Difference between revisions of "MoLunarCharms"

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*[http://camel-cigarettes.newmail.ru/ camel cigarettes]
+
Back to [[Morpheus]]
*[http://valoan.chat.ru/ va loan]
+
-----
*[http://acne2scar.chat.ru/ acne scar treatment]
+
See if your charms have been houseruled:<br>
*[http://acn-scar.boom.ru/ acne scar treatment]
+
[[MoHouseruledCharms]]
*[http://acne-care.hotmail.ru/ acne adult care skin]
+
-----
*[http://care-acn.boom.ru/ acne adult care skin]
+
I'm using a couple strategies here to balance and place and create the charms. And those strategies are built on assumptions and preferences. I'm striving to make lunar charms help lunars become more believable in their charm progressions, versatile for starting characters, and interesting. In doing this, I find myself simplifying and clarifying the way lunar charms work, hopefully encouraging unique charms and creating a system within which charm creation functions. Some more specific things are happening here.
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 +
For one, I'm making die converters cheap for lunars, and die adders more expensive and difficult. It's too potent if you make them both cheap, and making converters easier than adders makes lunars more dependable than solars in that way, but less miraculous. That's what I'm going for.
  
 +
Here is the system I used to determine the relevant attribute of a charm:
  
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*Strength - Hardening and sharpening to make weaponry, or applying force directly
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*Dexterity - Putting yourself where you need to be, relating to reflexive parries, die adders, etc
 +
*Stamina - Toughening and healing
 +
*Charisma - Animalistic shapeshifting and releasing bestial qualities
 +
*Manipulation - Non-animalistic shapeshifting for more precise effects, like tool-hand, disguise, etc.
 +
*Appearance - Social manipulation
 +
*Perception - Perceiving
 +
*Intelligence - Manipulating the bodies and essences of others
 +
*Wits - Manipulating more raw essence, and the wyld and instinct
  
 +
These charms are organized like this:
  
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*[[DBT Gifts|MoLunarGifts]]
 +
*Shapeshifting
 +
**Sample Shapeshifting
 +
**Foundation
 +
***Sample Foundation
 +
**Simple Partial Shapeshifts
 +
***Sample Simple Partial Shapeshifts
 +
**Adept Partial Shapeshifts
 +
***Sample Adepts Partial Shapeshifts
 +
*Body Enhancement*
 +
*Unarmed Combat*
 +
*Defensive*
 +
*Survival and Healing*
 +
*Perception*
  
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  <i>*Require heavy revision, but still functional mostly</i>
 +
== DBT Gifts ==
  
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See [[MoLunarGifts]]
  
 +
== Shapechanging ==
  
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<pre>
'''
+
      Partial Transformation ----------------------------------- Foundation Charm
 +
                |                                |
 +
  Prolonged Partial Transformation      Partial Shapechange
 +
                |
 +
  Sustained Partial Transformation
 +
 
 +
</pre>
 +
<b>Finding the Spirit's Shape</b> - <b>This charm is gone. Lunar shapeshifting is an innate ability which requires no charms</b>.
 +
 
 +
<b>Shaping the Ideal Form</b> - This charm now has <b>no prequisites</b>. This powerful charm introduces the lunar to the creative use of his own essence to generate something which does not stem from an animal in her blood. It is required for all non-animal shapechanges.
 +
-----
 +
<b><i>Partial Transformation</b></i>
 +
 
 +
<b>Cost:</b> Variable
 +
<b>Duration:</b> 1 Turn
 +
<b>Type:</b> Reflexive
 +
<b>Min Charisma:</b> 1
 +
<b>Min Essence:</b> 1
 +
<b>Prereqs:</b> None
 +
 
 +
Reaching deep into herself, the lunar calls upon her animal soul to possess a part of her body momentarily, granting her some of her own Beast's power. For the remainder of the turn, the character gains the benefit of one of her gifts. At the end of the turn, the gift fades, unless the charm is renewed. The cost for this charm is equal to the reequired Essence of the gift summoned. If the lunar has fewer temporary willpower points than ?something?, then she must roll one die for limit break, and roll Willpower or go directly into Deadly Beastman.
 +
 
 +
This charm is a prerequisite for charms which allow the lunar to call on a transformation to only a part of her body. Such charms have a duration of one turn, and are typically reflexive.
 +
-----
 +
<b><i>Prolonged Partial Transformation</i></b>
 +
 
 +
<b>Cost:</b> Variable
 +
<b>Duration:</b> 1 Scene
 +
<b>Type:</b> Reflexive
 +
<b>Min Charisma:</b> 2
 +
<b>Min Essence:</b> 2
 +
<b>Prereqs:</b> Partial Transformation
 +
 
 +
This charm not only unleases a part of the Lunar's Beast, but continues to feed it over time, that it will linger and defeat the Lunar's enemies. The lunar can now maintain partial transformations for a scene. However, the cost for a prolonged partial transformation is double the turn length cost - 2 motes per Essence requirement of the gift in question, and the essence is committed for the duration. If the Lunar's Temporary Willpower falls below the sum of all of the Essence requirements of sustained gifts, then she must roll 1/2 her highest Virtue for Limit Break, and roll Willpower every Turn to avoid going into Deadly Beastman.
 +
 
 +
This charm effectively upgrades charms which draw upon the power of partial transformation. Such charms may now be prolonged to a scene duration for twice their normal cost. However, if the lunar prolonging a partial shapeshift has only the Minimum Essence necessary for the change, then she must spend 1 Willpower to overcome the inbalance of essences.
 +
-----
 +
<b><i>Maintained Partial Transformation</b></i>
 +
 
 +
<b>Cost:</b> Variable
 +
<b>Duration:</b> Indefinite
 +
<b>Type:</b> Reflexive
 +
<b>Min Charisma:</b> 4
 +
<b>Min Essence:</b> 3
 +
<b>Prereqs:</b> Prolonged Partail Transformation
 +
 
 +
At this level, the lunar is fully capable of sustaining a partial transformation indefinitely with her own power and a minimum of concentration. This charm functions exactly as Prolonged Partial Transformation, except that the duration is indefinite, with the essence committed for as long as the charm is maintained. The cost of maintaining the gift equals 3 motes per Essence requirement of the gift, making this charm expensive for trivial uses, but undeniably useful. If at any point, the lunar's Temporary Willpower falls below the sum of the Min Essences of the gifts maintained, then the lunar must roll her highest Virtue for Limit Break, and must roll willpower equal to the difference between her temporary willpower and the sum of the Min Essences of maintained gifts of fall into Deadly Beastman.
 +
 
 +
This charm upgrades charms which draw on the power of Partial Transformation. If the lunar has higher Essence than the minimum essence required to use a partial shapeshift, then that charm may be maintained indefinitely for 3 times its normal cost. Addionally, no longer will the lunar need to spend 1 Willpower for simply prolonging a partial transformation to overcome the inbalance of essences. (see Prolong Partial Transformation above) In stead, the lunar must spend 1 Willpower to overcome the inbalance of essences only if maintaining a partial shapeshift indefinitely.
 +
-----
 +
 
