Difference between revisions of "Charms/QuendalonLunarSpirit"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m (link fix)
m (Script: fix links messed up in conversion)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
Back to[[Charms/QuendalonLunarSpirit/LunarSpirit]]<br>
+
Back to[[Charms/LunarSpirit]]<br>
Back to[[Charms/QuendalonLunarSpirit/Quendalon]]
+
Back to[[Charms/Quendalon]]
  
 
= Lunar Spirit Charms by Quendalon =
 
= Lunar Spirit Charms by Quendalon =

Latest revision as of 16:23, 8 June 2010

Back toCharms/LunarSpirit
Back toCharms/Quendalon

Lunar Spirit Charms by Quendalon

Knowing the Spirit

 Cost: 3 motes
 Duration: Instant
 Type: Simple
 Minimum Perception: 4
 Minimum Essence: 2
 Prerequisite Charms: Spirit-Scenting Technique

This Charm refines the character’s observation of a spirit. She must make a Perception + Occult roll against a difficulty of the spirit’s permanent Essence. She needs only a single success to discern the spirit’s general type (e.g. summer season spirit, fire elemental, demon of the Second Circle), its Nature, and its permanent Essence.

Spirit-Expelling Touch

 Cost: 5 motes
 Duration: Instant
 Type: Simple
 Minimum Intelligence: 4
 Minimum Essence: 3
 Prerequisite Charms: Devil-Restraining Grip

Some ghosts and spirits can possess creatures or objects. With this Charm, the character may expel such a spirit from its host. She must first successfully touch the possessed target; this requires a successful attack roll. Upon touching the target, the character must roll her Manipulation + Occult against a difficulty of the possessing spirit’s permanent Essence. (If the spirit and host have fused into a single entity, such as with the Ride Charm, then use the resulting entity’s permanent Essence.) A successful roll immediately expels the possessing spirit from its host. The spirit also loses one point of temporary Willpower, and may not attempt to possess the same host again for the remainder of the scene.

Walk in Two Worlds Technique

 Cost: 8 motes, 1 Willpower
 Duration: One scene
 Type: Simple
 Minimum Perception: 4
 Minimum Essence: 3
 Prerequisite Charms: Devil-Restraining Grip

When the Lunar invokes this Charm, she strengthens her spirit so that she exists as both flesh and spirit simultaneously. She sees, and may interact with, both the physical world and dematerialized spirits at the same time. Invoking this Charm requires a successful Manipulation + Occult roll against a difficulty of 2.

Crossing the Veil

 Cost: 12 motes, 1 Willpower
 Duration: One scene
 Type: Simple
 Minimum Intelligence: 4
 Minimum Essence: 4
 Prerequisite Charms: Walk in Two Worlds Technique

With this Charm, the character transforms briefly into the stuff of spirits. Like all immaterial spirits, she becomes invisible and intangible, and may not interact with the physical world without the use of additional Charms. She may perceive and interact normally with dematerialized spirits. Should the Lunar somehow be forced into an immaterial state, she may use this Charm to materialize. Invoking this Charm requires a successful Manipulation + Occult roll against a difficulty of 3.

Ghost Body Defense

 Cost: 5 motes, 1 Willpower
 Duration: Instant
 Type: Reflexive
 Minimum Wits: 4
 Minimum Essence: 4
 Prerequisite Charms: Crossing the Veil

The Lunar dematerializes for an instant to avoid an attack. She may use this Charm to dodge a single attack she is aware of without a roll, even if the attack is not normally dodgeable. However, as the Charm relies on dematerialization, it may not defend against any attack that can strike a dematerialized target.

If the Lunar is already dematerialized, as with the use of Crossing the Veil, she may use this Charm to materialize for an instant instead. This functions in much the same way, and cannot be used to dodge an attack that is capable of striking materialized targets.

Spirit-Swallowing Prana

 Cost: 2 motes per point of permanent Essence the target possesses, 1 Willpower
 Duration: Indefinite
 Type: Simple
 Minimum Wits: 5
 Minimum Essence: 4
 Prerequisite Charms: Crossing the Veil

This Charm allows the Lunar to wholly absorb an incorporeal foe, imprisoning it within her own body. To use this power, the character must make a successful unarmed attack against a spirit or ghost whose permanent Essence is lower than her own. She then makes a Wits + Occult roll against a difficulty of the spirit’s Essence. If successful, the spirit is trapped within the Lunar’s body until she chooses to set it free. The Essence spent to imprison the spirit remains committed until it is released.

The Lunar may communicate with the imprisoned spirit, and may bargain with it for its release. The spirit may allow the Lunar the use of any or all of its Charms or Arcanoi as part of such a bargain, though the Lunar must pay all Essence costs for these borrowed Charms.


Comments

I'm bringing in a fifth player to my Exalted game as a Lunar, and so I'm working on some new Charms to give him a broader range of options regarding the fields of activity he's interested in. Any advice on these Charms (including such things as "Lunars shouldn't be able to do that at all!") are welcome. - Quendalon

Not sure I like Rite of the Spirit Friend as a Lunar Charm - Lunars aren't exactly familiar fiends. As a Celestial spell, I'd like it a lot better. It seems to me that Lunars shouldn't have exclusive access to the "forest spirit buddy" effect. - FourWillowsWeeping

That seems reasonable. I'd actually intended to start a cascade from there involving gaining access to your spirit friend's Charms and so forth; but upon further inspection of the Lunars book, I concede the point that they're not very spirit-friendly. You might be able to help me on that score though; my possible Lunar-player-to-be wants to do spirit stuff (I'm thinking of tying him in with the local spirit courts), so what would you consider to be the range of Lunar spirit Charms and spirit involvement? - Quendalon

That's a good question. I'n not Mr. Lunar, but I'll theorize: Lunars can logically get access to Charms such as the spirit-emulation you've put up here, and so it seems reasonable that they could synthesize this with their shapechanging abilities to get a kind of 'shapechanging of the soul', permitting them to emulate spirits to a greater extent by transforming elements of themselves. I envision limited (maybe Charm-mediated) Virtue Charm access, the power to get things other than shape from Heart's Blood (think Highlander, Birthright), advanced totem emulation (a spirit version of DBT?), and that kind of thing. - FourWillowsWeeping

Spirit-Expelling Touch : I'd consider it cool for the forcable expulsion of the Spirit to cause 1HL (Bashing) to the person possessed. I see the 'Lunar' way of exorcism as being - find the Victim, snarl menacingly (this is the Manipulation roll - which, incidentally, I would make vs the Spirit's Essence, not the victims), and then either punch the victim with a firm slap which knocks the Spirit out of the shell (alternatively, the Lunar's claws, hand, beak, whatever actually reach into the victim, grasp the Spirit and pull it out! Kinda like cleaning a down-pipe B-) And in either case, wounding the victim a little. After all, only the Strongest survive, so let's not molly-coddle fools who are so weak as to let themselves be Possessed! Assert Dominance! nikink

Good call on using the spirit's Essence rather than the host's. As to the damage issue, I'll consider that one at my leisure...  :) - Quendalon

And, not trying to be a pain or anything (I comment because I like!) but, are there any pre-reqs to Spirit-Expelling Touch? nikink

Oops! Good catch! It's fixed now. - Quendalon