Difference between revisions of "SilverMasks/HuntPursuit"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m
m
Line 1: Line 1:
 
= Pursuit =
 
= Pursuit =
  
'''Foot-Trapping Counter'''<br>
+
'''Blood on the Wind'''<br>
'''Cost: ''' 2 motes<br>
+
'''Cost: ''' 5 motes, 1 willpower<br>
'''Duration: ''' Instant<br>
+
'''Duration: ''' Indefinite<br>
 +
'''Type: ''' Simple<br>
 +
'''Minimum Perception: ''' 3<br>
 +
'''Minimum Essence: ''' 2<br>
 +
'''Prerequisite Charms: ''' None<br>
 +
A Lunar with this Charm can track creatures through any terrain - all trail becomes as clear on solid stone as it is in woodlands or soft ground. The Lunar with this Charm is the most unerring predator in all of Creation. Under the effects of this Charm a Lunar is consdered a supernatural tracker - she is able to follow any mundane prey with guaranteed success without a roll (she is always considered to have one more success than any mundane prey in the tracking contest) and receiving her Essence in automatic successes in any and all rolls to track beings using Charms to conceal themselves from pursuit.
 +
 
 +
'''Furious Hound Pursuit'''<br>
 +
'''Cost: ''' 5 motes<br>
 +
'''Duration: ''' Indefinite<br>
 
'''Type: ''' Reflexive<br>
 
'''Type: ''' Reflexive<br>
'''Minimum Dexterity: ''' 4<br>
+
'''Minimum Perception: ''' 4<br>
 
'''Minimum Essence: ''' 3<br>
 
'''Minimum Essence: ''' 3<br>
'''Prerequisite Charms: ''' Primal Dexterity<br>
+
'''Prerequisite Charms: ''' Blood on the Wind<br>
With the understanding of how to move perfectly, comes a very precious knowledge to the hunter - the knowledge of how to stop the movement of others, trapping his prey with his body and essence and not allowing her to go any further than the hunter allows. When an opponent tries to move away, the Lunar activates this Charm and the opponents has to suceed in a reflexive Dexterity+Athletics roll with a difficulty equal to the Lunar's Dexterity. If the opponent succeeds, she can move, if she fails, she must remain. This can stop hopping defenses, and even esoteric movements such as Avoidance Kata - after all, Lunars were created to hunt Gods as easily as Men.
+
Once a Lunar chooses her prey, it cannot escape. The Lunar designates a single target which she must have seen within the last hour. Shaping herself into the most peerless of predators her Movement Rating - Running or Sprinting - becomes one yard greater than her quarry if that is greater than the Lunar's normal movement and adds a number of successes equal to her Essence Score in any athletics roll to overcome obstacles between herself and her quarry.
 +
 
 +
In long-distance movement the Lunar constantly moves one mile more than the quarry per day. If the quarry uses any charms to enhance her movement the Lunar receives their benefit as well. This Charm is a ''Rage'' and may be activated in tandem with Relentless Lunatic Fury for the cost of 2 motes, allowing the Lunar to receive its benefits for the Rage's duration - she can designate a new target for the Pursuit at the start of every turn.
  
 
'''Primordial Hunter Speed'''<br>
 
'''Primordial Hunter Speed'''<br>
Line 14: Line 25:
 
'''Duration: ''' One Scene<br>
 
'''Duration: ''' One Scene<br>
 
'''Type: ''' Simple<br>
 
'''Type: ''' Simple<br>
'''Minimum Dexterity: ''' 3<br>
+
'''Minimum Dexterity: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
'''Prerequisite Charms: ''' Ascendant Dexterity<br>
+
'''Prerequisite Charms: ''' None<br>
When pressed, a Lunar may cover a great ground without difficulty! Every 5 motes spent grant the Lunar a ''Sprint''  that doubles the his movement rate and leaping distances for the remainder of the scene(5 motes doubles the movement, 10 motes triples the movement, etc). The Lunar may not have more ''Springs'' active than half his Essence, rounded down. If used in conjunction with the Full Moon anima power or other such effects, the multipliers are stacked, so a Full Moon with a sngle would Stance from Primordial Hunter Speed would move and leap at three times their normal rates.  
+
When pressed, a Lunar may cover a great ground without difficulty! Every 5 motes spent grant the Lunar a ''Sprint''  that doubles the his movement rate and leaping distances for the remainder of the scene(5 motes doubles the movement, 10 motes triples the movement, etc). The Lunar may not have more ''Sprints'' active than half his Essence, rounded down. If used in conjunction with the Full Moon anima power or other such effects, the multipliers are stacked - a Full Moon Lunar with his Anima activated and benefitting from a single Sprint would move and leap at three times his normal rate.  
  
