The Frigid in Akratia | World Anvil
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The Frigid

Think back on your childhood. How old were you when you first touched that cold place, deep inside you? How old were you when you first drew arcane ice from your soul and used it against the bullies and braggarts who tormented you? No matter. Its been a long time since then, and you are no longer that scared little child.

Another one came up today, to the top of your mountain. Another seeking to best the cold, to defy the bite of ice. Another who received it, in full. You are Winter - cold, uncaring, and untouchable, and your domain is sacrosanct... or at least it was.

Embrace the cold, Frigid one, for you know the secrets of deepest winter and woe to any that anger you.

Building a Frigid

Pick your Race

Dwarf

With some downtime, you can fashion temporary weaponry made of ice with the tags Close and Brittle

Elf

Always the master of magic, when you thaw someone out, it only costs 1-Chill

Halfling

You may be small, but your demeanor is fearsome. When you Order Followers, they never complain loudly or demand anything in return

Human

Filled with petty vengeance, when your Chill reaches 0, regain 1d8 Chill instead of 1d6 and take that much damage

How the Cold Embraces You

Ice

Your flesh is ice, cold to the touch and hard as steel. You gain +1-Armor while under the effects of Freeze. When you reduce damage using Chill, it bounces off your hardened skin.

Snow

You bleed snow instead of blood. You never need to spend Chill to make it snow - it snows whenever you want it to, even indoors. When you reduce damage using Chill, the wound simply doesn't bleed or hurt.

Wind

The air around you always has the cold bite of winter to it. You can Freeze anyone within Near range, instead of only within Reach. When you reduce damage using Chill, a sudden wind makes the attack into a glancing blow or miss.

Starting Moves

Your Frigid starts with 25-COIN and a token of your former, mortal life (describe it). Your Damage Die is d6. You start with all these moves:

Winter's Armor

You are immune to the bite of cold and wind, and never need to dress warmly to be perfectly comfortable in the cold. You have Chill equal to your CON. Whenever you take damage, you may spend any amount of Chill to reduce the damage by the same amount. When your Chill reaches 0, regain 1d6 Chill, take that much damage, and take ongoing Disadvantage to CON rolls until you next Make Camp. When you Make Camp, restore your Chill stat to its full value.

Winter Wonderland

Ice and snow are your playthings. You can spend 2-Chill at any time to make it snow, no matter what the existing weather conditions are. When you make a sculpture or structure of ice and snow (a bridge, staircase, castle, or anything else), you can do so, but it takes a lot of time and safety and you need some snow on the ground to work with.

Cold Hearted

You're no good with other people. Even when helping someone you care about, you have trouble putting yourself on the line. When you Aid an ally, ✴on a 7-9, the consequences apply to the person you aided instead of yourself.

Freeze

When you use ice magic to freeze someone within Reach, spend 1-Chill and roll +CON. ✴On a 7+, choose one. ✴On a 7-9, you affect more than you intended to - something else gets frozen, the GM will tell you what. When you use this move to freeze yourself, you don't need to roll - automatically take a result of 10. These effects last until the ice thaws, melts, or shatters. You can spend 2-Chill to thaw one person, immediately removing all options from them. You do not need to spend Chill to thaw yourself out.
  • Their arm is frozen solid. It cannot pick up anything and it cannot use anything it was already holding. A frozen arm has the tags Hand and +1-Armor
  • Their legs are frozen to the floor - they cannot move or be moved
  • Their body is coated in ice. They gain 3-Armor, but their movements are slowed - they cannot run or jump and their movements are slow and stiff

Advanced Moves

Levels 2-5

When you gain a level from 2-5, and you choose to take an Advanced Move, you may choose from these moves:

Chill Out

When you make an appropriate pun while dealing damage or Freezing someone, deal +1d4 damage. If it was a pun you haven't made yet during this session, also regain 1-Chill.

Diamond Blizzard

When you unleash a blast of ice and wind, spend 1-Chill, choose a target within Near range and roll +CON. ✴On a 7+, deal your damage with the tags Forceful and 2-Piercing. On a 7-9, you affect more than you wanted to - either someone else is hit or you blow away something you didn't mean to - the GM will tell you what happens.

Frostbite

When you Freeze someone ✴on a 7+, you may spend 1-Chill to deal your damage to them.

Frozen Heart

When you spend one or more Chill, heal 1-HP.

Frozen Solid

When you give someone all three options from the Freeze list, you may say they are encased entirely in ice. Someone encased in ice cannot speak or move, and unless they have some kind of magic sustaining them, they will die in short order unless they are thawed out.

Icicle Fall

You can walk on snow without leaving a mark, and for a short time, you can walk on snowflakes as they fall from the sky.

Sustenance of Ice

When you Forage in the frozen wilds, gain +1d4 rations, no matter your roll.

Minus K

Add the following option to Defend:
  • Give the attacker or defender one option from Freeze

Read the Winds

With Winter's Eyes, a blizzard becomes easier to read than a clear sunny day. When you Discern Realities during adverse weather conditions, roll +CON instead of +WIS.

Shatter

You can spend 1-Chill to freeze an inanimate object within Reach. You can freeze anything small enough that you could carry it. A frozen object cannot be moved, and will shatter if hit with blunt force.

Levels 6 Onwards

When you gain a level from 6 onwards, and you choose to take an Advanced Move, you may choose from these moves, or the Levels 2-5 Moves.

A Cold Winter's Night

When you Make Camp and the GM chooses your watch for something to happen, you may always choose to just take the 10+ option. You've made it too cold and inhospitable for anyone to make trouble tonight.

General Winter

You can spend Chill as if it were Hold when you Defend.

Let's Make a Snowman

When you make a sculpture using Winter Wonderland, you can spend 2-Chill to bring it to life. Sculptures brought to life this way will last until they thaw out or are destroyed. They have HP equal to your level, deal your damage, and have an Instinct of your choice. The GM will tell you what moves a sculpture you've brought to life has.

Old Man on the Mountain

Requires: Diamond Blizzard
While it is snowing, you can use Diamond Blizzard on anyone you can see, regardless of distance.

Permafrost

Your ice doesn't melt unless you want it to, or when it is exposed to a certain something. Tell us what one thing will melt your ice.

Perfect Freeze

Requires: Frozen Solid
When you Freeze someone and roll a 12+, you may spend 2-Chill to immediately encase them in ice.

Winter's Warrior

When you Freeze yourself, a frozen arm becomes a frozen blade with the Close and 2-Piercing tags, you can still move with frozen legs, and you are not slowed down by a frozen body.

Winter's Wrath

Requires: Shatter
You can use Shatter on inanimate objects of any size. You can also shatter anyone you encase in ice as if they were a frozen inanimate object.

Icicle Knives

You may Volley with throwing knives you quickly craft from ice. ✴On a 7-9, if you choose to reduce Ammo, instead spend 1-Chill.

Let it Snow

While it is snowing, you can spend 3-Chill at any time to make it into a blizzard - anyone outside will find the weather is actively hostile towards them, and will take your damage every few minutes they are exposed to the elements, if they don't have proper protection.

Death Move: Heartless

Winter's touch is not for the faint of heart. In fact, you could say that it isn't a path anyone with a heart can take. When you die, reveal what your 'friends' have always suspected: you are literally a heartless monster. Tell us which other player has your heart. Who did you give it to? Why didn't they know they had it? Set your HP to 0. You can no longer heal by any means and any damage will immediately inflict a Debility, but so long as your heart is safe, you will not die, even if you fill all debility tracks completely. When your heart is destroyed, you finally die.

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Cover image: by Vertixico

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