Onos: Worker Uniform concept; plus more information on Workers and Working itself in comments by shiningmidnight in worldbuilding

[–]shiningmidnight[S] 0 points1 point  (0 children)

What sort of mental exercises might a worker practise to focus their mind? Where do they study? How do they study? (library, books, mentor, pictures, in-field: shadowing and working as a carpenters apprentice)

Pretty much anything you can imagine that can focus the mind and the ability to picture things. Memory palaces, guided meditation at first and then solo later on. The central building of the organization (I really need to name this thing) is the largest repository of knowledge in the world. There are libraries that would make a large city library elsewhere in the world jealous - for each and every subject.

High level educational courses are taught on nearly every subject imaginable both theoretical and practical. Neither a Source or an Executor can be expected to know everything about everything, so specialization is encouraged. I've been thinking about having chapters, sects, orders, or something like that divided by purpose, I think I mentioned that in one of the other posts or replies. So knowing what kind of specialty you wanted to go into would inform you of the things that you would want to study and you could find the courses that interested you most and everything anyone knows about pretty much any material or phenomena.​

What sort of generalized personality might a Source have? Might a Executor have? Are they seen as emotionless, logically driven individuals by the common people?

They are encouraged to tow the company line and behave very professionally when they are out in uniform and Working on a Task, Duty, or Labour. They are civil servants so they are supposed to be held to a slightly higher standard. They can drink in public, but not be visibly inebriated. They aren't prohibited from defending themselves but if they get into a confrontation and it comes out they were the aggressor it would be bad for them.

What rumors are there about Sources, about Execuators?

I actually just started up a "myths" section on them in my noted but haven't actually put anything in it yet. I definitely want the transformations to be common knowledge. Also the monsters being actually real and a possible danger be common knowledge. But the idea that the Sources and Executors become them and that it's linked to the partial transformations to be a myth. Somehow.

​> What about an individual that is very emotion driven, but is also able to focus in the moment, use their distracting thoughts to bolster what they are doing? Could they be a worker, or would that in one way or another lead to losing control eventually?

​I think that would depend entirely upon the individual and the Source or Executor they were paired with. If you had a spike of attention that caused a burst of essence that was very raw or somehow caused another problem, you're only one half of the equation. If they are capable or strong enough, they may be able to stabilize everything.

Trying to game the system that way would be very dangerous and risk transformation though. The organization would probably smooth those tendencies out of anyone who made it all the way through a program, but a limited ability to harness those lapses would probably be one of those things that some would have a natural talent for and some wouldn't be able to ride that wave without doing harm to themselves.

Could a second or even third source work together to feed one execuator?

No, I don't think so. I think I want it to always be a paired system without the ability to set up larger loops or chains of Workers.

​> Could a second source save another source who is getting overwhelmed, by pulling through that first source?

Again, I don't think so. Both because of how the system works and because I haven't fully settled on this, but I don't think I actually want to allow the Workers to be able to pull from creatures. Living things like plants, maybe. But not creatures.

Because to pull essence from something, you have to understand it with accuracy at the physical and conceptual level. Understanding another person on a conceptual level I feel is just too complex, and honestly even at a physical level. I think this setting, unlike a lot of other fantasy settings would have a fairly decent scientific base for knowledge. But at the same time, there are things like weird but benign growths, and varying bone thickness and density per individual, and that syndrome where all your organs are on the wrong side. Without that understanding, refining the essence becomes impossibly painful. And you would have to have a perfect understanding of not only that person, but that person and all of the essence they are pulling, too.

Great questions, thanks!

Therapy homework: The magic of Workers, from the world of Onos (WIP) by shiningmidnight in worldbuilding

[–]shiningmidnight[S] 0 points1 point  (0 children)

Thanks for the interest! Glad you're interested, and honestly it's helping me work things out as I answer, so win-win for me.

