The Frozen Depths

Brief History

The Frozen Depths saw the Earth Shaper raising the land to create barriers and decided they could do their part and change the world even more. They created massive lakes, seas, and oceans. They sunk the powerful empires controlled by the dragons. They populated the aquatic bodies with dangerous creatures to keep the dragons from finding refuge there.
When the mortals settled into their new homes, they fortified and very few refused to leave. The Frozen Depths saw this and was angered by the mortals. She thought that the mortals should be moving. Growing. Adapting to their new world! But they were just sitting there, refusing to leave the safety of their settlements. The Frozen Deep realized that traveling in the world was too dangerous for it to be viable to the mortals, so she created rivers and currents for quicker and safer travel. Lakes for more liveable inland areas. And she worked with the Tempest to make the sky rain down life giving water wherever she could to help them grow food.
She hates it when waters settle. She teaches her followers to travel the world. To meet new people. To take what they want. And most importanly, to learn from their experiences.


Sanctity Levels

  • None: None Naturally
  • Low Sanctity: Inside "Claimed" land
  • Normal Sanctity: Outside "Claimed" land
  • High Sanctity: Out in the ocean (a large lake is not enough)
  • Very High Sanctity: Inside a Sanctuary to the Frozen Depth


Power Investiture

Power Investiture 1 (Acolyte): Vow (Never Stagnate) [-5]
Power Investiture 2 (Cleric): None
Power Investiture 3 (Champion): Vow (Always Flow) [-5], Vow (Never Stagnate) [-5], and Unusual Background (Blessed by The Frozen Depths) [15]
Power Investiture 4 (Zealot): None

Vow (Never Stagnate) [-5]: Try new things, talk to new people, experience the world. This similar to Xenophilia, except you are not required to cosy up to dangerous looking people and creatures.
Vow (Always Flow) [-5]: If you want something, you must try to take it! Within reason of course. If you want the crown jewels, you're not required to attempt to steal them, and if that person at the tavern turned you down, don't harass them. But if you want to save the children in the burning orphanage, there's no time to waste. You must jump in and try to save them. This is similar to Impulsive, but you are allowed to stop and think things through if being impulsive is obviously too dangerous.

Spells

Acolyte:

  • Recover Energy: Rest and recover Fatigue Points much more quickly than normal by drawing from the primal energy around them.
  • Freeze: Turns water into solid ice.
  • Melt Ice: Turns solid ice into water.
  • Purify Water: Remove all impurities from water.
  • Seek Coastline: Find the distance and direction to the nearest coastline.
  • Seek Water: Find the closest significant source of water.
  • Umbrella: Protect yourself from all rainfall.
  • Water Vision: See through water, snow, and ice to find sunken treasure, lurking monsters, etc.

  • Fog [Requires Power Investiture (The Tempest) 1]: Creates an area of dense fog that reduces vision and fire damage.
  • Predict Weather [Requires Power Investiture (The Tempest) 1]: Forecasts the weather accurately for a given location.
  • Shade [Requires Power Investiture (The Tempest) 1]: Provides shade for the subject.
  • Wind [Requires Power Investiture (The Tempest) 1]: Modify the current outdoor wind's speed and direction.

  • Boil Water [Requires Power Investiture (The Eternal Flame 1]: Turns water into steam.
  • Condense Steam [Requires Power Investiture (The Eternal Flame 1]: Turns steam into water.

Cleric:

  • Breathe Water: You are able to breathe underwater as if you had gills.
  • Icy Missiles: Projectile weapons deal additional "Cold" damage.
  • Ice Slick: Covers the floor or ground with a quarter-inch sheet of clear ice.
  • Ice Sphere: Throw a ball of ice that deals crushing damage.
  • Icy Weapon: Melee weapons deal additional "Cold" damage.
  • Resist Water: Your body and equipment will not become damp and will remain dry even if completely submerged.
  • Resist Cold: The subject and anything they carry become immune to the effects of cold and frostbite.
  • Shape Water: Sculpt water into any form and even move it about.
  • Water Jet: Blast your targets with a jet of water.

  • Acid Ball [Requires Power Investiture (The Earth Shaper 2]: Throw a ball of acid at a target to deal corrosive damage.
  • Acid Jet [Requires Power Investiture (The Earth Shaper 2]: Fire a jet of acid at your targets.
  • Rain of Acid [Requires Power Investiture (The Earth Shaper 2]: Make acid droplets rain down from the sky.
  • Resist Acid [Requires Power Investiture (The Earth Shaper 2]: The subject becomes immune to the effects of acid.

