Tuesday, December 20, 2016

The generation of power through words

I shall show you fear in a handful of dust. Art Kinda By: Me

Art Kinda By Me: I used photographs of my own body parts (tongue, hand, and foot) to create a basic outline. I then add details and color to create a new piece. Since the photographs are of my own parts, and I gave myself permission to use said photographs, no one is getting cheated out of the money that is due to them.

Author's Note: So, remember how I said I was going to make short posts for awhile? Well, turns out, I may have a problem... What started as a simple sigil/glyph/rune generator, turned into a 6900 word behemoth. This is a sigil/glyph/rune generator that allows you to generate: mark effects, mark shape, mark location, and mark name. As with all my previous creations, questions, comments, and suggestions are always welcome!

A Brief History of Runes/Sigils/Glyphs (You can skip this.)
The idea of symbols or writing possessing the power to alter reality is an age old concept. Potency and efficacy of these symbols or written incantations relied on the exactitude that the incantations were worded or the symbols were reproduced. Numerous cultures codified these magical incantations into complex systems with their own mores and required actions. While this is in no way an exhaustive list, it includes a sample from eastern and western cultures:


Hieroglyphics: The Egyptian culture and its use of Hieroglyphics has become common knowledge. However, its use of Hieroglyphics to form incantations still remains somewhat obscure. A number of examples of their use of incantations still exist, the largest of which is the Book of the Dead, though the correct translation of its title is closer to Book of Coming Forth by Day or Book of Emerging Forth into the Light. Incantations found in the book included: protection against snakebites, prevention of putrefaction, and the ability to transform into any desired form. Protective incantations were thought to be used frequently on tablets or amulets that were commonly used be citizens from all levels of society.


Runes: Fantasy literature and RPG's are rife with references to runes. Runes were commonly used as the alphabet for Germanic languages before the introduction of the Latin alphabet into the area. The earliest example of the use of Runes dates from around 150 AD. The poetic Edda mentions 'victory runes' that can be inscribed on various parts of a sword. Other examples of runes used for magic include the inscription of Tyr's name or the word 'Alu' multiple times in succession. The inscription of meaningless utterances were also common, these utterances were believed to be some sort magical chants.


Shou / Lu / Fu: The inscription of the Chinese characters Shou, Lu, and Fu on clothing, amulets, as well as many commonly used items is a tradition that dates as far back as the Song dynasty (AD 960 – 1279). They represent the three most important general goals in traditional Chinese culture: longevity (shou), prosperity (lu), and happiness (fu). The thought is that when items are inscribed with these characters, often found in stylized forms, these items can attract the concepts they represent. 

 
Theban Alphabet: The origins of the alphabet are unknown, but was first published in Johannes Trithemius' Polygraphia (1518). It's name comes from Honorius of Thebes, an individual who left little to mark his existence from the Middle Ages. Honorius of Thebes is credited with the authorship of the grimoire called The Sworn Book of Honorius (13th Century AD) which purports to contain the combined knowledge of multiple magicians/wizards. This alphabet was, as still is, used as a cypher to write spells and incantations. The Theban Alphabet is still used by practitioners of Wicca and modern forms of witchcraft.

Sigils of the Infinite City (You can skip this too...)

Anonymous “Forgotten Words for War” Undiluted Truth (Infinite City) 7th of Anthesterion 6M – 282 pg. B2

Marchen. This is the word we were given, its the name of the city's great enemy, our rival in the Storyteller Wars. 'Marchen' was meant to replace our memories, stories, and even the very terms about the enemy we fought.

Everything that could mark the specifics of our great enemy was undone, burned away to ashes during the Redaction. No warning was given, no announcements made; they, the City Works Agency, erased it all one sunny spring day and left us with ashes instead of memories. They told us that it was for our own safety, then they stopped saying anything at all. 

 
We can remember the battlefields, hiding in mud filled trenches, rain cascading down, waiting for the screech of a signal whistle. We can remember the enemy soldiers: Brobdin (Twig-Men, Striders), Bladed Primates (Grinder-Monkeys, Saw-Chimps), Raw Men, Whisper Rodents (Speaker-Rats),and Munin (Spotlight-Crows, Light-Ravens). We are just unable to remember the minds behind the war, the true enemy. I have met many men and women who say they can see the 'Marchen' far off in their dreams, but are unable to recall specifics when they wake.

Supposedly, there are some who still do remember, rumored to be 'out there' and hunted by City Works Agents. Tall tales told over whiskey have it that some people, and books, escaped the Redaction. People hiding in the Pipe Ways, carrying their memories and journals from the war. What do they say?