'''Flight of the Sparrow'''<br>
+
'''Foot-Trapping Counter'''<br>
'''Cost: ''' None<br>
+
'''Cost: ''' 2 motes<br>
'''Duration: ''' Permanent<br>
+
'''Duration: ''' Instant<br>
'''Type: ''' Special<br>
+
'''Type: ''' Reflexive<br>
'''Minimum Dexterity: ''' 4<br>
+
'''Minimum Dexterity: ''' 3<br>
'''Minimum Essence: ''' 2<br>
+
'''Minimum Essence: ''' 3<br>
'''Prerequisite Charms: ''' None<br>
+
'''Prerequisite Charms: ''' Foot-Trapping Counter<br>
Sometimes, even the Lunars, the greatest of all hunters, find themselves overwhelmed and need to retreat! This Charm can be activated with a reflexive action and the commitment of 1 point of Temporary Willpower, and doubles a Lunar’s Movement Rate as long as he is trying to escape pursuit or otherwise flee a scene, event or area. Flight of the Sparrow Ends ends when the Lunar is no longer fleeing, and the Willpower remains committed until then.
+
With the understanding of how to move perfectly, comes a very precious knowledge to the hunter - the knowledge of how to stop the movement of others, trapping his prey with his body and essence and not allowing her to go any further than the hunter allows. When an opponent tries to move away, the Lunar activates this Charm and the opponents has to suceed in a reflexive Dexterity+Athletics roll with a difficulty equal to the Lunar's Dexterity. If the opponent succeeds, she can move, if she fails, she must remain. This can stop hopping defenses, and even esoteric movements such as Avoidance Kata - after all, Lunars were created to hunt Gods as easily as Men.
  
 
'''Pack and Flock Guidance'''<br>
 
'''Pack and Flock Guidance'''<br>
Line 34: Line 45:
 
'''Minimum Dexterity: ''' 4<br>
 
'''Minimum Dexterity: ''' 4<br>
 
'''Minimum Essence: ''' 3<br>
 
'''Minimum Essence: ''' 3<br>
'''Prerequisite Charms: ''' Primordial Hunter Speed, Flight of the Sparrow<br>
+
'''Prerequisite Charms: ''' Primordial Hunter Speed<br>
This Charm permanently enhances long movement-enhancing charms such as Primordial Hunter Speed and Flight of the Sparrow, allowing the Lunar to convey the Charm’s benefit to an entire unit he leads. This adds 1 willpower to its cost and allows the Lunar to affect (Essence x50) allies at once. It is left to the Storyteller’s discretion which other Charms are enhanced by Pack and Flock Guindance, but they must be similar in nature to Primordial Hunter Speed and Flight of the Sparrow, encompassing such Charms as Furious Hound Pursuit.
+
This Charm permanently enhances long movement-enhancing charms such as Primordial Hunter Speed - allowing the Lunar to convey the Charm's benefit to an entire unit he leads. This adds 1 willpower to its cost and allows the Lunar to affect (Essence x50) allies at once. It is left to the Storyteller's discretion which other Charms are enhanced by Pack and Flock Guindance, but they must be similar in nature to Primordial Hunter Speed, such as ''Furious Hound Pursuit'' above.
  