  • Hail [Requires Power Investiture (The Tempest) 2]: Makes hail fall. this can be a massive distraction or even dangerous.
  • Rain [Requires Power Investiture (The Tempest) 2]: Create or prevent an inch of rainfall.
  • Snow [Requires Power Investiture (The Tempest) 2]: Create or prevent an inch of snowfall
  • Snow Jet [Requires Power Investiture (The Tempest) 2]: Shoot a jet of snow at your targets.

  • Steam Jet [Requires Power Investiture (The Eternal Flame 2]: Shoot a jet of steam at your targets.

Champion:

  • Ice Dagger: Hurl a razor-sharp icicle that deals impaling damage.
  • Rain of Ice Daggers: Make icy daggers rain down from the sky.
  • Walk on Water: Walk on the surface of water as if it was solid.
  • Walk Through Water: Pass through water or ice as if it were air.

  • Spit Acid [Requires Power Investiture (The Earth Shaper) 3]: You can exhale a jet of acid from your mouth.

  • Cool [Requires Power Investiture (The Tempest) 3]: Lowers the ambient air temperature of an area. This can allow freezing weather to persist, regulate temperature, or make the area hazardous.
  • Warm [Requires Power Investiture (The Tempest) 3]: Raises the ambient air temperature of an area. This can prevent freezing weather, regulate temperature, or make the area hazardous.
  • Icy Touch [Requires Power Investiture (The Tempest) 3]: You may immobilize a target by touching it.
  • Storm [Requires Power Investiture (The Tempest) 3]: Creates or dispels a storm. This can include rain, snow, hail, or even lightning.
  • Frostbite [Requires Power Investiture (The Tempest) 3]: Bypass armor to deal tissue damage.
  • Icy Breath [Requires Power Investiture (The Tempest) 3]: You can exhale a deadly hail of ice and cold air from your mouth.
  • Weather Dome [Requires Power Investiture (The Tempest) 3]: Create a dome that repels bad weather of all types. Floods, landslides, and similar catastrophes destroy the dome.

  • Breathe Steam [Requires Power Investiture (The Eternal Flame) 3]: You can exhale a deadly blast of steam from your mouth.

  • Create Water Elemental: You can create and control a Water Elemental.
  • Create Acid Elemental [Requires Power Investiture (The Earth Shaper) 3]: You can create and control a Acid Elemental.
  • Create Frost Elemental [Requires Power Investiture (The Tempest) 3]: You can create and control a Frost Elemental.
  • Create Steam Elemental [Requires Power Investiture (The Eternal Flame 3]: You can create and control a Steam Elemental.

Zealot:

  • Body of Water: Your body becomes animated liquid water.
  • Whirlpool: You can create a circular whirlpool in a body of water.

  • Body of Ice [Requires Power Investiture (The Tempest) 3]: Your body becomes animated solid ice.

  • Geyser [Requires Power Investiture (The Eternal Flame 4]: Causes a geyser of scalding-hot water to gush forth from the ground.

Powers

These are advantages that you can buy because of your devotion to your diety.

  • Swampfoot (P): Terrain Adaptation (Deep Water and Ice) + Frozen Deep Essence 1 [4]
    Deep water just doesn't seem to slow you down at all. Ice also is much more manageable whenever you attempt to walk across it.
    Requires Power Investiture 1 (The Frozen Deep)



  • Well Insulated (P): Temperature Tolerance 5 (Cold) + Damage Resistance 1 (Cold) + Frozen Deep Essence 1 [5]
    The cold never bothered you anyway. The lowest temperature you can tolerate (35 degrees F for humans) is decreased by 5xHT. You also take 1 less damage from any Cold-based burn damage. This package can be bought multiple times if you believe you will need it.
    Requires Power Investiture 1 (The Frozen Deep)



  • Hydrophobic (P): Walk on Liquid + Frozen Deep Essence 3 [12]
    You may choose to not be able to submerge yourself. Any liquid can act as solid ground for you. You will still get damaged by things like lava or acid if you attempt to walk across it though (a good set of boots should protect you from poison or disease however).
    Requires Power Investiture 2 (The Frozen Deep)



