Athletics Charms
Excellency
Effortlessly Rising Flame
Cost: 2m/success; Mins: Athletics 1, Essence 1
Type: Supplemental (Any roll); Duration: Instant
Keywords: Balanced, Excellency, Fire
Prerequisite Charms: None
Fire fills your body and courses through your muscles.
Add 1 automatic success per 2m spent. For every 10 you roll, you roll one additional non-Charm die.
Essence 1
Bellows-Pumping Stride
Cost: 3m; Mins: Athletics 3, Essence 1
Type: Supplemental (Rush action); Duration: Instant
Keywords: Fire
Prerequisite Charms: None
You burst forward like an explosion, flames trailing from your ankles.
Roll an additional non-Charm die for every 1 that your opponent rolls.
Verdant Dragon’s Footsteps
Cost: 4m; Mins: Athletics 3, Essence 1
Type: Supplemental (Movement Action); Duration: Instant
Keywords: Wood
Prerequisite Charms: Bellows-Pumping Stride
Living things bend and strain to get out of your way as you rush past.
Ignore difficult terrain that comes from plants (such as brambles or vines). Ignore all penalties from fatigue or exhaustion.
WOOD AURA – Extend the duration to “As long as you remain in Wood Aura.”
Soaring Leap Technique
Cost: 1m; Mins: Athletics 3, Essence 1
Type: Supplemental (Any Jump); Duration: Instant
Keywords: Air, Balanced
Prerequisite Charms: None
Wind whips around you and helps to lift you into the air.
Every 10 you roll lets you reroll any failed die that isn’t a 1.
Strength of Stone Technique
Cost: 5m; Mins: Athletics 3, Essence 1
Type: Simple; Duration: One scene
Keywords: Earth
Prerequisite Charms: None
The power of the Earth fills your bones. You become as forceful as a mountain.
As long as you are standing on stone or Earth, you gain 1 bonus dot of Strength.
Grandmother Oak Exertion
Cost: 3m; Mins: Athletics 4, Essence 1
Type: Supplemental (Feat of Strength); Duration: Instant
Keywords: Wood
Prerequisite Charms: Strength of Stone Technique
You extend your Essence into the ground, like a tree pushes its roots through soil.
Add 1 automatic success. You may use Stamina instead of Strength for the roll.
If you have Strength of Stone Technique active, you may count the dot of Strength it adds as a dot of Stamina for this Charm – but only this Charm.
WOOD AURA – The added success is non-Charm.
Perfect Climbing Attitude
Cost: 4m; Mins: Athletics 2, Essence 1
Type: Supplemental (Climb); Duration: Instant
Keywords: Balanced, Earth
Prerequisite Charms: None
Your fingers dig in to supple stone, carving out hand and footholds as you ascend.
You may use your reflexive move action to move vertically up any stone or earthen surface. You succeed automatically without needing a roll. You can even ascend overhangs. The earth heals behind you.
Enhancement (Athletics 3, Essence 2) – You may choose to leave the handholds open. They give a +1 non-Charm bonus die to anyone who follows you.
Essence 2
Incense Smoke Ladder
Cost: 3m; Mins: Athletics 4, Essence 2
Type: Reflexive; Duration: Until next turn
Keywords: Air/Fire, Balanced
Prerequisite Charms: Bellows-Pumping Stride, Soaring Leap Technique
You lift like a burning ember and your form blurs like smoke. You fly like a shadow along ceilings and walls.
You may move along any surface – the placid surface of a lake, a rocky wall, and even upside-down across a ceiling – even if it couldn’t support your weight. You cannot disengage or withdraw up a wall.
If you end your turn somewhere you could not normally stand, you must use this Charm again at the start of your next turn or you will fall.
Ice-Slick Tread Technique
Cost: 2m, 2i; Mins: Athletics 3, Essence 2
Type: Supplemental (Walking or Running); Duration: Instant
Keywords: Air, Perilous
Prerequisite Charms: Bellows-Pumping Stride
Your freezing feet leave a trail of ice and frost, so thick and cold that others struggle to follow.
This Charm can enhance movement rolls made with any Ability, as long as they move at least 1 range band. Add 1 automatic success and ignore any penalties based on ice, snow, or cold.
You freeze the ground in a trail as you move. The frozen ground is difficult terrain for all others. If you move across water or another freezable liquid, it freezes thick enough for you to walk on and others to follow.
Crashing Tide Advance
Cost: 3m; Mins: Athletics 4, Essence 2
Type: Supplemental (Rush); Duration: Instant
Keywords: Dual, Water
Prerequisite Charms: Bellows-Pumping Stride
You are buoyed along on a crashing wave, as ceaseless as the tides.
Add 1 automatic success.
If your rush is successful and your enemy triggers your movement, you inflict a -1 Onslaught penalty on him and your first close-range attack him on the next turn gets +1 decisive or withering damage.
Flying Dagger Leap
Cost: 3m; Mins: Athletics 4, Essence 2
Type: Supplemental (Jump or Rush); Duration: Instant
Keywords: Air, Dual
Prerequisite Charms: Soaring Leap Technique
You fly through the air with a sudden burst, blurring from the speed.
If you leap at your opponent into close range or your rush is successful and your enemy triggers your reflexive movement, then you get (Essence) bonus dice on your next attack roll and:
Decisive
Add +1 decisive damage.
Withering
Add 1 automatic success on your attack roll.
Mountain-Toppling Might
Cost: 3m; Mins: Athletics 5, Essence 2
Type: Supplemental (Feat of Strength); Duration: Instant
Keywords: Earth
Prerequisite Charms: Strength of Stone Technique
You borrow the strength of the earth. Your feet dig in to the earth, leaving little craters where they were planted.
Add (Essence / 2, round up) to your Strength to determine if you can attempt the feat.