The Path Of Flickering Fire

 

• Flashing Agility

Cost: 2 motes

Duration: Permanent Essence in hours

Type: Simple

The character can add a number of dice equal to her level with this Path to all Athletics rolls involving jumping, climbing or balance. All of the character’s initiative totals are increased by the same amount.

 

•• Fiery Prowess

Cost: 3 motes

Duration: Instant

Type: Reflexive

The character’s jumping distance is multiplied by his level with this Path. Also, the character’s score in this Path is also added to all of his player’s attack and parry rolls for this turn. This bonus is only added to Brawl, Martial Arts or Melee attacks.

 

••• One Fire, Many Flames

Cost: 3 motes per additional action

Duration: Instant

Type: Extra Action

The character can spend 3 motes of Essence to perform an extra action. The Dragon King can perform no more extra actions in any given turn than her Essence. The cost for this effect must be paid for each additional action the character takes. The character cannot split her dice pools on the extra actions but may abort to parry, perform a full dodge or refresh a dodge pool.

 

•••• Speed Of Flame

Cost: 3 motes

Duration: One scene

Type: Simple

The Dragon King can now run as swiftly and lightly as a racing fire. This power multiplies the Dragon King’s movement speeds by her level with this Path. A Dragon King with five dots in this Path would quintuple the distance she could move and still perform an action, as well as quintupling the distance she can run or sprint. Because it is powered by Essence, moving in this fashion is no more tiring than ordinary walking — a Dragon King can run for the entire scene, and when the scene ends, she is well-rested. She also runs lightly enough that she can run over water without falling in and does not suffer injury or need to slow her pace when running over uneven or jagged terrain.

 

••••• Twice-Flickering Flame

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Extra Action

This power allows the character to can take two normal actions a turn without any penalties. By taking both actions as movements, the character can also walk, run or sprint twice as fast as normal. The only limitations on using this power are that sorcery still takes the normal time to cast and that using these additional actions makes the character appear to move inhumanly fast. The Dragon King can split her dice pools for each action normally while using this power. However, the additional action gained from using this power is incompatible with all other extra-actions-type effects, including One Fire, Many Flames. The character can utilize other effects but must forfeit her extra actions for the turn to do so.

 

••••• • Perfection Of Movement

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Supplemental

For the duration of this power, the Dragon King can fight and move with perfect confidence. The difficulty of all Athletics rolls involving movement are reduced to 1, and the Dragon King never risks falling, slipping or tripping when moving or fighting on an unstable surface such as an ice-covered tightrope in a hurricane. She can also climb or swim just as easily as she can run. So long as she does no more than half her running speed, she can move in any fashion and still act normally and without penalty. She can also use other powers to enhance her speed and still benefit from this power.

In addition, the Dragon King takes no penalties for fighting due to movement or position. She can attack mounted opponents or opponents at different heights without penalty and can attack normally while prone, hanging upside down, underwater or standing in deep mud. Because her ability to control her movements is so exact, she also ignores all penalties due to shields or cover when making hand-to-hand attacks. The Dragon King can even evade magical shields and spells or artifacts that provide protection similar to shields.

She can always find the precise way to move her attack past the wall an opponent is hiding behind or to evade a protective barrier. However, her skill does not allow her to ignore or reduce the protection provided by parries or dodges.

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