Sigil of Æons

Will of the Heralds
"I will admit, Commander, something is not adding up. This is the third artefact you have brought me now which bears the same, almost spider-like symbol somewhere on it. And yet, scientifically speaking, I am no closer to deciphering it. It is almost like the symbol itself rejects attempts at traditional cryptology. But personally, Commander? There is a part of me - a part I have so desperately tried to bury that can hear this thing...calling out. The symbol itself is reaching for something, and that's what we really ought to find." - Dr. Iridia Thane
A brand composed of the original energies that the Prime is constructed from, the Sigil of Æons marks its Bearer as startouched - changed by the primeavel current of the universe. The Sigil itself will be usually imperceptible to the untrained eye, only flaring up when it surges with magic while in active use, or in a moment of high tension. To the Bearer however, it is always faintly visible, like a slight mirage over the affected skin, and one can feel the prickling of potential energy always lightly dancing through the Sigil's markings.
At its core, the Sigil of Æons sets its Bearer as both a player and a wager in a very old, very high-stakes game, where the final round is just beginning to be played.Sigil of Æons. Key Concepts and First Awakening. (BoNY Discord, July 2024)
In Regolus: Dark Age, the Sigil of Æons first appeared in Secrets in the Mine.
== Key Concepts Introduced By The Sigil ==
COSMIC DAMAGE
Otherwise known as True Damage, it is entropy made manifest - a cosmic force derivative from the energy that created the universe. There are few powers usable by Primeborne as absolute as this. Attacks that deal Cosmic Damage adhere to the following rules:
* Cosmic Damage bypasses resistance, and cannot be reduced in any way (eg. Uncanny Dodge), as it is an energetic manifestation of the very concept of entropic certainty itself 
* Cosmic Damage will count as vulnerable damage on a target that has any damage vulnerabilities
* If you roll a Critical Hit on an attack that uses Cosmic Damage, treat the damage dice roll as if you had rolled max damage as well
As sure as you will come to be able to utilise Cosmic Damage through the Sigil, be duly warned - the deeper you go, the more of this mystery you unravel, the more enemies you may encounter who will also have access to this great and terrible power.
UPGRADEABLE NODES
Each Awakening Level the Sigil provides will come with two sets of abilities and feats. The first set is automatically given to you as you reach that Awakening. The second set are called "Upgradable Nodes."
These nodes are optional abilities that you may choose to unlock as you progress, as long as you have the necessary resource required to spend to "purchase" that skill. It takes a long rest to meditate, spend a resource, and unlock ONE of these nodes.
== First Awakening ==
* Startouched: Your biology is being altered on the fly by the Sigil, using your nervous system as ley-lines for cosmic energy. You can now activate, operate, and manipulate basic technology, artefacts, and equipment from a bygone age.
* Lachesis: The ties the Sigil forms are manifold and incomprehensible, but together, you are learning to pull on the strands of fate. When another Sigil-bearer you can see within 30ft makes an attack roll, ability check, or saving throw, you may use your reaction to add your proficiency bonus to the roll BEFORE YOU KNOW IF THE RESULT WOULD FAIL OR SUCCEED. You may do this once per long rest, recharges while resting on a 3-6 roll.
* Heraldic Bond: By fundamentally changing you all, the Sigil has created for you a family that perhaps you didn't ask for, but is now never too far out of reach. You can sense the general direction of another Sigil-bearer within a 314ft radius. When you are within 60ft of a Sigil-bearer you can sense, you may communicate with them telepathically, as long as they understand a language. Even if neither Sigil-bearer knows the same language, the Sigil itself will internally translate. Neither Sigil-bearer needs to see the other for this communication to work.
=== Upgradeable Nodes at First Awakening ===
(1 Orichalcum Resonance each)
* Divine Speech - Learn the Celestial language. If you already know Celestial, you learn one of the following languages that you do not know: Primordial, Abyssal, Deep Speech, or Qualith 
** Perceivable Certainty (MUST unlock Divine Speech first) - You may now read all written language, including most cyphers and runic script, as the Sigil whittles away the chaff, and leaves behind only the brunt of the truth for you to glean OR
** Tenet of Understanding (MUST unlock Divine Speech first) - You may now understand all spoken language, including cants and intentional gibberish, as the Sigil cuts away at verbal fat, leaving only the marrow of meaning behind
* Word of Truth - Once per long rest, when attempting to make a Deception, Intimidation, or Persuasion check, you may expend and roll 1 of your hit die, then lose HP equal to the rolled amount. The check's DC will then be reduced by the same amount. THIS MUST BE DONE BEFORE YOU MAKE THE INITIAL ROLL FOR THE CHECK. If the check still fails, the target will know you have attempted to magically interfere.
** Dominant Fortitude - If you succeed on the Deception, Intimidation, or Persuasion check having used Word of Truth, you gain temporary HP equal to double that which you lost. These last until the next Long Rest
* Speed Syphon - Once per short rest, when rolling initiative, roll 1 of your hit dice, then lose HP and gain a bonus to your initiative score equal to the number rolled
** Lightning Benefactor - When using Speed Syphon, you may choose to transfer and bestow your initiative bonus on one Sigilbearer you can see within 60ft of you. This is a free action you may take, only at the top of the round.
