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The Brotherhood of the Smiling Moon teaches its Lunars alternate charms to those learned by the majority of Lunars. These charms are typically ones intended for use among people and within the steel-and-glass jungles of cities.
STRENGTH

  • Brute Force Method

Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Strength: 2
Minimum Essence: 1
Prerequisite: None
Channeling Essence into her Limbs, the Lunar becomes unspeakably strong. She may add up to her Strength in additional dice for any Strength roll. This may not be used for damage rolls, unless it is damage against an object.

  • Defense-Shattering Fist

Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Strength: 3
Minimum Essence: 2
Prerequisite: Brute Force Method
The Lunar swings her fist foward in a blur of Essence and raw power. The target of this attack loses the Lunar's strength in dice to defend. If this reduces the target's pool to 0, he must find a way to replentish his pool or use a perfect or near-perfect defense. This cannot be used with Melee weapons, but is explicitly allowed with brawling aids. This is a favorite of Lunar gang leaders.

  • Mad Bull Rush

Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Strength: 4
Minimum Essence: 2
Prerequisite: Defense-Shattering Fist
The Urban Lunar adopts the wild mein of a rampaging bull and rushes forward at her opponent. The Lunar adds her Strength in automatic successes to the attack, but cannot take any other action this turn. This is unuseable with Melee weapons, but like Defense-Shattering Fist, is explicitly permitted with brawling aids.

  • Impressive Thug Style

Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Strength: 3
Minimum Essence: 2
Prerequisite: Brute Force Method
Sometimes, words fail on people. The Lunar draws himself up to his full height and makes an impressive display of sheer muscle power and force. This allows the Lunar to exchange Charisma for Strength on any roll involving intimidation or browbeating.

DEXTERITY

  • Building Scaling Techinque

Cost: 2 motes
Duration: One Turn
Type: Reflexive
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite: none
The palms of the Lunar's hands and the soles of her feet become almost sticky as she channels Essence into them. This allows her to climb up any surface with extreme ease (roll at standard difficulty). This does nothing for liquid, and does not protect the Lunar from harmful surfaces. If the Lunar is climbing something very challenging, the Storyteller may opt to give the Lunar her Essence in automatic successes, rather than the decreased difficulty.

  • Crowd-Weaving Prana

Cost: 2 motes
Duration: Dexterity in Minutes
Type: Reflexive
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite: none
Sometimes the most difficult obstacles to pass in cities are the large crowds. If a Lunar is on an important mission, he does not need to be slowed down by masses of people. This charm allows the Lunar to weave through a crowd with extreme ease, his protean body flowing around others. He may walk through a crowd as if he were an open area. If he runs, it is a Dex + Atheltics roll at standard difficulty. This does not protect him from attack, nor protect him from pickpockets.

  • Perpetual Motion Concentration

Cost: 8 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite: Crowd-Weaving Prana, Building Scaling technique
The Lunar attunes the flows of Essence within her body so that her movement is perfect and unimpeded. She may walk on any surface perfectly (Storytellers may opt a roll, but only in the harshest conditions and the difficulty should not be higher than 3) this includes water and air, though it does not protect her from hazardous liquids or surfaces. While she is under the effects of Perpetual Motion Concentration, the difficulty to hit her is equal to her Essence.

STAMINA

  • Tireless Traveler Practice

Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Stamina: 2
Minimum Essence: 1
Prerequisite: none
Channeling Essence through his limbs, the Lunar may persevere without end. At the cost of one mote per die, he may add up to his Stamina in additional dice for any Stamina roll.

  • Disease Resisting Meditation

Cost: 3 motes
Duration: One Scene
Type: Simple
Minimum Stamina: 2
Minimum Essence: 2
Prerequisite: Tireless Traveler Practice
The Lunar may fuel her immune system with just enough Essence to ward off disease and infection. This is especially useful for Lunars who must travelthrough sewers or have dealings in places where diseases may be rampant. The severity of diseases is up to storyteller discretion, but the player can be assured that she will not catch a minor disease like the common cold or get an infection from cutting herself on rusted metal. This does not protect her from things like the Great Contagion or magical diseases like those inflicted by the Citrine Poxes of Contagion Style.

  • Pack Protecting Method

Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Stamina: 4
Minimum Essence: 3
Prerequisite: Disease Resisting Meditation
The Lunar extends the benevolent protection provided by Disease Resisting Meditation to her "pack." This may be a gang, underlings, henchmen, etc. She may target a number of people equal to her Essence.

  • Self-Ordained Climate Control

Cost: None
Duration: Permanent
Type: Permanent
Minimum Stamina:4
Minimum Essence: 3
Prerequisite:Pack-Protecting Method
Just because a Lunar lives in a city, doesn't mean he is any less versatile. With this charm, the Lunar is comfortable in any climate--so long as it is a natural one. He can go from the extreme heat of the south to the extreme cold of the north with little problem. Mechanically, the adjustment is a Stamina + Resistance roll at standard difficulty. if the Lunar wishes to wade chest-deep in acid, he will need another charm.

CHARISMA

  • Command of the Alpha Wolf

Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Charisma: 1
Minimum Essence: 2
Prerequisite: none
A pack knows its leader. By exhibiting himself as an established leader, or calling attention to himself as someone worth respecting, the Lunar can command the attention of others. For every mote spent, the Lunar may add up to his Charisma in dice to any Charisma-based roll. (As seen in the Core book, social charms generally require a higher essence minimum).

