attributes|powers|magic|story

Moonlit Frost

Virtue :

Winter

Fault :

The Hermit

Fate :

Law

Air :

3 (Undead Lore)

Fire :

6 (Magical Power)

Water :

3 (Sense Danger)

Earth :

4 (Survival)

Powers :

0

Magic

4


Powers

Dark Adapted (0)

Moonlit Frost is an inhabitant of Midnight, a Realm where the Sun never shines - on the same Sphere as Noon. She has much better night vision than a normal human, and is better able to use her other senses to aid her sight. However, she is more easily dazzled. Her white skin sunburns easily. and she can be mistaken for Undead.


Blood Magic (Fire)

1. Control Clotting - the mage may speed or delay the clotting of blood in their wounds.

Blood Drinking - the mage may drain life energy by drinking blood, as a vampire does. The victim must be alive or only just dead, and the blood must be freshly drawn. As well as functioning as an extremely efficient food source, it also speeds all healing processes.

2. Give Life - the mage may donate life energy to someone who drinks their blood. The drinker gains the same benefits as the mage would using the power of Blood Drinking,

Blood Mark - the mage may create a magical link by marking a person or thing with their blood. Once the blood is washed off the mark begins to fade, the time taken to do so, being the same as the time between the making of the mark and the removal of the blood.

Blood Scent - the mage may smell the presence of the blood of the living. Also they may detect the presence of their own Blood Marks

3. Spit Blood - the mage may spit blood. Can be used with other powers (e.g. to create a Blood Mark)

Burning Blood - the mage may infuse their blood with destructive energies. Anyone touching it is burnt. This power is especially effective against undead, although those that are not sun-sensitive are hurt only a little more than ordinary humans. When combined with Spit Blood, the result is painful but in the short term, at least, is little more than a distraction to a human foe.

Preserve Blood - the mage may treat their blood so that it will last for up to a month. Usually combined with Give Life to create a 'healing potion'.

4. Blood Ward - the mage may draw a line of blood infused with energy. The ward is set to guard against any threats to the mage, or against a more specific group. If the ward is triggered the person or thing crossing the line is attacked magically. For this form of magic, the usual attack is similar to Burning Blood, covering the entire body. The mage is alerted to the activation of the ward. The ward weakens with each activation, as it's energy is used up. Unless the ward is renewed it dissipates within 12 hours. If the ward is repeatedly renewed it gains in power over the years. Such wards do not noticeably drop in power with each attempt to cross them, and can remain without further renewal for much longer - days, months, years or even decades.

Fire in the Blood - the mage may concentrate their power in their blood. They get the effects of Burning Blood, plus an effective increase of 1 point in Fire. However, they tire quickly - treat their stamina as if Earth was 2 points lower.

Reverse Vampirism - the mage may attempt to reverse any attempt to steal their life energy. A Blood Mark on the vampire will aid this. A sufficiently powerful mage can destroy a Vampire by draining all it's energy.

At higher levels the mage may learn to steal youth by drinking - or bathing in - blood. They may learn how to Blood Bind - to enslave those who drink their blood. They may even learn to borrow or steal powers from those that they drain.

 


Character Story

Moonlit Frost comes from the EverNight realm of Midnight, on the Sphere of Sun-Stop. Her family have dwelt there since the time of Day, when the Sun still came.

Midnight is now dominated by the undead. Many have come there, attracted by a land where the sun never shines. It is rumoured that some undead become sensitive even to moonlight - Midnight is one of the few places where such could live. The few human inhabitants make dangerous prey, so the undead are supplied with victims by Red Merchant slavers

Life changed forever when a stranger, hunted almost to death arrived at The Castle of Blood-Red Roses. He was Seeking Vengeance, a Spherewalker of the Order of the Silver Nail. He had followed a Red Merchant slave caravan to discover where the slaves were being taken. He had thought that the risks were small to one of his abilities, but had not expected a Realm as hostile as Midnight.

The living of Midnight often help each other, for they must do so to survive. Even so, the less scrupulous are quick to prey on those too weak to be useful allies. The more so when aiding them is likely to attract hostile attention from the undead. In the end however, the people of the Castle decided that they should help the stranger recover and aid him in a journey to friendlier lands.

Seeking Vengeance recovered quickly with the aid of the Blood Magic of Midnight. Moonlit Frost was chosen to be his guide, towards the Realm of False Dawn and then the EverBright Realms. The journey was hard, but there was no sign of pursuit.

Moonlit Frost returned, alone, only to find her home deserted. There were no signs of attack. None of the neighbouring Castles knew what had happened.

Eventually she discovered a raiding party from the Order of the Silver Nail, led by Seeking Vengeance. She joined the attack on the slave caravan and helped question the survivors. Still she found no clues to her family's fate. Blaming the undead she followed Seeking Vengeance's advice and left Midnight to join the Order of the Silver Nail.

In that she failed. Even though Seeking Vengeance vouched for her, her appearance unnerved many. Some, refused even to accept that she was truly living. Her Blood Magic only added to the unease of the Order. Still, although she is not a member of the Order she still has some contacts within it and may be able to get aid from it - at least when it also serves the Order's purposes.

At present she wanders the Spheres, hunting undead when she gets the opportunity, and still hoping for news of her family. She dares not return to Midnight, fearing that the undead may still seek her, and knowing the many dangers that Realm holds for a lone traveler.


Moonlit was inspired by a Royo card (Royo 2, card 48). A head-and-shoulders view of a pale, light-haired woman, dressed in black, holding a large sword. The full moon is visible through dark clouds.

attributes|powers|magic|story

Everway is copyright Rubicon Games 1996. Everway is a trademark of Rubicon games. This document is not intended as a challenge to those rights.