Little, or little comes to my ears as I sit in public houses nursing mugs of beer and turning down the 'flesh workers' in from their 7th avenue patrols. Though I have taken some up on their offers when my loneliness became to great to bear. What little I heard was this: words. Our enemy used words, powerful words in writing and sound that could reorganize reality. Though the term 'word' might just be the closest word we have for their tools and weapons, they may have been more than just utterances and symbols on paper.


These words were largely destroyed, or perhaps stolen, during the Redaction; but some still survive, or so I am told. Unregistered Ink-Shamans and Sumi-Priests are said to operate in place like Dhariva Estates (The Estates) and the ports of the City Sea, though I was unable to locate any of these individuals. These Ink-Shamans and Sumi-Priests are said to have the greatest knowledge of Marchen Words, and know how to empower them through the process of tattooing.

How the words worked outside of the skin, I was unable to find out. However, I located an old man, wandering an alley behind a public house, on his skin was one of the Marchen words. From the sigil on his palm he could throw bolts of fire, though he tended only to dampen such bolts to little tongues of flame which he used to light cigar butts he found in the gutter. He wouldn't tell me how he got such a mark, and ran when he saw a suited man walking down the street.

The suited man followed the older one down the alley. I have been back to the place many times, I have never seen either of the men again...

The art of Tattooing is called Irezumi in Japan, the traditional tools for which are call Tebori.

The Search and the Price...
Even if you are not using the setting I am developing (the Infinite City), finding someone to apply one of these tattoos should be difficult. Ideally, these sigils should be some kind of lost language, and the knowledge of such should be a closely guarded secret.

How difficult the search for someone with the right knowledge should be, is up to the GM. I recommend that if this is something you wish to add to your game you should make it at least one adventure / session to locate such a person.

The cost for one of these things should be expensive, the amount of power a tattooed sigil can grant is sizable. Here is a list of recommended prices for various systems, though the GM is encouraged to increase/decrease the prices to fit their game:

3.PF: 3000 gp Elemental (Active) / 2000 gp Elemental (Passive) / 7000 gp Non-Elemental (Passive)
OSR (sp Used for LotFP): 4000 gp/sp Elemental (Active) / 3000 gp Elemental (Passive) / 8000 gp Non-Elemental (Passive)
Pits & Perils: 1500 gp Elemental (Active) / 1000 gp Elemental (Passive) / 4000 gp Non-Elemental (Passive)
Into the Odd: 30 G Elemental (Active) / 20 G Elemental (Passive) /60 G Non-Elemental (Passive)

The prices note that there are 4 kinds of sigils, active and passive as well as elemental and non-elemental. Each type will be covered in the next section.


Powers and Abilities
The first two types of sigils are active and passive. Active sigils require the user to expend effort in order to gain the benefits they grant, the type of effort/action needed to activate a sigil is the same as that required to activate a magic item (Standard Action for 3.PF) and does not leave the user especially vulnerable to attacks of opportunity. Passive sigils always grant the user benefits, and do not require effort to activate them.

The second two types of sigils are elemental and non-elemental. Active elemental sigils always do energy damage of the element the sigil is aligned to (fire for flame sigil, acid for the earth sigil, etc...). Passive elemental sigils provide resistance to the energy type the sigil is aligned to (fire for flame sigil, acid for the earth sigil, etc...). Non-elemental sigils only come in the passive type, not (currently) having an active form.

Elemental Sigils
As stated before, the elemental sigils provide the ability to deal damage and to resist damage to and from a particular element.

Active
Active sigils deal damage of the energy type associated with their particular element. The GM has the option of two different 'damage schemes' when deciding how to integrate sigils into their game: dynamic and static.


Dynamic Damage Dice
In this scheme the sigil doesn't have a set damage die, rather the damage die varies based upon a percentage roll that is made each time the sigil is used or at the start of combat (GM's choice). The main reason behind using this type of damage scheme is to make the use of sigils 'feel' different than using a spell or magic item. The in-game explanation for this variable damage is that the sigils derive their potency from the meaning of the word they represent, the more often a word is used the less meaningful it becomes. Damage fluctuations come from how often the sigil/word is being used across existence, the more the word is being used the less power it possesses.

To come up with the percentage point spread for the sigils, I used a Brownian Movement model along a single dimension with whole number unit types, like a number line, this model is called 'A Random Walk'. The default setup I am using is 5 sets of percentages using 1D8 as the most likely damage, I have also included the basic percentages for setups using 3 to 6 different sets of percentages. To use alternate sets or damage dice, assign the most likely set of percentages with a damage die you feel comfortable being used most often. Then assign the highest and lowest damage dice you would be comfortable using to the least likely percentages. Finally, fill in the remaining percentage points by stepping up and down the damage dice from the two extremes until to reach your most likely damage die.

