••••• • Tireless Tread Spell in Cimmerian Shade | World Anvil

••••• • Tireless Tread

Much of the initial Anarch Revolt was spent fleeing from unfavorable odds and vengeful elders. This power made some of those escapes possible, enabling the Kindred of those early nights to put far much more ground between themselves and their antagonists than the rest of the world could imagine at the time.

As long as the Anarch devoted himself to escape, he could cover enormous distances in a single night. This power has fallen into some disuse, due to the prevalence of modern transportation methods. The most significant benefit it still has, however, is a virtual inability to be traced. Those flying on planes or riding buses require tickets, and even a properly registered car leaves a paper trail or at least bears a license plate.

When a Kindred invokes the Tireless Tread, however, the only evidence of her passing is herself.

System

This power costs one blood point per night. The Kindred “treads” at a rate of 50 miles per hour. This power must be used for at least eight hours, meaning the Kindred must travel a distance of at least 400 miles. Any less and the power fails to work. The Kindred finds a rhythm and stays in it, as opposed to merely sprinting for eight hours.

If the Kindred tarries too much along her way, she will find herself unable to find that traveler’s pace, and the power will fail entirely.

   

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