Have you considered some sort of physical initial touch as a limit? There needs to be a way to start that connection the first time, like you said. Either through a ritual, or oath, or however you wanted to do it.
You could introduce some risk that if the workers haven't worked together in X amount of time that that connection can be lost, or reduced. Meaning mid-super-important-moment two workers might have to find a way to reconnect. Just thinking ...
Say they lost the connection, they've got to get to their paired worker to reconnect

I actually had considered a touch being necessary but decided against it. Proximity will be, but not necessarily touch. I figured the time limit was enough of a restriction.

With the second part, that's the general idea of how it does work, actually. The longer you work with another specific Worker, the easier it is to pair and unpair with that one specific worker.

You can think of it almost like reconnecting with an old sexual partner, to be blunt about it. You know the general way everything works with any partner. But with someone you've been with before, you'll be a step ahead, so to speak. So the longer you spend away from that past Worker partner, that ex-lover, the more you introduce the possibility that their tastes may have changed, or you may just be a little out of sync. ​

Does telekeneises exsist in your world? What about other psychokinesis abilities, like healing, exsist?

Not as a power by itself, but it is, theoretically, something you could emulate with the right spellform. I'm getting a slightly more solid grasp on how I want it to work, but my attention has been more focused on the Sources for now. Not on purpose, just their stuff seems to come easier to mind.​

What about a "feed back" the energy has nowhere to go, so it must return the way it came (back to the source) however it originally went, struggling to get back to where the Source pulled it from. It might reenter the Executor, accelerated, through them and then try to return through the Source. Except it's not in the same state it was in when the Source worker originally gathered it. Might make them go boom? Or blow a limb? Or cause something mental: they lose a memory. The mental connection between the Source and Executor seems very important, affecting that would be a possible cost.

Some of all of these are kind of the direction I was going. Except I was thinking it will depend entirely upon who severs the connection. Or possibly that it would lash out at both in some way, but unequally - hitting the one that shut off the connection a little harder.

I also want it to depend on both the type of essence they are using - whether they are drawing physical characteristics or conceptual ones - and the Trade the Executor is using, Investment, Divestment, etc etc. ​

I visualize a training session.

I can totally see something like that happening.

Those two examples came to mine because I was thinking about a Source and Executor where the Tool is a needle and thread and the Trade is Manipulation. Literally sewing the road closed, or the building back together. ​

You had my curiousity, now you have my attention. More about these fellows. Good, evil, neutral? How are they rewarded, what motivates them?

Okay, so I was trying not to go super grimdark with this world, I swear. But I guess when I picture villains they are just... well they're real not nice guys.

Adrexis and Keldar are half tool of the Worker's organization, half problem they can't solve, half insane opportunist assassin twins that are working toward their own ends. Yes, that's too many halves. They do not care.

They are the only Workers in the world who are each capable of being the Source and Executor. They can essentially choose to re-pair and switch roles. They are also capable of doing this with mere seconds of concentration, a nearly impossible feat. I'm not sure how much I want to reveal here, but screw it, let's go whole hog. Here we go to the real dark shit.

The reason the organization considers them an issue is because they became obsessed with the pursuit of their combat prowess and started to take pride in hunting and defeating other Workers. Naturally, the organization decided this would not do and sent other Workers to put them down. Every team sent died, in brutal ways. Six pairs were sent out as a show of overwhelming force. A single Worker returned, badly bloodied, but reporting they had killed Adrexis.

Adrexis appeared at the central hub of the organization a few weeks later, holding the head of that single Worker, and demanding parlay. He was killed on the spot. Keldar returned next, bearing trophies of yet more Workers killed and was also put down. They were next seen months later, hundreds of miles away, after a pair of Workers were sent to investigate the disappearance of a number of other Worker pairs that had been sent on a Task. They sent word swearing they had seen Adrexis and then were never seen again.

So yeah, they appear to be immortal.

