The Path Of Flowing Water

 

• Clinging Puddle Style

Cost: 2 motes

Duration: One scene

Type: Reflexive

The Dragon King bonds herself to the earth so that she cannot slip or fall. She is immune to knockdown and knockback and can also walk along a narrow ice-coated ledge without fear of falling. She can walk up walls and across ceilings with no chance of falling. The surface must be able to support the Dragon Kings weight, but it can be at any angle.

 

•• Air Walking Style

Cost: 4 motes

Duration: Path level in turns

Type: Reflexive

This power allows the Dragon King to walk on or climb surfaces far too flimsy to support her weight, such as paper, water, clouds or even smoke. The Dragon King can even walk or run on air like a roadway or climb it like a set of stairs. While moving on water, air or smoke, the Dragon Kings moves at his normal rate. This power is compatible with powers that allow the Dragon King to increase her rate of movement.

 

••• Vault-Breaching Method

Cost: 6 motes

Duration: One turn

Type: Simple

By concentrating for a turn, the Dragon King can move his head and arm through any non-magical barrier. While he cannot also perform any vigorous action such as attacking someone on the other side of a wall, he can performs simple tasks like taking a brief look around a room, grabbing an item inside a safe or turning a latch.

This power does not allow the Dragon King to move all the way through the barrier, and at the end of the turn, he is automatically forced back through the barrier. The character can carry any item he can easily hold in one hand back through the barrier with him. This power does not allow the character to reach or see through barriers more than one foot thick. A Dragon King using this power is effectively in 75 percent cover if someone attempts to attack him when he sticks his head and arm through a wall.

 

•••• Barrier-Breaching Method

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Reflexive

The Dragon King can walk through walls or other barriers. To do this, the character must place her hand against the wall or door, and an instant later, she is on the other side of this barrier. If the character cannot see what is on the other side of the barrier, she has no guarantee that she will not end up surrounded by armed guards or even standing underwater or in midair, with nothing underneath her. Also, this power will only allow the character to move through barriers no thicker than her Essence in feet. If used on thicker barriers, the power cannot be activated.

 

••••• Distance Ignoring Technique

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Reflexive

This power allows the Dragon King to teleport short distances though space. So long as he can clearly see where he is going, he can instantly move up to (Essence x 30) yards. The Dragon King vanishes and reappears in a new location. He can bring along anything he can normally carry, up to (Essence x 50) pounds. The Dragon King only needs a glimpse of his destination to teleport there. A Dragon King who is locked in a cell and can only see out a tiny crack in the wall can easily transport himself outside of the cell and onto the distant hill he can barely see.

 

••••• • Create Gateway

Cost: 10 motes, 1 Willpower

Duration: One turn

Type: Simple

The Dragon King can alter the Essence flows of a place sufficiently to create a temporary portal to a nearby location. Instead of merely being able to transport himself a few dozen yards, the Dragon King can open a portal up to six yards in diameter that lasts for one minute after the Dragon King creates it. Although a Dragon King can activate this power in only one turn if she is inside a Manse or Demesne that she is attuned to, otherwise she must perform a complex ritual where she draws arcane symbols on the ground and marks the location of the gateway with small stones. Performing this ritual takes 10 minutes. Once she completes the ritual, the Dragon King opens a portal that will transport anyone who goes through it a number of miles equal to her permanent Essence. The portal is simply a glowing circle in the air. No one can see though it, and touching the portal instantly draws the individual through it. Individuals going through the portal need not go through willingly. The Dragon King must either have visited or be able to clearly see the destination.

Otherwise, the portal will merely transport everyone who goes through it to a location approximately the desired distance and direction away.

No roll is needed if the Dragon King can clearly see the destination. Otherwise, her player must make a Perception + Occult roll for the character. The difficulty is 1 if the Dragon King has been to the exact location before and 3 if the Dragon King is trying to create a portal to an unfamiliar location. Failure on this roll results in the portal opening to a different location within range.

Even if this roll is successful, a Dragon King who created a gateway to allow her and her companions to enter a nearby fortress would create a portal that emerged somewhere on the desired floor of the fortress. However, it might emerge in the central banquet hall amidst dozens of feasting quests or in a corner closet that servants use to store mops and buckets.

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