Orbit Signs

The orbit signs mechanic is an optional mechanic for GMs and players to use when creating entities that affects a bit of their personality. There are four types of zodiacs, each affecting a different aspect, and each section should be rolled with a 1d10 unless the GM allows their players to select options instead. After rolling all four, each player may reroll one orbit sign if they wish.

The Hourglass [Affects Eidolon-infections mostly?]

Every ten years the cycle of The Hourglass repeats. While it is up to the GM to determine what the current year of their campaign is and coordinate its cycle accordingly, official setting releases shall list the time of certain events in history for assistance in letting GMs attempt to line up things chronologically if they so wish.

1 (Year of the Rat): This individual has +1 Catalytic Source Adaption, one 4 cost Catalytic Source Ability, and +1 on Salvage Checks.

2 (Year of the Eagle): This individual has +1 Faith Magic Source Adaption, one 4 cost Faith Magic Source Ability, and +1 on Meditation Checks.

3 (Year of the Salmon): This individual has +1 Cinereal Source Adaption, one 4 cost Cinereal Source Ability, and +1 on Charming Checks.

4 (Year of the Shark): This individual has +1 Natural Source Adaption, one 4 cost Natural Source Ability, and +1 on Climb/Rappel Checks.

5 (Year of the Owl): This individual has +1 Wild Magic Source Adaption, one 4 cost Wild Magic Source Ability, and +1 on Sleight of Hand Checks.

6 (Year of the Chimp): This individual has +1 Mundane Source Adaption, one 4 cost Mundane Source Ability, and +1 on Crafting Checks.

7 (Year of the Wasp): This individual has +1 Semiotics Source Adaption, one 4 cost Semiotics Source Ability, and +1 on Alchemy Checks.

8 (Year of the Cat): This individual has +1 Sere Magic Source Adaption, one 4 cost Sere Magic Source Ability, and +1 on Taming Checks.

9 (Year of the Crab): This individual has +1 Valor Magic Source Adaption, one 4 cost Valor Magic Source Ability, and +1 on Strategy Checks.

10 (Year of the Tortoise): This individual has +1 Psionic Source Adaption, one 4 cost Psionic Source Ability, and +1 on Bluff Checks.

The Veil [Affects zombie-infections mostly?]

Every year in a setting is divided into ten segments, tied to how open the veil is between The Aether and said setting. While it is up to the GM to determine how long a year lasts in a specific setting or multiple through a campaign, The Sun shall always be related directly to that particular individual's birthplace and its segmenting.

1 (Wildhunt): This individual had their soul or cor enter their form during the first period of veil waning. They have +1 SP, +1 Instinct Domain Adaption, +1 Swarm Domain Adaption, and +1 on Taming Checks.
[On Lenida this corresponds to Rutol "The Hunt" = From Ugsky 32nd to Herrgis 31st = "The Cautious" Low sociocentric, asocial.]

2 (Shadelight): This individual had their soul or cor enter their form during the second period of veil waning. +1 MP, +1 Illuminate Domain Adaption, +1 Umbral Domain Adaption, and +1 on Parkour Checks.
[On Lenida this corresponds to Dasil "The Boot" = From Herrgis 32nd to Ogst 31st = "The Runner" Low self-actualizing, neurotic.]

3 (Ragebound): This individual had their soul or cor enter their form during the third period of veil waning. +1d10/2 Daily STR Check Advantage, +1 Density Domain Adaption, +1 Tension Domain Adaption, and +1 on Swim/Dive Checks.
[On Lenida this corresponds to Taeli "The Mace" = From Ogst 32nd to Zivta 31st = "The Conqueror" Highly egocentric and aggressive.]

4 (Frostblood): This individual had their soul or cor enter their form during the final period of veil waning. +1 MA, +1 Breath Domain Adaption, +1 Blizzard Domain Adaption, and +1 on Auditory Checks.
[On Lenida this corresponds to Prash "The Gem" = From Zivta 32nd to Greme 31st = "The Perfectionist" High security, pragmatist.]

5 (Voidborn): This individual had their soul or cor enter their form during the weakest period of veil dilation. They have +1 FP, +1 Vitality Domain Adaption, +1 Harvest Domain Adaption, and +1 on First-Aid Checks.
[On Lenida this corresponds to Eha "The Triad" = From Greme 32nd to Luberin 31st = "The Nurturer" Low egocentric, submissive.]

6 (Faultthane): This individual had their soul or cor enter their form during the first period of veil waxing. +1 EP, +1 Frequency Domain Adaption, +1 Stone Domain Adaption, and +1 on Acrobatics Checks.
[On Lenida this corresponds to Sahtre "The Ladle" = From Luberin 32nd to Pasku 31st = "The Mediator" High Manipulative, dynamic.]

7 (Heartstitch): This individual had their soul or cor enter their form during the second period of veil waxing. +1d10/2 Daily FIN Check Advantage, +1 Lechery Domain Adaption, +1 Temperance Domain Adaption, and +1 on Charming Checks.
[On Lenida this corresponds to Badok "The Refuge" = From Pasku 32nd to Vort 31st = "The Romantic" Low security, adventurous.]

8 (Mindfang): This individual had their soul or cor enter their form during the third period of veil waxing. +1d10/2 Daily WIL Check Advantage, +1 Derision Domain Adaption, +1 Avarice Domain Adaption, and +1 on Diplomacy Checks.
[On Lenida this corresponds to Obonn "The Snake" = From Vort 32nd to Eteno 31st = "The Thinker" High self-actualizing, normal.]

