Difference between revisions of "Flavors of the Pattern"

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(Created page with "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 r...")
 
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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.
 
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.
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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.
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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.
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Calm: This is the imprint most pattern wearers have.  Gained after the Pattern had accepted its role and place and matured into its role. 
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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.

Revision as of 07:49, 12 August 2015

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.