 motes

Duration: Until fully healed

Type: Enchantment

Minimum Essence: 2

Prerequisite Charms: Pillar of Compassion

The Worker spends a minute massaging a living patient’s pressure points and Essence centers, his touch warm and gentle. In addition to inducing mild euphoria, the treatment harmonizes the body’s rhythms and Essence flows to greater efficiency. Patients blessed with this Charm multiply their standard healing rate by the Worker’s Compassion rating to recover from all bashing and lethal injuries. Furthermore, the patient’s player adds one die to all rolls made for the patient to resist or throw off disease (including infection). The benefits of this Charm last a number of days equal to the Worker’s Compassion or until the patient has healed all bashing and lethal injuries and purged her system of all disease (whichever comes first). Jadeborn may treat themselves with this Charm.

 

Earth Yields Abundance

Cost: 30 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Essence: 4

Prerequisite Charms: Harvest Multiplying Labor, Essence Aligning Treatment

The Worker presses both hands in the dirt of sown farmland or lays them upon an immature animal. Verdant Essence flows from the touch and races outward in a pulse that skims the land or briefly outlines the animal in an aura of power. Wherever the light passes, life flourishes. On croplands, the Charm triggers vastly accelerated growth in plants and fungi. Everything from a seed and spore to a scraggly blighted husk grows to the enhanced prime of life in the span of a single day. Such growth is unsustainable, so every plant and fungus withers and dies a week after being treated with this Charm.

The region of intensified growth can have any shape and dimensions, but the zone cannot extend further away than (the Worker’s Compassion x 100) yards. Only Jadeborn with Essence 5 can target sentient animals with this Charm (including mortals), and the Charm cannot ever affect magical beings. Animals touched by the Charm grow to full maturity in the span of an day, during which time they are wracked with pain and mostly helpless. The Charm permanently bolsters strength, size and disease immunity exactly as Harvest Multiplying Labor but similarly cuts the being’s remaining life span in half. Furthermore, the animal retains the mental faculties of its true age.

 

Faithful Servant’s Mien

Cost: 2 motes

Duration: One day

Type: Enchantment

Minimum Essence: 1

Prerequisite Charms: Pillar of Conviction

The Worker dons the persona of humble servitude, submerging his true personality behind a mask of duty. This allows him to tend to the needs of obligation with maximum efficiency, removing the imperative to pursue his own goals during hours of free time. For the duration of the Charm, the character’s Nature changes to Follower, and he doubles all Willpower recovered as a result of acting in accordance with this Archetype. However, such characters lose a point of Willpower whenever they take any action in direct contradiction with their new Nature. As a final benefit, the character adds one bonus die to all Ability rolls made in fulfillment of duty or in direct defense of a recognized superior. This bonus only applies when the character’s superior orders him to complete a task and does not benefit rolls made as a result of the Worker’s autonomous initiative.

Enlightened Mountain Folk using this Charm become obedient to the greater good of their race and the ideal of order rather than the social hierarchy itself. Their Nature changes to Paragon, and they receive the bonus die to actions that heroically serve the greater good even above their own desires and happiness.

 

Eidetic Recollection Discipline

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Essence: 2

Prerequisite Charms: Pillar of Conviction

With this Charm, a Worker may perfectly recall any piece of sensory information she has ever encountered. She need only concentrate a moment, and the desired memory replays itself in her mind as if she were reliving it. As an added bonus, this mnemonic boost adds one automatic success to any subsequent Ability roll partially based on memory (correctly mixing an alchemical mixture, making a good first impression using memorized customs, etc.). Players must take good notes for characters with this Charm, or else, they must accept the rulings and often less-than- perfect memory of the Storyteller.

