Laws of the Land
Court of the Great Wind Serpent
Spirits that serve or can be called upon by the Powers Overhead
Power 5, Finesse 2, Resistance 3
Influences: Gusts 2
Numina: Chorus, Telekinesis
Ban: Gusts are momentary things; a gust cannot perform the same action twice in a row, nor can it perform any extended action.
Power 6, Finesse 2, Resistance 3
Influences: Thunder 2
Numina: Chorus, Blast, Reaching, Howl
Ban: Storm shouts become physical in the moment they use any Numina, and can be struck at that instant. Characters may use a held action to attack during this opening.
Power 4, Finesse 4, Resistance 3
Influences: Fear 2, Shadow 1
Numina: Howl, Blast, Harrow
Grey heralds are the turbulent winds who come before the storm, the ones that make you think, “Shit, better get under cover”.
Power 6, Finesse 2, Resistance 4
Influences: Lethargy 2, Immobility 1
Stagnations are spirits of the still air, exceptions to the rule that all winds are on the move. Their domain is the muggy day without a breeze, the stale air of a boarded up house. Gifts that involve motion cost 1 extra essence in the presence of a stagnation.