 +
== Foundation Charms ==
 +
Foundation charms are basic charms which draw upon one of the lunar's attributes beside Charisma, Manipulation, or Intelligence. They are typically 1 Essence charms with low Attribute requirements that provide simple foundational benefits. They are prerequisites for some Partial Transformations based on that Attribute.
 +
=== Sample Foundation Charms ===
 +
-----
 +
<b><i>Body-Weapon Technique</b></i>
 +
 
 +
<b>Cost:</b> 1 mote
 +
<b>Duration:</b> Instant
 +
<b>Type:</b> Reflexive
 +
<b>Min Strength:</b> 1
 +
<b>Min Essence:</b> 1
 +
<b>Prereqs:</b> None
 +
 
 +
The lunar has learned to use her furious instincts to harden her essence into her skin. At this point the hardening essence is concentrated in one of the lunar's limbs. That limb is momentarily capable of blocking lethal attacks or inflicting lethal damage.
 +
-----
 +
<b><i>Heightened-Sense Technique</b></i>
 +
 
 +
<b>Cost:</b> 1 mote/success
 +
<b>Duration:</b> 1 Scene
 +
<b>Type:</b> Simple
 +
<b>Min Perception:</b> 1
 +
<b>Min Essence:</b> 1
 +
<b>Prereqs:</b> None
 +
 
 +
This charm heightens the Lunar's awareness of the world around her to nearly supernatural levels, converting up to the Lunar's Perception in dice into automatic successes to all Awareness rolls for the remainder of the scene.
 +
-----
 +
<b><i>Feline Grace Technique</b></i>
 +
 
 +
<b>Cost:</b> 1 mote/ 2 successes
 +
<b>Duration:</b> 1 Scene
 +
<b>Type:</b> Reflexive
 +
<b>Min Dexterity:</b> 1
 +
<b>Min Essence:</b> 1
 +
<b>Prereqs:</b> None
 +
 
 +
This charm heightens the Lunar's balance through an instinctive awareness of her own body. For the remainder of the scene, up to the lunar's Dexterity are be converted into automatic successes on balance-related rolls, including knockback, and added to the roll to improve one's situation while falling, at a cost of 1 mote per 2 successes.
 +
-----
 +
<b><i>Body-Hardening Technique</b></i>
 +
 
 +
<b>Cost:</b> 1 mote
 +
<b>Duration:</b> Instant
 +
<b>Type:</b> Reflexive
 +
<b>Min Stamina:</b> 1
 +
<b>Min Essence:</b> 1
 +
<b>Prereqs:</b> None
 +
 
 +
The lunar momentarily tenses herself to an incoming attack, momentarily allowing her to soak Lethal damage with her full Stamina, and adding her Stamina to her Bashing Soak.
 +
-----
 +
<b><i>Quick-Thinking Technique</b></i>
 +
 
 +
<b>Cost:</b> 1 mote per 2 initiative added
 +
<b>Duration:</b> Instant
 +
<b>Type:</b> Reflexive
 +
<b>Min Wits:</b> 1
 +
<b>Min Essence:</b> 1
 +
<b>Prereqs:</b> None
 +
 
 +
Lunars are known for thier quick thinking, and many use this charm to enforce that notion. The lunar quickly siezes a sliver of consciousness from her mind's potential, allowing her to react more quickly to events, and gaining a bonus to her turn's initiative no greater than her Wits at a cost of 1 mote per 2 initiative bonus gained
 +
-----
 +
 
 +
 
 +
== Partial Shapeshifts ==
 +
These charms make a part of a lunar's body more like an animal's, improving her abilities. Every partial shapeshift requires a foundation in another ability, represented by a starting-level charm in that ability. Each also requires the Partial Transformation charm, and the ability to call upon the shape desired. This is usually done by drawing on an animal in the lunar's blood. For example, if a lunar wanted to design or call upon a charm to grant her claws, then she would need an animal in her blood with suitable claws (wolf, eagle, cat, sloth). Such an animal would need to be present in the blood during the design phase, and also anytime the lunar wanted to use the charm. It doesn't need to be the same animal, just the same species.
 +
 
 +
Partial Shapeshifts are balanced against each other. At this level, a lunar can draw only so much strength from an animal. A simple partial transformation should be weaker than a 2 Essence gift.
 +
 
 +
=== Sample Partial Shapeshift ===
 +
-----
 +
<b><i>Deadly Tiger Claws</b></i>
 +
 
 +
<b>Cost:</b> 2 motes
 +
<b>Duration:</b> 1 Turn
 +
<b>Type:</b> Reflexive
 +
<b>Min Strength:</b> 2
 +
<b>Min Essence:</b> 2
 +
<b>Prereqs:</b> Partial Transformation, Body-Weapon Technique
 +
 
 +
Drawing upon the iron-hard ferocity of the tiger, the character extends enormous ripping talons from one or both hands. These claws are nearly unbreakable and utterly razor-sharp. They may not be retracted, however, and can inhibit manual dexterity considerably. The claws have the following combat statistics:
 +
<pre>
 +
                        | Rea  | Acc      | Dmg    | Pry    | Wai  | Str | Hnd  | Size    |
 +
Claw                    | +2    | +2        | +3L    | +2      | 4D    | 1  | 1    | DC      |
 +
</pre>
 +
 
 +
-----
 +
<b><i>Eagle Eyes</b></i>
 +
 
 +
<b>Cost:</b> 2 motes
 +
<b>Duration:</b> 1 Turn
 +
<b>Type:</b> Reflexive
 +
<b>Min Perception:</b> 2
 +
<b>Min Essence:</b> 2
 +
<b>Prereqs:</b> Partial Transformation, Heightened Sense Technique
 +
 
 +
The eagle sees everything, and so the lunar shall be like the eagle. With the eyes of a raptor, the lunar can see much further and clearer. Although largely unable to grasp the eagle's true vision, the lunar can read a book that's across a room, spot tiny hidden animals, discern the details of a man on the horizon, etc. Systemically, this extends sight beyond mere extra successes, but the lunar should be considered to have automatic successes equal to her Perception to any simple awareness roll which could be accomplished by normal human sight.
 +
-----
 +
 
 +
== Adept Partial Shapeshift ==
 +
Adept Partial Shapeshifts build on simple partial shapeshifts, but add more of the lunar's own essence to the mix. They use the Simple Partial Shapeshift that they are based on as a prerequisite and guideline, but are considerably more powerful and expensive.
 +
 
 +
(more later)
 +
=== Sample Adept Partial Shapeshifts ===
 +
<b><i>Vicious Moonsilver Claws</b></i>
 +
 
 +
<b>Cost:</b> 3 motes
 +
<b>Duration:</b> Instant
 +
<b>Type:</b> Reflexive
 +
<b>Min Strength:</b> 3
 +
<b>Min Essence:</b> 3
 +
<b>Prereqs:</b> Deadly Tiger Claws
 +
 
 +
Advancing the technique which draws out a tiger's claws, the Lunar reinforces the animal essence with Lunar strength, drawing out enormous daiklaive-like moonsilver claws from one or both hands. Highly magical, these claws have the strength and properties of moonsilver, and are every bit as deadly. However, although the claws are capable of reshaping themselves significantly to allow the lunar to move with freedom, they are still enormous, and can impair manual dexterity severely. The Vicious Moonsilver Claws have the following combat statistics:
 +
<pre>
 +
                        | Rea  | Acc      | Dmg    | Pry    | Wai  | Str | Hnd  | Siz    |
 +
MS Claw                | +4(+5)| +3(+5)    | +8L    | +3      | 6    | 3  | 1    | M      |
 +
</pre>
 +
 