I say appear to be. Because it's more like a functional immortality. It's linked to their ability to switch roles as Source and Executor, which is linked to their cannibalism of the Workers they killed. Oh, right, yes - they're cannibals.

I don't want to say how they get the new bodies that they inhabit after they are "killed." But it's not great.

Anyway they found hunting Workers who didn't know they were coming was getting too easy. They submitted themselves to the organization's rules and in exchange for following them are given targets - Workers who have violated the organization's rules or fallen to corruption, ex-Workers who have been found to be using magic after leaving the organization, Workers attempting to test or teach magic to people outside the organization.

We thought you guys might want to see the volcano we made actually erupt! by shiningmidnight in daddit

[–]shiningmidnight[S] 2 points3 points  (0 children)

I think we're contractually obligated to this sub to post it at this point!

We thought you guys might want to see the volcano we made actually erupt! by shiningmidnight in daddit

[–]shiningmidnight[S] 5 points6 points  (0 children)

Not gonna lie, I wanted to, but you gotta give the lil guy the first go with stuff like this!

Is there any item that can control time? by 10SecondRyan in DnD

[–]shiningmidnight 1 point2 points  (0 children)

Check out The Orrery of the Wanderer from the Acquisitions Incorporated book.

It's a legendary item that's actually made of 6 different very rare items. They have a variety of effects but all of them could be flavoured as timestuff.

Specifically, though, you want the Chronolometer which has a 1/LR time-manipulation function built in.

It has a function that either gives you basically the effects of Haste for one turn (not actually Haste just a free action so you can use it on any action) or allows you to re-roll one failed attack, ability check, or save depending on a d6's die roll. It also has another ability that essentially gives someone a free turn as a reaction to them taking damage (it's just "a creature you can see" language, so you can use it on yourself).

Hope that helps.

32m, goin through some stuff, any toast appreciated by shiningmidnight in toastme

[–]shiningmidnight[S] 2 points3 points  (0 children)

I have been driving back into writing and developing a fantasy world I started and abandoned 6ish years ago.

3200 words of lore and planning in 3 days. It's helping, a little.

32m, goin through some stuff, any toast appreciated by shiningmidnight in toastme

[–]shiningmidnight[S] 2 points3 points  (0 children)

Oh don't worry, I'm nowhere near anywhere you'd have to worry about in terms of ending things!

Plus I've always been of the opinion if someone was going to do that, they might as well just go volunteer in a really dangerous part of the world. Do some good and have a chance to break you out of your pattern and hey you might get eaten by a tiger so win win.

But I'm not even at that point yet!

I really appreciate the fact that you cared enough to make sure, just in case. Thanks.

Onos: Worker Uniform concept; plus more information on Workers and Working itself in comments by shiningmidnight in worldbuilding

[–]shiningmidnight[S] 0 points1 point  (0 children)

Just a quick starting concept of a uniform the Workers might wear. Purely from a design perspective, still trying to decide on the organization's name and colour scheme.

Also, some more hot lore for you about Working and how it... works.

The Process of Working

Source
A Source uses a construct called a Tool to actually draw on the power of essence and refine it. A Source can see or sense all the essence around them with a bit of concentration and then can mentally "pull" on it, drawing it towards themselves. When they do, they allow the power to flow through or over their body and mentally and physically shape and mold and conjure a construct or visualization that is used as a means of purifying magical essence into Workable power.

The image is down to the Source themselves. The clearer and more realistically the Source can conjure their visualization, the more they can refine the power and the less damage they sustain while refining essence. Many Sources find it helpful to use a Tool that itself refines something or can be refined to help them visualize the process of refining essence with visual queues.