 

Obedience Inculcation Method

Cost: Varies

Duration: Varies

Type: Enchantment

Minimum Essence: 4

Prerequisite Charms: Faithful Servant’s Mien, Eidetic Recollection Discipline

Where lesser Workers reap the rewards of dutiful compliance, Enlightened Mountain Folk with this Charm may command obedience. The Jadeborn lays one hand on each side of a sentient subject’s head and stares into her eyes, spending one Willpower point and motes equal to (the subject’s Willpower + Essence x 2). Essence flashes in a brilliant arc through the subject’s overwhelmed brain, blue-white light spilling from her eyes and mouth. The subject’s Willpower rating drops by a number of dots equal to the Jadeborn’s Conviction (to a minimum of the subject’s permanent Essence).

She immediately loses all Willpower points in excess of her new rating. If this results in a Willpower rating of 3 or less, the subject’s Nature shifts to Follower. She becomes docile and passive with a strong desire to serve her new master to the best of her ability. This master can be the Jadeborn or anyone he designates. If the subject’s Willpower is higher than 3, she retains free will to the capacity of her dimmed spirit. If the Worker desires greater complicity, he must use the Charm again. The effects of this Charm are not permanent. Mortals, God-Blooded, Unenlightened Mountain Folk and weaker magical beings recover one dot of Willpower every month and regain their former Nature and autonomy when their Willpower rises to 4 or higher. Exalted, Enlightened Mountain Folk and other magical beings of comparable power and significance recover a dot every week. Chaos Seers recover a dot every day. Alternately, Emerald Countermagic can break the compulsion immediately and fully restore subjects to their former selves, though sorcerers cannot free themselves in this manner. This Charm cannot affect beings with a higher permanent Essence than the character using the Charm. Using this Charm on mortals or Exalted is an egregious violation of the Great Geas.

Obedience Inculcation Method is most often used as a combination of punishment and reeducation for the few recalcitrant Workers deemed salvageable by the Conclave. It is illegal to use this Charm on an Enlightened citizen without the direct authorization of the Conclave, but it is not quite as egregious a crime as murder so the practice sees some use in spite of the ban. Chaos Seers are always treated with this Charm before being transported between locations, in hopes the Charm will prevent escapes and fatal accidents.

 

Incomparable Efficiency Trance

Cost: 5 motes

Duration: One task

Type: Enchantment

Minimum Essence: 2

Prerequisite Charms: Pillar of Temperance

The Worker dedicates his will to a single physical task with a duration greater than instant. For as long as he continues to do nothing but labor at that single task, he accelerates his pace by a factor of his permanent Essence. Mountain Folk employing this Charm are not much faster than before, but they move with greater apparent skill and economy of motion. If a Worker takes a break or attempts any other non-reflexive actions not directly associated with the job, the trance ends.

 

Hundred Tool Technique

Cost: 1 mote

Duration: One scene

Type: Enchantment

Minimum Essence: 2

Prerequisite Charms: Pillar of Temperance

With application of Essence and this Charm, a Worker gains the ability to replicate the function of any and all simple mechanical tools with his bare hands. This Charm does not actually change the Jadeborn’s hands in any apparent way except to toughen them, but it allows feats that appear impossible. For example, a fist can hammer a nail, a fingernail can turn screws, a hand’s edge can saw and slice through planks, and a turned finger can drill holes. This Charm is perfected in its emulation, adding one bonus die to any roll aided by the improvised tools. Hundred Tool Technique cannot emulate weapons or facilitate changes quickly enough to merit a direct attack, although a bit of concentration and a drilling finger aids in interrogations as readily as in industry.

 

Transcendent Efficacy Instruction

Cost: 1 mote per subject, plus 1 Willpower

Duration: One task

Type: Enchantment

Minimum Essence: 4

Prerequisite Charms: Incomparable Efficiency Trance, Hundred Tool Technique

The Mountain Folk gathers subordinates and assigns them a task. She must spend 1 mote per subject, plus one Willpower point, and no subordinate can have a higher permanent Essence than her own. So long as the affected laborers carry out their assignment together as a collaborative effort, they multiply their rate of progress by the lowest permanent Essence among the group (minimum of double speed). This bonus is additively cumulative with Incomparable Efficiency Trance, so a x3 and x2 modifier yields x5 rather than x6. Anyone who stops work for any reason loses the benefits of this Charm, exactly as with Incomparable Efficiency Trance.

