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.