Dec 4, 2017 6:09 pm
Character Name: Taft (Silverhair / Silvertongue)
Character Concept: Experienced hunter and trapper; quiet husband to the head of a popular household in Kallbacken.
Stock: Man
Age: 34
Lifepaths: Born Peasant > Trapper > Hunter > Head of Household
BITs:
Belief: The Tower is dominant only because people believe it has power. We are gaining infamy in the city of Tri, and can win by sowing fear into the hearts of the citizens and soldiers.
Belief: Vasil has taken Wildfire into his body somehow. I must learn how to destroy that spirit without killing Vasil. I want to see the Tower and determine the best way to destroy it. The Tower threatens Kallbacken, the forest and the Moeve. My frost powers must equal Vasil's fire, if I am to fight the Tower with competence. <Something about gathering new Frost Techniques.
Belief: Shadow must lead us. I must get my information back to Shadow and the other and decide on a next course of action.
I can possibly learn Nature of All Things(?), Way of the First Hunter, Savage Attack. NOTE: Summer helped me with Warmth-Taking by summoning spirits - ask Shadow/it about this... Think about unifying people and wolved with a plan.
Need to replenish resources before Summer (resource cycle)! I no longer have any material things to give. Go feral? Return to Kallbacken? Job in Flodminningstead?
Something about the permanence of the river of stones - despair at their commitment and mass of people.
Note that we had a major compromise on the use of fire to stop the Tower... it's still hanging unresolved.
INSTINCTS
Instinct: Always wash in the morning with herbs and water.
Instinct: While hunting and traveling, always be prepared to summon an ice javelin. (-2 actions) While hunting and traveling, always listen to the Forest.
Instinct: Never withhold the truth
When there is time, practice hand signals with Vasil.
SPIRIT TRAITS
Marked by the Fossilgrym - 2D Marked Spirit Trait (Codex p.320)
CALL-ON TRAITS
Steadfast: C-O. For Steel when defending a Belief. This person's heart, once set, is not easily moved, or disturbed.
I Know This Forest Like My Own Hands / Feet C-O Must be barefoot in the forest. A call-on for an ability used in trying to figure out something about the forest - be it the location of a certain site, or the knowledge of something that has changed.
DIE TRAITS
Frozen-Hearted dt Hesitation for surprise and wonderment reduced by 1. I take a little longer to feel any emotion, my thoughts and feelings surrounded by a veil of frost.
Elemental Channeler: Frost Dt As per Gifted
Glacial: Dt. Doubles the bonus from working Carefully (+2D) but prevents him from working Quickly. The Inner Cold has furthered Taft's patient demeanor, but also made cold the haste he sometimes felt.
Loyal People Taft has a positive Belief/Instinct/Trait about gain +2D to convince him to act on their behalf (applied to BoA in DoW)
Pack Nature Once per session, can Help someone he has a positive BIT towards with just the pure stat. Taft's sage advice and good nature is often helpful. (This trait innately applies to Vasil and Summer's Fourth Howl, because they're currently part of my 'pack'. Was Family Man char Trait)
CHARACTER TRAITS
Frost-Touched Char. Frost Channeling has warped this person's body as well as their soul. He looks frozen, and his hair is going preternaturally white. This gets worse the closer to the frosts of winter the frost-touched is. 1D Mark from Frostbite
Patient Char
Empathetic Char
Conflicted Char
Leathery Skin Char (cultural - Kallbacken)
Hardy Char (cultural - Kallbacken)
Short of Breath
SPIRIT MARKS
Touched by Frostbite (White Hair) 1D
Marked by the Fossergrym (Blackened Fingers) 2D
ARTHA
Fate: 3 Persona: 1 Deeds: 0
STATS
Will: B6 Advancement: D2/Cx || F12/P16/Dx
Perception: B6 Advancement: D1/Cx || F6/P5/D1
Power: B4 Advancement: D1/Cx || F2/P1/Dx
Forte: B4 Advancement: Dx/Cx || Fx/P1/Dx
Agility: B4 Advancement: D1/Cx || Fx/Px/Dx
Speed: B4 Advancement: Dx/Cx || Fx/Px/Dx
ATTRIBUTES
Health: B5 Advancement: D1/Cx || F1/P1/Dx
Steel: B8 Advancement: D1/C1 || F4/Px/Dx
Hesitation: 4
Circles: B3 Advancement: R3/D1/Cx || F2/P4/Dx
Resources: B0 Advancement: Rx/Dx/Cx || F1/P6/Dx
Reflexes: B4
Mortal Wound: B10
PTGS and INJURY
Su: B3 Li: B5 Mi: B7 Se: B8 Tr: B9 Mo: B10
Injury Descriptions
After 14 days of rest, I'll lose the 1D penalty. Can shrug off.
