Cassimis do not have Skills; instead, they have Affinities. Affinities describe powerful emotional states that drive grand and unsubtle magical effects. Cassimis do not pick locks, change tires, shoot guns, or tiptoe around; they teleport, fly, throw fireballs and turn invisible. The list of Affinities follows:
- Red Rage: Unbridled anger. Destroy all that has wronged you and don't stop for anything. The archetypal red spell is a fireball.
- Orange Avarice: Unfettered desire. Covet, scheme, and steal all that you deserve. The archetypal orange spell is (animate dead?).
- Yellow Fear: Nervous dread. Run, hide, frighten and demoralize those who would harm you. The archetypical yellow spell is invisibility.
- Green Determination: Pure willpower. Imagine, create, and execute that which needs to be done. The archetypical green spell is telekinesis.
- Blue Hope: Uplifting joy. Cheer, encourage, and hasten the arrival of better times. The archetypal blue spell is flight.
- Indigo Compassion: Protective instinct. Nuture, care for, and reduce the suffering of those who hurt. The archetypal indigo spell is healing.
- Violet Love: Blinding obsession. Twist, break, and give in to passion; make senpai notice you. The archetypical violet spell is mind control.
The grandness and power of a cassimi's powers are exhausting and must be used conservatively. Any time that a cassimi rolls an Affinity, they must expend at least one Charge of the same color. Every Charge used on a roll adds a +2 bonus. Cassimis begin play with XXXX Charges and earn more through downtime role-playing with their owner and may hold a maximum of XXXX Charges. If a cassimi earns more Charges than she can hold, the new Charges are lost unless some are used to destroy other charges. Charges can destroy other Charges that are opposite each other on the color spectrum; red and violet, orange and indigo, yellow and blue. Green is an exception; it can be discarded freely at any time.
There are two special types of Charge which work differently. They can be used in place of normal colored charges or in addition to them. They are:
- Black Hate: Hate is anathema to all things. Even rage can be put to positive use, but nothing beneficial ever comes from the use of hate. Simply holding onto a Black Hate charge makes the cassimi unnecessarily cruel; they gain a +1 bonus to any roll that involves hurting others, but a -1 penalty to any roll that is beneficial to anyone but their owner. Expending a Black Hate charge on an appropriate action provides a +6 bonus to any Affinity roll.
- White Heroism: Heroism is the ultimate ideal, the preservation of life and the end of suffering. Simply holding onto a White Heroism charge makes the cassimi more virtuous; they gain a +1 bonus to any roll to help others or end conflict peacefully, but a -1 penalty to any attempts at violence or destruction. Expending a White Heroism charge on an appropriate action provides a +6 bonus to any Affinity roll.
This message was last edited by the GM at 13:08, Mon 25 Apr 2022.