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− | <b>Sleep of the Ages</b>
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− | <b>Purpose:</b> Body-Enhancement
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− | <b>Cost:</b> 20 motes, 2 willpower
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− | <b>Duration:</b> Special
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− | <b>Type:</b> Simple
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− | <b>Minimum Stamina:</b> 6
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− | <b>Minimum Essence:</b> 6
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− | <b>Prerequisite Charms:</b> Bear Sleep Technique, Fortitude of the Aurochs
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− | Ancient lunars have mastered the art of extending their lives. By spending a century in hibernation a lunar reduces her age by 1000 years. This does not do anything but make the lunar look younger, and lets her live longer. It doesn't change a lunars attributes or stats in anyway.
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− | This charm may be used whenever, and if it would reduce the characters age to anything under that under 20 stops at the effective age of 20. So someone who is 700 would reduce her effective age to 20, not -300. This charm can not be used more times then a lunar's stamina.
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− | <b>Union's Rage Technique</b>
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− | <b>Cost:</b> 3 motes, 1 willpower
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− | <b>Duration:</b> 1 scene
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− | <b>Type:</b> Reflexive
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− | <b>Minimum Stamina:</b> 4
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− | <b>Minimum Essence:</b> 3
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− | <b>Prerequisite Charms:</b> Will of the Stoic Warrior
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− | Nothing inflames the passions more than anger over someone hurting someone you love and no animal in the wyld is more dangerous then when guarding family. Nothing gives drive like that. This is understood by the instinctual lunars and they can gain strength to stop people from hurting their closest allies. While it is active the lunar adds a packmate's or solar spouse's lost dice in wound penalties as extra dice to all actions. If the packmate or solar spouse is knocked out or killed the bonus remains at whatever it was last at before the knockout blow. A lunar can easily have multiple packmates and this charm only lets him gain the highest bonus that is available, it doesn't add up and stack. These dice are stamina dice and do not count against charms that add dice based on dexterity or another attribute.
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− | <b>Poison Proof Body Technique</b>
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− | <b>Cost:</b> 4 motes, 1 willpower
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− | <b>Duration:</b> 1 scene
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− | <b>Type:</b> Reflexive
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− | <b>Minimum Stamina:</b> 4
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− | <b>Minimum Essence:</b> 3
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− | <b>Prerequisite Charm:</b> Infection Resisting Method
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− | There are many poisonous animals and plants in the wild. A wise lunar learns to resist their deadly toxins as easily as she resists disease and infection. The lunar rolls stamina when poisoned and this charm is active. One success and the poison does nothing. On a failure the poison has its reduced effect. On a botch it has full effect. This charm purges all poisons in his system when activated and protects from others she may be inflicted with during the scene.
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− | <b>Enduring Lunar Revival</b>
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− | <b>Cost:</b> 1 permanent essence
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− | <b>Duration:</b> Instant
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− | <b>Type:</b> Reflexive
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− | <b>Minimum Stamina:</b> 5
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− | <b>Minimum Essence:</b> 4
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− | <b>Prerequisite Charms:</b> Luna's Fortitude
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− | A lunar of the second age may not be the warrior he was in the first age, but he is harder to kill now. Their regenerative powers let them come back from what would for anyone else be lethal.
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− | Should your character suffer such damage as to be killed the body, at the cost of a permanent essence dot, will slowly stitch itself together over the course of one complete day. So long as you are not burned to ash or otherwise vaporised in 24 hours you will awake fully healed.
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− | Charms the character knows but no longer has the essence minimum to meet can not use them until they increase their essence. Regaining essence lost from this charm takes no time, just the experience.
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− | <b>Breath of One Technique</b>
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− | <b>Cost:</b> 3 motes
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− | <b>Duration:</b> Special
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− | <b>Type:</b> Simple
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− | <b>Minimum Stamina:</b> 3
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− | <b>Minimum Essence:</b> 3
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− | <b>Prerequisite Charms:</b> Whale-Breath Technique
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− | The lunar and her solar spouse spend 5 minutes working to synchronize their breathing. Afterwards, so long as they continue to commit the essence for the charm(this has a solar counterpart that must be learned and used at the same time) they gain a powerful breathing advantage.
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− | Both breath at the exact same rate, a slow steady breath no matter how active they are or the environment. So long as one of the two can breath properly the other can as well. So if the lunar was being choked, or someone was trying to drown her but the solar was breathing fine and normal in a nearby tavern then she could not drown or be suffocated. If either one of the two stops committing essence to this charm its benifits end for both.
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− | <b>Reborn Moonchild Endurance</b>
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− | <b>Cost:</b> 13 motes, 1 wp
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− | <b>Duration:</b> Instant
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− | <b>Type:</b> Simple
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− | <b>Minimum Perception:</b> 5
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− | <b>Minimum Essence:</b> 4
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− | <b>Prerequisite Charms:</b> Mother's Touch
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− | Even lunars can suffer damage beyond their warforms powers to quickly heal. Yet they are the survivors without compare. They have survived over a millenia on the world's edge and did not die even though so many thought they would. Their culture has survived the plague of the Contagion, the powers and hunts of the Empress and innumerable threats. Being able to recover from any wound leveled at you is no doubt one of the many ways they used to accomplish those feats of survival.
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− | With this charm wounds close shut, msucles, bones, organs, fur, flesh and all grows back and energy is pumped back into depleted systems. When a lunar uses this charm she regains all the health levels she had lost so far.
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− | == Comments ==
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− | I really really dig both Union's Rage and Enduring Lunar Revival. - [[Tardach]]
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