 
'''Mole Hands Technique'''<br>
 
'''Mole Hands Technique'''<br>
Line 43: Line 54:
 
'''Minimum Dexterity: ''' 3<br>
 
'''Minimum Dexterity: ''' 3<br>
 
'''Minimum Essence: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
'''Prerequisite Charms: ''' Ascendant Dexterity<br>
+
'''Prerequisite Charms: ''' None<br>
Some creatures may attempt to escape the Lunar hunter's efforts by going under the ground, but they soon discover that the Children of Luna can adapt to any possible enviroment an enemy may retreat to! Using Mole Hands Technique, the Lunar makes his fingers into long talons, his muscles and body all shifting to dig better. For the remainder of the scene, the Lunar may deal lethal damage unarmed and may dig through the earth(anything not made out of solid stone) at half his running speed. The tunnels can remain in place or not, as the Lunar prefers.
+
Some creatures may escape the hunt by burying under the ground, but a Lunar Hunter is able to adapt to all possible contingencies and manifest the abilities of all of Creation's predators in pursuit of her foe! Activating this Charm the Lunar shapes her fingers into long Moonsilver talons, sinew and bone throughout her body perfected for a single task - to dig. For the remainder of the Scene the Lunar is able to dig through the Earth (Any material softer than solid stone) at half her Movement Speed. The tunnels can remain in place or collapse afterwards as the Lunar prefers.
 +
 
 +
The Talons increase her unarmed damage by her Essence. This damage is Lethal and allows her to parry Lethal Damage without a Stunt.
  
 
'''Deadly Antlion Trap'''<br>
 
'''Deadly Antlion Trap'''<br>
'''Cost: ''' 5 motes, 1 willpower<br>
+
'''Cost: ''' 10 motes, 1 willpower<br>
 
'''Duration: ''' Indefinite<br>
 
'''Duration: ''' Indefinite<br>
 
'''Type: ''' Simple<br>
 
'''Type: ''' Simple<br>
Line 53: Line 66:
 
'''Minimum Essence: ''' 3<br>
 
'''Minimum Essence: ''' 3<br>
 
'''Prerequisite Charms: ''' Mole Hands Technique<br>
 
'''Prerequisite Charms: ''' Mole Hands Technique<br>
Some hunters get ahead of their prey, and are thus able to srt deadly traps for them! The Lunar spends a turn digging a hole into the ground with a Dexterity+Survival roll, and holes beneath it in wait when he is done. The hole is as wide as his Essence and as deep as his Dexterity, and when the Lunar holes within it, it cannot be perceived without the use of Charms, and even then the difficulty is set to the Dexterity+Survival roll. Those that step over the trap fall down, losing their action for the turn and suffering an Undodgeable and Unparriable clinch attempt by the Lunar with a number of successes equal to the original Dexterity+Survival roll.
+
Exalted were created to hunt the greatest game - and to do that one must learn how to set the greatest of traps. Enacting the Deadly Antlion Trap the Lunar is able to ensnare even Gods! The Lunar must spend (10-his Dexterity) turns digging a hole on the ground that can be as wide as the (Dexterity) yards and as deep as (Essence) yards - at the conclusion he makes a Dexterity+Survival roll. No character is able to perceive the Deadly Antlion Trap without magic - and even then they must roll their Perception+Awareness against the result of the Lunar's Dexterity+Survival roll.
 +
 
 +
Those that fall into the Deadly Antlion Trap receive an Unparriable and Undodgeable Clinch Attempt from the Lunar with a number of automatic successes added equal to the Lunar's successes in the Dexterity+Survival roll. Even if the victim manages to escape this clinch she is at a penalty equal to the Lunar's Dexterity to all actions until she manages to escape the Deadly Antlion Trap.

Revision as of 03:54, 17 March 2009

Pursuit

Blood on the Wind
Cost: 5 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Perception: 3
Minimum Essence: 2
Prerequisite Charms: None
A Lunar with this Charm can track creatures through any terrain - all trail becomes as clear on solid stone as it is in woodlands or soft ground. The Lunar with this Charm is the most unerring predator in all of Creation. Under the effects of this Charm a Lunar is consdered a supernatural tracker - she is able to follow any mundane prey with guaranteed success without a roll (she is always considered to have one more success than any mundane prey in the tracking contest) and receiving her Essence in automatic successes in any and all rolls to track beings using Charms to conceal themselves from pursuit.