  • Riot Causing Motion

Cost: 10 motes, 1 willpower
Duration:Instant
Type:Simple
Minimum Charisma: 3
Minimum Essence: 3
Prerequisite: Command of the Alpha Wolf
With a mighty outward display of her superiority as pack leader, a Lunar can cause a riotious outbreak. The riot caused will last for a number of hours equal to the Lunar's Essence score, or until it has run out of things to break, smash and burn. A riot caused by a Lunar is usually more violent and bestial than the mobs created by Fury-Inciting Presence.

  • Crowd Scattering Snarl

Cost: 10 motes, 1 willpower.
Duration: Instant
Type: Simple
Minimum Charisma: 3
Minimum Essence:3
Prerequisite: Command of the Alpha Wolf
Even though Lunars are masterful shapeshifters, capable of taking even the form of monsters, a rushing crowd poses a dangerous threat. However, with a roar or a snarl, the Lunar can instill fear into the crowd and send it scattering before it can cause any serious damage. This does nothing to organized and disciplined forces. This is not something most Pact Lunars have to deal with, so it would be rare to see a Pact Lunar with this charm. This can also be used to dismiss hoardes of beasts, since the Lunar does not need

The following Charms were provided by the ever-awesome LeSquide
PERCEPTION
Chameleon Eye Investigation
Cost: 3 or 5 motes
Duration: Indefinite
Type: Simple
Minimum Perception: 1
Minimum Essence: 1
Prerequisites: None

Much like the humble chameleon, the Lunar is able to direction one portion of his attention to observe his surroundings while focusing the majority of his concern on more important matters. While it is possible to do so on a purely mental level, it is much easier for a Lunar to manifest extra or enhanced sense organs.

While Chameleon Eye Investigation is active, the Lunar may reflexively examine his surroundings with a reflexive action. There is no need for him to split his die-pool, and he may ignore any penalties to his perceptive actions equal to his Essence. This charm costs 3 motes to activate if the Lunar changes his form to add extra sensory organs or to enhance the ones he already possesses, or 5 if the lunar keeps the changes undetectable.


Compound Eye, Compound Mind
Cost: 10 or 15 motes, 1 WP
Duration: Indefinite
Type: Simple
Minimum Perception: 5
Minimum Essence: 3
Prerequisites: Sense Sharpening Change (p174), Chameleon Eye Investigation, Fish Eye Technique (p178), Night is Day (p178), Perceiving the Hidden World The lunar mimics countless insects, drawing a myriad vista of perception into one single point of clarity. Illusions are laid bare before the powerful sensory array, secrets are revealed and the hidden ceases to be. Much like Chameleon Eye Investigation, the effect may be subtle…but most Lunars find it easier and more natural to allow their body as well as their mind to change.

The Lunar may make a single reflexive perception action in a round, in addition to any granted by Chameleon Eye Investigation. Its effects are perfect, regardless of sense obstructions. The caveat regarding shapechanging and mote cost applies: 10 if the Lunar changes the body to suit his needs, 15 if he does not.

Phantasmagorical Transformation
Cost: 20 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Perception: 5
Minimum Wits: 5
Minimum Essence: 6
Prerequisites: Formflowing Mind, Deadly Beastman Transformation, Wise Beastman Transformation, Majestic Beastman Transformation

The Lunar’s mind forms and reforms constantly, a thousand potential solutions presented to each extant threat. As it does so, the Lunar’s body follows in kind, shaping and reshaping itself to avoid attacks, flow past defenses, and abrogate entire opposing strategies.

When Phantasmagorical Transformation takes effect, the Lunar may ignore any penalties to its attacks, and any attempts to attack it have their difficulty increased by his essence. Every turn, the Lunar may reflexively manifest any charms that grant it natural weapons; it must pay any costs associated with said charms, but this does not count as a charm action.

WITS
Vicious Reflex Technique
Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Wits: 3
Minimum Essence: 2
Prerequisites: Instinctive Reflex Technique

The Lunar’s mind unleashes violent impulses, directing the Lunar’s body to strike out independently any other plans his conscious mind might devise. A kick will crush an enemy’s ribcage as the character runs past him, a backhand will send a more nimble foe sprawling, or sudden and devastating bite will accompany the character’s array of attacks.

The Lunar may activate this charm any time in the turn, gaining a single full die-pool attack against an opponent already in range. The attack resolves simultaneously to any other actions going off on that initiative tick, and so it cannot normally interrupt an action already in process. Each additional activation of this charm in a turn incurs a cumulative-two die penalty, and it may not be activated more times in a single turn than the character’s essence.

Instinctive Reflex Technique
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Wits: 2
Minimum Perception: 2
Minimum Essence: 1
Prerequisites: Wits Die Adder, Ever Wary Fox Technique

The Lunar reacts to an unexpected stimulus not by preparing his conscious mind to respond to the threat, but by allowing it time to respond naturally, ingrained reflexes both alerting his mind to the task…and addressing the matter at hand so that the conscious mind has time to react.

When surprised, the Lunar may make a reflexive action immediately in response to whatever the stimulus is. Unless combo’d with a charm that grants a full reflexive action (IE, a parry, dodge, attack, or other full dice pool effect), the character’s die pool for the action is equal to his Wits. If it is combo’d with such a charm, the character adds dice equal to his Wits to any actions performed. These extra dice count towards the Lunar’s die-adder cap.

Comments:

Why are these all on a (quite generic) toplevel page that says nothing whatsoever about lunars, let alone whatever project you're obviously associating them with?
-- Darloth

I screwed up. I'm working on fixing that right now. ~DualMegami