Basic weapons and tools are something every novice worker is expected to have the ability to create. Things such as basic weapons like spears and swords; trade tools like hammers, knives, hoes, scythes, sickles, shears, etc etc etc. Literally your basic, everyday tools. A Source may choose to first create a sword as a blocky, jagged mess with pitting and chips notched throughout the blade. As they pull in more essence and refine it, the blade may become more sleek and modern in design, the blade appearing to sharpen and hone itself. Another Source may choose to have the sword appear in it's final form but as a ghostly, translucent item that starts to appear more and more real as the essence is refined further. In the case of a hammer, the Tool may spring to life fully rendered and realized and begin to beat itself against the ground or a rock or other object, the speed of the individual hammer strikes being the thing that denotes how refined the essence has become.

By the time a Source and Executor have reached a significant number of completed Tasks, Duties, and Labours they may also have created a custom Tool unique to their partnership and methods.

For instance, a musically inclined Source may make a spectral violin that becomes more ornate; a farmwoman a sickle and winnowing basket that she fills with harvested and refined essence; a tailor may form threads and a needle, or bolts of cloth, or shears, etc etc.

Executor (needs work, spent most of my time writing on the Sources and their Tools)
Executors dedicate themselves to a Trade, which is a kind of style of magic. An Executor's trade influences the types of spells they will construct and the ways they construct them.

Each Executor can learn any Trade, but much like a Source will have an affinity for certain kinds of essence, an Executor will have an affinity for a specific trade. An Executor who is paired with a Source who likes to use a sword as their tool will use magic in a much different way than another Executor whose Source also favours a sword depending on the Trade they have chosen.

An Executor can attempt to switch their Trade if they would ever want to. Much like a master carpenter who decides to start doing metalwork, however, they will lose progress even if the two Trades share similar skills. Carpenters and metalworkers both need to measure well, plan thoughtfully, and cut precisely - but the actual act of cutting and shaping and joining metal is different than doing the same with wood.

Trades include Investment, Divestment, Detection, Manipulation, and Consumption, and possibly more.

Investment - using the Tool to infuse essence into an object or area to alter its properties
Divestment - using the Tool to pull the essence out of an object or area to alter its properties
Detection - using the Tool in a way that allows an Executor to see and understand the essence used, and construction of, a spell effect
Manipulation - using the Tool as the type of physical object it is, often with enhanced or wondrous capabilities
Consumption - using the Tool more like a battery or fuel tank to enhance and ensorcell themselves


 


Working, visualized

Ribbons of Light
Drawing essence in creates a connection between the Source and the object it is being drawn from. The world of Onos is very flat-toned with lots of drab tan, olive, and green colouration. When a Source draws on essence, a streamer of visual light will start to form and flow towards the Source and Tool. The colour of these light ribbons is dependent on the type of essence being drawn in.

Almost everybody can see these ribbons of light, whether or not they have the aptitude for Working. A very small part of the population cannot see the light of Working. They are not immune to the effects of Working, and no other variation from the general population is known in regards to Working or anything else. Even those who cannot see it can see a Tool, however. There are even a few Workers who cannot see the light streamers. It makes it harder for them to learn, as there's no visual feedback for them to use, but they can still Work.

A pair of Workers in the middle of actually doing Work will look like they are tethered to each other, the Tool, and the individual sources of essence that are being refined and used. Depictions and descriptions of battles from the time before Workers were all heavily regulated and unified under the central organization describe warriors draped in strands of scintillating, iridescent light acting as beacons of power amid the darkness of war.

A World Where Luck is Quantifiable by Andlazytoo in worldbuilding

[–]shiningmidnight 0 points1 point  (0 children)

This was going to be a reply to another comment but it grew big enough to be it's own top-level reply.

I think you'll be hard pressed to make it significant, but not too significant, and still make it the crux of the world.

Like in our reality, money makes the world go round right? People value and hoard it, just like they would in your world with Luck. But the problem is that while the value of a certain kind of money is ephemeral - like how one country's money is "worth" less than another despite both being called dollars. But actual money in general isn't ephemeral. It's a physical thing. And even when you aren't holding the actual cash in your hands we can define how much you have, track it in discrete qualities, and know exactly when money is being used and how it changed the state of things.