With 5 possible points, at the lowest and highest extremes there is a 1/16 chance of reaching such a distance. The second largest distances in either direction have a 4/16 chance of reach said distances. The middle point, or 0 on the number line, has a 6/16 chance of staying put. I put 1D8 at the start, or 0 point, then figured the percentages as an expansion from there. There is a guy named Toth who did a lot of work with the most visited sites along a line with set units. Along with proving that there is a maximum of 3 most visited site from each side of the start point of line with units, he also worked out the basic probabilities for each point. Common sites along the number line like to be symmetrically spaced, since the there is no greater likelihood for any particular direction. With 5 possible points, the 0 point/start point is given the highest likelihood, though presently I am not sure why. I don't understand this stuff completely, but I am learning. Here some of the websites I have been using to learn about 1-Dimensional Brownian Movement / Random Walk Along a Line:

Wolfram MathWorld - LINK
MIT - LINK
Wikipedia - LINK


Default Percentage Sets / 5 Percentage Sets – Due to the lack of whole numbers in the actual percentage spread, the most likely percentage was rounded up while the rest were rounded down.
1-6: 1D4 (Least Likely - 6%)
7-31: 1D6 (Moderate Likelihood - 25%)
32-69: 1D8 (Most Likely - 38%)
70-94: 1D10 (Moderate Likelihood - 25%)
95-100: 1D12 (Least Likely - 6%)

3 Percentage Sets
1-25: Lowest Damage (Least Likely - 25%)
26-75: Middle Damage (Most Likely - 50%)
76-100: Highest Damage (Least Likely - 25%)

4 Percentage Sets – Due to the exact percentages not being whole numbers, the highest and lowest were rounded up, with the middle sets being rounded down.
1-13: Lowest Damage (Least Likely - 13%)
14-50: 1st Middle Damage (Most Likely - 37%)
51-87: 2nd Middle Damage (Most Likely - 37%)
88-100: Highest Damage (Least Likely - 13%)

6 Percentage Sets
1-3: Lowest Damage (Least Likely - 3%)
4-19: 2nd Lowest Damage (Moderate Likelihood - 16%)
20-50: 1st Middle Damage (Most Likely - 31%)
51-81: 2nd Middle Damage (Most Likely - 31%)
82-97: 2nd Highest Damage (Moderate Likelihood - 16%)
98-100: Highest Damage (Least Likely – 3%)

 
The to-hit, range, and activation rules for sigils vary by rules system:

3.PF: The sigil requires a ranged touch attack to hit a target. Maximum range is equal 25 feet +5 feet per level. Activating a sigil is a standard action that doesn't provoke an attack of opportunity.
OSR: The sigil automatically hits a target within range, with the target getting a save versus Device to halve the damage. The maximum range for the sigil is equal to 25 feet +5 feet for every 2 levels beyond the 1st (ex: 3rd, 5th, etc...). Activating the sigil is the equivalent of making an attack during a round.
Pits & Perils (w/ Damage Recommendations): Sigils require a normal to-hit roll, requiring 9+ to hit, with wizards, clerics, and elves getting a +1 to this roll. Those with the Intelligence ability also receive a +1 bonus for to-hit rolls. The sigil has a maximum range of 45 feet +5 feet per level. It is recommended for the GM to use either the 3 or 4 percentage sets, with 1 being the lowest damage and 3 or 4 being the highest.
Into the Odd: Sigils work like any other Arcana or weapon.


Static Damage Dice
Here the damage die always remains the same for the Sigil. Rules for to-hit and damage vary by system:

3.PF: The sigil requires a ranged touch attack to hit a target. Maximum range is equal 25 feet +5 feet per level. Activating a sigil is a standard action that doesn't provoke an attack of opportunity. Damage: 1D4 w/ the damage die increasing by 1 step every 4 levels after the 1st (ex: 1D6 at 5th level, 1D8 at 9th, 1D10 at 13th level, and 1D12 at 17th level).
OSR: The sigil automatically hits a target within range, with the target getting a save versus Device to halve the damage. The maximum range for the sigil is equal to 25 feet +5 feet for every 2 levels beyond the 1st (ex: 3rd, 5th, etc...). Activating the sigil is the equivalent of making an attack during a round. Damage: 1D4 w/ the damage die increasing by 1 step every 4 levels after the 1st (ex: 1D6 at 5th level, 1D8 at 9th, 1D10 at 13th level, and 1D12 at 17th level).
Pits & Perils: Sigils require a normal to-hit roll, requiring 9+ to hit, with wizards, clerics, and elves getting a +1 to this roll. Those with the Intelligence ability also receive a +1 bonus for to-hit rolls. The sigil has a maximum range of 45 feet +5 feet per level. Damage: 2 Hits (9 to 11) and 3 Hits (12+)
Into the Odd: Sigils work like any other Arcana or weapon. It does 1D12 damage, but the user cannot use the sigil and move during the same round.