* Slipstream - Once per long rest, you may use actions and bonus actions interchangeably. You cannot move for two turns after this. 
** Eternal Frequency - The movement cooldown for Slipstream is reduced to I turn.
== Second Awakening ==
(FOR LEVELS 6-10)
* Ancient Catalyst: Cosmic energy now hums within the Bearer's very blood, enhancing their compatibility with the Sigil. Grants the Bearer access to Tier 2 Lighthouses, along with proficiency with attuned Heraldic gear (armour, weapons, items)
* Walk the Path: When you are within 100ft of another Sigilbearer, once per short rest, you may use your reaction to convert yourself into pure energy through your Sigil. You may then travel the Ley-Lines and reemerge through another Bearer's Sigil, landing in an unoccupied space within 5ft of them. If this reaction is used in response to an attack made against you, it will take place after the (first) attack has completed.
* Soul Surge: The Sigil of Æons has started to fully integrate into each Bearer's metabolic structure, enhancing what their bodies were already conditioned to do. Each Bearer gains one of the following feats, based on the Class they currently have the most levels in.
** Melee Classes (Monk, Barbarian, Paladin, Assassin Rogue, etc) - Quasar Rend:
*** When you make a melee weapon or unarmed attack, once per Attack action, you let loose with ancient force and bend space with your strike. BEFORE YOU ROLL TO ATTACK, you may extend your attack past the initial target in a 15ft cone. Any creature in that 15ft cone will also be treated as targets of the original attack, taking any damage and effects of that attack on a hit. Targets hit by the 15ft cone take True Damage, instead of the original attack's damage type. You may use this feature a number of times equal to half your proficiency bonus every 24hrs.
** Ranged Weapon Classes (Soul Knife Rogue, Ranger, etc) - Comet of Transmutation:
*** When you make a ranged weapon attack on one target, once per Attack action, you let your will extend through the Sigil into your weapon, becoming one unified, amplified force. Instead of focusing on one target, BEFORE YOU ROLL TO ATTACK, you may convert that weapon's attack into a cone with a range that extends to the lower limit of the ranged weapon's maximum range. Anyone in that cone will be treated as targets of the original attack, taking True Damage instead of the original attack's damage type. You may use this feature a number of times equal to half your proficiency bonus every 24hrs.
** Magic-wielders - Antimatter Conduit:
*** When you cast a spell with a spell slot, intended to deal damage to one or more targets, once per turn, you synchronise your Arcaneum nerves with your Sigil, letting the First Magic charge your cast. You may convert the spell's intended damage type to True Damage BEFORE YOU ROLL TO CAST THE SPELL. Any twinned, doubled, or copied casts of this spell within the same action also receive this conversion. If you do, and the spell succeeds in inflicting damage, roll a d20. On an 18 or above, you do not expend a spell slot. You may use this feature a number of times equal to your proficiency bonus per Long Rest.Sigil of Æons. Second Awakening. (BoNY Discord, November 2024)
=== Upgradeable Nodes at Second Awakening ===
(2 Orichalcum Resonance each)
* Lightforge - You have learned to channel celestial energy through your Sigil to mimic the divine, and create something from nothing. You weave thought and light as an action, In combat, this can appear as a one-handed rod of energy, dealing 2d6 Cosmic Damage on a hit. You are proficient in this weapon, and for attack and damage rolls, use your highest numerical stat. This weapon lasts for a minute, or until you are disarmed, your concentration is broken (you must concentrate on it, but it does not count as a Concentration Spell), or you dismiss it as a bonus action. Outside of combat, you may use Lightforge to manifest a simple, non-magical object, of up to 2 cubic feet in size. This object will last for 10 minutes, will be instantly destroyed if attacked by a magical weapon or spell, but otherwise follows the same rules as the manifested weapon. You may manifest the Light Weapon once per long rest. You may create objects a number of times equal to your proficiency bonus per long rest.
* Matterweave - Once per short or long rest, you may pull atoms together to fill the spaces you have left empty. As an action, expend and roll up to 3 hit die. Then lose HP equal to the total rolled, and create ammunition for weapons you are missing ammunition for (ex, arrows, throwing knives, bullets, etc) equal to half that amount rounded down. This ammo deals Cosmic Damage, in the same amount that your normal ammunition would, and dissipates upon use.
* Threadcutter - Your Sigil synchronises with your mind, opening up new tactical pathways. During combat, if you deal vulnerable damage to a foe, or land a critical hit, your Sigil forces power into you, and you immediately gain another attack action (one singular attack). If you then attack a DIFFERENT target than the one that activated this feature, and land another critical or deal vulnerable damage, gain another attack. This will continue until you fail to land a critical or vulnerable damage on a new target.
* Threadbinder - Once per long rest, you can harvest your own essence into your Sigil, and mend the wounds of your cohort. As an action, roll any number of your hit die, then lose HP equal to the rolled amount. A number of Sigil-bearers equal to your proficiency bonus, whom you can see within 30 ft of you, then gain twice that much HP.
== References ==
Category:Regolus