Midi Arrow shot into Chest (not onto armour or into lung)
(B7; Midi -1D)
REPUTATIONS / AFFILIATIONS
Rep: 1D - Master Guide and Hunter (7 rps)
Infamous Rep: 1D - 'Black Wolf' of Kalbacken - also +1 Ob to Circles tests because infamous.
Aff:
SKILLS *denotes Channelling Skill
Almanac: B2 Advancement: Rx/Dx/C1 || Fx/Px/Dx
Carpentry: B3 Advancement: R1/D2/Cx || Fx/Px/Dx
Cooking: B3 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Forest-Wise: B5 Advancement: D2/Cx || F3/P1/Dx
Haggling: B2 Advancement: Rx/Dx/C1 || Fx/Px/Dx
Hunters Face the Beast (Javelin, Bow): B4 Advancement: Rx/Dx/Cx || Fx/P1/Dx
Hunting: B3 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Kallbacken-Wise: B3 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Observation: B2 Advancement: R1/Dx/Cx || Fx/Px/Dx
Orienteering: B4 Advancement: Rx/Dx/Cx || F1/Px/Dx
Persuasion: B5 Advancement: Dx/Cx || F5/P8/Dx
Stealth: B4 Advancement: R5/D1/Cx || F1/P5/Dx
Townsfolk Guard The Walls (Axe): B2 Advancement: R1/Dx/Cx || Fx/Px/Dx
Tracking: B3 Advancement: R5/Dx/Cx || Fx/Px/Dx
Trapper: B3 Advancement: R2/D2/Cx || F1/P2/Dx
Warmth-Taking*: B2 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Techniques
Hunters Face the Beast
Nock & Draw, Snapshot, Throw, Avoid
*Aim
*Release Bow
*Skirmish Training
*Create Ice Javelin
Townsfolk Guard The Walls (Vakkar knows this)
Avoid, Strike, Beat, Push
Skills Being Learned
Brawling: (Pow) 1 test: Aptitude 6
Herbalism (Per): 1 test : Aptitude 4
Inconspicuous (Will) 1 test: Aptitude 4
Interrogation: (Will) 2 test: Aptitude 4
Intimidation: (Will) 2 tests: Aptitude 4
Nature of All Things (Wolf) (Will/Per) 2 tests: Aptitude 5
Oratory:(Will) 3 tests : Aptitude 4
Pack Etiquette: (Per) 1 test: Aptitude 4
Singing: (Will) 1 test: Aptitude 4
Soothing Platitudes: (Will) 1 test: Aptitude 4
Survival (Will/Per) 1 test: Aptitude 4
Tactics: (Will/Per) 1 test: Aptitude 4
Ugly Truth: (Per) 3 test: Aptitude 4
Persuasion - opened at B3
Kallbacken-Wise - opened at B3
Practice Log:
Cooking (1/3 months complete for Routine check)
Carpentry (1/12 months complete for Routine check)
Orienteering (0.25/6 months complete for R/D/C checks)
RELATIONSHIPS / CIRCLES:
Relationships:
My Wife, Alva, is the Unofficial 'Social' Mayor of Kallbacken (10 pts -2 romantic -2 immed. family = 6 pts)
Circles:
Named Circles:
Freyr, Keeper of the Shrine Hall, husband of my son, and powerful chaneller. +1D. 2 tests - Aptitude 7
Bohn, Old friend and longtime hunting companion. +1D. 1 test - Aptitude 6
Froda, Bohn's sister, lives in Flodminningstead +1D. 1 test - Aptitude 6
Sophia Ekholm Found Vasil after fell lame, lives in Flodminningstead. Her brother Gustav was a windsinger (channeller) who was captured (and probably killed). +1D. 2 tests - Aptitude 6
Enemy:
Wildfire Fire Spirit that Vasil Summoned to learn Fire Ki (+2 Ob social skills against them, they get +4D in BoA for DoW) - Wildfire will be part of the story as though I bought this in character creation.