 +
The lunar receives the adjusted ststistics for the magical material bonus of moonsilver represented by the parentheses.
 +
-----
 +
<b><i>Silver Eyes of the Day Bird</b></i>
 +
 
 +
<b>Cost:</b> 3 motes
 +
<b>Duration:</b> Instant
 +
<b>Type:</b> Reflexive
 +
<b>Min Perception:</b> 3
 +
<b>Min Essence:</b> 3
 +
<b>Prereqs:</b> Deadly Tiger Claws
 +
 
 +
At this strength, the lunar may truly call on the raptors eyes. The lunar's eyes become sleek and cunning like and eagle's and take on a sharp and obvious silver hue. She may see at least as well as a raptor, and is capable of detecting field mice in a field from hundreds of yards away, ants moving through grass in the distance, nearly any hidden creature, the eye color of a dot on the horizon, fleas across a room, etc. The power of this charm goes far beyond mere successes, but the lunar should be considered to receive 2 x her Perception in automatic successes to Awareness rolls within normal human limits, and her Perception in automatic successes to Awareness rolls within the limits described by the Eagle Eyes charm above. However, the lunar's eyes are day eyes, and she receives only benefits equivalent to the Eagle Eyes charm in full moonlight conditions or worse, and still cannot see in total darkness.
 +
-----
 +
 
 +
 
 +
== Body Enhancement ==
 +
 
 +
<pre>
 +
        Cat-Falling Attitude      Shaping the Ideal Form
 +
        |                |        |
 +
        |                |        |
 +
  Predator Grace          Tree-Dwelling
 +
  Method                  Jaguar Posture,
 +
                          Panther-Stride
 +
                          Posture                           
 +
 
 +
</pre>
 +
<b>Cat-Falling Attitude</b> - This charm now lasts<b> One Scene</b>, is <b>Reflexive</b>, requires <b>2 Dexterity and 1 Essence</b>, and has<b> no prerequisites</b>. This charm converts a number of dice equal to the character's Dexterity into automatic successes to rolls to avoid landing in any position besides standing, and adds automatic successes equal to the character's Dexterity to the roll to improve one's situation while falling.
 +
 
 +
<b>Predator's Grace Method</b> - This charm now has the prerequisite<b> Cat-Falling Attitude</b>.
 +
 
 +
<b>Panther Stride Posture</b> - This charm replaces <b> Panther Stride Stance</b>. This charm now requires<b> 3 Charisma</b>, and has the prerequisites<b> Shaping the Ideal Form and Cat-Falling Attitude</b>. As with the other "Posture" type charms, a character with 3 Essence or more may spend a temporary Willpower when activating this charm to make the duration <b>"Indefinite"</b>. In that case, the charm will last until the character assumes another shape.
 +
 
 +
<b>Tree-Dwelling Jaguar Posture</b> - This charm replaces <b>Tree-Dwelling Jaguar Claws</b>, requires <b>3 Charisma and 2 Essence</b>, and has the prerequisites <b> Shaping the Ideal Form and Cat-Falling Attitude</b>. This "Posture" type charm enables the character to climb and move across narrow or treacherous areas at full running (not sprinting) speed without penalty. It also lowers the difficulty of rolls involving climbing, balancing on narrow objects, and arboreal movement of any sort. by 2 (1 if the character is wearing shoes or gloves). It also provides the character with reflexively retractable claws which allow the character's unarmed attacks to do lethal or bashing damage. As with the other "Posture" type charms, a character with 3 Essence or more may spend a temporary Willpower when activating this charm to make the duration <b>"Indefinite"</b>. In that case, the charm will last until the character assumes another shape.
 +
 
 +
<b>Tool-Hand Technique</b> - This charm now requires <b>4 Manipulation and 2 Essence</b>, costs <b>4 motes</b>, and has the prerequisite charms <b>Shaping the Ideal Form and Body-Weapon Technique</b>. It can create any tool, <b>including any small weapon(dagger or smaller)</b> with no moving parts. Weapons created thus are hard, and can parry and inflict lethal damage. They use Brawl or Melee, but actions taken with them are always counted as unarmed. Tools created this way are exactly what the character wants, but are not exceptional in any way, and the wielder receives no special bonus to use them. The character must know exactly what tool she wants(what it looks like, how it works, etc). Given a copy of a key, she can recreate the key, but working from memory is difficult. Remembering exactly what something looked like often requires an Per + Int roll.
 +
 
 +
== Unarmed Combat ==
 +
<pre>
 +
Shaping the Ideal Form                        Body Weapon Technique  |  Body Enhancement
 +
|                  |                                        |        |
 +
|                  ---------------------------------------------------|----------|
 +
|                            |                        |              |          |
 +
Monkey Arm Attack  Savage Predator Weaponry      Adder-Fang Method  | Tool-Hand Technique
 +
|                      |----------------------------------|          |     
 +
|                      |                |                |          |
 +
Squid Arm              |          Poison Weaponry        |          |
 +
                        |                                  |
 +
                    Deadly Moonsilver            Deadly Viper Venom                 
 +
                    Weaponry    
 +
                                                                                     
 +
</pre>
 +
 
 +
<b>Body Weapon Technique</b> - This charm may be used to supplement an attack to have an attack deal lethal damage, or supplement a block to allow the block to parry lethal damage.
 +
 
 +
<b>Savage Predator Weaponry</b> - This charm replaces <b>Claws of the Silver Moon</b> - This charm now costs <b>3 motes</b>, requires <b> 2 Strength</b>, and has the prerequisites<b> Body Weapon Technique and Shaping the Ideal Form</b>. These are actually <b>3 charms</b> which create deadly natural weaponry which lasts for the <b>remainder of the scene</b>. When this charm is purchasesd, the character <b>chooses either claws, teeth, or horns/tusks</b>. The decision is final, though the character may purchase this charm again to learn a new natural weapon, and more than one type of weapon may be active at once. The claws have Spd +3, Acc +1, Dmg +3L, Pry +1. The bite has Spd 0, Acc +2, Dmg +5, Pry 0. The horns/tusks has/have Spd -1, Acc +1, Dmg: +4L, Pry: +1 and receive +2 Dmg when charging in to attack. These weapons are <b> not moonsilver, </b> and do not benefit from charms or affect which specifically benefit moonsilver objects. They do <b> not affect dematerialized spirits</b>.
 +
 
