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SIGIL

Sigils are symbols drawn by sorcerer to attract luck or benefit from temporary, specific
effects. They are drawn, painted or carved on objects. Should the object bearing the sigil be
destroyed, the benefit from the sorcery is also lost. Those objects may be used by other peo-
ple than the actual sorcerer casting the sorcery, though any sigil must be designed for a spe-
cific person. Hence, stealing an object on which a sigil has been drawn will not benefit the
thief.
Sigils can be used either as generic lucky charms or as specific seals.
To create a lucky charm, the sorcerer must write the sigil on a support then place it in some
kind of container, unless the material being used for the charm can itself be used as a con-
tainer. The container must then be worn close to the bearer’s skin. Half the sorcerer’s Casting
Successes translate into a luck rating, which works like a Passion Attribute. Every time the
bearer of the lucky charm calls for this Passion Attribute, its level is reduced by one.
Specific seals have a more targeted effect, like protecting against a specific demon, helping in
combat against a particular opponent, etc. They also translate into a Passion Attribute, the
description of which shall be exact and precise.
Their effects may last for a longer period of time as well. Indeed, the Quality of Success of
the Casting Check is split between duration and effect. According to the number of Successes
the sorcerer spends on duration, the seal will last according to the following table. Remember
that if the object on which the seal is written is destroyed, so is the sigil.

Desired seal duration Successes required


A scene 1
A week 2
A month 3
A year 4
A decade 5

Every Success of the Casting Check spent on effects translates into a direct +1 level in the
Passion Attribute describing the seal.
Any character can only have one sigil of each type (lucky charm and seal) active at any time.
Indeed, a character taking an object engraved with a sigil commits himself to this object as he
places some faith in the power it gives. This dedication comes at a price: binding oneself to a
sigil implies one point of Taint, even if the bearer is not a sorcerer. The Taint vanishes as per
the standard rules. One character can bind himself to a sigil only once per day. This process
requires a short, mental commitment like a prayer. It is therefore not possible to switch sigils
at will during or before an encounter.

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