Damage Type by Element
Flame: Fire
Waves/Water: Cold
Earth: Acid
Gusts/Wind: Electricity
Sound: Sonic
Gravity: Crushing and Tearing (½ Bludgeoning and ½ Slashing)

How Often?
The question of how often is up to the GM, since each game has its own power balance that needs to be maintained. Here are a list of options that could fit any number of power levels:

Option #1 (Low Usage): Character may use their Active Elemental Sigils 1/Day + 1 extra usage for every two levels beyond the 1st (ex: 2 uses at level 3, 3 uses at level 5, etc...)
Option #2 (Moderate Usage): Character may use their Active Elemental Sigils 1/Day + 1 extra usage per level the character possesses.
Option #3 (High Usage): Character may use their Active Elemental Sigils 1/Day + 2 extra usages per level the character possesses.
Option #4 (Unlimited w/ Check): Character must make a DC 15 level check (Level + 1D20) as part of the sigil's activation, with a failed check resulting in the character wasting their action.
Option #5 (Unlimited): Characters may use their sigil at will as they would any other weapon or magical item without charges.

This didn't come out as well as I'd like. Art Kinda By: Me

Passive
While active elemental sigils possess the same basic mechanics, passive elemental sigils possess some variance of mechanics between them. Each passive sigil grants a level of damage resistance to the element the sigil is aligned to, as well as a minor ability that fits the 'theme' of the element.

3.PF Resistance and Abilities
Flame: 4 Fire Resistance +1 Fire Resistance per level. Cast Spark (LINK) at will.
Waves/Water: 4 Cold Resistance +1 Cold Resistance per level. Cast Drench (LINK) at will.
Earth: 4 Acid Resistance +1 Acid Resistance per level. Cast Root (LINK) at will.
Gusts/Wind: 4 Electricity Resistance +1 Electricity Resistance per level. Cast Breeze (LINK) at will.
Sound: 4 Sonic Resistance +1 Sonic Resistance per level. Cast Message (LINK) at will.
Gravity: 2 Bludgeoning Resistance and 2 Slashing Resistance, +1 Bludgeoning Resistance every even level, +1 Slashing Resistance every odd level. Cast Jump (LINK) 1/day plus +1 extra use every 2 levels after the 1st (3rd, 5th, 7th, etc...), cast Feather Fall (LINK) 1/day +1 extra use every 2 levels after the 1st (3rd, 5th, 7th, etc...).

OSR Resistance and Abilities
Flame: 4 Fire Resistance +1 Fire Resistance per level. Cast Spark at will. Spark: This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Sparks are emitted from the casters fingertips.
Waves/Water: 4 Cold Resistance +1 Cold Resistance per level. Cast Create Gulp of Water at will. Gulp of Water: Creates a small amount of drinkable water, roughly the amount that an adult human could cup in their hands. This has the same range as Create Food and Water.
Earth: 4 Acid Resistance +1 Acid Resistance per level. Cast Root at will. Root: Makes the caster unmovable for 2 rounds.
Gusts/Wind: 4 Electricity Resistance +1 Electricity Resistance per level. Cast Breeze at will. Breeze: You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Duration: 1 Hour. Range: 25 ft (+5 feet/level).
Sound: 4 Sonic Resistance +1 Sonic Resistance per level. Cast Message (LINK) at will.
Gravity: 2 Bludgeoning Resistance and 2 Slashing Resistance, +1 Bludgeoning Resistance every even level, +1 Slashing Resistance every odd level. Cast Jump (LINK) 1/day plus +1 extra use every 2 levels after the 1st (3rd, 5th, 7th, etc...), cast Feather Fall (LINK) 1/day +1 extra use every 2 levels after the 1st (3rd, 5th, 7th, etc...).


Pits and Perils
Flame: 2 Fire Resistance. Cast Ring (P&P Book III) 1/Day.
Waves/Water: 2 Cold Resistance. Cast Mist (P&P Book III) 1/Day.
Earth: 2 Acid Resistance. Cast Hole (P&P Book III) 1/Day.
Gusts/Wind: 2 Electricity Resistance. Cast Bolt (P&P Book I) 1/Day.
Sound: 2 Sonic Resistance. Cast Mute (P&P Book I) 1/Day.
Gravity: 1 Bludgeoning Resistance and 1 Slashing Resistance. Cast Void (P&P Book III) 1/ Day