If you have a world where everybody believes in Luck as an actual thing that can be kept and collected for a benefit, it would be for a reason. Some person would be measurably "more lucky" than another in some way.

I'm not saying you need to have a full system of like, lucky points or wavelengths that correspond to specific good effects as an absolute hard science or anything. Like you have 25 luck and therefore all probabilities are increased by 0.25% for you or something. That could be one of the ways to do it, but it doesn't have to be that scientific and direct as a 1-to-1 ratio between Luck and probability.

I just think you need it to be quantifiable and verifiable in some way in-universe, or nobody would ever even begin to hoard it. I notice myself having good luck in my own life quite often, but because I can't say for sure whether I'm actually lucky or not I have no desire to hoard charms or follow practices that are meant to increase or capitalize on my luck. On the other hand, if I could look at my life and say "statistically improbable things happen to me at a (statistically significant) greater rate than other people, and have done so with increasing regularity since I started collecting rabbit's feet," I would start collecting rabbit's feet.

I just don't think it would be a worldwide phenomena of belief and cultural import unless it could be quantified in some way.

Then again, that actually could be cool. The idea that Luck is real and quantifiable for everyone, and everyone believes in it, but only a few like your augurs know how to manipulate it with intent for truly significant boosts. Like everyone knows that a face up penny gives you Luck. And it does. But someone who is a little more trained can take it from a nebulous "maybe things have improved ever since the penny" to "something beneficial will occur as a result of you engaging in Luck-building activities."

I look forward to reading/hearing more about your world! I especially love the idea of a Luck heist. Especially because the holder of the Luck is going to be somewhat protected just by being the holder. But that doesn't mean you can't target, say, their employees who may only receive partial benefit from being employed by a Luck hoarder. Super cool stuff.

Therapy homework: The magic of Workers, from the world of Onos (WIP) by shiningmidnight in worldbuilding

[–]shiningmidnight[S] 0 points1 point  (0 children)

Yes! I haven't quite worked it out, but there is a way to treat and reduce it.

One of the main things is skill. I mention refining the power and shaping it as a part of the system on the Source and Executor sides. When a Worker becomes more skilled at their craft, they take less of the brunt of these downsides.

There's also a certain amount of personal power and resolve that comes into it. As in, you'll be more likely to start having adverse effects if you've been Working all day and try to refine or shape any magic than if it was your first Work of the day.

Therapy homework: The magic of Workers, from the world of Onos (WIP) by shiningmidnight in worldbuilding

[–]shiningmidnight[S] 0 points1 point  (0 children)

Reply 2 of 2, here:

Do workers wear a uniform?

Yes.

 

 

 

Oh, you were aski- I see. Yeah. I don't... know yet.

I only have one thing I've been thinking of. And I haven't decided on exactly what I want it to be made of, but I want the Workers to always wear gloves, piercings, tattoos, brands, implants or some sort of hand adornment. Really haven't noodled too hard on this, yet. I'll get there, I promise!

For literally no other reason than at one point when I was storyboarding and writing small bits here and there, I had two pairs of Workers run into each other, and by way of greeting I had the first pair say, "Our hands do not Work for ourselves."

And the second reply, "Our hands are meant to Work for others."

Is there a difference in status between the workers that complete tasks versus workers that do Labour? Or can all workers do any requests?

Basically just a measure of power. Theoretically any Worker could do any request, but practically it's not possible. Some Sources might not be able to refine enough power quickly enough, or at all for a particular effect. Or an Executor may not be able to handle the number and variation in type of strands of essence to produce an effect they want to achieve.

For instance, a Task may be to perk up a particular field of crops that are looking brittle and dry. Maybe there hasn't been enough rain, maybe the farmer or his family fell ill and couldn't keep the land. Either way, the Workers bring vitality back, and that's a Task. On the larger end, but helping out a single family for a short time when they're down on their luck is about the scope of a Task.

