Gene here, the skeleton for Escaflowne (Movie) is all but finished, barring drawbacks, but there are still a few holes here and there that need to be patched up before I can move on to fluffing.
Chief of which being the movie's incredibly vague magic. There's the green "make stuff explode" magic that's getting packaged with Dragon Clan heritage, but then there's the teleporting people from other worlds, sending tangible astral projections of yourself across immense distances, telepathy, that bowl-cut soldier's weird clairvoyance, some implied precognition, and who knows what else.
Pretty much all of these are used exclusively by the Black Dragon clan, but I'm not really sure what the interplay between those effects are, or how much, if any, of it was Folken's doing, or if it was all his weird goddess slave lady.
I know I want to turn some aspect of the magic into the capstone for the Black Dragon Clan, but at the scale I'm using for the perks in other origins, just jamming all the magic in one perk feels like too much, especially since we don't really know the upper limit to what magic can do. What sounds like a good stopping point for this? Or if I shouldn't include the magic itself as a perk, any ideas for an alternative capstone that at least relates to magical effects like that in some way?
I'm at the point where it's early enough to change practically anything, so I'm open to pretty much any ideas.