Gift of Motion
Cost: 3m
Mins: Athletics 5, Essence 5
Type: Reflexive
Keywords: Aether, Combo-Ok, Obvious, Avatar (1)
Duration: One action
Prerequisites: Dancing Ember Stride
Following the path of ever-dancing fire, the Terrestrial Exalted may escape the limitations of mortal flesh and achieve great speeds, or even liberate themselves from the pull of the earth and be carried through the air in the manner of a spark on the wind. With the understandings of Aether, a Dragon-Blooded may learn the ties between themselves and the world around them and, through this connection, impart this freedom onto the things which surround them.
With the activation of this Charm, the character causes an object within ([Essence + Athletics] x 3) yards of themselves to move or to levitate. They may push, pull, carry, lift or throw such an object as they would themselves with a [Strength + Athletics] check, but may use their combined Essence and Willpower in place of their Strength rating. The character's "hold" is maintained long enough to complete one action (for example, if this Charm is used to catch a falling object, that "grip" will last long enough for it to be put down, replaced or thrown). The character can pay this Charm's cost again on their next action to maintain the hold, allowing an object to be carried for as long as they have the requisite essence. At Essence 6 and each successive dot of Essence beyond that, the character can support one additional object at the same time, but each must be subject to a separate activation of this Charm.
This Charm cannot affect living creatures nor any objects that are currently subject to another beings' will, such as a thrown spear or a soldier's armour. For that, the character should learn the Martial Arts Charm, Clutch of the Chimera.