 +
<b>Deadly Moonsilver Weaponry</b> - This charm replaces <b>Scimitar Claw Technique</b> - This charm now requires <b> 4 Strength</b>. This is a set of <b>3 charms</b>, just as Savage Predator Weaponry is. The horns/tusks option for this charm has Spd: +2, Acc: +4, Dmg:+7, Pry +2, and receives +2 dmg when charging in to attack.
 +
<pre>
 +
                              Tyrant Lizard Strike
 +
                                        |
 +
                  |-------------------------------------|
 +
                  |                    |              |
 +
      Sinuous Striking            Angry Rhino    Hunter's Eye
 +
      Grace      |                Charge          Technique      Beast    Sinuous
 +
      |          |                    |      |---------------|  Instinct  Striking
 +
Hydra-Head  Foot-Confusing    |---------------|              |      |-------|
 +
Attack      Buffet            |        |      |              |          |
 +
                              |        |      |              Deadly Claw
 +
                    Subduing the  Bull-Head  Door-Breaking  Blow
 +
                    Honored Foe  Attack      Method
 +
 
 +
</pre>
 +
<b>Tyrant Lizard Strike</b> - This charm now costs<b> 1 mote per success</b>, and has<b> no prerequisites</b>. This charm now converts attack dice into successes up to the character's Dexterity.
 +
 
 +
<b>Sinuous Striking Grace</b> - This charm now requires <b> 2 Dexterity</b>, and has the prerequisite <b> Tyrant Lizard Strike</b>.
 +
 
 +
<b>Hydra Head Attack</b> - This charm now requires <b> 1 Essence</b>.
 +
 
 +
<b>Hunter's Eye Technique</b> - This charm now costs<b> 1 mote per point reduction</b>, requires <b>3 Dexterity</b>, and has the prerequisite<b> Tyrant Lizard Strike</b>. This charm now may not reduce the target's soak by more than the character's Dexterity <b> or the number of successes achieved on the attack</b>, whichever is lower.
 +
 
 +
<b>Deadly Claw Blow</b> - This charm now costs<b> 2 motes/die</b>, is <b> Supplemental</b>, requires <b> 3 Dexterity and 3 Essence</b>, and has the prerequisites <b>Beast Instinct Method, Sinuous Striking Grace, and Hunter's Eye Technique</b>. This charm now adds dice up the the character's Dexterity to an attack roll. Only the added dice are able to affect dematerialized spirits, the <b>rest of the dice pool is not</b>.
 +
 
 +
<b>Foot-Confusing Buffet</b> - This charm now costs<b> 1 mote per 2 dice</b>, has the duration <b> Instant</b>, and has the prerequisite<b> Sinuous Striking Grace</b>. This charm allow the character to make an attack which confuses and disorients his target. As long as the target makes some effort to defend atainst the attack, any parry or dodge which requires that the target be aware of the attack, this charm takes effect. The lunar may subtrack dice from his attack roll, up to a maximum number of dice equal to his dexterity, and apply that number as a pentaly to the target's initiative on the following round, <b>as long as the target and the lunar remain engaged</b>. A target whose initiative is reduced below 0 for any reason may not act in that round.
 +
 
 +
<b>Angry Rhino Charge</b> - This charm now costs <b> 2 motes per die</b>, requires 1 Essence, and has the prerequisite<b> Tyrant Lizard Strike</b>. By focusing his rage and essence into a single strike, the character may increase the force of his blow, <b>adding 1 to the raw damage for every 2 motes spent</b>. In addition, <b>for every mote spent, the target is thrown back 1 yrd</b>. Damage from striking solid objects is as normal.
 +
 
 +
<b> Bull Head Technique</b> - This charm now costs <b> 1 mote per die</b>, is <b> Simple</b>, and requires<b> 4 Strength and 2 Essence</b>.
 +
 
 +
<b>Subduing the Honored Foe</b> - This charm now requires<b> 3 Strength and 2 Essence</b>, and has the prerequisite<b> Angry Rhino Charge</b>.
 +
 
 +
<b>Door-Breaking Method</b> - This charm now has the prerequisites<b> Body Weapon Technique and Angry Rhino Charge</b>.
 +
 
 +
== Defensive ==
 +
<b>Steel Paw Style</b> - This charm has been <b> replaced by Body Weapon Technique</b>.
 +
 
 +
<b>Scales of the Dragon</b> - This charm produces a form of natural armor. It <b>is counted as armor</b> for the purpose of charms which ignore armor. The soak provided by this charm is not natural soak and is not counted against a lunar's natural soak limit of 12.
 +
 
 +
<b>Limb-Shielding Growth</b> - This charm now has the prerequisites <b> Armor-Forming Technique and Shaping the Ideal Form</b>.
 +
 
 +
<b>Invulnerable Moonsilver Carapace</b> - This charm now only has the prerequisite <b> Scales of the Dragon</b>.
 +
 
 +
<b>Bowing Reed Technique</b> - This charm now costs<b> 1 mote</b>. This charm now <b>negates multiple action penalties</b> for <b>a single dodge</b>. Thus, a character may split his dice pool as many times as he can, and every dodge may be enhanced with this charm to provide his full Dex + Dod dice pool. Full dodges are similarly affected. It has no effect on other types of penalties, and the character must still have a pool to enhance.
 +
 
 +
<b>Bending Before the Storm</b> - This charm now costs <b> 1 mote per 2 successes</b>, and requires<b> 2 Dexterity and 1 Essence</b>.
 +
 
 +
== Survival and Healing ==
 +
<b>Beast Instinct Method</b> - This charm now costs <b> 2 motes per success</b>. This charm now allows the character to convert a number of dice equal to his Wits into successes on <b> any Survival roll</b> for 2 motes per success.
 +
 
 +
<b>Tenacity of the Hunter</b><br>
 +
<pre>Cost: 1 mote per die
 +
Duration: 1 Day
 +
Type: Simple
 +
Minimum Stamina: 2
 +
Minimum Essence: 1
 +
Prerequisite Charms: None</pre>
 +
 
 +
:By focusing essence into mind, body, and spirit, the lunar may strengthen his resolve and preserve his form. The lunar may add a number of dice no greater than his Stamina to all Endurance rolls made for 1 Day. No more of a bonus may be taken from this charm at any given time than the lunar's current natural Stamina.
 +
 
 +
<b>Wolf Endurance Method</b> - This charm now has the prerequisite <b> Tenacity of the Hunter</b>.
 +
 
 +
<b>Fortitude of the Aurochs</b> - This charm now has the prerequisite <b> Tenacity of the Hunter</b>.
 +
 
 +
<b>Ever-Waking Method</b> - This charm now has the prerequisite <b> Tenacity of the Hunter</b>.
 +
 
 +
<b>Infection Resisting Method</b> - This charm now costs<b> 1 mote per 2 success</b>, and requires<b> 1 Stamina</b>. This charm works anytime during the scene during which a character comes in contact with a disease or receives a wound. It converts dice up to the character's Stamina into automatic successes for all Resistance rolls made at the end of the scene to avoid disease or infection.
 +
 
 +
<b>Disease Purging Essence</b> - This charm now costs <b>1 mote per success</b>, lasts for <b> 1 Day</b>, and is <b>Simple</b>. This charm may be used by a character when he suspects that he has caught an illness to attempt to purge it from his body. The first time the charm is used on a disease, the character receives an <b>immediate roll</b> to attempt to cure himself, rolling Stamina + Endurance, and converting into successes a number of dice no great than his Stamina for 1 mote per success. Should that fail, the character may choose to commit the essence for a <b>full day</b>, and on the next day his roll to overcome the disease converts the same number of dice into successes. As long as the character continues to use this charm every day, the daily roll to overcome the disease will recieve the converted successes, but only if the character activates the charm immediately after making the roll to overcome the disease. This charm can only be used once for an immediate attempt to purge the disease. If the character's Natural Stamina changes over the course of the day while this charm is in effect, the lowest natural Stamina is used to determine the Stamina + Endurance of the character for the purposes of the roll, and this charm.
 +
 