Furious Hound Pursuit
Cost: 5 motes
Duration: Indefinite
Type: Reflexive
Minimum Perception: 4
Minimum Essence: 3
Prerequisite Charms: Blood on the Wind
Once a Lunar chooses her prey, it cannot escape. The Lunar designates a single target which she must have seen within the last hour. Shaping herself into the most peerless of predators her Movement Rating - Running or Sprinting - becomes one yard greater than her quarry if that is greater than the Lunar's normal movement and adds a number of successes equal to her Essence Score in any athletics roll to overcome obstacles between herself and her quarry.

In long-distance movement the Lunar constantly moves one mile more than the quarry per day. If the quarry uses any charms to enhance her movement the Lunar receives their benefit as well. This Charm is a Rage and may be activated in tandem with Relentless Lunatic Fury for the cost of 2 motes, allowing the Lunar to receive its benefits for the Rage's duration - she can designate a new target for the Pursuit at the start of every turn.

Primordial Hunter Speed
Cost: 5+ motes
Duration: One Scene
Type: Simple
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite Charms: None
When pressed, a Lunar may cover a great ground without difficulty! Every 5 motes spent grant the Lunar a Sprint that doubles the his movement rate and leaping distances for the remainder of the scene(5 motes doubles the movement, 10 motes triples the movement, etc). The Lunar may not have more Sprints active than half his Essence, rounded down. If used in conjunction with the Full Moon anima power or other such effects, the multipliers are stacked - a Full Moon Lunar with his Anima activated and benefitting from a single Sprint would move and leap at three times his normal rate.

Foot-Trapping Counter
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 3
Prerequisite Charms: Foot-Trapping Counter
With the understanding of how to move perfectly, comes a very precious knowledge to the hunter - the knowledge of how to stop the movement of others, trapping his prey with his body and essence and not allowing her to go any further than the hunter allows. When an opponent tries to move away, the Lunar activates this Charm and the opponents has to suceed in a reflexive Dexterity+Athletics roll with a difficulty equal to the Lunar's Dexterity. If the opponent succeeds, she can move, if she fails, she must remain. This can stop hopping defenses, and even esoteric movements such as Avoidance Kata - after all, Lunars were created to hunt Gods as easily as Men.

Pack and Flock Guidance
Cost: None
Duration: Permanent
Type: Special
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Primordial Hunter Speed
This Charm permanently enhances long movement-enhancing charms such as Primordial Hunter Speed - allowing the Lunar to convey the Charm's benefit to an entire unit he leads. This adds 1 willpower to its cost and allows the Lunar to affect (Essence x50) allies at once. It is left to the Storyteller's discretion which other Charms are enhanced by Pack and Flock Guindance, but they must be similar in nature to Primordial Hunter Speed, such as Furious Hound Pursuit above.

Mole Hands Technique
Cost: 6 motes
Duration: One Scene
Type: Simple
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: None
Some creatures may escape the hunt by burying under the ground, but a Lunar Hunter is able to adapt to all possible contingencies and manifest the abilities of all of Creation's predators in pursuit of her foe! Activating this Charm the Lunar shapes her fingers into long Moonsilver talons, sinew and bone throughout her body perfected for a single task - to dig. For the remainder of the Scene the Lunar is able to dig through the Earth (Any material softer than solid stone) at half her Movement Speed. The tunnels can remain in place or collapse afterwards as the Lunar prefers.

The Talons increase her unarmed damage by her Essence. This damage is Lethal and allows her to parry Lethal Damage without a Stunt.

Deadly Antlion Trap
Cost: 10 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Mole Hands Technique
Exalted were created to hunt the greatest game - and to do that one must learn how to set the greatest of traps. Enacting the Deadly Antlion Trap the Lunar is able to ensnare even Gods! The Lunar must spend (10-his Dexterity) turns digging a hole on the ground that can be as wide as the (Dexterity) yards and as deep as (Essence) yards - at the conclusion he makes a Dexterity+Survival roll. No character is able to perceive the Deadly Antlion Trap without magic - and even then they must roll their Perception+Awareness against the result of the Lunar's Dexterity+Survival roll.

Those that fall into the Deadly Antlion Trap receive an Unparriable and Undodgeable Clinch Attempt from the Lunar with a number of automatic successes added equal to the Lunar's successes in the Dexterity+Survival roll. Even if the victim manages to escape this clinch she is at a penalty equal to the Lunar's Dexterity to all actions until she manages to escape the Deadly Antlion Trap.