  • Of Two Worlds 1 (P): Amphibious + Doesn't Breathe (Oxygen Absorption) + Frozen Deep Essence 5 [20]
    You gain retractable webbing between your fingers and toes which allows you to move at your Move while underwater, and while your underwater, your skin is able to absorb the oxygen through the water.
    Requires Power Investiture 2 (The Frozen Deep)
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  • Of Two Worlds 2 (P): Amphibious + Doesn't Breathe (Oxygen Absorption) + Enhanced Move (Water) 0.5 + Speak Underwater + Frozen Deep Essence 8 [32]
    You gain retractable webbing between your fingers and toes which allows you to move at 1.5xMove while moving underwater in roughly one direction (no zig zagging), and while your underwater, your skin is able to absorb the oxygen through the water. You are now also able to vocalize while underwater to other people that are underwater.
    Requires Power Investiture 3 (The Frozen Deep)
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  • Of Two Worlds 3 (P): Amphibious + Doesn't Breathe (Oxygen Absorption) + Enhanced Move (Water) 1+ Speak Underwater (Interface Crossing) + Frozen Deep Essence 10 [43]
    You gain retractable webbing between your fingers and toes which allows you to move at 2xMove while moving underwater in roughly one direction (no zig zagging), and while your underwater, your skin is able to absorb the oxygen through the water. You are now also able to vocalize while underwater to other people whether they are underwater or not.
    Requires Power Investiture 4 (The Frozen Deep)



  • Ice Claws (P): Talons (Switchable) + Frozen Deep Essence 1 [7]
    Water creeps out to the end of your arms (or any other kind of appendage) and forms into very long talons at the tip of your fingers. This allows you to change your punch attack to deal cutting or impaling damage.
    Requires Power Investiture 2 (The Frozen Deep)



  • Water Tendrils 1 (P): Extra Arm (Replaces One Arm + Long 1)+ Frozen Deep Essence 4 [6]
    Water is created and covers your arm giving it a little bit Extra Reach by increasing your effective SM by +1 with that arm. Any Claws advantage is temporarily nullified when you use this arm except for Ice Claws above. If attacked, this arm is easier to hit (by +1) and has half your HP. You take no damage when it's attacked, but it cannot be armored and when it loses all of it's HP (it has no Injury Tolerance), you cannot use this ability again for a day or when you would have healed that amount of HP naturally (whichever is longer). Attacks made with this arm are at +1 per die to Swinging damage.
    Requires Power Investiture 2 (The Frozen Deep)
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  • Water Tendrils 2 (P): Extra Arm (Replaces Both Arms + Long 2)+ Frozen Deep Essence 10 [30]
    Water is created and covers your arm giving it Extra Reach by increasing your effective SM by +2 with that arm. Any Claws advantage is temporarily nullified when you use this arm except for Ice Claws above. If attacked, each arm is easier to hit (by +2) and each have half your HP. You take no damage when they're attacked, but they cannot be armored and when one loses all of it's HP (it has no Injury Tolerance), you cannot use this ability again for a day. Attacks made with this arm are at +2 per die to Swinging damage.
    Requires Power Investiture 3 (The Frozen Deep)
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  • Water Tendrils 3 (P): Extra Arm (Replaces Both Arms + Long 3) + Extra Arms 2 (Long 3) + Frozen Deep Essence 20 [120]
    Water is created and covers your arm giving it a lot of Extra Reach by increasing your effective SM by +3 with that arm and creates two new identical arms coming off your midsection. Any Claws advantage is temporarily nullified when you use this arm except for Ice Claws above. If attacked, each arm is easier to hit (by +3) and each has half your HP. You take no damage when they're attacked, but they cannot be armored and when one loses all of it's HP (it has no Injury Tolerance), you cannot use that arm again for a day or when you would have healed that amount of HP naturally (whichever is longer). Attacks made with this arm are at +3 per die to Swinging damage.
    Requires Power Investiture 3 (The Frozen Deep)



