In the world of Saṃsāra, the inhabitants have developed a unique way to express their cultural identity through personal emblems known as Cultural Symbols. These symbols are often displayed on worn clothing, engraved on belongings, or even tattooed on the skin. Each symbol represents a set of values, beliefs, and ideas that are significant to the individual.
The Symbol 13 of Beaming is a unique Cultural Symbol that represents the values of optimism, positivity, and the pursuit of happiness. This symbol is associated with the Beaming, a group of people who are known for their cheerful disposition and their ability to find joy in even the darkest of times.
The symbol itself is a stylized sun, with rays of light emanating from its center. The sun is often associated with warmth, light, and life, and it serves as a reminder to the Beaming to always seek out the good in the world and to share their light with others. The rays of light represent the Beaming’s ability to spread joy and positivity to those around them, and the sun’s circular shape symbolizes the cyclical nature of life and the importance of embracing each new day with hope and enthusiasm.
Symbol 13 of Beaming serves as a reminder to its wearer to always look on the bright side of life and to share their happiness with others. It is a symbol of hope, resilience, and the power of positivity. Beaming avatars who display this symbol are often seen as beacons of light and joy in their communities, and they serve as a source of inspiration and encouragement to those around them.
For a Tier 1 avatar, Symbol 13 can be used to represent a character who is just beginning their journey in Saṃsāra. The symbol serves as a reminder to the character to maintain a positive outlook and to always seek out the good in the world. The Beaming’s infectious positivity can help the character form connections with other characters, and their optimistic nature can help them overcome the challenges they may face in their journey.
Positive aspects of using Symbol 13 for a Tier 1 avatar include the opportunity to explore the character’s personality and motivations in greater depth, as well as the chance to form connections with other characters. However, there are also potential drawbacks to using this symbol, as the character’s unwavering optimism may make it difficult for them to deal with harsh realities and to make difficult decisions.
Tags: Cultural Symbol, Saṃsāra, Beaming, Tier 1, Optimism, Positivity, Happiness, Sun, Light, Life, Hope, Resilience, Joy, Inspiration, Encouragement

Tale of the Radiant Sun
In a time long ago, in a world much different from our own, there was a powerful and mysterious symbol known as the Radiant Sun. This symbol was said to hold great power and was revered by all who knew of it. It was a symbol of hope, joy, and the promise of a new day.
The Radiant Sun was depicted as a bright and shining sun, with rays of light emanating from its center. It was said that the sun represented the light of the divine, and its rays were the blessings that the divine bestowed upon the world.
The story of the Radiant Sun is one of hope and perseverance. It tells of a time when the world was shrouded in darkness and despair, and the people were lost and afraid. But one day, a great and powerful being descended from the heavens and brought with them the Radiant Sun.
With the Radiant Sun in their possession, the people were able to find their way out of the darkness and into the light. They were filled with hope and joy, and they knew that no matter how dark the night, the sun would always rise again in the morning.
The moral of the story is that even in the darkest of times, there is always hope. The Radiant Sun serves as a reminder that no matter how bleak things may seem, there is always a new day on the horizon, and with it, the promise of a brighter future.
Suggested conversions to other systems:
Call of Cthulhu:
- Overview: Call of Cthulhu is a horror RPG system based on the works of H.P. Lovecraft. Players create investigators who delve into the mysteries of the unknown, often facing cosmic horrors and the risk of insanity.
- Suggested Adaptation: Introduce a new spell called “Summon the Deep” that allows the caster to summon a lesser Great Old One to do their bidding, at the risk of their own sanity.
- Stat Block: Summon the Deep
- Sanity Cost: 1d10
- Casting Time: 1 hour
- Duration: 1d10 rounds
- Effect: The caster summons a lesser Great Old One to do their bidding. The Great Old One has a combat rating of 100 and can use its powers to attack, defend, or perform other actions as the caster commands. However, the caster must make a POW vs. POW roll each round to maintain control of the Great Old One. If the caster fails the roll, the Great Old One turns on them and attacks.
- Game Mechanics: The spell can be cast as a ritual. The caster must have a POW of at least 15 and a Cthulhu Mythos skill of at least 50 to cast the spell. The caster must also resist the sanity loss by rolling their current Sanity against the spell’s Sanity Cost.
Blades in the Dark:
- Overview: Blades in the Dark is a dark fantasy RPG system set in a haunted industrial city. Players create characters who are part of a criminal gang, engaging in heists, and dealing with the supernatural.
- Suggested Adaptation: Introduce a new ritual called “The Shadow’s Embrace” that allows the user to become one with the shadows, gaining the ability to move silently and strike from the darkness.
- Stat Block: The Shadow’s Embrace
- Tier: 3
- Action: Controlled
- Duration: 10 minutes
- Effect: The user gains the ability to move silently and strike from the shadows. They gain a +2 bonus to their Prowl and Skirmish actions, and they can use their Shadow ability to hide in plain sight.