 

Synergy Of Purpose

Cost: 4 motes

Duration: One task

Type: Enchantment

Minimum Essence: 1

Prerequisite Charms: Pillar of Valor

This Charm links groups of cooperating Workers into a collective hive-mind, allowing the collective sense of purpose to enhance every effort toward harmonious synchronicity. The Jadeborn gains one bonus die for every five characters using this Charm, provided that each contributing character is working toward the same task. This bonus cannot exceed the character’s Valor rating. For tasks that are extended rolls, the bonus applies to each roll until the job is done or until sufficient laborers leave the collective pool to lower the number of extra dice. If the Worker stops his own labors prematurely or does any unrelated task requiring conscious effort, the Charm immediately ends.

 

Industry And Forge Wisdom

Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Essence: 1

Prerequisite Charms: Pillar of Valor

The Worker draws upon the imprint of the Machine God in his soul, channeling brute intuition to understand and operate a mechanism. For most Workers, this experience is the closest they ever get to the glory of Enlightenment. The character may substitute Valor for an Ability rating in a single roll, provided the roll fulfills the stated intent of the Charm (therefore usually replacing Lore or Craft). For the purposes of Industry and Forge Wisdom, a mechanism can be magical or can operate purely on complex mundane physical principles such as clockwork. If the character has the required Ability at an equal or higher rating than Valor, he instead adds half his Valor rating (rounded up) as bonus dice.

 

Crucible Of Earthblood

Cost: 30 motes, 3 Willpower

Duration: One hour

Type: Enchantment

Minimum Essence: 4

Prerequisite Charms: Synergy of Purpose, Industry and Forge Wisdom

With minds like machines, Enlightened Workers probe beneath mechanisms to the primal fire at the core of all industry. Somewhere between alchemy and blacksmithing, this Charm allows Jadeborn to stoke bonfire-sized flames with Essence in an elaborate ritual lasting five minutes. When completed, the rite transforms the burning energies into the primordial ideal of fire. Flames enchanted by Crucible of Earthblood rage at volcanic temperatures and burn where they were made without fuel or air, quickly reducing whatever sits beneath or around them to so much slag and mephitic vapor. Only furnaces made from adamant, the Magical Materials or similarly durable substances can contain and resist these fires, as anyone or anything foolish enough to touch the obliterating white fire suffers 20A per turn. Besides scorching deep craters and causing utter devastation, this Charm has an equally powerful constructive purpose. In the crucible, gold smelts and purifies to orichalcum, silver flows to moonsilver, diamonds harden to adamant, and mixed precious ores crystallize into fine jade. Only a tenth of the mass remains of the original substances, the rest having been consumed by the process of forging the remainder into Magical Materials. Every five minutes of exposure converts 10 pounds of precious ore into a pound of the appropriate substance. In general, the precious raw materials for artifacts have a Resources cost equal to (the rating of the artifact + 2). Consequently, lesser wonders require a dramatic investment of wealth, while greater wonders remain well beyond the purview of most individuals to finance on their own. This Charm cannot create soulsteel or starmetal.

 

Earthen Insight Method

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Essence: 2

Prerequisite Charms: One Pillar of (Virtue) Charm

The Worker reaches out with her mind, searching for familiar patterns in the earth. She can use this Charm in one of two ways, either orienting herself toward concentrations of a specific material or mapping the surrounding terrain. In the former case, the Worker can choose any earth-based substance she has ever touched, including metals, rock types, specific varieties of jewels and so on. If any of that substance exists within a radius of (her Essence x 10) yards, she senses the direction and distance of the largest concentration from her present location. She does not know the quantity or quality of the deposit. If this Charm is used as a map, it provides a snapshot image of the terrain within the aforementioned radius. The character only knows what spaces are filled with earth and what spaces are not. She has no way to know whether a particular empty region is filled with air, water or a nest of hungry Darkbroods. This Charm only functions underground in Creation.