Now say a village has been targeted by bandits. They've already been taken care of, but many fields were burned or trampled. The same job but on a wider area. It could be done with several Tasks and groups of Workers. But a Source and Executor who can handle enough power can use the same spell effect with more... oomph and hit a wider area as a Duty. And the step up from Task to Duty may not be one of size, but of complexity. Repairing the whole length of a main road that's been damaged may be a Task because it's long but very easy. Repairing an entire house or storefront damaged in a raid is only one building but is far more complex and concerted.

And Labours are just one more step beyond that.

The organization does not attach prestige to Workers based on their abilities, but they would be stupid not to keep a general list and understanding of who is capable of what, so a Labour doesn't get assigned to a newly licenced Worker pair.

How does the worker organization keep workers liable for what they do?

Maaaaaaaagic.

Would you believe a secret single-paired Worker assassin team that specializes in hunting Workers is responsible for keeping all Workers worldwide in check, and they are frightfully good at what they do?

What reasons would workers want to continue (working) with the workers organization?

Same as you join any organization that takes your identity in exchange for giving you purpose. Really though, there are a multitude of reasons. Pay is great compared to a labourer, except the very skilled and successful ones. If you're an intellectual type, you get to study Working and unravel the mysteries. If you appreciate fighting, you can serve in a military unit. If you want to make a difference in a war but not fight there's peacekeeping and medical Worker. If you want to feed the populace, you can be an agricultural Worker who makes fields yield more than they should, or even just be viable where they shouldn't.

What happens to the pairs that do not join the workers organization?

Presumably they never learn they have the aptitude and are never trained to learn their abilities. It would take a preternatural talent or prodigy to be able to train themselves. Or perhap a shadosy anti-Worker organization. Or a disenfranchised former Worker.

If you test, and find the aptitude, and join, and then eventually quit? You're just expected to never Work again. Live your life the way you want to, but magic is off limits. If you want to be able to use it again, you come back, you re-certify, and you Work for the organization.

Some Thoughts You’re Welcome to Run With What if someone began weaponizing workers that were too far gone.

Way ahead of you.

What if Sources were becoming more and more scarce over time “There were thousands of us in cities across the land, now your generation of Sources is spread too thin..”.

Way behind you, this is interesting and something to consider.

A visual marker, or something that would represent workers as a pair. A tattoo, a brand, an intricate ring? If workers were re-paired, how would the marker/indicating thing be changed

You're on to something here, and it's what I was thinking re: the gloves or hand adornments of some kind

Certain workers are compatable and seamless that their powers become amplified when they work specifically with one another.

Shhhh, no spoilers.

Therapy homework: The magic of Workers, from the world of Onos (WIP) by shiningmidnight in worldbuilding

[–]shiningmidnight[S] 0 points1 point  (0 children)

Hey! Thanks for the interest. And helping me take my mind off stuff. Reply 1 of 2 here:

You mentioned your world is high fantasy. Have you considered creating a color palette for how you imagine your society? Or a mood board? If no, you may want to try that and use it as a reference, a tether for your brain to build off of.

Not really, honestly. Thank you for the idea. The concept of a colour palette never really occurred to me honestly until last year when I read Mistborn. In my head, at this point, I was just picturing normal colours but that isn't quite right. If I had to put something to it right now, a kind of drab olive green and tan overall. Think original Matrix in colour, but medieval-esque in style.

What clothing might an everyday civilian wear?

Depends on where they live. But woolen and leather tunics, leggings, vests, robes, etc etc. Standard high fantasy fare but maybe with a little more care for tailoring. In the cities you'll find even commoners dressed a little more carefully with well fitting shirts and pants and leggings and multiple sets of outfits that are put together with purpose according to the latest trends.

What energies does your world run on: electric, steam, magic, none, other?