  • Chilling Effect 1 (P): Temperature Control (Cold) 2 + Burning Attack 1 (Malediction 3 + No Incendiary) + Fatigue Attack 1 (Hazard, Freezing + Malediction 3) + Frozen Deep Essence 1 [6]
    You can lower the ambient temperature of the area up to 10 yards from yourself in a 2 yard radius by 4 degrees per second of concentration (to a maximum reduction of 40 degrees). Subjects in the area may be in danger of the effects of low temperatures. You may also choose to affect a single target within 10 yards of you. If you win a Quick Contest between Wills, you may choose to deal 1 point of burning damage (frostbite, cannot ignite) or 1 point of fatigue damage which cannot be regained until the target rests in a warm environment.
    Requires Power Investiture 2 (The Frozen Deep)
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  • Chilling Effect 2 (P): Temperature Control 3 (Cold + Increased Range, x2 + Area Effect, 4 yards) + Burning Attack 2 (Malediction 3 + No Incendiary) + Fatigue Attack 2 (Hazard, Freezing + Malediction 3) + Frozen Deep Essence 4 [16]
    You can lower the ambient temperature of the area up to 20 yards from yourself in a 4 yard radius by 6 degrees per second of concentration (to a maximum reduction of 60 degrees). Subjects in the area may be in danger of the effects of low temperatures. You may also choose to affect a single target within 20 yards of you. If you win a Quick Contest between Wills, you may choose to deal 2 points of burning damage (frostbite, cannot ignite) or 2 points of fatigue damage which cannot be regained until the target rests in a warm environment.
    Requires Power Investiture 3 (The Frozen Deep)
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  • Chilling Effect 3 (P): Temperature Control 4 (Cold + Increased Range, x5 + Area Effect, 8 yards) + Burning Attack 4 (Malediction 3 + No Incendiary) + Fatigue Attack 4 (Hazard, Freezing + Malediction 3) + Frozen Deep Essence 10 [42]
    You can lower the ambient temperature of the area up to 50 yards from yourself in a 8 yard radius by 8 degrees per second of concentration (to a maximum reduction of 80 degrees). Subjects in the area may be in danger of the effects of low temperatures. You may also choose to affect a single target within 50 yards of you. If you win a Quick Contest between Wills, you may choose to deal 4 points of burning damage (frostbite, cannot ignite) or 4 points of fatigue damage which cannot be regained until the target rests in a warm environment.
    Requires Power Investiture 4 (The Frozen Deep)

Essence Disadvantages

Followers who gain Frozen Deep Essence begin to look more like the denizens of the Frozen Deep's Realm. They have dark blue hair, feathers, and scales. They tend to smell vaguely of a sea breeze.
Every 5 points of Frozen Deep Essence gives others a +1 to a Religion roll to identify the celestial you follow. Coreligionists will react to you at +1 per 5 points of Frozen Deep Essence (max +5) and people opposed to your religion will react to you at -1 per 5 points of Frozen Deep Essence (max -5).
Every 10 ranks of Frozen Deep Essence requires you to take a rank of one of the disadvantages below.


Disadvantage Description
Dependency (Frost Salts)
This can only be take 3 times
A material that originates from the Frozen Deep's Realm. This Disadvantage comes in 3 ranks:
  • Must be taken once per month
  • Must be taken once per week
  • Must be taken once per day
Enemies (Civilizors)
This can only be taken 2 times
A group of conquerors that cannot stand worshipers of the Primals. This Disadvantage is a group of less powerful people Hunting you and your party. If you kill them, they will be replaced by another from the same organization:
  • Attacks on a 9 or less
  • Attacks on a 12 or less
Supernatural Features (No Body Heat)
This can only be taken 1 time
You are cold to the touch and people have a -1 reaction upon touching you.
Compulsive Carousing
This can only be taken 1 time
You must try to party once per day at least. You also are very likely to try any mind altering substances offered to you.



Blessed Items

These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable however. All Blessed Items automatically adjust to accomodate the size of the wielder.

  • The 's Holy Symbol (Small): 25 SP ($250) 0.25lbs
  • A small talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of Low Sanctity.

  • The 's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
  • A medium talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of Normal Sanctity.

  • The 's Holy Symbol (Large): 4 EP ($4,000) 1lb
  • A large talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of High Sanctity.

  • Finned Leggings: 5 GP ($500), 1.5 lbs
  • A pair of blue scaled pants with fins running down the side. They give 1 DR to the legs and groin region. They also give a 1+Power Investiture (The Frozen Depths) bonus to swimming and aquabatics skill. While in the water, you gain Enhanced Move (Water) at a level that's half of your Power Investiture (The Frozen Depths). If you already have Enhanced Move (Water), this does not stack with that. You will take the higher of the two.

Legendary Items

These items cannot be found for sale in normal circumstances. There might even be only one of these in the world and you need to go on a mission to find it. Just like Blessed Items, all Legendary Items automatically adjust to accomodate the size of the wielder.

  • The 's Holy Symbol (Grand):
  • A medium talisman inscribed with a ASDFASDFASDF and has a golden lining that increases the Sanctity Level of a person holding it in their hand by 2 to a maximum of Very High Sanctity.