- Game Mechanics: The ritual can be performed as a downtime action. The user must have a Shadow ability of at least 3 and a Tier 3 crew to perform the ritual. The user must also resist the stress cost by rolling their current Stress against the ritual’s Tier.
Dungeons & Dragons:
- Overview: Dungeons & Dragons is a fantasy RPG system where players create characters who explore dungeons, fight monsters, and gain treasure.
- Suggested Adaptation: Introduce a new spell called “Curse of the Shadow Dragon” that allows the caster to curse their enemies, causing them to suffer from a debilitating illness.
- Stat Block: Curse of the Shadow Dragon
- Level: 5
- School: Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a dragon’s scale)
- Duration: Concentration, up to 1 minute
- Effect: The caster curses their enemies within a 30-foot radius. The targets must make a Constitution saving throw. On a failed save, the targets are cursed and suffer from the effects of a debilitating illness. The targets have disadvantage on attack rolls and ability checks, and they cannot regain hit points. The targets can make a Constitution saving throw at the end of each of their turns to end the curse.
- Game Mechanics: The spell can be cast as a standard action. The caster must have a spellcasting ability score of at least 13 and proficiency in the Arcana skill to cast the spell. The targets must make a saving throw against the spell’s DC.
Knave:
- Overview: Knave is a minimalist RPG system designed to be easy to learn and play. Players create characters and explore dungeons, fight monsters, and gain treasure.
- Suggested Adaptation: Introduce a new ability called “Shadow Step” that allows the user to teleport from one shadow to another, allowing them to move quickly and silently.
- Stat Block: Shadow Step
- Tier: 2
- Action: Controlled
- Duration: Instantaneous
- Effect: The user can teleport from one shadow to another within a range of 30 feet. They can use this ability to move quickly and silently, gaining a +2 bonus to their Sneak and Athletics actions.
- Game Mechanics: The ability can be used as an action. The user must have a Shadow ability of at least 2 and a Tier 2 crew to use the ability. The user must also resist the stress cost by rolling their current Stress against the ability’s Tier.
Fate:
- Overview: Fate is a generic role-playing game system that focuses on storytelling and collaborative world-building. Players create characters with aspects, skills, and stunts that define their abilities and personality.
- Suggested Adaptation: Introduce a new stunt called “Symbol of Beaming” that allows the character to use their charm and charisma to inspire and uplift others.
- Stat Block: Symbol of Beaming
- Aspect: A glowing symbol of hope and optimism.
- Skill: Charm or Empathy, depending on the character’s approach.
- Stunt: Once per scene, the character can use their charm or empathy skill to create an advantage for themselves or an ally, representing the uplifting effect of the symbol.
- Game Mechanics: The stunt can be used as a standard action. The character must have a Charm or Empathy skill of at least 3 and a Fate point to use the stunt. The character rolls their Charm or Empathy skill against a difficulty set by the GM, and if successful, they create a temporary aspect with a free invoke that can be used to help themselves or an ally.
Numenera & Cypher System:
- Overview: Numenera and the Cypher System are a science fantasy RPG system set in a world of ancient technology and forgotten secrets. Players create characters with descriptors, types, and foci that define their abilities and background.
- Suggested Adaptation: Introduce a new focus called “Beams of Light” that allows the character to manipulate light and energy to aid themselves and their allies.
- Stat Block: Beams of Light
- Tier: 1
- Focus: You can manipulate beams of light and energy to create various effects.
- Abilities:
- Tier 1: You can create small, harmless light displays.
- Tier 2: You can create a beam of light to blind an opponent or use it to create a force field to protect an ally.
- Tier 3: You can create a powerful beam of energy to attack or use it to heal an ally.
- Tier 4: You can create a powerful beam of energy that can either heal or harm multiple targets at once.
- Tier 5: You can create a beam of light that can either heal or harm all targets within short range.
- Tier 6: You can create a powerful beam of energy that can either heal or harm all targets within long range.
- Game Mechanics: The focus can be used as an action. The character must have a Tier 1 focus and an appropriate type and descriptor to use the focus. The character can use their focus ability by spending 1 point of Effort and making an appropriate roll, as determined by the GM.
Pathfinder:
- Overview: Pathfinder is a fantasy RPG system based on the Dungeons & Dragons 3.5 ruleset. Players create characters with classes, races, and feats that define their abilities and background.
- Suggested Adaptation: Introduce a new spell called “Symbol of Beaming” that allows the caster to create a glowing symbol that inspires hope and optimism in their allies.
- Stat Block: Symbol of Beaming
- School: Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 2, Cleric/Oracle 2, Sorcerer/Wizard 2
- Casting Time: 1 standard action
- Components: V, S, M/DF (a small mirror)
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: One creature per level, no two of which can be more than 30 ft. apart
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- Effect: Each round, as a standard action, you can target one creature within range to gain a morale bonus on attack rolls, saving throws, and skill checks equal to 1/2 your caster level (maximum +5).