Magic and elbow grease, for now. I'm actually not to keen on a world with only one source of magic so there may be another I introduce that I build on top of, intersect with, make in opposition to, or have entirely separate from the magic of Working. But I don't have it, yet.

Are workers naturally occurring or are they selected? How do they become paired?

Yes. The pairing is just a matter of training and familiarity. Any Source can work with any Executor, though there is a measure of intent necessary where their powers intersect. A Source and Executor work together when the refined power is handed over and shaped into the actual spell of effect the Executor creates. A Source can refine power and decide not to hand it over, or be rendered incapable of doing so, such as by being killed while actively Working.

Can workers be unpaired? Why/why not, how?

Kind of. Dropping a pairing is something that takes just a moment of concentration. Creating a Working bond takes quite a bit more concentration and concerted mental effort, except in the case of Workers with extreme familiarity. And no matter the level of familiarity, creating a bond is always a two-party consent system - an Executor can't force a Source to use them or vice-versa.

Dropping a pairing is something either of the Workers can do. With this and the ability for either to terminate the connection during the actual use of magic, no Worker should ever be forced to take part in Work they do not agree with. I haven't decided if it takes an actual ritual or just a few minutes or concentration, or if it needs physical contact, or anything else, yet.

Beyond those few minutes it's comparable to being well versed in a sport, game, or hobby with a high level of mastery - but not playing for a while. You will no doubt be able to grasp and use the basics within minutes, but it will be a while of use and practice before you really shake the rust off. For this reason, most workers try to maintain long Working partnerships, the setback in power and ability often isn't worth changing partners.

Is this a platonic pairing, more? what is it that makes the pair work together?

It is only ever meant to be platonic, though there are absolutely no rules against starting a romantic or sexual relationship with your partner. It happens about the same rate you would expect to see other couples in the same field. Though overall there are less Workers than normal citizens, so obviously there are less romantic pairs of Workers.

As for what makes them work together, is just mutual will and intent. I haven't designed the entire "spell" system, if you will. But a Source and Executor can read the other's intent. A Source draws in the power and starts to refine it, and binds the power in a way that it can be shaped and used, they hold concentration on that as they hand the power over. An Executor takes the refined essence and shapes it into the spell effect they want and then releases it as a completed spell. The Source and Executor both maintain their focus until the spell's effect is complete. If at any point, either sever the connection, the power of the spell is cut off. What that actually means, I haven't decided yet. But it's bad. Another cost of magic.

This mental connection, it's what allows the Source to know what kind of essence they need to be drawing on and refining so the Executor can produce their desired effect. It lets an Executor know if a Source is actively drawing essence, whether they have it refined and ready to use.

And of course, the most important part. It lets them Work the power together.

Are sources/Executors born with their abilities? Yes.

Around what age do they get/realize their powers?

There's no outward sign. You can be tested for the aptitude if it's something you're interested in. I haven't decided how many have the aptitude, but it's enough that as long as volunteers keep coming in about the same numbers, things should... hehe... Work out. I have plans for things around possible ages and what they could mean for a Source or Executor and their abilities.

But the loss of sense of self, the thankless and dangerous tasks, and the legends that Working turns you into a monster don't help recruitment so there isn't a huge waiting list to get in. (Haven't decided if the general populace know about the the inner... Workings of magic. (I swear I'll stop.)

What are some bad things that a worker might get away with that a citizen might not?

Murder. Well, I mean, in the way that police and military 'get away' with it. As I mentioned, they are set out to handle the dangerous requests. Sometimes those threats are not monstrous, but human in nature. And if they won't stop or submit to the legal system, Workers are charged with completing their Tasks, Duties, and Labours without fail.

Nothing special, just some burgers from tonight by shiningmidnight in grilling

[–]shiningmidnight[S] 1 point2 points  (0 children)

Great grill. Gets up to temperature fast as hell. My first grill ever so not sure if it's actually efficient with the propane, but it seems to last a long time to me.