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Art: Kryos
Although many fae distrust this Art, fearing that its resurgence is another omen of an approaching Winter, legends of fairies who could control the very chill in the air are as old as time, and those fae daring enough to study the force of cold itself can find endless uses for it. Although it originated with the merfolk, who use it to lethal effect underwater, many trolls and redcaps display a natural aptitude for this Art, and it is rumored that the fae of the Shadow Court encourage its teaching as well. Due to their increased ease of use there, all Kryos cantrips are one trait up underwater.
Type of Challenge: Physical
Basic
Cold Shock: This Art offers the target a brush with true cold, inside and out - targets find themselves victims of a sudden drop in temperature, as if they'd been standing outside in cold water for a long time combined with the worst 7-11 "brain freeze" headache one can imagine. Those affected are numbed and chapped, putting them two traits down on all physical tests for one scene; exposure to a considerable heat source such as a bonfire or steam bath (not simply a lighter or extra clothing) for at least ten minutes cuts this penalty and duration in half. Due to their inherent susceptibility to this magic, cold-blooded creatures suffer twice the normal penalty, as well as a level of lethal damage - these effects are not cumulative for multiple castings, however. Used on nonliving targets, this Art makes things noticeably but not painfully cool to the touch. It cannot create ice spontaneously but can freeze a small quantity of existing water (no more than a full glass or so), as well as frost windows, keep drinks cool, etc.
Type: Wyrd
Gelid Rime: With his Art, the changeling can coat a target in a thin layer of ice; while it cannot completely encase a living target, it can most certainly slow them down, and inanimate targets are fair game for a complete coating. Targets affected can only move half their normal rate, round down, and are at a two trait penalty to all physical tests for a number of turns equal to the Bunk traits gained in casting. Outside of combat, Gelid Rime lasts for up to one hour or scene, whichever is longer, although existing heat conditions may increase or decrease this time as well. This Art is also commonly used with the Scene realm to create a slippery patch of ice to discourage pursuers; characters employing the Art in this fashion may call for a Fair Escape if they first defeat their pursuers in a physical test (Bunk traits count). Of course, clever changelings can think of other uses for this Art as well, form ruining door locks to making a skating rink just about anywhere; such creative uses of this Art are strongly encouraged, subject to Storyteller approval and adjudication.
Type: Wyrd
Intermediate
Frost Facsimile: Fae with this Art are never at a loss for tools - or weapons. By spending a physical trait and performing a successful cantrip casting, the changeling can create all manner of items out of solid ice; with the expenditure of a Glamour trait, she can even make them as hard as steel, a necessity when creating things like working swords or crowbars. Items created by this Art are considered to have a number of health levels equal to the caster's Bunk traits for the purposes of taking damage, as well as the Delicate negative trait. Furthermore, any weapons created by this Art have a number of bonus traits equal to the Bunk traits, up to the normal maximum for that weapon. Unless the caster spends a Glamour trait to harden them, however, all weapons and armor lose a health level each time they are used in combat, shattering harmlessly when all of their health levels are lost. Obviously, any items that require electricity or chemical reactions do not function when created from ice, and the Storyteller may require an appropriate ability test for truly complicated or beautiful creations.
Type: Wyrd
Crystal Prison: This debilitating Art completely encases the target in a thick block of ice, snapping tree branches, stopping cars, and immobilizing and possibly even suffocating living targets if the caster chooses to engulf their heads as well. This ice is roughly two inches thick for every Bunk trait the caster earns; those caught within it can perform no other physical actions save to free themselves, which requires a static physical test against a difficulty equal to the number of physical traits the caster had when the cantrip was cast + the number of Bunk traits gained in casting; each successful test does one level of damage to the ice. Supernatural strength and damage enhancement powers such as vampiric Potence are of full use in these challenges, and other characters on the outside may help chip away at the ice as well. A Crystal Prison has a number of health levels equal to the Bunk traits gained in the cantrip casting, plus an additional health level for each Glamour trait the caster spends when the cantrip is cast. Characters who are completely encased begin taking suffocation damage on the third round of imprisonment - one automatic level of lethal damage every turn until the target's head is somehow freed. An imprisoned character's head is considered free after on half of the prison's health levels (round down) are gone, though they still must break away the rest of the ice before full movement is possible. Left on its own, a Crystal Prison lasts until the ice melts or the caster wills it to end. At the caster's discretion, she may choose to single out an area of a target - a gun hand, the target's feet, etc. - but all such specific challenges are at a one trait penalty due to the exact concentration required.
Type: Wyrd
Advanced
Coldheart: Like Crystal Prison, this Art effectively freezes a target in place; where the former works on an external basis, though, Coldheart goes much deeper, placing the target in a form of suspended animation by freezing them from the inside out. Those frozen by this Art are thus immune to poisons, gases and other toxins, have no need to eat or breath, and effectively do not age during the time they remain in suspended animation. However, due to the frost that pervades their body, they become brittle and take twice the normal amount of damage from all physical attacks, as well as an extra level of damage (added before any doubling occurs) from all fire-based attacks. Against unwilling targets, this Art lasts for one scene per Bunk trait gained in casting and costs two Glamour traits to activate. Used on willing targets, including the caster herself if applicable, this power has the same cost but lasts up to one month per Bunk trait gained in casting; in addition, the caster may also invoke additional realms to stipulate "reawakening" conditions that will break the cantrip before that time. For example, by adding the Actor realm to her cantrip, the caster can stipulate that she be awakened whenever a certain person approaches. Finally, the caster may also attempt to make the cantrip permanent by spending a permanent Glamour trait; if successful, the only things that can break the spell are the caster's desire, any realm stipulations she adds during casting or the kiss of a true love, none of which are very easy to come by in most such dire instances.
Type: Wyrd
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