Hags

Sacred Numbers: Alternative Birth-Signs

The delightful and talented Idraluna Archives recently put out a great blog post on replacing ability scores with 'qualitative' star-signs. It's a rad idea. It's super cool and linked (in my head anyway) to a bunch of other similar ideas.

I think that 'horoscopes' and 'sacred-numbers' and 'birth-signs' and 'horoscopes' are a super efficient and impactful way for players to 'spark' new characters and streamline decision-making. But - and this is no condemnation against anyone who does use them - I always feel a bit strange borrowing the real-life tools of the zodiac and the tarot-deck and the star-signs and so on. Hence, I made my own system way back when...

Years and years ago I wrote a 24XX hack called Crush Depth which was set in a Thousand Leagues-esque underwater world of intrigue. One of the bit of flavour I put in that hyper-dense little booklet was a list of 'Sacred Numbers' that people could align themselves with or use for magic/fortune-telling. I did do some amateur numerology in how each number is linked to certain other numbers in meaning, forming cycles and such, but I do not remember the specifics at all.

Now, I have updated this sequence of twenty 'Sacred Numbers' with a cycle of three 'positions' and associated abilities: sun, moon, and star; above, below, and betwixt; past, future, and present; and so on.

Please enjoy. Treat this as an addition to a conversation.

# Sign Meaning Sun Moon Star
1 SELF Soul, Dream 3-in-6 Hear Noise +1 to Initiative Immune to Sleep-Spells
2 CORPSE Nothingness, Peace 3-in-6 Move Silently +30'/10' Movement Rate Climb Sheer Surfaces up to 100'
3 LORD Leadership, Tyranny +1 to Melee Damage Rolls Backstab Unaware for Double Damage Foes have -1 Morale
4 CHAIN Law, Restraint 4-in-6 Resist Disease Ignore Opponent's Shields Survive on Half Rations
5 LOCUS Throne, Shelter Ignore Cold Conditions Natural AC as Leather Detect Magic 2/Day
6 SHELL Veil, Tradition -1 AC 2-in-6 Read Archaic Languages +1 to Saves
7 SEER Mentor, Magician +1 Spoken Language +2 to Saves vs. Spells Random 1st Level Spell 1/Day
8 ASH Purification, Rebirth 4-in-6 Recognise Disguises Can Read Magic Scrolls Hold Breath Twice as Long
9 GOLEM Champion, Slave Can Use All Weapons Know Thief-Talk Adjacent Allies have -1 AC
10 SILT Accumulation, History -1 AC vs. Large Opponents +1 Carried Items (or +100 Coin Weight) +1 to Ranged Attack Rolls
11 REBEL Poet, Burglar +2 to Saves vs. Fear See in Darkness as Candlelight Immune to Charms
12 TUSK Song, Hunt 3-in-6 Detect Hidden Foes 5-in-6 Hide in Nature Can Split-Move with Bows
13 STRANGER Polarity, Love +1 to Reaction Rolls +1 to NPC Reactions +1 Retainer Morale
14 KNIFE Tool, Food Can Always Forage 3-in-6 Detect Traps 3-in-6 Pick Locks
15 PIT Threshold, Opportunity 2-in-6 Negate Ambushes Jump Twice as Far Can Use All Armour
16 BLOOD Death, Lineage +1 to Ranged Damage Rolls Survive at 0 Hit Points +1 to Surprise
17 SURGEON Stewardship, Mastery +1 to Melee Attack Rolls +5% XP Gain Melee Range as Spear
18 ANTLER Nature, Ritual +1 Max Retainer Ignore Hot Conditions See in Torchlight as Sunlight
19 WORM Compost, Inhabitation Ignore 30' of Fall Damage +2 to Saves vs. Poison +1 Hit Point
20 SALT Reduction, Absence Turn Undead as Cleric 3-in-6 Hide in Shadows +2 to Saves vs. Breath