Into the Odd
Flame: 5 Armor against Fire/Heat damage. Burning Light 1/Day per Level. Burning Light: Cause an object within line of sight to glow with red light. Contact with the glowing object causes burning pain. The light lasts for 1 hour or until the user dismisses it.
Waves/Water: 5 Armor against Cold damage. Mist 1/Day per level. Mist: Mist surrounds you and everyone within 20ft. Missiles cannot pass through the smoke. Mist lasts for an hour or until the user dismisses it.
Earth: 5 Armor against Acid. Cast Pass Earthly Barriers 1/use per level. Pass Earthly Barriers: Phase through a wall or floor made of dirt, stone, or metal with any objects you are carrying.
Gusts/Wind: 5 Armor against Electricity damage. Electro-Shock 1/Day per level. Electro-Shock: Fire a bolt of electricity at a target, they must pass a will save or lose d6 Str.
Sound: 5 Armor against Sonic damage. Sonic Boom 1/Day per level. Sonic Boom: Glass, crystal or ceramic objects within 5ft are shattered. In addition, one object you are touching (wielder may avoid with a str save) is shattered. This object must be light enough for you to lift.
Gravity: 2 Armor against Bludgeoning damage and 2 Armor against Slashing damage. Singularity Crush 1/ Day per level. Singularity Crush: Obliterate a man-sized or smaller object you touch. No effect on living tissue.

A Nuku Hivan Warrior

Non-Elemental Sigils
The abilities of non-elemental sigils are not as clear cut as the elemental variety. Rather, non-elemental sigils are based off of concepts, rather than elemental forces. These concepts are: charm, authority, vitality/blood, and change. As with the previous set of sigils, the non-elemental sigils come only in passive forms.

3.PF Abilities
Charm: All humanoid creatures (or the base creature type of the wearer) who encounter the wearer begin the encounter as 'Helpful' if the character isn't engaging in anything the NPC would find objectionable at the time of the encounter. All other encounters occur as they normally would if they see the character doing something they do not like. (ex: Bob the barbarian is wandering around town, but isn't breaking any laws. He encounters a town guard, who is very helpful and answers all of his questions. Wendy the wizard is wandering around the orc fortress, somewhere she doesn't have permission to be. She comes across an orc and asks politely where they keep all their treasure, to which the orc responds by attempting to stab her.)
Authority: Those who bear the sigil are always assumed to be some kind of visiting ruler by those they encounter. Anyone who swears fealty to the wearer by kissing the sigil are granted a morale bonus of +1 to saves against charm and fear as well as +1 bonus to-hit and damage with weapons. These bonuses lasts as long as the bearer continues to possess the sigil, the bearer honors their promises made to those who swear fealty to them, and the bearer remains loyal to the wearer of the sigil. Finally, the character is granted access to the Leadership feat.
Drawbacks: Keep in mind being considered a King/Queen is not a perfect advantage, since it becomes nearly impossible to move around a crowd without drawing attention, a paranoid ruler may see the wearer is a possible usurper to their throne, or unscrupulous bandits may attempt to capture the wearer to ransom them.
Vitality/Blood: The bearer of this sigil is very hard to kill, in fact, most of the time, they just refuse to die. The sigil grants a number of abilities:
Diehard: The character automatically stabilizes when brought below 0 HP.
Life Before Undeath: Grants a bonus to all saves versus Necromatic effects equal to ½ the character's level, minimum +1.
Strong Blood: Grants the character an extra +2 HP per level.
Not Today: The sigil may be sacrificed to resurrect the bearer within 1 hour of being dead. This is not automatic, and the bearer may choose not to activate the sigil if they know they will be resurrected later, or if they no longer wish to live.
Young Blood: The character ages twice as slow as they normally would, requiring twice the amount of time before a character receives penalties from age.
Change: The bearer of this sigil contains the forces of change within their their bodies. The change Sigil grants the bearer the ability to change their basic physical form at will as well as granting the ability to take on more drastic changes for a period of time that increases as the character gains levels.
Will the Body: This allows the character to change their sex, hair color, skin color, and eye color at will. The character's facial and physical features can become more fine or more coarse depending on their own will and chosen sex, but these changes are not drastic enough to make the person look completely different. The character's height and basic build always remains the same, though they gain 'additions' depending on their chosen sex. This change is real, not an illusion, and takes a few minute for minor changes (hair, eye, and skin color) but can take up to 8 hours for major changes (sex). They may choose to take on characteristics of other races, but they do not receive any bonuses inherent to such races.
Varied Forms
A character may use one of the following abilities 1/day +1 extra for every 3 levels beyond the first (2/day at 4th level, 3/day at 7th level, etc...) Each ability lasts for a number of hours equal to the character's level.
Claws: Gain a claw natural attack that does 1D4 for medium creatures (1D3 for small and 1D6 for large).
Long Arms: Gain +5 foot reach and a +5 bonus to all climbing checks.
Long Legs: Gain +10 feet to base speed and a +5 bonus to all jumping checks.
Flippers: Gain a swim speed of 30 feet.
Cat's Eyes: Gain low-light vision of 30 feet.
Dog's Nose: Gain the ability to track by scent. 