 +
<b>Lick Wound</b> - This charm now costs<b> 1 mote per die</b>, requires <b>3 Wits</b>, and has the prerequisite<b> Disease Purging Essence</b>. This charm adds up to the character's Stamina in dice to the target's next roll to resist or overcome disease or infection, as long as that roll comes within the next day.
 +
 
 +
<b>Halting the Scarlet Flow</b> - This charm now requires <b> 4 Stamina</b>.
 +
 
 +
<b>Mother's Touch</b> - This charm now costs<b> 2 motes per health level or 2 motes for each -1 converted per health level + 1 Willpower </b>, and requires<b> 4 Wits</b>. This charm may instantaneously heal another. However, though lunars are the masters of their own bodies, the wounds of others can prove difficult to heal, and some wounds are more difficult than others. As a result, this charm has a variable cost. If this charm is used solely to heal bashing damage, then the lunar need only spend 2 motes per health level healed in this way, to a <b>maximum number of health levels equal to his Int</b>. In a more powerful capacity, this charm may be used to convert lethal damage into bashing, though each use of this charm to convert lethal damage requires 2 motes times the wound penalty value of each health level to be healed and a temporary Willpower. -0 Levels are counted as -.5 for this charm, and therefore require 1 mote per health level. Most severe wounds must be healed first. Incapacitated Health levels are considered -7 for the purposes of this charm, and each level below Incapacitated is counted as one wound penalty worse than the last. However, if a character below Incapacitated is the target of this charm in a round, then he does not lose a health level at the end of that round, and <b>health levels below Incapacitated are not converted to bashing, they are simply healed</b>. A character may not convert more wound penalties worth of health levels of lethal damage than his <b>Int + Essence</b>, and in any case, <b>may not convert more health levels into bashing than his Int</b>.
 +
 
 +
<i>For Example - No Moon savant and healer, Bright Eyes, has 4 Int, 3 Essence, and Mother's Touch. In a battle against a dragonblood, his wood aspected companion has received a dire wound, putting him at -4 with lethal damage. Bright Eyes sets to healing him with Mother's touch. The maximum number of wound penalties he can convert to bashing with this application is 7 (Int 4 + Ess 3). He can convert the -4 health level, and one -2 health level, but not another -2, because that would bring the total wound penalties worth of health levels healed to -8 (-4, -2,-2). This will cost him 12 motes (2 motes per -1 converted), and a Willpower. Any more healing will have to be done next round.</i>
 +
 
 +
<i>In another example, the same unfortunate Wood Aspect is hit by a warstrider daiklaive, bringing him one level below Incapacitated. Bright Eyes cannot help. The first level below Incapacitated is counted as -8 for purposes of this charm (-7 for Incapacitated, -1 below that), and Bright Eyes has only 7 Int + Essence. He would need 8 Int + Essence to help. If it took Bright Eyes a round to reach the Wood Aspect, and by that time, he was already at 2 levels below Incapacitated, Bright Eyes would need 9 Int + Essence to heal him, and then it would be only 1 health level a round, and at quite an essence cost.</i>
 +
 
 +
== Perception ==
 +
<b>Wyld-Sensing Instincts</b> - This charm now has <b> no prerequisites</b>.
 +
 
 +
<b>Harmony with Reality Technique</b> - This charm now has only the prerequisite <b> Wyld Object Appraisal Method</b>.
 +
 
 +
== Interaction and Knowledge ==
 +
<b>Lore-Speaking Method</b> - This charm now has <b> no prerequisites</b>.
 +
 
 +
 
 +
-----
 +
All sorts of thanks to [[Braydz]]. 'cause he did half the work.
 +
== Comments ==
 +
I like most of what you've done. The only thing I don't agree with is [[CotSM]] - as it stands right now (canon), it's a pretty damn good Charm that highlights how good shapeshifters can be at unarmed combat, essentially by arming them (I think the "+6" to speed is a typo, and it should be +3). Your revision makes it 100% useless - there is almost no conceivable situation in which that Charm could be effectively used in a combat, since it's a Simple Charm and so takes a whole round to activate. Anyway, other than that, good stuff here. - [[SilverMeerKat]]
 +
 
 +
You are absolutely right. Don't let it go to your head. Duration edited. - [[Morpheus]]
 +
 
 +
It might just be me, but I wouldn't make Mother's Touch so complicated. I'd just remove the part about healing aggravated damage, and make that effect a separate Charm with MT as the prereq. It should probably be a 5/3, while MT should remain a 4/3, and I think perception makes more sense than wits here - it's how well you can pinpoint the damage you need to fix, not how quickly you can think about it. Anyway, there's my 2 cents. - [[SilverMeerKat]]
 +
 
 +
While I'm not gonna use this version of <i>Mother's Touch</i> myself, I see the logic and like it.
 +
~*~[[Braydz]]~*~
 +
 
 +
Looks good, mad props for taking the time to put this together.  I'm afraid I'm not familiar enough with the Lunar charm base to say anything more.  -[[MeiRen]]
 +
 
 +
Thank you very much, [[MeiRen]]. It's great when people comment on my stuff. - [[Morpheus]]
 +
-----
 +
back to [[Morpheus]]

Revision as of 08:07, 5 April 2010

Back to Morpheus


See if your charms have been houseruled:
MoHouseruledCharms


I'm using a couple strategies here to balance and place and create the charms. And those strategies are built on assumptions and preferences. I'm striving to make lunar charms help lunars become more believable in their charm progressions, versatile for starting characters, and interesting. In doing this, I find myself simplifying and clarifying the way lunar charms work, hopefully encouraging unique charms and creating a system within which charm creation functions. Some more specific things are happening here.

For one, I'm making die converters cheap for lunars, and die adders more expensive and difficult. It's too potent if you make them both cheap, and making converters easier than adders makes lunars more dependable than solars in that way, but less miraculous. That's what I'm going for.

Here is the system I used to determine the relevant attribute of a charm:

  • Strength - Hardening and sharpening to make weaponry, or applying force directly
  • Dexterity - Putting yourself where you need to be, relating to reflexive parries, die adders, etc
  • Stamina - Toughening and healing
  • Charisma - Animalistic shapeshifting and releasing bestial qualities
  • Manipulation - Non-animalistic shapeshifting for more precise effects, like tool-hand, disguise, etc.
  • Appearance - Social manipulation
  • Perception - Perceiving
  • Intelligence - Manipulating the bodies and essences of others
  • Wits - Manipulating more raw essence, and the wyld and instinct

These charms are organized like this:

  • MoLunarGifts
  • Shapeshifting
    • Sample Shapeshifting
    • Foundation
      • Sample Foundation
    • Simple Partial Shapeshifts
      • Sample Simple Partial Shapeshifts
    • Adept Partial Shapeshifts
      • Sample Adepts Partial Shapeshifts
  • Body Enhancement*
  • Unarmed Combat*
  • Defensive*
  • Survival and Healing*
  • Perception*
*Require heavy revision, but still functional mostly

DBT Gifts

See MoLunarGifts

Shapechanging

       Partial Transformation ----------------------------------- Foundation Charm
                 |                                |
   Prolonged Partial Transformation      Partial Shapechange
                 |
   Sustained Partial Transformation

Finding the Spirit's Shape - This charm is gone. Lunar shapeshifting is an innate ability which requires no charms.

