Difference between revisions of "BSLunarCharmsDodge"

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* [[BerserkSeraphBSLunarCharmsDodge/AbilityLunars]]
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* [[BerserkSeraph/AbilityLunars]]
 
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Latest revision as of 01:15, 6 April 2010


Bending Before the Storm

 Cost: 2 motes per success
 Duration: Instant
 Type: Reflexive
 Minimum Dodge: 2
 Minimum Essence: 1
 Prerequisite Charms: None

Allows the Lunar to convert Dexterity dice to automatic successes as per E: the Lunars. Also allows a Lunar to build a reflexive dodge defense composed of said successes.


Supple Elegance Attitude

 Cost: 5 motes per dot, 1 Willpower
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Dodge: 3
 Minimum Essence: 2
 Prerequisite Charms: Bending Before the Storm

The character's muscles twitch with energy, his limbs and bones becoming slimmer and more sleek as he streamlines his entire body to maximize his agiliyu. This Charm allows the Lunar to boost his Dexterity at the cost of 3 motes per dot, to a maximum of his Essence or Dodge, whichever is less. The increased Attribute counts as natural for the dice-adder limits of Lunar charms.
This is a Transformation Charm of the Cunning Totem.


Wind-Dancing Method

 Cost: 4 motes
 Duration: Instant
 Type: Reflexive
 Minimum Dodge: 4
 Minimum Essence: 2
 Prerequisite Charms: Bending Before the Storm

As per E: The Lunars, this allows the Lunar to turn a successful defense into a dodging defense. The Lunar can spring as much as (Dexterity x 3) Yards away, however - this is likely going to be greater than the base 8 of the Charm in the book, but is necessary to allow for it to exist as something other than a speedbump on the way to...


Tempest-Tossed Leaf

 Cost: 10 motes, 1 Willpower
 Duration: Indefinite
 Type: Simple
 Minimum Dodge: 5
 Minimum Essence: 3
 Prerequisite Charms: Wind-Dancing Method

The Lunar lightens his entire being with Essence, dancing away from blows with whimsical flips and rolls, his feet seeming to take purchase in the sky. As long as this Charm is active, the Lunar can, after a successful dodge, move up to his Dexterity in yards away from an opponent, as per Wind-Dancing Method. This Charm does not grant a defense, however - the Lunar must make one himself. A Lunar under the effects of this Charm also doubles his leaping distances.
This is a Transformation Charm of the Cunning Totem.


Snake Eye Style

 Cost: 8 motes
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Dodge: 4
 Minimum Essence: 3
 Prerequisite Charms: Bending Before the Storm

The Lunar transmutes his eyes to those of a snake or similar creature (A goat's eyes, for example, make for effective distraction.) - to meet his gaze is to pause in one's steps, and a skilled Lunar can use this to his advantage. As long as this Charm is active, the Lunar adds his Charisma in bonus dice to all dodge attempts against attackers who meet his gaze. Those deliberately attempting not to meet his gaze suffer a +2 difficulty to all actions (including attack and defense), or whatever penalty is applicable for their attempt (blindfolds, etc. mean normal blind penalties, and so forth). The attacker needs to be able to see the Lunar's eyes (Generally, this is Perception x 5 yards, but the use of sight-enhancing Charms on the victim's part can increase it) for this Charm to function. The dice added in this fashion do not count against normal die-adder limits.
This is a Transformation Charm of the Deceiver Totem.


Flowing Tide Body

 Cost: 6 motes
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Dodge: 3
 Minimum Essence: 2
 Prerequisite Charms: Bending Before the Storm

The Lunar charges his entire body with protean Essence, becoming capable of remarkable feats of athleticism to dodge or evade even when immobilized. While this Charm is active, the character may dodge without moving, and adds his Essence as dice to all dodge attempts. If he lacks a dodge action, he may reflexively dodge attacks with his Essence dice as the pool.
This is a Transformation Charm of the Deceiver Totem.


Tide Rolls In

 Cost: 4 motes
 Duration: Instant
 Type: Reflexive
 Minimum Dodge: 4
 Minimum Essence: 2
 Prerequisite Charms: Flowing Tide Body

The Lunar snaps back with startling speed after a successful dodge, striking his foes unawares. The character may activate this Charm after any successful dodge of a hand-to-hand attack. If he does so, he may immediately make a counterattack against the attacker with his choice of Melee, Martial Arts, or Brawl. This returns the character to his original position, and so may reduce the value of hopping dodges - however, if the character is using weapons or Charms that benefit from charging, and uses this Charm alongside a hopping defense, he may treat the attack as if it were a charge.


Sinuous Traitor Fang

 Cost: 5 motes
 Duration: Instant
 Type: Reflexive
 Minimum Dodge: 4
 Minimum Essence: 2
 Prerequisite Charms: Flowing Tide Body

As per Snake Body Technique in E: The Lunars.


Pride Pounces Pride

 Cost: 4 motes, 1 Willpower
 Duration: Instant
 Type: Reflexive
 Minimum Dodge: 5
 Minimum Essence: 3
 Prerequisite Charms: Sinuous Traitor Fang

The Lunar wreaths himself in a visual impossibility created with illusion and skill - he causes brother to strike brother, blows meant for the Lunar ringing solidly on allies. This creates a reflexive dodge against any attack the Lunar is aware of, but the Lunar may also roll Wits + Dodge against a difficulty of the attacker's Perception. If the Lunar succeeds, he may redirect the attack to any viable target within (Lunar's Dexterity) yards - treat the new subject - ignore his dodge successes and treat the attack as if it had targeted the new subject all along. Should the deception fail, the Lunar is still dodging - however, increase the difficulty of the dodge by the attacker's Essence.


Tide Flows Out

 Cost: 6 motes, 1 Willpower
 Duration: Instant
 Type: Reflexive
 Minimum Dodge: 5
 Minimum Essence: 3
 Prerequisite Charms: Flowing Tide Body

As Flowing Body Evasion, without the arbitrary comboing and action placement rules. The Lunar cannot use this Charm more than his Essence in times per turn (Seraph: That's a plant for balance. I don't know if it's necessary or not).


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