Flavors of the Pattern: Difference between revisions

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This refers to a sense of the mood of the pattern at the time that a walker first assays the pattern  .  It has been compared to its age and familiarity with its users.
This refers to a sense of the mood of the pattern at the time that a walker first assays the pattern  .  It has been compared to its age and familiarity with its users.


Wild:  Wild refers to those who walked the pattern during its earliest days while it was fresh and powerful and active and had not developed a sense of its own self and its place in the universe.  Users say a Wild imprint was terribly dangerous to assay, fighting the walker viciously, as if it considerd the act of being assay a violation.  Bearers of a Wild imprint have a dramatically high level of power backing thier spells and efforts, especially after coming to terms with the imprint within them.
'''Wild''':  Wild refers to those who walked the pattern during its earliest days while it was fresh and powerful and active and had not developed a sense of its own self and its place in the universe.  Users say a Wild imprint was terribly dangerous to assay, fighting the walker viciously, as if it considerd the act of being assay a violation.  Bearers of a Wild imprint have a dramatically high level of power backing thier spells and efforts, especially after coming to terms with the imprint within them.


Calm: This is the imprint most pattern wearers have.  Gained after the Pattern had accepted its role and place and matured into its role.   
'''Calm''': This is the imprint most pattern wearers have.  Gained after the Pattern had accepted its role and place and matured into its role.   


Fiery:  This imprint is one taken when a normally calm pattern is enraged or damaged somehow.  Use of spells through a Fiery Imprint can be unpredictable.
'''Fiery''':  This imprint is one taken when a normally calm pattern is enraged or damaged somehow.  Use of spells through a Fiery Imprint can be unpredictable.


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Usually the first imprint a walker takes is the one they maintain but there are ways for walkers to carry more then one imprint.  They are not however easy or safe.
Usually the first imprint a walker takes is the one they maintain but there are ways for walkers to carry more then one imprint.  They are not however easy or safe.

Revision as of 23:43, 15 May 2018

Flavors of the Pattern

The term "Flavors" annoys most practitioners of sorcery and holders of pattern imprints. But a better term was not developed in time for this one to reach common usage in those circles.

This refers to a sense of the mood of the pattern at the time that a walker first assays the pattern . It has been compared to its age and familiarity with its users.

Wild: Wild refers to those who walked the pattern during its earliest days while it was fresh and powerful and active and had not developed a sense of its own self and its place in the universe. Users say a Wild imprint was terribly dangerous to assay, fighting the walker viciously, as if it considerd the act of being assay a violation. Bearers of a Wild imprint have a dramatically high level of power backing thier spells and efforts, especially after coming to terms with the imprint within them.

Calm: This is the imprint most pattern wearers have. Gained after the Pattern had accepted its role and place and matured into its role.

Fiery: This imprint is one taken when a normally calm pattern is enraged or damaged somehow. Use of spells through a Fiery Imprint can be unpredictable.


Usually the first imprint a walker takes is the one they maintain but there are ways for walkers to carry more then one imprint. They are not however easy or safe.