GEAR / POSSESSIONS / PROPERTY:
Property: A House
Clothes
Traveling Gear
Shoes Threw in Vasil's fire
Trail Rations
Trapper's Tools
Vasil's Carpentry Tools (in house)
Chunk of Charcoal from fire that Wildfire came from
Axe
Spear (from Vasil)
Long Knife (from Servants of the Tower)
Javelin
Poor Quality Hunting Bow (hidden in Flodminningstead)
Gambeson
Weapons/Armor
Fist I:B2 M:B4 S:B6 VA 0 WS 3 Length Shortest
Axe I:B2 M:B4 S:B6 VA 2 WS 2 Length Long
Spear From Vasil
Long Knife from servants of the Tower.
Ice Strike I:B3 M:B6 S:B9 Pow 2, Add 1, VA 1, WS 3
Javelin I:1-2 M:3-4 S: 5-6 Weapon Power: 2 VA 1
Hunting Bow I: B4 M:B7 S: B10 VA 1 DoF: I 1-2 M 3-4 S 5-6 *Given to Gunther*
Poor Quality Hunting Bow (from Vasil) I: B? M:B? S: B? VA ?[/b][i] DoF: I ? M ? S ? - Hid away in Flodminningstead
Superior Gambeson with symbol of Firey Trident emblazoned on it (Vasil made it) 1D - 5 Fate Spent on it.
Heavy Armour - one hour.
NOTES
+1 to next text to impress Alva (because of Carpentry success)
Other people:
Shrinekeeper -keeps the shrine in Kallbacken
Windsinger - spirit in the shrine at Kallbacken who sings
Akseli - Water bearer from road, helped engineer escape - in Flodmynningstead - plague-ridden
Gunther - Skilled escapee - in Flodmynningstead
Toren - guy who doesn't like Taft. Shamed by Vasil at Recommitment ceremony.
Neira - wife of Toren.
Summer's Fourth Howl - our new wolf friend.
Stone's Unyielding Defiance - speaker of the tower
Vaccar - powerful warrior of the Tower - his people are/were fire tamers.
Vaktri - "Gem men"
Vlodni - Bearded hermit who brought Alva medicines
6 days of pack movement N along the coast goes to the source of a river that is always frozen
The tower is doing something to channellers.
Bestiary
Bhaine - like a Bulette - eats dead creatures
Mhoeve - communal spirit-like mini-deer who can summon a monstrous spirit.
Elk - really big Elk
Moth - Moths maybe with mystical dust that steal your voice.
Mysterious Serpent
Frost Ki (Per/Agi)
Frost Ki is the violent martial skill that the Frost-Channeler Taft learned from The Fossergrim. It involves freezing the ice in the air in front of curved nails and thrown kicks. With effort, it can be used to send the ice at a distance.
Pow 2, Add 2, VA 1, WS 2 (Damage Off Power)
If 4 actions are spent to prepare a ranged weapon, works exactly as a javelin, but with VA 1.
Obstacles: As per martial skills.
In Winter +1D, in Summer +2 Ob
Warmth-Taking (Per/Will)
Warmth-Taking is the art of drawing the heat out of the world around you, cooling and freezing it. It can be used to stop a fire, to hold a bloom forever in its current shape, or to freeze a lake.
Obstacles:
Stopping Fires: Ob 1 Spark or Campfire, Ob 2 Bonfire, Ob 4 Forge-Fire, Ob 5 House-Fire, Ob 6 Forest-Fire
Freezing Things: Ob 1, a flower or meal, Ob 2 a rabbit, Ob 3, the cold lake beneath your feet, a corpse, Ob 4 a small room, Ob 5, a House, Ob 6, a Forest
+1D in Winter
+1 Ob in Summer
+2 Ob at a distance greater than a few paces.
If used in combat, this Simulates a Lock action, against a base Obstacle of the targets Forte, which cannot be Avoided or Blocked; it does not need to be maintained, and each die of penalty fades after a number of exchanges equal to the Channeler's Will.
The Great Ancient howled us all into being. The only way I could bite a spirit is to cover my teeth in ice and bite a spirit. I can already use Frost Ki.
The Wolves taught their howls to the elves; the Ancestral Jaw and Song of the Sword discorporate the spirit flesh.
Spirit may strike Spirit, driving back Winter to its frost, and Flame to ash awaiting embers.
But this is not the End.
All things are Named.
The End of a Name is the End of a Thing.
Unmaking the Name, Unmaking the Thing.
Unbeing the Spirit is taking all the Being, not just the Flesh, and Unnaming that which Makes it.
Ghosts of the Deeping Wood - two weeks up the river to the Edge.
