Scoundrel Sigils

A quick summary of Scoundrel Sigils

Sigil Power System

Sigils are the ancient written language of Terra, that can be molded into a weapon. This ancient artform is passed down from one scoundrel to the next. The sacred words when channeled can form stored forms of magical force known as sigils. These sigils have a multitude of applications ranging from weapon enhancing powers, combat resistances, and other special effects.

Sigil Power values along with any unused Sigils extinguish at Reset and must be recreated at Reset.

NOTE: All Sigils are Self Only

How do I choose my Sigils?

Sigils are chosen based on your Sigil Power total. You will be given a set of sigil power skill tags for your total sigil power. You will have two sets of tags one set for opening and another for reset. The details outlined on each tag should be choosen for your opening ceremonies tags and filled in before game on is called. Your second set of tags must be filled out before the end of reset.

Sigil of the Deep

Cost: 1

This is a blade coating type sigil. Once activated allows the Scoundrel to call the Slow tagline for the next 3 swings.

Duration: Once this sigil is activated the next 3 swings will call the Slow tagline. This coating will last for up to 10 minutes once activated.

Sigil of the Explorer

Cost: 1

Grants the Scoundrel 1 resist trap.

Duration: Does not require an activation, the effect persists until reset.

Sigil of the Hunted

Cost: Variable

Specify a creature. Each Sigil Power enhances this sigils force.

  1. Weapon base damage increased by +4
  2. Weapon base damage increased by +8
  3. Scoundrel gains a bonus Dodge vs the Hated Creature

Duration: Weapon Damage does not require an activation, the effect persists until reset. The additional Dodge grants the Scoundrel 1 Dodge against their hunted enemy.

Sigil of Toxicity

Cost: 2

This is a blade coating type sigil. Once activated allows the Scoundrel to call Poison damage for the next 3 swings.

Duration: Once this sigil is activated the next 3 swings will call Poison damage. The coating will last for up to 10 minutes once activated.

Sigil of the Veil

Cost: 2

This sigil allows the Scoundrel to see shifted creatures or characters. This sigil does not reveal people who are physically hidden from sight, such as buried or using the Hide skill. The scoundrel must keep a hand raised with palm facing outward while maintaining the effect - lowering the hand will end the spell.

Duration: Once activated this effect will last until the Scoundrel lowers their hand.

Sigil of the Sea King

Cost: 3

Grants the scoundrel a resist paralysis

Duration: Does not require an activation, the effect persists until reset.

Sigil of Mirage

Cost: 4

This sigil allows the scoundrel to become invisible. Invisible people can be seen by any spell that allows a caster to detect aether. The invisible character people must place his hands on his head to show that he cannot be seen. If the invisible character moves or speaks then he will become visible.

Duration: Once activated this effect will last until the Scoundrel lowers their hands.

Sigil of Subversion

Cost: 5

This sigil is stored on the Scoundrel. If a Scoundrel is dropped to Bleeding to Death, when activated the sigil will heal the Scoundrel back to consciousness at 1 HP. This must be activated within 1 minute of reaching bleeding to death.

Duration: Once activated this effect is instant.