Shaping the Ideal Form - This charm now has no prequisites. This powerful charm introduces the lunar to the creative use of his own essence to generate something which does not stem from an animal in her blood. It is required for all non-animal shapechanges.


Partial Transformation</b>

<b>Cost: Variable
Duration: 1 Turn
Type: Reflexive
Min Charisma: 1
Min Essence: 1
Prereqs: None

Reaching deep into herself, the lunar calls upon her animal soul to possess a part of her body momentarily, granting her some of her own Beast's power. For the remainder of the turn, the character gains the benefit of one of her gifts. At the end of the turn, the gift fades, unless the charm is renewed. The cost for this charm is equal to the reequired Essence of the gift summoned. If the lunar has fewer temporary willpower points than ?something?, then she must roll one die for limit break, and roll Willpower or go directly into Deadly Beastman.

This charm is a prerequisite for charms which allow the lunar to call on a transformation to only a part of her body. Such charms have a duration of one turn, and are typically reflexive.


Prolonged Partial Transformation

Cost: Variable
Duration: 1 Scene
Type: Reflexive
Min Charisma: 2
Min Essence: 2
Prereqs: Partial Transformation

This charm not only unleases a part of the Lunar's Beast, but continues to feed it over time, that it will linger and defeat the Lunar's enemies. The lunar can now maintain partial transformations for a scene. However, the cost for a prolonged partial transformation is double the turn length cost - 2 motes per Essence requirement of the gift in question, and the essence is committed for the duration. If the Lunar's Temporary Willpower falls below the sum of all of the Essence requirements of sustained gifts, then she must roll 1/2 her highest Virtue for Limit Break, and roll Willpower every Turn to avoid going into Deadly Beastman.

This charm effectively upgrades charms which draw upon the power of partial transformation. Such charms may now be prolonged to a scene duration for twice their normal cost. However, if the lunar prolonging a partial shapeshift has only the Minimum Essence necessary for the change, then she must spend 1 Willpower to overcome the inbalance of essences.


Maintained Partial Transformation</b>

<b>Cost: Variable
Duration: Indefinite
Type: Reflexive
Min Charisma: 4
Min Essence: 3
Prereqs: Prolonged Partail Transformation

At this level, the lunar is fully capable of sustaining a partial transformation indefinitely with her own power and a minimum of concentration. This charm functions exactly as Prolonged Partial Transformation, except that the duration is indefinite, with the essence committed for as long as the charm is maintained. The cost of maintaining the gift equals 3 motes per Essence requirement of the gift, making this charm expensive for trivial uses, but undeniably useful. If at any point, the lunar's Temporary Willpower falls below the sum of the Min Essences of the gifts maintained, then the lunar must roll her highest Virtue for Limit Break, and must roll willpower equal to the difference between her temporary willpower and the sum of the Min Essences of maintained gifts of fall into Deadly Beastman.

This charm upgrades charms which draw on the power of Partial Transformation. If the lunar has higher Essence than the minimum essence required to use a partial shapeshift, then that charm may be maintained indefinitely for 3 times its normal cost. Addionally, no longer will the lunar need to spend 1 Willpower for simply prolonging a partial transformation to overcome the inbalance of essences. (see Prolong Partial Transformation above) In stead, the lunar must spend 1 Willpower to overcome the inbalance of essences only if maintaining a partial shapeshift indefinitely.


Foundation Charms

Foundation charms are basic charms which draw upon one of the lunar's attributes beside Charisma, Manipulation, or Intelligence. They are typically 1 Essence charms with low Attribute requirements that provide simple foundational benefits. They are prerequisites for some Partial Transformations based on that Attribute.

Sample Foundation Charms


Body-Weapon Technique</b>

<b>Cost: 1 mote
Duration: Instant
Type: Reflexive
Min Strength: 1
Min Essence: 1
Prereqs: None

The lunar has learned to use her furious instincts to harden her essence into her skin. At this point the hardening essence is concentrated in one of the lunar's limbs. That limb is momentarily capable of blocking lethal attacks or inflicting lethal damage.


Heightened-Sense Technique</b>

<b>Cost: 1 mote/success
Duration: 1 Scene
Type: Simple
Min Perception: 1
Min Essence: 1
Prereqs: None

This charm heightens the Lunar's awareness of the world around her to nearly supernatural levels, converting up to the Lunar's Perception in dice into automatic successes to all Awareness rolls for the remainder of the scene.


Feline Grace Technique</b>

<b>Cost: 1 mote/ 2 successes
Duration: 1 Scene
Type: Reflexive
Min Dexterity: 1
Min Essence: 1
Prereqs: None

This charm heightens the Lunar's balance through an instinctive awareness of her own body. For the remainder of the scene, up to the lunar's Dexterity are be converted into automatic successes on balance-related rolls, including knockback, and added to the roll to improve one's situation while falling, at a cost of 1 mote per 2 successes.


Body-Hardening Technique</b>

<b>Cost: 1 mote
Duration: Instant
Type: Reflexive
Min Stamina: 1
Min Essence: 1
Prereqs: None

The lunar momentarily tenses herself to an incoming attack, momentarily allowing her to soak Lethal damage with her full Stamina, and adding her Stamina to her Bashing Soak.


Quick-Thinking Technique</b>

<b>Cost: 1 mote per 2 initiative added
Duration: Instant
Type: Reflexive
Min Wits: 1
Min Essence: 1
Prereqs: None

Lunars are known for thier quick thinking, and many use this charm to enforce that notion. The lunar quickly siezes a sliver of consciousness from her mind's potential, allowing her to react more quickly to events, and gaining a bonus to her turn's initiative no greater than her Wits at a cost of 1 mote per 2 initiative bonus gained



Partial Shapeshifts

These charms make a part of a lunar's body more like an animal's, improving her abilities. Every partial shapeshift requires a foundation in another ability, represented by a starting-level charm in that ability. Each also requires the Partial Transformation charm, and the ability to call upon the shape desired. This is usually done by drawing on an animal in the lunar's blood. For example, if a lunar wanted to design or call upon a charm to grant her claws, then she would need an animal in her blood with suitable claws (wolf, eagle, cat, sloth). Such an animal would need to be present in the blood during the design phase, and also anytime the lunar wanted to use the charm. It doesn't need to be the same animal, just the same species.

Partial Shapeshifts are balanced against each other. At this level, a lunar can draw only so much strength from an animal. A simple partial transformation should be weaker than a 2 Essence gift.