"Tri" - near the city
"Oni" - "The City"
Character Concept: Experienced hunter and trapper; quiet husband to the head of a popular household in Kallbacken.
Stock: Man
Age: 34
Lifepaths: Born Peasant > Trapper > Hunter > Head of Household
BITs:
Belief: The Tower is dominant only because people believe it has power. We are gaining infamy in the city of Tri, and can win by sowing fear into the hearts of the citizens and soldiers.
Belief: Vasil has taken Wildfire into his body somehow. I must learn how to destroy that spirit without killing Vasil. I want to see the Tower and determine the best way to destroy it. The Tower threatens Kallbacken, the forest and the Moeve. My frost powers must equal Vasil's fire, if I am to fight the Tower with competence. <Something about gathering new Frost Techniques.
Belief: Shadow must lead us. I must get my information back to Shadow and the other and decide on a next course of action.
I can possibly learn Nature of All Things(?), Way of the First Hunter, Savage Attack. NOTE: Summer helped me with Warmth-Taking by summoning spirits - ask Shadow/it about this... Think about unifying people and wolved with a plan.
Need to replenish resources before Summer (resource cycle)! I no longer have any material things to give. Go feral? Return to Kallbacken? Job in Flodminningstead?
Something about the permanence of the river of stones - despair at their commitment and mass of people.
Note that we had a major compromise on the use of fire to stop the Tower... it's still hanging unresolved.
INSTINCTS
Instinct: Always wash in the morning with herbs and water.
Instinct: While hunting and traveling, always be prepared to summon an ice javelin. (-2 actions) While hunting and traveling, always listen to the Forest.
Instinct: Never withhold the truth
When there is time, practice hand signals with Vasil.
SPIRIT TRAITS
Marked by the Fossilgrym - 2D Marked Spirit Trait (Codex p.320)
CALL-ON TRAITS
Steadfast: C-O. For Steel when defending a Belief. This person's heart, once set, is not easily moved, or disturbed.
I Know This Forest Like My Own Hands / Feet C-O Must be barefoot in the forest. A call-on for an ability used in trying to figure out something about the forest - be it the location of a certain site, or the knowledge of something that has changed.
DIE TRAITS
Frozen-Hearted dt Hesitation for surprise and wonderment reduced by 1. I take a little longer to feel any emotion, my thoughts and feelings surrounded by a veil of frost.
Elemental Channeler: Frost Dt As per Gifted
Glacial: Dt. Doubles the bonus from working Carefully (+2D) but prevents him from working Quickly. The Inner Cold has furthered Taft's patient demeanor, but also made cold the haste he sometimes felt.
Loyal People Taft has a positive Belief/Instinct/Trait about gain +2D to convince him to act on their behalf (applied to BoA in DoW)
Pack Nature Once per session, can Help someone he has a positive BIT towards with just the pure stat. Taft's sage advice and good nature is often helpful. (This trait innately applies to Vasil and Summer's Fourth Howl, because they're currently part of my 'pack'. Was Family Man char Trait)
CHARACTER TRAITS
Frost-Touched Char. Frost Channeling has warped this person's body as well as their soul. He looks frozen, and his hair is going preternaturally white. This gets worse the closer to the frosts of winter the frost-touched is. 1D Mark from Frostbite
Patient Char
Empathetic Char
Conflicted Char
Leathery Skin Char (cultural - Kallbacken)
Hardy Char (cultural - Kallbacken)
Short of Breath
SPIRIT MARKS
Touched by Frostbite (White Hair) 1D
Marked by the Fossergrym (Blackened Fingers) 2D
ARTHA
Fate: 3 Persona: 1 Deeds: 0
STATS
Will: B6 Advancement: D2/Cx || F12/P16/Dx
Perception: B6 Advancement: D1/Cx || F6/P5/D1
Power: B4 Advancement: D1/Cx || F2/P1/Dx
Forte: B4 Advancement: Dx/Cx || Fx/P1/Dx
Agility: B4 Advancement: D1/Cx || Fx/Px/Dx
Speed: B4 Advancement: Dx/Cx || Fx/Px/Dx
ATTRIBUTES
Health: B5 Advancement: D1/Cx || F1/P1/Dx
Steel: B8 Advancement: D1/C1 || F4/Px/Dx
Hesitation: 4
Circles: B3 Advancement: R3/D1/Cx || F2/P4/Dx
Resources: B0 Advancement: Rx/Dx/Cx || F1/P6/Dx
Reflexes: B4
Mortal Wound: B10
PTGS and INJURY
Su: B3 Li: B5 Mi: B7 Se: B8 Tr: B9 Mo: B10
Injury Descriptions
After 14 days of rest, I'll lose the 1D penalty. Can shrug off.