This is your foot on drugs. Any questions? Art Kinda By: Me
 
OSR Abilities
Charm: All humanoid creatures (or the base creature type of the wearer) who encounter the wearer begin the encounter as 'Helpful' if the character isn't engaging in anything the NPC would find objectionable at the time of the encounter. All other encounters occur as they normally would if they see the character doing something they do not like. (ex: Bob the barbarian is wandering around town, but isn't breaking any laws. He encounters a town guard, who is very helpful and answers all of his questions. Wendy the wizard is wandering around the orc fortress, somewhere she doesn't have permission to be. She comes across an orc and asks politely where they keep all their treasure, to which the orc responds by attempting to stab her.)
Authority: Those who bear the sigil are always assumed to be some kind of visiting ruler by those they encounter. Anyone who swears fealty to the wearer by kissing the sigil are granted a morale bonus of +1 to saves against charm and fear as well as +1 bonus to-hit and damage with weapons. These bonuses lasts as long as the bearer continues to possess the sigil, the bearer honors their promises made to those who swear fealty to them, and the bearer remains loyal to the wearer of the sigil. Finally, the character begins to attract followers, based upon their level / leadership score.
Drawbacks: Keep in mind being considered a King/Queen is not a perfect advantage, since it becomes nearly impossible to move around a crowd without drawing attention, a paranoid ruler may see the wearer is a possible usurper to their throne, or unscrupulous bandits may attempt to capture the wearer to ransom them.
Vitality/Blood: The bearer of this sigil is very hard to kill, in fact, most of the time, they just refuse to die. The sigil grants a number of abilities:
Diehard: The character automatically stabilizes when brought below 0 HP.
Life Before Undeath: Grants a bonus to all saves versus Necromatic effects equal +1 at first level and another +1 for every 3 levels after the fist (ex: +2 at 4th level, +3 at 7th level, etc...).
Strong Blood: Grants the character an extra +1 HP per level.
Not Today: The sigil may be sacrificed to resurrect the bearer within 1 hour of being dead. This is not automatic, and the bearer may choose not to activate the sigil if they know they will be resurrected later, or if they no longer wish to live.
Young Blood: The character ages twice as slow as they normally would, requiring twice the amount of time before a character receives penalties from age.
Change: The bearer of this sigil contains the forces of change within their their bodies. The change Sigil grants the bearer the ability to change their basic physical form at will as well as granting the ability to take on more drastic changes for a period of time that increases as the character gains levels.
Will the Body: This allows the character to change their sex, hair color, skin color, and eye color at will. The character's facial and physical features can become more fine or more coarse depending on their own will and chosen sex, but these changes are not drastic enough to make the person look completely different. The character's height and basic build always remains the same, though they gain 'additions' depending on their chosen sex. This change is real, not an illusion, and takes a few minute for minor changes (hair, eye, and skin color) but can take up to 8 hours for major changes (sex). They may choose to take on characteristics of other races, but they do not receive any bonuses inherent to such races.
Varied Forms
A character may use one of the following abilities 1/day +1 extra for every 3 levels beyond the first (2/day at 4th level, 3/day at 7th level, etc...) Each ability lasts for a number of hours equal to the character's level.
Claws: Gain a claw natural attack that does 1D4 for medium creatures (1D3 for small and 1D6 for large).
Long Arms: Gain +5 foot reach and a +5 bonus (skill proficiencies) OR +1 bonus (x out of 6) to all climbing checks.
Long Legs: Gain +10 feet to base speed and a +5 bonus (skill proficiencies) OR +1 bonus (x out of 6) to all jumping checks.
Flippers: Gain a swim speed of 30 feet.
Cat's Eyes: Gain low-light vision of 30 feet.
Dog's Nose: Gain the ability to track by scent.