9 (Follyroot): This individual had their soul or cor enter their form during the final period of veil waxing. +1 Comedy Domain Adaption, +1 Script Domain Adaption, +1 on Empathy Checks, and +1 on Motivate Checks.
[On Lenida this corresponds to Korraf "The Fount" = From Eteno 32nd to Ahnith 31st = "The Optimist" High sociocentric, sociable.]

10 (Veilpiercer): This individual had their soul or cor enter their form during the strongest period of veil dilation. They have +1 HP, +1 Presence Domain Adaption, +1 Mortis Domain Adaption, and +1 on Daring Checks.
[On Lenida this corresponds to Tambaj "The Scythe" = From Ahnith 32nd to Ugsky 31st = "The Bargainer" Low manipulative, static.]

The Moon [Affects Luniis-infections mostly?]

Every lunar month in a setting is divided into ten moon segments based on the largest moon of the setting. While it is up to the GM to extrapolate how long a season segment lasts in a specific setting or multiple through a campaign, The Moon shall always be related directly to that particular individual's birthplace and its segmenting.

1 (Boltrun): This individual was born during the first waning moon. They have +1 MA, +1d10/2 Electricity Domain Absorption, and +1 to Accuracy Checks.

2 (Soulwell): This individual was born during the second waning moon. They have +1 SP, +1d10/2 Presence Domain Absorption, and +1 to Morale Checks.

3 (Inkwrought): This individual was born during the third waning moon. They have +1 FP, +1d10/2 Script Domain Absorption, and +1 to Knowledge Checks.

4 (Deathbreath): This individual was born during the final waning moon. They have +1 HP, +1d10/2 Mortis Domain Absorption, and +1 to Lung Checks.

5 (Darkborn): This individual was born during a new moon. They have +1 EP, +1d10/2 Umbral Domain Absorption, and +1 to Stealth Checks.

6 (Steelheart): This individual was born during the first waxing moon. They have +1 MA, +1d10/2 Metal Domain Absorption, and +1 to Might Checks.

7 (Rockstep): This individual was born during the second waxing moon. They have +1 SP, +1d10/2 Stone Domain Absorption, and +1 to Balance Checks.

8 (Dyecharm): This individual was born during the third waxing moon. They have +1 FP, +1d10/2 Stain Domain Absorption, and +1 to Charisma Checks.

9 (Banetouched): This individual was born during the final waxing moon. They have +1 HP, +1d10/2 Toxin Domain Absorption, and +1 to Observation Checks.

10 (Moonhowl): This individual was born during a full moon. They have +1 MP, +1d10/2 Illuminate Domain Absorption, and +1 to Reflex Checks.

The Sun [Affects Vilru-infections mostly?]

Every day in a setting is divided into ten sun segments. While it is up to the GM to extrapolate how long a month segment lasts in a specific setting or multiple through a campaign, The Sun shall always be related directly to that particular individual's birthplace and its segmenting.

1 (Daybloom): This individual was born in the afternoon. They have +2 MA, +1 to Learning Checks, and +2 to Speed-Reading Checks.

2 (Evepetal): This individual was born in the evening. They have +2 SP, +1 to Balance Checks, and +2 to Calm Checks.

3 (Duskthorn): This individual was born at dusk. They have +2 MP, +1 to Agility Checks, and +2 to Feint Checks.

4 (Nightblossom): This individual was born in the early night. They have +2 EP, +1 to Stealth Checks, and +2 to Disguise Checks.

5 (Moonlily): This individual was born at the apex of the night. They have +2 FP, +1 to Accuracy Checks, and +2 to Escape Checks.

6 (Shadestem): This individual was born in the late night. They have +2 MA, +1 to Knowledge Checks, and +2 to Studying Checks.

7 (Breezepuff): This individual was born before dawn. They have +2 SP, +1 to Cunning Checks, and +2 to Haggle Checks.

8 (Dawnrose): This individual was born at dawn. They have +2 MP, +1 to Courage Checks, and +2 to Bluff Checks.

9 (Mornseed): This individual was born in the mid-morning. They have +2 EP, +1 to Grip Checks, and +2 to Shielding Checks.

10 (Noonrose): This individual was born at the apex of the day. They have +2 HP, +1 to Might Checks, and +2 to Disarm Checks.

Orbit Sign Point Evaluation

While the orbit signs should be fairly universal for assorted settings, if a GM wishes to alter the orbit signs, each has 10 points of value, comprised of the below options.

Per category of orbit signs:

1 Stat Boost = 3 points (The maximum Stat Boost is 3 total for 9 points.)

1 Sub-Attribute Boost = 2 points (The maximum singular Sub-Attribute Boosts is 5 total for 10 points.)

1 Skill Check Boost = 1 point (The maximum singular Skill Check Boost is 10 total for 10 points.)

1 Daily 1d10/2 Advantage = 3 points (The maximum Daily Advantages is 3 total for 9 points.)

1 Daily 1d10/2 Source Absorption = 4 points (The maximum Daily Source Absorptions is 2 total for 10 points.) This grants a use for abilities or item abilities which require a particular source to be absorbed for a conditional to be met.

1 Daily 1d10/2 Domain Absorption = 5 points (The maximum Daily Domain Absorptions is 2 total for 10 points.) This grants a use for abilities or item abilities which require a particular domain to be absorbed for a conditional to be met.

1 Domain Adaption = 3 point (The maximum Domain Adaption is 3 total for 9 points.) This grants +1 point of resistance to the domain's effect, and +1 stability, and +1 damage dealt when using it, all per instance of the domain in an ability.

1 Source Adaption = 4 points (The maximum Source Adaptions is 2 total for 19 points.) This grants +1 point of resistance to the source's effect, and +1 stability, and +1 damage dealt when using the source in an ability.

1 Ability = 5 points (The maximum Abilities is 1 total for 7 points.) This grants a 4 cost ability.

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