Miedvied/IceTwice
Ice Twice Fallen
Caste: Chosen of Endings
Concept: Lone Anathema Hunter
Nature: Martyr
Experience Points: 100
History:
There isn't much to tell about Ice Twice Fallen. You see, when you're one of the barbarians of the Mammoth tribe there isn't very much to tell about your life - you're born, you eat, you fight, you fuck, you die. If you're especially lucky, you get to insert an ellipses or two before the "you die."
The only difference was, it seemed that fate - or Fate - had a different plan outlined for Ice Twice Fallen. Several decades ago - before the escape of the Solar Essences - a Sun Touched appeared among the Mammoth people. And he led them to war, and they were successful. Of course they were successful; how could they not be, led by such a one?
Of course, the Wyld Hunt came. The Wyld Hunt, however, was not entirely prepared for the ferocity of the barbarian tribes, and was repelled. They sought to gather troops and return - and by the time they had, fate had already brought Ice Twice Fallen to the right-hand side of the Chosen.
And Fate had brought him to his full power - and the attention of the Bronze Faction.
By the time the Wyld Hunt returned, the Chosen of the Sun lay dead, and Ice Twice Fallen was gone to Yu-Shan to begin his training.
Since then, Ice Twice Fallen has become one of the few sidereals adept at Anathema-hunting. Or rather, he is one of the few that routinely succeeds in killing anathema without bringing a contingent of Dynastic soldiers and Dragon-Blooded along to do the fighting for him.
(It was for this blood-thirsty courage that he eventually caught the eye of The Stardancer; a southern-hailing sidereal whom Ice Twice Fallen would later sire a son with.)
Attributes:
Strength 2 - Dexterity 4 - Stamina 3
Charisma 2 - Manipulation 3 - Appearance 2
Perception 4 - Intelligence 4 - Wits 3
Abilities:
Ride 1
Survival 2 [F]
Craft 1
Dodge 3 (Unarmored +2) [F]
Linguistics 2 (Old Realm, Northerntongue)
Socialize 1
Melee 4
Resistance 3 [F]
Lore 3
Occult 5 (Spellcasting +2) [F]
Stealth 3
Athletics 2 [F]
Awareness 3 [F]
Bureaucracy 2 [F]
Martial Arts 4 [F]
Medicine 3 [F]
Backgrounds:
- Connections - Realm - 2
- Connections - The Guild - 2
- Backing - Bronze Faction - 2
- Salary - 3
- Artifact - 3 - Riding Boots (Time of Tumult pg. 95)
- Celestial Manse - 3 - Stone of Wakefulness
Colleges:
- Rising Smoke - 3
- Haywain - 2
- Gauntlet - 2
Charms:
Becoming the Wilderness
Soft Presence Practics
Terrestrial Circle Sorcery
Celestial Circle Sorcery
Shield of Mars
Absence
Duck Fate
Impeding the Flow
Prior Warning
Secrets of Future Strife
Flight of Mercury
Blade of the Battle Maiden
Joy in Adversity Stance
Violet Bier of Sorrows Form
Spellbook:
Terrestrial:
- Emerald Countermagic
- Infallible Messenger
- Ritual of Elemental Empowerment
Celestial:
- Imbue Amalgam
- Servant of Infallible Location
- Faithful Ally
Willpower: 7
Compassion: 2
Conviction: 3
Temperance: 2
Valor: 3
HL's: -0 x 1, -1 x 2, -2 x 2, -4 x 1, Inc
Perm Essence: 4
Personal: 15
Peripheral: 41
Equipment:
- Perfect Great Sword (Speed 7, Accuracy 4, Damage 6L, Defense 0, Rate 3)
- Air-Empowered (Grows cool at the user's command. 1 mote of essence increases damage by 2 health levels for the scene.)
- Air-Empowered (Grows cool at the user's command. 1 mote of essence increases damage by 2 health levels for the scene.)
- Perfect Staff (Speed 8, Accuracy 5, Damage 7B, Defense 3, Rate 3)
- Fire-Empowered (Grows hot at the user's command. 1 mote of essence increases damage by 2 health levels for the scene.)
Merits / Flaws:
Climate Sensitive (Desert) (2 pt.)
Barbarian (1 pt.)
Disturbing (2 pt.)
General Combat Tactics:
To learn Celestial Circle Sorcery a Sidereal needs to have mastered one of the prayer strip charms. - Malikai
- You would be surprised how often I don't notice details like that. Or, maybe you wouldn't. - Miedvied