Pits and Perils
Charm: All humanoid creatures (or the base creature type of the wearer) who encounter the wearer begin the encounter as 'Helpful' if the character isn't engaging in anything the NPC would find objectionable at the time of the encounter. All other encounters occur as they normally would if they see the character doing something they do not like. (ex: Bob the barbarian is wandering around town, but isn't breaking any laws. He encounters a town guard, who is very helpful and answers all of his questions. Wendy the wizard is wandering around the orc fortress, somewhere she doesn't have permission to be. She comes across an orc and asks politely where they keep all their treasure, to which the orc responds by attempting to stab her.)
Authority: Those who bear the sigil are always assumed to be some kind of visiting ruler by those they encounter. Anyone who swears fealty to the wearer by kissing the sigil are granted a morale bonus of +1 to saves against charm and fear as well as +1 bonus to-hit. These bonuses lasts as long as the bearer continues to possess the sigil, the bearer honors their promises made to those who swear fealty to them, and the bearer remains loyal to the wearer of the sigil.
Drawbacks: Keep in mind being considered a King/Queen is not a perfect advantage, since it becomes nearly impossible to move around a crowd without drawing attention, a paranoid ruler may see the wearer is a possible usurper to their throne, or unscrupulous bandits may attempt to capture the wearer to ransom them.
Vitality/Blood: The bearer of this sigil is very hard to kill, in fact, most of the time, they just refuse to die. The sigil grants a number of abilities:
Strong Blood: Grants the character an extra +1 HP per level.
Not Today: The sigil may be sacrificed to resurrect the bearer within 1 hour of being dead. This is not automatic, and the bearer may choose not to activate the sigil if they know they will be resurrected later, or if they no longer wish to live.
Young Blood: The character ages twice as slow as they normally would, requiring twice the amount of time before a character receives penalties from age.
Change: The bearer of this sigil contains the forces of change within their their bodies. The change Sigil grants the bearer the ability to change their basic physical form at will as well as granting the ability to take on more drastic changes for a period of time that increases as the character gains levels.
Will the Body: This allows the character to change their sex, hair color, skin color, and eye color at will. The character's facial and physical features can become more fine or more coarse depending on their own will and chosen sex, but these changes are not drastic enough to make the person look completely different. The character's height and basic build always remains the same, though they gain 'additions' depending on their chosen sex. This change is real, not an illusion, and takes a few minute for minor changes (hair, eye, and skin color) but can take up to 8 hours for major changes (sex). They may choose to take on characteristics of other races, but they do not receive any bonuses inherent to such races.
Varied Forms
A character may use one of the following abilities 1/day, each ability lasts for 1 hour.
Claws: Gain a claw natural attack that does 1 hit of damage.
Long Arms: Gain +5 foot reach.
Long Legs: Gain +10 feet to base speed.
Flippers: Gain a swim speed of 50 feet.
Cat's Eyes: Gain low-light vision of 50 feet.
Dog's Nose: Gain the ability to track by scent. 

 
Into the Odd
Charm: All humanoid creatures (or the base creature type of the wearer) who encounter the wearer begin the encounter as 'Helpful' if the character isn't engaging in anything the NPC would find objectionable at the time of the encounter. All other encounters occur as they normally would if they see the character doing something they do not like. (ex: Bob the barber is wandering around town, but isn't breaking any laws. He encounters a constable, who is very helpful and answers all of his questions. Sally the sailor is wandering around a gang's hideout, somewhere she doesn't have permission to be. She comes across a thug and asks politely where they keep all their loot n' swag, to which the ruffian responds by attempting to stab her.)
Authority: Those who bear the sigil are always assumed to be some kind of visiting ruler by those they encounter. Anyone who swears fealty to the wearer by kissing the sigil are granted a morale bonus of +1 to saves as well as +1 bonus damage with weapons. These bonuses lasts as long as the bearer continues to possess the sigil, the bearer honors their promises made to those who swear fealty to them, and the bearer remains loyal to the wearer of the sigil.
Drawbacks: Keep in mind being considered a King/Queen is not a perfect advantage, since it becomes nearly impossible to move around a crowd without drawing attention, a paranoid ruler may see the wearer is a possible usurper to their throne, or unscrupulous bandits may attempt to capture the wearer to ransom them.
Vitality/Blood: The bearer of this sigil is very hard to kill, in fact, most of the time, they just refuse to die. The sigil grants a number of abilities:
Strong Blood: Grants the character an extra +2 HP per level.
Not Today: The sigil may be sacrificed to resurrect the bearer within 1 hour of being dead. This is not automatic, and the bearer may choose not to activate the sigil if they know they will be resurrected later, or if they no longer wish to live.
Young Blood: The character ages twice as slow as they normally would, requiring twice the amount of time before a character receives penalties from age.
Change: The bearer of this sigil contains the forces of change within their their bodies. The change Sigil grants the bearer the ability to change their basic physical form at will as well as granting the ability to take on more drastic changes for a period of time that increases as the character gains levels.
Will the Body: This allows the character to change their sex, hair color, skin color, and eye color at will. The character's facial and physical features can become more fine or more coarse depending on their own will and chosen sex, but these changes are not drastic enough to make the person look completely different. The character's height and basic build always remains the same, though they gain 'additions' depending on their chosen sex. This change is real, not an illusion, and takes a few minute for minor changes (hair, eye, and skin color) but can take up to 8 hours for major changes (sex). They may choose to take on characteristics of other races, but they do not receive any bonuses inherent to such races.
Varied Forms
A character may use one of the following abilities 1/day +1 extra use every level there after. Each ability lasts for a number of hours equal to the character's level.
Claws: Gain a claw natural attack that does 1D6 damage.
Strong Arms: Gain +2 damage to melee weapons and become very good at climbing.
Long Legs: Run twice as fast and jump twice as high as a normal human.
Flippers: Gain the ability to swim with the speed of a fish.
Cat's Eyes: Gain the ability to see in low light.
Dog's Nose: Gain the keen sense of smell that dogs possess.