Midi Arrow shot into Chest (not onto armour or into lung)
(B7; Midi -1D)
REPUTATIONS / AFFILIATIONS
Rep: 1D - Master Guide and Hunter (7 rps)
Infamous Rep: 1D - 'Black Wolf' of Kalbacken - also +1 Ob to Circles tests because infamous.
Aff:
SKILLS *denotes Channelling Skill
Almanac: B2 Advancement: Rx/Dx/C1 || Fx/Px/Dx
Carpentry: B3 Advancement: R1/D2/Cx || Fx/Px/Dx
Cooking: B3 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Forest-Wise: B5 Advancement: D2/Cx || F3/P1/Dx
Haggling: B2 Advancement: Rx/Dx/C1 || Fx/Px/Dx
Hunters Face the Beast (Javelin, Bow): B4 Advancement: Rx/Dx/Cx || Fx/P1/Dx
Hunting: B3 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Kallbacken-Wise: B3 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Observation: B2 Advancement: R1/Dx/Cx || Fx/Px/Dx
Orienteering: B4 Advancement: Rx/Dx/Cx || F1/Px/Dx
Persuasion: B5 Advancement: Dx/Cx || F5/P8/Dx
Stealth: B4 Advancement: R5/D1/Cx || F1/P5/Dx
Townsfolk Guard The Walls (Axe): B2 Advancement: R1/Dx/Cx || Fx/Px/Dx
Tracking: B3 Advancement: R5/Dx/Cx || Fx/Px/Dx
Trapper: B3 Advancement: R2/D2/Cx || F1/P2/Dx
Warmth-Taking*: B2 Advancement: Rx/Dx/Cx || Fx/Px/Dx
Techniques
Hunters Face the Beast
Nock & Draw, Snapshot, Throw, Avoid
*Aim
*Release Bow
*Skirmish Training
*Create Ice Javelin
Townsfolk Guard The Walls (Vakkar knows this)
Avoid, Strike, Beat, Push
Skills Being Learned
Brawling: (Pow) 1 test: Aptitude 6
Herbalism (Per): 1 test : Aptitude 4
Inconspicuous (Will) 1 test: Aptitude 4
Interrogation: (Will) 2 test: Aptitude 4
Intimidation: (Will) 2 tests: Aptitude 4
Nature of All Things (Wolf) (Will/Per) 2 tests: Aptitude 5
Oratory:(Will) 3 tests : Aptitude 4
Pack Etiquette: (Per) 1 test: Aptitude 4
Singing: (Will) 1 test: Aptitude 4
Soothing Platitudes: (Will) 1 test: Aptitude 4
Survival (Will/Per) 1 test: Aptitude 4
Tactics: (Will/Per) 1 test: Aptitude 4
Ugly Truth: (Per) 3 test: Aptitude 4
Persuasion - opened at B3
Kallbacken-Wise - opened at B3
Practice Log:
Cooking (1/3 months complete for Routine check)
Carpentry (1/12 months complete for Routine check)
Orienteering (0.25/6 months complete for R/D/C checks)
RELATIONSHIPS / CIRCLES:
Relationships:
My Wife, Alva, is the Unofficial 'Social' Mayor of Kallbacken (10 pts -2 romantic -2 immed. family = 6 pts)
Circles:
Named Circles:
Freyr, Keeper of the Shrine Hall, husband of my son, and powerful chaneller. +1D. 2 tests - Aptitude 7
Bohn, Old friend and longtime hunting companion. +1D. 1 test - Aptitude 6
Froda, Bohn's sister, lives in Flodminningstead +1D. 1 test - Aptitude 6
Sophia Ekholm Found Vasil after fell lame, lives in Flodminningstead. Her brother Gustav was a windsinger (channeller) who was captured (and probably killed). +1D. 2 tests - Aptitude 6
Enemy:
Wildfire Fire Spirit that Vasil Summoned to learn Fire Ki (+2 Ob social skills against them, they get +4D in BoA for DoW) - Wildfire will be part of the story as though I bought this in character creation.