 

Stone-Breaking Touch

Cost: 5 motes

Duration: One hour

Type: Enchantment

Minimum Essence: 2

Prerequisite Charms: Earthen Insight Method

Essence spreads over the Worker’s body with a faint hum, changing pitch and tone as he moves. For the next hour, his unarmed attacks inflict lethal damage to any non-magical inanimate object made of earth (metal, stone, ceramics, etc.), and he cannot injure himself delivering such blows. Furthermore, all hand-to-hand attacks against earthen objects double their raw damage before applying the target’s soak. Finally, the character is always assured of inflicting at least one level of damage with each successful blow, even if the object’s soak completely negates the attack. This ensures that the Worker can slowly tunnel and carve through even the toughest ores.

 

Flowing Rock Stride

Cost: 8 motes per hour

Duration: Varies

Type: Enchantment

Minimum Essence: 3

Prerequisite Charms: Stone-Breaking Touch

The Worker closes her eyes and concentrates, walking confidently into barriers of solid stone or other earth. As she reaches the obstruction, her body and personal possessions displace the rock with less resistance than water. In her wake, the stone hardens back to its original configuration. For as long as the Charm lasts, she can half-walk, half-swim through the earth at her normal ground speed without needing to breathe. She can move horizontally, at an angle or even vertically if so desired. Although blind, she remains constantly aware of her surrounding terrain according to the guidelines and range of Earthen Insight Method. Multiple activations of this Charm extend the duration of the effect accordingly. If the Charm ends while the character remains encased in earth, she is entombed in unyielding earth and immediately begin to suffocate. Without other magic or outside help, she will soon perish unless she reactivates this Charm.

 

Parting Stone Blessing

Cost: 10 motes per hour, plus 1 Willpower

Duration: Varies

Type: Enchantment

Minimum Essence: 5

Prerequisite Charms: Flowing Rock Stride

By touching another being, the Jadeborn can confer the effects of Flowing Rock Stride upon her. The target need not be willing, and this Charm may be activated from within a clinch. Particularly sadistic Mountain Folk have been known to hurl their enchanted enemies into walls or floors and then deactivate the Charm, leaving such victims to die horribly.

 

Command The Earth

Cost: Varies

Duration: Instant

Type: Simple

Minimum Essence: 5

Prerequisite Charms: All Pillar of (Virtue) Charms, Parting Stone Blessing

The Jadeborn gestures imperiously and grandiosely, directing the earth around him with the raw force of Essence.

This Charm can only impose crude and sweeping changes without finesse or grace, though not necessarily without primal beauty. For example, the character can open yawning chasms or raise megalithic towers, crumble walls of stone like eggshells and variably cave in or open long stretches of tunnels. These changes cost two Willpower points, plus 1 mote for every three cubic yards of earth affected. Only three cubic yards shift each turn after the character uses the Charm, so most changes take several minutes to completely assemble. Thankfully for witnesses, the rate of change is slow enough that agile characters can avoid suffering damage. The tectonic forces generally pulverize any characters unfortunate enough to be caught in the changes (this does about 20L damage every three turns if the character doesn’t move, plus leads to possible suffocation), so Storytellers should give players ample opportunity to move their characters out of the way or take ingenious shelter.

 

Worker Pattern Mastery

Cost: None

Duration: Permanent

Type: Special

Minimum Essence: 5

Prerequisite Charms: Entire Worker Pattern (21 Charms total)

Enlightened Mountain Folk who obtain cumulative mastery of the Worker Pattern become intrinsically attuned to its ways and power. This transcendent state reduces the Essence cost of all Charms in this Pattern by 3 motes, to a minimum expenditure of 1 mote. More importantly, these engineer-savants can construct new extensions of the Pattern by creating their own custom Charms. Each personal Charm requires Storyteller approval and oversight, and all must have at least one of the existing Worker Pattern Charms as a direct or ultimate prerequisite. Custom Charms should follow the themes and overall power level of the Worker Pattern, particularly with regard to emphasis on practicality as well as interaction of Virtues and elements. Only Jadeborn with Worker Pattern Mastery can learn custom Charms for this Pattern.

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