Athletics

Swift As The Wind
Cost: 1m+ Type: Reflexive
Duration: One Action
Keywords: Combo-OK
Mins: Athletics 3, Essence 1 Prereqs: None

This Charm greatly improves the character’s speed. For every mote spent on this Charm, add one yard to the character’s Movement rate for the rest of his action. If the character is taking a Dash action this turn, improve that to 2 yards per mote spent.

Buoyant Air Meditation
Cost: 1m+ Type: Supplemental
Duration: One Action
Keywords: Combo-OK
Mins: Athletics 3, Essence 1 Prereqs: None

The Exalt gestures sharply, and a strong breeze lifts him and propels him through the air to a chosen destination. This Charm supplements a normal Jump action. Instead of moving Strength + Athletics yards, the character moves Essence + Athletics yards per tick for up to a maximum of five ticks. This Charm is visually distinctive and involves long graceful flights. The movement can be in any direction, including straight up, but must be in a straight line. However, unless the character ends his movement on something strong enough to support his weight. he will fall at the end of the fifth tick.

Cloud Body Meditation
Cost: None Type: Permanent
Duration: Permanent
Keywords: Anima
Mins: Athletics 4, Essence 3 Prereqs: Buoyant Air Meditation, Swift As The Wind

When the character purchases this Charm, his anima becomes much lighter and more buoyant, permanently reducing his effective weight. For 1m the character takes no damage from falls, no matter the height. If the character activates Swift Like the Wind and moves at least one meter per tick he can move across any surface capable of supporting a feather, and he can activate Buoyant Air Meditation in mid-air to cross any effective distance so long as he pays the motes at least one every five ticks and always moves in a straight line.

Tireless Footfalls Cadence
Cost: 5m, 1bhl Type: Simple (Speed 5, DV -1)/Reflexive
Duration: One Day
Keywords: Cooperative, War
Mins: Athletics 4, Essence 2 Prereqs: Swift As The Wind

The Dragonblooded creates an aura of cool air and refreshment which spreads across everybody nearby and allows them to continue running for many hours at a time. This Charm can affect a unit with a Magnitude of 1. Out of combat, it allows the unit to run for hours at a time without experiencing fatigue. Treat the overland speed of this unit as equivalent of a Horse Relay. Any damage sustained by paying the cost of this Charm cannot be healed unless the Dragonblooded rests for at least one full day without any strenuous activity. However, troops supported by this Charm will arrive fresh and ready to fight with no fatigue even if made to run for a week straight. In War, a Dragonblooded character acting as a special character can evoke this Charm to negate the fatigue cost for a charge.

If multiple Dragonblooded evoke this Charm together, the size of the unit that can be affected increases to the number of Dragonblooded that evoke the Charm. (So, three Dragonblooded evoking this Charm can affect a unit of up to Magnitude 3).

Wind Walking Technique
Cost: 1m Type: Reflexive
Duration: One Tick
Keywords: Combo-OK
Mins: Athletics 5, Essence 3 Prereqs: Buoyant Air Meditation

Using this Charm, the Dragonblooded can briefly gain purchase on immaterial air. For the tick during which this Charm is activated, the character can walk on air like it was solid ground, ascending or descending as if he were on a staircase as he chooses. This Charm can be used at the end of a jump to allow a character to plant himself and change direction in mid-leap. It is often comboed with Buoyant Air Technique for this very purpose.

Lightning Stride
Cost: 5m Type: Reflexive
Duration: Instant
Keywords: Combo-OK, Obvious
Mins: Athletics 5, Essence 4 Prereqs: Cloud Body Meditation, Athletics Anima Infusion

This Charm is often considered the pinnacle of Dragonblooded movement. The Exalt takes a step forward, vanishes into Elsewhere in a crack of elemental Essence, and reappears anywhere in his line of sight. This Charm replaces the characters normal movement during the tick in which it is evoked. He may move to any location provided that he can see it with his unassisted vision (unassisted in this case means without any aids, including Charms or mundane vision enhancements). Travel is instant. If the character uses this Charm during the

same tick in which he attempts to Reestablish Surprise against someone, he gets +4 bonus successes on the roll due to the difficulty of tracking the Dragonblood’s motion. The character MUST end his movement on a surface that can support his weight, unless he combos this Charm with Swift Like the Wind or Wind Walking Technique.

This Charm cannot be used to enter an area sealed against teleportation (such as a Private Plaza of Downcast Eyes) nor can it be used while within such an area. Any attempt to do so fails, without the character moving and with no motes having been spent but with the character forfeiting his movement that tick.

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