A sub-discipline of Hyperscription (Sigil Magick), dedicated to the inscription and permanent imbuement of sigils on the body.

It is not uncommon for more cosmopolitan but casual Pythean practitioners to learn a modicum of this field simply to avoid Unknown. But generally Somatokyriarchy is a path of perpetual self-improvement, and some warrior monks devote themselves to its practice.

Talent Levels

Warning: Abilities in Somatokyriarchy require a process more involved than simply gaining the main Talent. See "Acquiring Imbued Sigils" below.

Novice: You acquire all Somatokyriarchy Abilities. Gain +3 Fortune.

Intermediate: Gain Focus Constitution (Somatokyriarchy) and +3 Fortune.

Expert: Gain Favored Stunt when using Somatokyriarchy and +3 Fortune.

Acquiring Imbued Sigils

The skills in Somatokyriarchy require a sigil to be inscribed on the user's body to serve as an Anchor. 

If you are creating a character and would acquire an additional level of this talent past Novice, you may instead acquire an Imbued Sigil. This option does not apply during later character advancement.

  • The Somatoscription Ritual must be used to apply a Somatic Sigil onto your character's body. This can also be done by a Hyperscribe. If successful, you gain the Somatic Sigil talent specific to the Ability you intend to acquire.
  • You must use Imbuement Ritual on the Somatic Sigil. This may not be done during the same Interlude as the Somatoscription of that Sigil.
  • When the process is complete, you lose the Somatic Sigil talent and gain the equivalent Imbued Somatic Sigil Talent, e.g. "Imbued Somatic Sigil (Attenuation)."

To Do:

  • Explosive force (Possibility to tear muscles?)
  • Generate heat/cold/current by touch
  • Ability to experience benefits of Lifestyle level higher than currently available, (split with Psychokyriarchy)

Novice Abilities

Somatoscription Ritual

Requirements

Hyperscription (Sigil Magick) (Novice)

or

Hyperscription (Sigil Magick) (Novice)

Type

Enhancement

Casting Time Interlude Action MP Cost

 

Test

 

Target Number

Equivalent to target ability

You inscribe a sigil in the form of a tattoo or ritual scar on your body or someone else's. If successful, the target has a permanent somatic sigil on their body unless it is removed. The sigil may only be imbued through the practice of Somatokyriarchy. The TN of this check is equal to that of the Somatokyriarchy Ability to be acquired.

Any duration of time may pass before the recipient of the Sigil may Imbue it, so notate a Talent on that character's sheet, e.g. "Somatic Sigil (Attenuation)."

Somatic Imbuement

Requirements

Somatokyriarchy (Novice)

Type

Enhancement

Casting Time

Interlude Action

MP Cost

 

Test   Target Number

 

Through intense focus of your somatic energy, you permanently imbue a Sigil on your body with a permanent store of power.

Targets an Inscribed Somatic Sigil. 

Make a Constitution (Somatokyriarchy) check with TN equivalent to the Ability named in the Inscribed Somatic Sigil. Track the accrued total of the Drama die on any successes. When it meets the TN of the Ability, the Sigil is imbued. Replace the Inscribed Somatic Sigil Talent with the Imbued Somatic Sigil Talent. 

Sigil Abilities

Acclimation

Requirements

 

Type

Utility

Casting Time

Major Action

MP Cost

 

Test Constitution (Endurance) Target Number

10

Your body can adjust to disparate conditions and privation. The effects of this sigil improve as you increase your level in Somatokyriarchy.

Novice: You receive Lifestyle benefits one level higher than you pay for.

+1 bonus to all rolls against environmental attenuation.

Intermediate: You receive Lifestyle benefits two levels higher than you pay for.

+2 bonus to all rolls against environmental attenuation.

Master: You receive Lifestyle benefits three levels higher than you pay for.

+3 bonus to all rolls against environmental attenuation.

Attunement

Requirements

Imbued Sigil

Type

Utility

Casting Time

Major Action

MP Cost

 

Test   Target Number 11

You may have one of this Sigil for each of the Senses listed in Chronognethy. Each only applies to its specific sense.

Gain a +2 bonus to all checks with that sense for the next hour.

Reactive Skin

Requirements Imbued Sigil Type

Defense

Casting Time

Major Action

MP Cost

 

Test   Target Number

12

Your skin is able to react to impacts similarly to Kevlar, scrunching itself up to collect and distribute the force of an impact. Your musculoskeletal system reacts to impacts similarly to the Drunken Master style, minimizing impacts.

Increases your Armor Rating by the value of your Willpower ability for the duration of an Encounter. 

Fortitude

Requirements Imbued Sigil Type

Enhancement

Casting Time

Major Action

MP Cost  
Test   Target Number 13

Your body can resist acute environmental hazards. The effects of this sigil improve as you increase your level in Somatokyriarchy.

Passive resistance to Asphyxiation & other non-standard hazards. Unknown

Different from Acclimatization - intended for Acute environmental hazards rather than long-term

Regeneration

Requirements Imbued Sigil Type

Enhancement

Casting Time

Passive

MP Cost  
Test   Target Number 14

You regain 2d6 instead of 1d6 Fortune from a Breather, and when taking Interlude Actions related to recovery, they have double effect.

Check on those, haven't read about interlude actions in detail yet.

Mastery

Requirements Imbued Sigil Type

Enhancement

Casting Time

Major Action

MP Cost

 

Test   Target Number

16

  • Play dead, or otherwise control own vital signs
  • Meditative Trance (Boost ritual-scale abilities; or Contribute selected bonuses if used as Interlude Activity)

Perfection

Requirements Imbued Sigil Type

Enhancement

Casting Time

Passive

MP Cost

 

Test   Target Number

20

You increase the chosen Ability (Strength, Dexterity, Constitution) by 1 permanently. This may only be taken once per Ability.

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