Sample Partial Shapeshift


Deadly Tiger Claws</b>

<b>Cost: 2 motes
Duration: 1 Turn
Type: Reflexive
Min Strength: 2
Min Essence: 2
Prereqs: Partial Transformation, Body-Weapon Technique

Drawing upon the iron-hard ferocity of the tiger, the character extends enormous ripping talons from one or both hands. These claws are nearly unbreakable and utterly razor-sharp. They may not be retracted, however, and can inhibit manual dexterity considerably. The claws have the following combat statistics:

                        | Rea   | Acc       | Dmg    | Pry     | Wai   | Str | Hnd   | Size    |
Claw                    | +2    | +2        | +3L    | +2      | 4D    | 1   | 1     | DC      |

Eagle Eyes</b>

<b>Cost: 2 motes
Duration: 1 Turn
Type: Reflexive
Min Perception: 2
Min Essence: 2
Prereqs: Partial Transformation, Heightened Sense Technique

The eagle sees everything, and so the lunar shall be like the eagle. With the eyes of a raptor, the lunar can see much further and clearer. Although largely unable to grasp the eagle's true vision, the lunar can read a book that's across a room, spot tiny hidden animals, discern the details of a man on the horizon, etc. Systemically, this extends sight beyond mere extra successes, but the lunar should be considered to have automatic successes equal to her Perception to any simple awareness roll which could be accomplished by normal human sight.


Adept Partial Shapeshift

Adept Partial Shapeshifts build on simple partial shapeshifts, but add more of the lunar's own essence to the mix. They use the Simple Partial Shapeshift that they are based on as a prerequisite and guideline, but are considerably more powerful and expensive.

(more later)

Sample Adept Partial Shapeshifts

Vicious Moonsilver Claws</b>

<b>Cost: 3 motes
Duration: Instant
Type: Reflexive
Min Strength: 3
Min Essence: 3
Prereqs: Deadly Tiger Claws

Advancing the technique which draws out a tiger's claws, the Lunar reinforces the animal essence with Lunar strength, drawing out enormous daiklaive-like moonsilver claws from one or both hands. Highly magical, these claws have the strength and properties of moonsilver, and are every bit as deadly. However, although the claws are capable of reshaping themselves significantly to allow the lunar to move with freedom, they are still enormous, and can impair manual dexterity severely. The Vicious Moonsilver Claws have the following combat statistics:

                        | Rea   | Acc       | Dmg    | Pry     | Wai   | Str | Hnd   | Siz     |
MS Claw                 | +4(+5)| +3(+5)    | +8L    | +3      | 6     | 3   | 1     | M       |

The lunar receives the adjusted ststistics for the magical material bonus of moonsilver represented by the parentheses.


Silver Eyes of the Day Bird</b>

<b>Cost: 3 motes
Duration: Instant
Type: Reflexive
Min Perception: 3
Min Essence: 3
Prereqs: Deadly Tiger Claws

At this strength, the lunar may truly call on the raptors eyes. The lunar's eyes become sleek and cunning like and eagle's and take on a sharp and obvious silver hue. She may see at least as well as a raptor, and is capable of detecting field mice in a field from hundreds of yards away, ants moving through grass in the distance, nearly any hidden creature, the eye color of a dot on the horizon, fleas across a room, etc. The power of this charm goes far beyond mere successes, but the lunar should be considered to receive 2 x her Perception in automatic successes to Awareness rolls within normal human limits, and her Perception in automatic successes to Awareness rolls within the limits described by the Eagle Eyes charm above. However, the lunar's eyes are day eyes, and she receives only benefits equivalent to the Eagle Eyes charm in full moonlight conditions or worse, and still cannot see in total darkness.



Body Enhancement

        Cat-Falling Attitude       Shaping the Ideal Form
         |                |        |
         |                |        |
  Predator Grace          Tree-Dwelling 
  Method                  Jaguar Posture,
                          Panther-Stride
                          Posture                             

Cat-Falling Attitude - This charm now lasts One Scene, is Reflexive, requires 2 Dexterity and 1 Essence, and has no prerequisites. This charm converts a number of dice equal to the character's Dexterity into automatic successes to rolls to avoid landing in any position besides standing, and adds automatic successes equal to the character's Dexterity to the roll to improve one's situation while falling.

Predator's Grace Method - This charm now has the prerequisite Cat-Falling Attitude.

Panther Stride Posture - This charm replaces Panther Stride Stance. This charm now requires 3 Charisma, and has the prerequisites Shaping the Ideal Form and Cat-Falling Attitude. As with the other "Posture" type charms, a character with 3 Essence or more may spend a temporary Willpower when activating this charm to make the duration "Indefinite". In that case, the charm will last until the character assumes another shape.

Tree-Dwelling Jaguar Posture - This charm replaces Tree-Dwelling Jaguar Claws, requires 3 Charisma and 2 Essence, and has the prerequisites Shaping the Ideal Form and Cat-Falling Attitude. This "Posture" type charm enables the character to climb and move across narrow or treacherous areas at full running (not sprinting) speed without penalty. It also lowers the difficulty of rolls involving climbing, balancing on narrow objects, and arboreal movement of any sort. by 2 (1 if the character is wearing shoes or gloves). It also provides the character with reflexively retractable claws which allow the character's unarmed attacks to do lethal or bashing damage. As with the other "Posture" type charms, a character with 3 Essence or more may spend a temporary Willpower when activating this charm to make the duration "Indefinite". In that case, the charm will last until the character assumes another shape.

Tool-Hand Technique - This charm now requires 4 Manipulation and 2 Essence, costs 4 motes, and has the prerequisite charms Shaping the Ideal Form and Body-Weapon Technique. It can create any tool, including any small weapon(dagger or smaller) with no moving parts. Weapons created thus are hard, and can parry and inflict lethal damage. They use Brawl or Melee, but actions taken with them are always counted as unarmed. Tools created this way are exactly what the character wants, but are not exceptional in any way, and the wielder receives no special bonus to use them. The character must know exactly what tool she wants(what it looks like, how it works, etc). Given a copy of a key, she can recreate the key, but working from memory is difficult. Remembering exactly what something looked like often requires an Per + Int roll.

Unarmed Combat

Shaping the Ideal Form                         Body Weapon Technique  |   Body Enhancement
|                  |                                         |        |
|                  ---------------------------------------------------|----------|
|                            |                         |              |          |
Monkey Arm Attack   Savage Predator Weaponry      Adder-Fang Method   | Tool-Hand Technique
|                       |----------------------------------|          |       
|                       |                 |                |          |
Squid Arm               |          Poison Weaponry         |          |
                        |                                  |
                    Deadly Moonsilver             Deadly Viper Venom                  
                    Weaponry    
                                                                                      

Body Weapon Technique - This charm may be used to supplement an attack to have an attack deal lethal damage, or supplement a block to allow the block to parry lethal damage.

Savage Predator Weaponry - This charm replaces Claws of the Silver Moon - This charm now costs 3 motes, requires 2 Strength, and has the prerequisites Body Weapon Technique and Shaping the Ideal Form. These are actually 3 charms which create deadly natural weaponry which lasts for the remainder of the scene. When this charm is purchasesd, the character chooses either claws, teeth, or horns/tusks. The decision is final, though the character may purchase this charm again to learn a new natural weapon, and more than one type of weapon may be active at once. The claws have Spd +3, Acc +1, Dmg +3L, Pry +1. The bite has Spd 0, Acc +2, Dmg +5, Pry 0. The horns/tusks has/have Spd -1, Acc +1, Dmg: +4L, Pry: +1 and receive +2 Dmg when charging in to attack. These weapons are not moonsilver, and do not benefit from charms or affect which specifically benefit moonsilver objects. They do not affect dematerialized spirits.