GEAR / POSSESSIONS / PROPERTY:
Property: A House
Clothes
Traveling Gear
Shoes Threw in Vasil's fire
Trail Rations
Trapper's Tools
Vasil's Carpentry Tools (in house)
Chunk of Charcoal from fire that Wildfire came from
Axe
Spear (from Vasil)
Long Knife (from Servants of the Tower)
Javelin
Poor Quality Hunting Bow (hidden in Flodminningstead)
Gambeson
Weapons/Armor
Fist I:B2 M:B4 S:B6 VA 0 WS 3 Length Shortest
Axe I:B2 M:B4 S:B6 VA 2 WS 2 Length Long
Spear From Vasil
Long Knife from servants of the Tower.
Ice Strike I:B3 M:B6 S:B9 Pow 2, Add 1, VA 1, WS 3
Javelin I:1-2 M:3-4 S: 5-6 Weapon Power: 2 VA 1
Hunting Bow I: B4 M:B7 S: B10 VA 1 DoF: I 1-2 M 3-4 S 5-6 *Given to Gunther*
Poor Quality Hunting Bow (from Vasil) I: B? M:B? S: B? VA ?[/b][i] DoF: I ? M ? S ? - Hid away in Flodminningstead
Superior Gambeson with symbol of Firey Trident emblazoned on it (Vasil made it) 1D - 5 Fate Spent on it.
Heavy Armour - one hour.
NOTES
+1 to next text to impress Alva (because of Carpentry success)
Other people:
Shrinekeeper -keeps the shrine in Kallbacken
Windsinger - spirit in the shrine at Kallbacken who sings
Akseli - Water bearer from road, helped engineer escape - in Flodmynningstead - plague-ridden
Gunther - Skilled escapee - in Flodmynningstead
Toren - guy who doesn't like Taft. Shamed by Vasil at Recommitment ceremony.
Neira - wife of Toren.
Summer's Fourth Howl - our new wolf friend.
Stone's Unyielding Defiance - speaker of the tower
Vaccar - powerful warrior of the Tower - his people are/were fire tamers.
Vaktri - "Gem men"
Vlodni - Bearded hermit who brought Alva medicines
6 days of pack movement N along the coast goes to the source of a river that is always frozen
The tower is doing something to channellers.
Bestiary
Bhaine - like a Bulette - eats dead creatures
Mhoeve - communal spirit-like mini-deer who can summon a monstrous spirit.
Elk - really big Elk
Moth - Moths maybe with mystical dust that steal your voice.
Mysterious Serpent
Frost Ki (Per/Agi)
Frost Ki is the violent martial skill that the Frost-Channeler Taft learned from The Fossergrim. It involves freezing the ice in the air in front of curved nails and thrown kicks. With effort, it can be used to send the ice at a distance.
Pow 2, Add 2, VA 1, WS 2 (Damage Off Power)
If 4 actions are spent to prepare a ranged weapon, works exactly as a javelin, but with VA 1.
Obstacles: As per martial skills.
In Winter +1D, in Summer +2 Ob
Warmth-Taking (Per/Will)
Warmth-Taking is the art of drawing the heat out of the world around you, cooling and freezing it. It can be used to stop a fire, to hold a bloom forever in its current shape, or to freeze a lake.
Obstacles:
Stopping Fires: Ob 1 Spark or Campfire, Ob 2 Bonfire, Ob 4 Forge-Fire, Ob 5 House-Fire, Ob 6 Forest-Fire
Freezing Things: Ob 1, a flower or meal, Ob 2 a rabbit, Ob 3, the cold lake beneath your feet, a corpse, Ob 4 a small room, Ob 5, a House, Ob 6, a Forest
+1D in Winter
+1 Ob in Summer
+2 Ob at a distance greater than a few paces.
If used in combat, this Simulates a Lock action, against a base Obstacle of the targets Forte, which cannot be Avoided or Blocked; it does not need to be maintained, and each die of penalty fades after a number of exchanges equal to the Channeler's Will.
The Great Ancient howled us all into being. The only way I could bite a spirit is to cover my teeth in ice and bite a spirit. I can already use Frost Ki.
The Wolves taught their howls to the elves; the Ancestral Jaw and Song of the Sword discorporate the spirit flesh.
Spirit may strike Spirit, driving back Winter to its frost, and Flame to ash awaiting embers.
But this is not the End.
All things are Named.
The End of a Name is the End of a Thing.
Unmaking the Name, Unmaking the Thing.
Unbeing the Spirit is taking all the Being, not just the Flesh, and Unnaming that which Makes it.
Ghosts of the Deeping Wood - two weeks up the river to the Edge.
"Tri" - near the city
"Oni" - "The City"
Last edited September 12, 2022 4:49 pm