| Time | Bonus | Non-bonus Result |
|---|---|---|
| 1.25x as long | +1 | No changes to results |
| 1.5x as long | +2 | Ties are normal successes |
| 2x as long | +3 | Ties are normal successes, normal failures are ties |
| 2.5x as long | +4 | Ties are normal successes, normal failures are ties, special failures are normal failures |
| 3x as long | +5 | Ties are normal successes, normal failures are ties, special failures are normal failures, exceptional failures are special failures |
| 4x as long | +6 | Normal successes are special successes, ties are normal successes, normal failures are ties, special failures are normal failures, exceptional failures are special failures |
| 5x as long | +7 | Special successes are exceptional successes, normal successes are special successes, ties are normal successes, normal failures are ties, special failures are normal failures, exceptional failures are special failures |
| 7.5x as long | +8 | Exceptional successes are critical successes, special successes are exceptional successes, normal successes are special successes, ties are normal successes, normal failures are ties, special failures are normal failures, exceptional failures are special failures |
| 10x as long | +9 | Exceptional successes and special successes are critical successes, normal successes are exceptional successes, ties are special successes, normal failures are normal successes, special failures are ties, exceptional failures are normal failures |
| 25x as long | +10 | Any failure is a normal success, ties are exceptional successes, normal and better successes are critical successes |
A user of emotional bonds via familial love to record the history of their "families" (literal or metaphorical). They do this through special marks and symbols of their clan (chosen or not).
A clan is a group of closely interrelated families of any kind. Clans exist in many cultures around the world, and figurative clans exist everywhere communities and people are together. Clans are founded upon emotional bonds, cemented via blood rites, and carried forward by tradition.
The basis of clan magic is the emotional bond created between members of a clan. These emotional bonds allow them to communicate over impossible distances, share skills, protect one another, sense via each others' senses, share powers, and do other things if they are trained in these arts and perform the correct traditional rituals. To form the emotional bond, a feeling of love must be felt between members of the clan. They form automatically between anyone who has performed the same blood rite of initiation into the clan.
An existing clan will practice certain traditions that only the clan knows and follows. These reaffirm the emotional bonds of their family and maintain the magic at the heart of the clan. There are always multiple families within a clan.
Every clan's initiation ritual is different. Blood must be involved, and the intention to recognize the one being initiated into the clan must be there. It cannot be accidental, even if it is informal or even if other words are used. The basic common ingredients are
Blood shared with or spilled in the presence of an existing clan member - always the initiate must give blood; it is best if the initiator also does
An oath of membership and vow of protection ("Do you swear to protect...?")
Agreement of all parties, explicitly expressed
An act of service to the clan as proof of intention and commitment
An invocation of the clan's symbols
The child of someone who is part of a clan is automatically part of the clan without being initiated. However, they only may partake in the defensive powers provided - that is, they have the magical protections of the clan. Until they are formally initiated, they do not have the other powers of the clan. A clanscribe or even just a member automatically has bonuses to protecting children, and special rites exist to protect them.
Every new generation of a clan builds up greater clan power as their ancestors' power remains in their blood.
Sometimes people change clans. Departures can be automatic (if one's emotional state so profoundly alters that the clan bond is broken), or they can be intentional and directed by tradition (usually, marriage ceremonies involve a ritual of breaking the bond and a new blood initiation). These vary clan to clan, but the main ingredients include a ritual of symbol-breaking and a new blood rite. If one is not changing but just leaving a clan, all it takes is the appropriate breaking of symbols.
Every clan has a set of symbols and marks that represent them. If the clan changes over time, the symbols may change, but a rite involving a majority of clan members must be performed to do so. Clanscribes carry simulacra of the symbol used to found their clan to invoke their powers. Creating such a symbol involves a a rite of founding that is done by the clan to empower the clanscribe, requiring a series of blood rites that bond the founding members to each other and to the symbol of their clan.. Once a clanscribe is empowered, they gain certain abilities revolving around keeping the histories of the clan and doing the work of writing, teaching, readingm and studying for them.
They use the power of their clan symbol to perform their duties, giving them certain spells:
Clanscribes must record clan history, keep track of the clan’s genealogy, keep documents and do the writing for clan members, keep track of the clan’s deeds and feats, and track inheritances, if applicable to their clan.
PRO -1 ATH -1 STR -1 AWA +3 WIL +2 PRS / STH -1
Sages are keepers and advisers of celestial wisdom.
They are walkers of the Long Path, a philosophy that states that the more difficult path is the one that teaches the most lessons. By intentionally seeking this out - with discernment of what is a difficult path and what is an impossible one, what is a worthwhile path and what is unnecessarily difficult or dangerous - they generate deep wisdom and celestial mental powers.
To become a sage, one must have walked the Long Path for two-thirds of their life. There are no young sages, for being a sage is an achievement defined by converting long life experiences into celestial magic. They are people who have attained at least 20 notable goals on the Long Path and gained magic and specific abilities from it. This means the player must develop an extensive backstory to justify this with notable life events and difficulties, including pivotal moments where they made crucial and difficult decisions, and the latter times when the knowledge gained from this was applied to improve the lives of those around them.
As a sage, they have learned hard lessons and shared deep wisdom with people for years. They spend much time meditating on it and seeking the wisdom and magic within themselves. They learn to draw it out and store wisdom externally in urns or jars, creating yellow psionic clouds that can be shared with others to give them memory and experience and applied knowledge.
They also have the following powers:
Heightening: sages can psionically open the mind of a person who is willing to listen to them, making them more receptive to learning.
Referencing: if someone comes to a sage with a problem, they can psionically explore the supplicant’s mind and find relevant memories to draw forth for them to learn from and apply.
Associative identification: a sage can psionically scan a person or thing and compare them to something from their past to gain an insight into them/it.
Strategic splitting: a sage can meditate on a problem, spending psionic energy, and foresee the consequences of four different decisions.
Wise hesitance: a sage can sacrifice a round of combat or a minute of time out of combat to psionically assess a situation to gain bonuses to their next action.
Other powers may be possible. Consult the GM.
PRO -1 ATH -1 STR -1 AWA +5 WIL +2 PRS +1 STH -1
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