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Peregrine
Motive: Knowledge
what does it all mean?
Virtue: The Dragon
cunning
Fault: Knowledge (rev.)
falsehood
Fate: The Priestess
understanding mysteries vs impracticality
Air staff-fighting Fire
archery 5 3
4
Water 3 resisting persuasion
sensing magical energies Earth
Possessions Magic and Powers

Magic (5)

True Names (5) - Every object, creature, location and other being within the spheres has a unique 'true name' in a special, ancient language, which can be used by those with the knowledge and the power to control aspects of them.

Everything has a generic name (like 'rock' or 'sea'), but this gives but little power over the object or creature. On lower levels of this power, this form of magic can change the appearance of some object, or control the object or creature in a minor way. On higher levels, these changes take on more 'reality', and as a result will last longer.

See " About Peregrine's Magic" in the Background section for details on abilities and levels.

Powers (0)

Bird Tongue (0) - Peregrine can talk to birds (if the birds feel like talking).

Slow Aging (0) - The hero ages at 1/4 normal rate after reaching maturity.

Links
Vision Cards Background

Description

Peregrine is a young-looking man, dressed in loose-fitting robes, coloured grey and muted blue, with embroidery in vivid reds, greens and blues along the borders (in the shape of Celtic-style knotwork). He carries a white, wooden staff with him (probably birch), capped on both ends with copper caps. On his back he carries a longbow and a quiver of arrows, and on his belt a falconer's glove hangs.

His hair, bound back in a pony-tail, is a yellow-golden blonde, and his eyes are the grey of the sea when the storms blow.

Note: the peregrine falcon is a subspecies of falcon. The name applies to both the male and the female. It seems to be about crow-sized, with white colouring on the body, and a darker, speckled appearance of the wings.

Group Affiliations

Peregrine doesn't do group affiliations.

About Peregrine's Magic

The power of the "True Names" school rises with level as follows:

  1. Simple illusions, changing one aspect (e.g. looks, weight, smell, taste) of a small, inanimate, object into another aspect for as long as the mage concentrates.
  2. Call up a soft breeze from one of the main directions (North, South, East or West); Command small creatures to move (bugs, etc).
  3. Slightly more complex illusions, changing two aspects for as long as the mage concentrates, and 15 minutes after that. Also works on larger objects, and on creatures. Command birds to perform simple tasks.
  4. Command (wild) animals to perform simple tasks. Call up a slightly stronger wind, from any cardinal direction (N, S, E, W, NE, etc).
  5. Change self into form of a peregrine (or other bird). Change up to three aspects of an object, for as long as the mage concentrates, and 2 to 3 hours after that. Also works on sentient beings. Suggest actions to sentient beings.

Further levels to be worked out.

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