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Published: 2017-05-17 18:42:05 +0000 UTC; Views: 1467; Favourites: 10; Downloads: 4
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Description
Only one Sigil (Ur) can be used by itself.
As no Sigil can be used twice in a spell, there are…
23 x 22 possible 2 Sigil combinations = 506 combinations
23 x 22 x 21 possible 3 Sigil combinations = 10,626 combinations
Meaning the total number of usable combinations is 1 + 506 + 10,626 = 11,133 combinations total
Any attempt to use four or more Sigils causes a backlash that severely damages the caster’s ability to use magic.
Family Augments
The original Augments were integrated into the original 47 Royal Clans by Kryptonian Mage-artificers in the days before planetary unity. During the wars which led inexorably to unification, 24 of the clans were lost along with their Augments, some of which were considered by their enemies to be too powerful to allow to exist, such as the Slavelords of clan Gor (Now extinct) who could use eye-contact to force any non-clan member of the opposite gender to submit fully and completely to their will for up to a six-day for each eye-contact.
Due to the-then gender roles, Primary Augments were passed down from the father while secondary Augments came from the mother. Should both Augments be the same, the end result was that the Augment would be stronger than otherwise, rated at between 120 to 175% of a single Augment. However, some Augments were known to synergise very well, leading to the clans in question often intermarrying.
- Ack – Mind’s Eye – Perfect vision and visual memory (requires training to utilise to fullest extent).
- Am – Foresight – Limited precognition, up to three days (requires meditation).
- An – Truespeech – Cannot knowingly lie (masters of misdirection due to necessity).
- Da – Grace – Enhanced physical self-control and dexterity.
- Dar – Psychometry – Ability to sense history of an object via touch. Images are usually quite vague.
- Do – Wingbourne – Perfect kinaesthetic awareness .
- El – Mindpower – Eidetic memory/enhanced learning (enhanced by concentration).
- Em – Null – Ability to no-sell any direct magical attack. Has no effect against indirect attacks or physical attacks. Cannot spellcast while using Null.
- Kann – Multispeech – Intuitive understanding of any form of communication including codes.
- Ko – Empathy – Ability to detect major and minor emotional states.
- Lor – Reflex – Constant short-term precognitive skill (up to 5 seconds) regarding personal situation/events.
- Mer – Tamer – Able to understand animals and attain limited communications. Not seen as threat by animals unless intending to actually harm them.
- Nu – Lifeforce – Enhanced healing/longer lifespan (2 – 5 times normal Kryptonian span).
- Ran – Link – Able to detect metaphysical bonds between people including type and strength (requires meditation).
- Re – Truthsense – Living lie detectors (requires concentration and proximity).
- Tor – Intuition – Ability to make extremely accurate logical leaps from minimal information.
- Ul – Determination – Intellectual focus on predetermined goal.
- Ur – Beserker – Controllable combat monofocus ignoring pain (double-edged Augment) .
- Van – Inclusion – Genetic flexibility allowing for viable offspring with non-kryptonians.
- Veks – Fecundity – All births are twins, triplets, quads or on rare occasions more for in-clan marriages. Outclan are twins (or rare triplets) only.
- Zar – Calculation – Near-instantaneous mathematical skill.
- Zor –Pathfinder – Always knows relative directions of others in family and approximate distance. Can also set waypoint and know position relative to it (requires meditation, only 1 waypoint at a time).
- Zu – Deathtouch – Can end a life with a touch. If subject wishes to die, there is no cost. If subject does not want to die, user suffers loss of lifespan equal to a quarter of victim’s remaining lifespan.
Sigils
The Sigils are magical runes embodying and symbolizing the Family they represent. Each Sigil is the end-product of a now-forgotten ritual which formed the Sigil from the runic representations of the traditional concepts associated with the Family in question.
Sigil Combination Effects
(Incomplete list)
- Da El Kann – Harmony/Contemplation/Thoughts – Projective telepathy (limited duration).
- Em Ul Dar – Endings/Control/Ancestors – Ends spiritual possession.
- Ko Zu – Peace/Acceptance – Reduces emotional surges in target (calms them down).
- Lor Ul – Travel/Control – Short-range portal.
- Ran Kann Re – Influence/Thoughts/Honesty – Aura of truth (magical veritaserum equivalent).
- Tor Da Mer – Secrets/Synergy/Environment – Invisibility (lasts until discovered or launching attack).
- Ur – Attack – Blast of pure magical power.
- Ur Do – Attack/Skies - Blast of wind.
- Ur Kann – Attack/Thoughts – Temporary confusion.
- Ur Kann Do – Attack/Thoughts/Battle – Target temporarily unable to contemplate committing violence.
- Ur Kann Ran – Attack/Thoughts/Persuasion – Target liable to obey any spoken command.
- Ur Kann Re - Attack/Thoughts/Honesty – Target unable to lie, even to themselves.
- Ur Kann Tor – Attack/Thoughts/Ambiguity – Target’s decision making severely impaired.
- Ur Ko – Attack/Reflect – Sends incoming attack back at caster (magic only).
- Zor Mer – Exploration/Animals – Highlights any living creature within range. Range and time dependent on user’s experience.
- Zu Da Ur – Sacrifice/Synergy/Chaos – Localized magic negation/decoherence (lingering effect).
- Zu Em Ur – Sacrifice/Resolution/Chaos – Final strike, uses life-force and remaining magic to create highly-destructive explosion.