- Game Mechanics: The spell can be cast as a standard action. The caster must have a spellcasting ability score of at least 13 and proficiency in the appropriate spellcasting class to cast the spell. The targets must make a Will saving throw against the spell’s DC to resist the effects of the spell.
Savage Worlds:
- Overview: Savage Worlds is a generic RPG system that focuses on fast-paced, cinematic action. Players create characters with attributes, skills, and edges that define their abilities and background.
- Suggested Adaptation: Introduce a new edge called “Symbol of Beaming” that allows the character to use their charm and charisma to inspire and uplift others.
- Stat Block: Symbol of Beaming
- Rank: Novice
- Requirements: Spirit d6+, Persuasion d6+, and must have a symbol of beaming.
- Effect: The character can use their Persuasion skill to create a temporary “Beaming” effect on their allies, granting them a +1 bonus to their Spirit and Taunt rolls for a number of rounds equal to the character’s Spirit die type.
- Game Mechanics: The edge can be used as an action. The character must have a Spirit and Persuasion skill of at least d6 and a Fate point to use the edge. The character rolls their Persuasion skill against a difficulty set by the GM, and if successful, they create a temporary “Beaming” effect on their allies.
Shadowrun:
- Overview: Shadowrun is a cyberpunk-fantasy RPG system set in a dystopian future where magic and technology coexist. Players create characters who are shadowrunners, engaging in corporate espionage and other dangerous missions.
- Suggested Adaptation: Introduce a new spell called “Data Leech” that allows the caster to drain data from a target computer system, gaining valuable information.
- Stat Block: Data Leech
- Type: Mana
- Range: Line of Sight
- Duration: Instantaneous
- Drain: (Force/2)
- Effect: The caster can drain data from a target computer system, gaining valuable information. The amount of data drained is determined by the caster’s net hits on a Computer + Spellcasting [Data Processing] test. The target system must resist the spell with its Firewall rating.
- Game Mechanics: The spell can be cast as a complex action. The caster must have a Magic attribute of at least 3 and a Spellcasting skill of at least 3 to cast the spell. The caster must also resist the drain by rolling their Magic attribute against the spell’s Drain value.
Starfinder:
- Overview: Starfinder is a science-fantasy RPG system set in a far-future universe where magic and technology coexist. Players create characters who explore the galaxy, encountering various alien races and mysterious ancient civilizations.
- Suggested Adaptation: Introduce a new spell called “Starfield Shift” that allows the caster to teleport themselves and their allies to a location within the same star system.
- Stat Block: Starfield Shift
- Level: 5
- School: Conjuration (Teleportation)
- Casting Time: 1 standard action
- Range: Long (400 ft. + 40 ft./level)
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- Effect: The caster and up to one willing creature per caster level within range are teleported to a designated location within the same star system. The caster must have a clear idea of the destination and must make a successful DC 20 Intelligence check to successfully teleport.
- Game Mechanics: The spell can be cast as a standard action. The caster must have a Intelligence score of at least 13 and proficiency in the Arcana skill to cast the spell. The caster must also make an Intelligence check against the spell’s DC to successfully teleport.
Traveller:
- Overview: Traveller is a science-fiction RPG system set in a vast and diverse universe. Players create characters who are interstellar explorers, engaging in various adventures and missions.
- Suggested Adaptation: Introduce a new skill called “Astrogation” that allows the user to plot a course through the stars, navigating the vast distances between star systems.
- Stat Block: Astrogation
- Skill: Astrogation (Int)
- Description: The character can plot a course through the stars, navigating the vast distances between star systems.
- Uses: The character can use this skill to plot a course, avoid hazards, and make astrogation checks.
- Skill Checks: The character must make an Intelligence check to successfully plot a course or navigate through space.
- Game Mechanics: The skill can be used as an action. The character must have a Intelligence score of at least 3 and proficiency in the Astrogation skill to use the skill. The character must also make an Intelligence check against the skill’s DC to successfully plot a course or navigate through space.
Warhammer:
- Overview: Warhammer is a dark fantasy RPG system set in a grim world of perilous adventure. Players create characters who are adventurers, exploring the dangerous and treacherous lands of the Old World.
- Suggested Adaptation: Introduce a new spell called “Whispers of Chaos” that allows the caster to manipulate the minds of their enemies, causing them to suffer from confusion and hallucinations.
- Stat Block: Whispers of Chaos
- Type: Arcane
- Range: Medium (100 ft. + 10 ft./level)
- Duration: Concentration, up to 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- Effect: The caster can manipulate the minds of their enemies within range, causing them to suffer from confusion and hallucinations. Affected creatures must make a Will save to resist the spell’s effects.
- Game Mechanics: The spell can be cast as a standard action. The caster must have a Intelligence score of at least 13 and proficiency in the Arcana skill to cast the spell. The targets must make a Will saving throw against the spell’s DC to resist the spell’s effects.