 
Random Sigil Choice

Basic Sigil Type – Any Die
Odd: Elemental
Even: Non-Elemental

Elemental Sigils – 1D12
  1. Flame (Active)
  2. Waves / Water (Active)
  3. Earth (Active)
  4. Gusts / Wind (Active)
  5. Gravity (Active)
  6. Sound (Active)
  7. Flame (Passive)
  8. Waves / Water (Passive)
  9. Earth (Passive)
  10. Gusts / Wind (Passive)
  11. Gravity (Passive)
  12. Sound (Passive)

Non-Elemental Sigils – 1D4
  1. Charm
  2. Authority
  3. Vitality / Blood
  4. Change

Sigil Design
Now that we have covered the mechanics of sigils, we can move on to the shapes they can take. If you don't want to go through the process of generating a sigil shape, I have included a chart of pre-generated shapes that fit each sigil type's 'theme' (below). 

 
Below are a set of pictorial instructions on generating a random sigil shape step-by-step:






Sigil Location
While the power of the physical sigil is important, the location is important too. Sigil location differs from person to person, since a body's energy flow is different from one person to the next. Use the chart to determine where the sigil must be placed on the body.

Optional Rule #1: If a sigil is placed on a different part of the body than the chart indicates, reduce the effectiveness of the sigil. Reducing the damage die, removing powers, or reducing the number of times per day the sigil may be used are all good ways of reducing a sigils efficacy.

Optional Rule #2: Roll only once on the location table, if the location already has a sigil on it, then either the character must place the sigil in a new area for reduced efficacy or they cannot get that particular sigil at all.

Sigil Location – 1D8
  1. Forehead
  2. Throat
  3. Wrist (Odd: Left, Even: Right)
  4. Sternum
  5. Abdominal Area
  6. Pubic Area / Crotch
  7. Tongue
  8. Top of Foot (Odd: Left, Even: Right)

Sigil Name
You can generate a strange name for your sigil as well, I have included a list of synonyms for each sigil type as well to give your sigil name that added 'pzazz'. After which I have included a list of titles to use as well.

Flame Synonyms – 1D6
  1. Fire
  2. Inferno
  3. Blaze
  4. Conflagration
  5. Combustion
  6. Burn(ing)

Waves / Water Synonyms – 1D6
  1. Rain
  2. Flood
  3. Drench
  4. Ice
  5. Sea
  6. Stream

Earth Synonyms – 1D6
  1. Dirt
  2. Sod
  3. Terra
  4. Land
  5. Acid(ic)
  6. Caustic

Gusts / Wind Synonyms – 1D6
  1. Breeze
  2. Gale
  3. Hurricane
  4. Lightning
  5. Zephyr
  6. Air

Sound Synonyms – 1D6
  1. Note
  2. Noise
  3. Din
  4. Racket
  5. Resonance
  6. Harmony


Gravity Synonyms - 1D6
  1. Graviton
  2. Black-Hole
  3. Singularity
  4. Mass
  5. Weight
  6. Magnitude

Charm Synonyms – 1D6
  1. Glamor
  2. Allure
  3. Seductive
  4. Charisma
  5. Appeal
  6. Fascination

Authority Synonyms – 1D6
  1. Command
  2. Control
  3. Rule
  4. Sovereignty
  5. Influence
  6. Clout

Blood / Vitality Synonyms – 1D6
  1. Gore
  2. Lifeblood
  3. Potency
  4. Ichor
  5. Vigor
  6. Life

Change Synonyms – 1D6
  1. Flux
  2. Adapt
  3. Evolve
  4. Transfigure
  5. Trasmute
  6. Permute

Titles
  1. Mark of <Name> / <Name> Mark
  2. Sign of <Name> / <Name> Sign
  3. Shape of <Name> / <Name> Shape
  4. Name of <Name> / <Name> Name
  5. Word of <Name> / <Name> Word
  6. Language of <Name> / <Name> Language
  7. Speech of <Name> / <Name> Speech
  8. Tongue of <Name> / <Name> Tongue
  9. Title of <Name> / <Name> Title
  10. Mantle of <Name> / <Name> Mantle
  11. Inscription of <Name> / <Name> Inscription
  12. Legend of <Name> / <Name> Legend
  13. Work of <Name> / <Name> Work
  14. Honorific of <Name> / <Name> Honorific
  15. Crown of <Name> / <Name> Crown
  16. Character of <Name> / <Name> Character
  17. Call of <Name> / <Name> Call
  18. Appellation of <Name> / <Name> Appellation
  19. Esteem of <Name> / <Name> Esteem
  20. Definition of <Name> / <Name> Definition