Sense-Riding Technique

Cost: 3m
Type: On Turn; Scene
Mins: Awareness 2, (Element) 1

Choose an element, associated with a sense. Three purchases of this charm will grant all effects, and lower the cost to 1m.

For Earth, so long as you keep contact with the ground, you may feel any movement up to (Essence) miles away, though must make an associated Awareness roll to resolve and understand the tremor.

Greater Charms

Echoes Caught in Stone

Cost: 8m
Type: Simple
Mins: Earth 5, Awareness 5

The walls listen, and at your touch they speak.

You perceive the past, as experienced by the stone or earth around you. Voices and movement can be felt of a specific scene are replayed, though an Earth roll is needed to resolve understanding. Dice penalties should be applied for anything that has happened longer than a year ago.


Thicker than Stone

Cost: 2m
Type: Reflexive
Mins: Earth 2, Integrity 2

When another is targeted with a social action, you may allow the target to use one of your Intimacy to resist the action.

Greater Charms

Wound-Denying DragonFaith

Type: Reflexive; Scene
Mins: Earth 4

Nothing may halt a Dragonblood that has started in motion.

Once per Story (and then at a cost of one Strife), the Exalt’s motions cannot be stopped or halted by any means for the remainder of the scene. They declare one target, such as reaching a position, person, or completing a simple task. No bonds will hold them, nor any status halt them in their tracks. They may be forced to sleep, mired in muck, or have the fires of heaven raining down on them—yet their body will still continue its movements. Their body will even continue moving through death, holding on their Soul until the scene ends.