COLD STRIDE
●● -- COLD STRIDE
Dice Pool: None
Cost: Imbue 1 Divinity
Description: With this Power the Avatar can speed his travel by gliding on a thin layer
of snow. Hoarfrost coalesces into ice around his feet
or his shoes, allowing him to skate over nearly any flat
surface. As long as the Avatar can slide along the ground,
he can move quickly and easily. Grassy fields, liquid
water (or other substances), and pavement or concrete
are all ideal surfaces for this sort of motion. The Avatar
leaves a thin, wavering trail of ice that soon melts in
warm surroundings.
As long as the Avatar stays on a reasonably flat (though not necessarily level) surface, he gains a five- yard bonus to his Move and Dash actions. The Cold Stride cannot take the Avatar up into the air, but he can skate over water. Tricks such as skating off the end of an inclined tree and landing on the lip of a nearby hillside count as stunts that apply the five-yard bonus to Jump actions. Players can use the Cold Stride with many other stunts too, such as maneuvering a foe onto a not-yet-melted patch of ice so she slips for a moment, giving the Avatar a bonus to attack.
Once activated, the Cold Stride lasts for the rest of the scene unless the Avatar deactivates the power prematurely. He can walk or skate interchangeably, depending upon what seems useful at the moment. The Avatar never slips or falls from losing traction, though he can still be knocked down He can also trip over difficult terrain or crash into an obstacle if he’s clumsy.