The Celestial Air Path

 

• Piercing The Celestial Veil

Cost: 2 motes

Duration: One scene

Type: Simple

This power allows the character to see gods, demons and other spirits that have not materialized. These spirits appear just as they do when materialized, and while using this power, the Dragon King may not know if the spirit she sees has materialized or not. The religion of the Dragon Kings involved possession by spirits, and characters using this power can also see possessing spirits, but they do this at the expense of seeing the possessed character. If an elemental dragon possesses a mortal, characters using this power would simply see the elemental dragon. The Dragon King cannot instead see the mortal being possessed without ending this power.

 

•• Touch The Celestial Form

Cost: 3 motes or 3 motes, 1 Willpower

Duration: Instant or one scene

Type: Supplemental

This power allows the character to physically attack any type of unmanifested spirit. If the character only spends 3 motes, the power only affects a single attack. If he also spends a point of Willpower, its effects last for an entire scene. In addition to being able to use any physical attack on an unmanifested spirit, the character can also attack any spirit that possesses someone without harming the person who is possessed. The damage only affects the possessing spirit, it does not damage to the person who is possessed. If the character does not use Piercing the Celestial Veil or have some other way to see an unmanifested spirits, he will be attacking blind — a +2 difficulty modifier. Attacking a spirit possessing someone suffers no such negative modifier.

 

••• Open The Celestial Doorway

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Simple

This power allows the character to freely enter the immaterial sanctum of any spirit who has an Essence less than the character’s. The character can take along a number of other characters equal to her Essence. The Dragon King can also use this power to enter the sanctums of more powerful spirits, but only with the owner’s permission.

This power does allow the Dragon King to dematerialize, it can only be used to enter a small god’s sanctum, and the user reappears in Creation the instant that she leaves the sanctum. To locate a sanctum, the Dragon King can ask a spirit, use Piercing the Celestial Veil or perform a complex divination. This divination requires several hours, a set of specialized but easily made crystalline tools and a Perception + Occult roll of difficulty 3. If the Dragon King’s player succeeds in this roll, the character can locate all sanctum entrances within a 100-yard radius.

Once the entrance has been found, the Dragon King and her companions need only stand before it and activate this power. In the next instant, they all find themselves on the threshold of the sanctum. The character and everyone she brings along can interact physically with the sanctum and all of its inhabitants and furnishings. To leave the sanctum, the character and anyone she brought with her need only walk out the door of the sanctum. The character and everyone with her reappear exactly where they entered the sanctum. This power cannot be used to intangibly move through space.

Anyone using this power can carry out items and furnishings from the sanctum so long as she can pick up and carry them. Spirits generally object strongly to having their sanctums invaded by greedy or aggressive Dragon Kings. Anyone who is known to make a habit of attacking the sanctums of small gods will eventually have to deal with the wrath of more powerful spirits who object to their underlings being harmed or robbed. If the character has an Essence of 3 or more, she can also use this power to gain entrance to the Celestial City of Yu-Shan.

 

•••• Summon Celestial Servant

Cost: 10+ motes, 1 Willpower

Duration: Indefinite

Type: Simple

The power calls up an elemental with an Essence that is no greater than the character’s. Using this power requires a ritual that takes four hours to perform. The actual power itself costs 10 motes of Essence to open the portal to call forth the desired elemental.

Once summoned, the sorcerer and elemental engage in a contest of wills, reflected by opposed Willpower + Essence rolls. When activating this power, the Dragon King may spend temporary Essence in 5-mote increments to decrease the elemental’s dice pool. Every 5 motes of Essence so spent decreases the elemental’s Willpower + Essence pool by one die. Continue to roll, once per turn, until one of them accumulates three more successes than the other. If the Dragon King gains three or more successes, the elemental will serve him loyally for one month. If the elemental wins, the character’s player may make a Wits + Occult roll at difficulty 1 to banish the elemental. If he fails, the elemental is free to do as it wishes. The elemental will either attack the Dragon King for daring to summon it or demand some form of payment, such as an artifact, to leave the Dragon King in peace. Mistreating an elemental can outrage the Celestial Hierarchy and can call the summoner to the attention of one of the Celestial Censors. Powerful elementals typically send nominees to serve in their place.

 

••••• Walk The Celestial Road

Cost: Half temporary Essence (round down), 1 Willpower

Duration: Indefinite

Type: Simple

This power allows the character to dematerialize exactly like an elemental. Rematerializing also requires one complete turn, but it does not cost the Dragon King any Essence or Willpower. The character can take along a number of other characters equal to her Essence. However, these characters automatically rematerialize when the Dragon King that brought them does. When dematerialized, the Dragon King does not need to eat, drink or breathe.

 

••••• • Bar The Doorway Of The Gods

Cost: 15 motes, 1 Willpower

Duration: Indefinite

Type: Simple

The Dragon King can perform a ritual lasting an hour that allows her to ward a region against gods, demons and other naturally immaterial beings. She can either create wards that do not allow any immaterial creature to materialize within this region or wards that cause any immaterial creature to automatically materialize in this region. Both types of wards cannot operate simultaneously. In the first case, no beings, including naturally material entities such as elementals, can materialize within this space. In addition, while naturally material creatures can enter the space normally, creatures such as gods or demons that use the Materialize Charm to exist in Creation dematerialize the instant they cross the boundary of the warded area. In the second case, all immaterial beings instantly materialize the instant that they cross the boundary of the warded area.

Warding an area requires the Dragon King to place at least four flat palm-sized crystals around the border of this region. Although they can be buried in the ground or placed inside of a wall, if any of these crystals are moved or destroyed, the wards are instantly canceled. Spirits instantly notice either sort of ward, and Dragon Kings who regularly use these wards to bar spirits from regions will rapidly earn their ire. Using these wards to prevent the servants of a powerful god from entering a region will soon come to the attention of the god that these spirits serve.

To see if this ward affects the spirit, make an Essence + Valor roll for the spirit must with a difficulty equal to the Dragon King’s permanent Essence. Unless the spirit wins by one or more successes, the ward functions normally.

Spirits who fail to resist the wards cannot touch any of the warding crystals. Reroll each time a spirit attempts to enter the warded region. However, unless the Dragon King invests its Essence in these wards, the wards collapse after a number of spirits equal to the Dragon King’s permanent Essence have successfully resisted the wards. If the caster is willing to invest her Essence in these wards, they last until the crystals are disturbed or the Dragon King who created them dies. These wards have no effect on beings whose permanent Essence is greater than the Dragon King’s. A Dragon King can ward an area no more than (Willpower x 20) yards on a side.

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