Deadly Moonsilver Weaponry - This charm replaces Scimitar Claw Technique - This charm now requires 4 Strength. This is a set of 3 charms, just as Savage Predator Weaponry is. The horns/tusks option for this charm has Spd: +2, Acc: +4, Dmg:+7, Pry +2, and receives +2 dmg when charging in to attack.

                              Tyrant Lizard Strike
                                        |
                  |-------------------------------------|
                  |                     |               |
       Sinuous Striking            Angry Rhino     Hunter's Eye
       Grace      |                Charge           Technique      Beast     Sinuous
       |          |                     |      |---------------|  Instinct   Striking
Hydra-Head  Foot-Confusing     |---------------|               |      |-------|
Attack      Buffet             |        |      |               |          |
                               |        |      |               Deadly Claw
                     Subduing the  Bull-Head   Door-Breaking   Blow
                     Honored Foe   Attack      Method

Tyrant Lizard Strike - This charm now costs 1 mote per success, and has no prerequisites. This charm now converts attack dice into successes up to the character's Dexterity.

Sinuous Striking Grace - This charm now requires 2 Dexterity, and has the prerequisite Tyrant Lizard Strike.

Hydra Head Attack - This charm now requires 1 Essence.

Hunter's Eye Technique - This charm now costs 1 mote per point reduction, requires 3 Dexterity, and has the prerequisite Tyrant Lizard Strike. This charm now may not reduce the target's soak by more than the character's Dexterity or the number of successes achieved on the attack, whichever is lower.

Deadly Claw Blow - This charm now costs 2 motes/die, is Supplemental, requires 3 Dexterity and 3 Essence, and has the prerequisites Beast Instinct Method, Sinuous Striking Grace, and Hunter's Eye Technique. This charm now adds dice up the the character's Dexterity to an attack roll. Only the added dice are able to affect dematerialized spirits, the rest of the dice pool is not.

Foot-Confusing Buffet - This charm now costs 1 mote per 2 dice, has the duration Instant, and has the prerequisite Sinuous Striking Grace. This charm allow the character to make an attack which confuses and disorients his target. As long as the target makes some effort to defend atainst the attack, any parry or dodge which requires that the target be aware of the attack, this charm takes effect. The lunar may subtrack dice from his attack roll, up to a maximum number of dice equal to his dexterity, and apply that number as a pentaly to the target's initiative on the following round, as long as the target and the lunar remain engaged. A target whose initiative is reduced below 0 for any reason may not act in that round.

Angry Rhino Charge - This charm now costs 2 motes per die, requires 1 Essence, and has the prerequisite Tyrant Lizard Strike. By focusing his rage and essence into a single strike, the character may increase the force of his blow, adding 1 to the raw damage for every 2 motes spent. In addition, for every mote spent, the target is thrown back 1 yrd. Damage from striking solid objects is as normal.

Bull Head Technique - This charm now costs 1 mote per die, is Simple, and requires 4 Strength and 2 Essence.

Subduing the Honored Foe - This charm now requires 3 Strength and 2 Essence, and has the prerequisite Angry Rhino Charge.

Door-Breaking Method - This charm now has the prerequisites Body Weapon Technique and Angry Rhino Charge.

Defensive

Steel Paw Style - This charm has been replaced by Body Weapon Technique.

Scales of the Dragon - This charm produces a form of natural armor. It is counted as armor for the purpose of charms which ignore armor. The soak provided by this charm is not natural soak and is not counted against a lunar's natural soak limit of 12.

Limb-Shielding Growth - This charm now has the prerequisites Armor-Forming Technique and Shaping the Ideal Form.

Invulnerable Moonsilver Carapace - This charm now only has the prerequisite Scales of the Dragon.

Bowing Reed Technique - This charm now costs 1 mote. This charm now negates multiple action penalties for a single dodge. Thus, a character may split his dice pool as many times as he can, and every dodge may be enhanced with this charm to provide his full Dex + Dod dice pool. Full dodges are similarly affected. It has no effect on other types of penalties, and the character must still have a pool to enhance.

Bending Before the Storm - This charm now costs 1 mote per 2 successes, and requires 2 Dexterity and 1 Essence.

Survival and Healing

Beast Instinct Method - This charm now costs 2 motes per success. This charm now allows the character to convert a number of dice equal to his Wits into successes on any Survival roll for 2 motes per success.

Tenacity of the Hunter

Cost: 1 mote per die
Duration: 1 Day
Type: Simple
Minimum Stamina: 2
Minimum Essence: 1
Prerequisite Charms: None
By focusing essence into mind, body, and spirit, the lunar may strengthen his resolve and preserve his form. The lunar may add a number of dice no greater than his Stamina to all Endurance rolls made for 1 Day. No more of a bonus may be taken from this charm at any given time than the lunar's current natural Stamina.

Wolf Endurance Method - This charm now has the prerequisite Tenacity of the Hunter.

Fortitude of the Aurochs - This charm now has the prerequisite Tenacity of the Hunter.

Ever-Waking Method - This charm now has the prerequisite Tenacity of the Hunter.

Infection Resisting Method - This charm now costs 1 mote per 2 success, and requires 1 Stamina. This charm works anytime during the scene during which a character comes in contact with a disease or receives a wound. It converts dice up to the character's Stamina into automatic successes for all Resistance rolls made at the end of the scene to avoid disease or infection.

Disease Purging Essence - This charm now costs 1 mote per success, lasts for 1 Day, and is Simple. This charm may be used by a character when he suspects that he has caught an illness to attempt to purge it from his body. The first time the charm is used on a disease, the character receives an immediate roll to attempt to cure himself, rolling Stamina + Endurance, and converting into successes a number of dice no great than his Stamina for 1 mote per success. Should that fail, the character may choose to commit the essence for a full day, and on the next day his roll to overcome the disease converts the same number of dice into successes. As long as the character continues to use this charm every day, the daily roll to overcome the disease will recieve the converted successes, but only if the character activates the charm immediately after making the roll to overcome the disease. This charm can only be used once for an immediate attempt to purge the disease. If the character's Natural Stamina changes over the course of the day while this charm is in effect, the lowest natural Stamina is used to determine the Stamina + Endurance of the character for the purposes of the roll, and this charm.

Lick Wound - This charm now costs 1 mote per die, requires 3 Wits, and has the prerequisite Disease Purging Essence. This charm adds up to the character's Stamina in dice to the target's next roll to resist or overcome disease or infection, as long as that roll comes within the next day.

Halting the Scarlet Flow - This charm now requires 4 Stamina.

Mother's Touch - This charm now costs 2 motes per health level or 2 motes for each -1 converted per health level + 1 Willpower , and requires 4 Wits. This charm may instantaneously heal another. However, though lunars are the masters of their own bodies, the wounds of others can prove difficult to heal, and some wounds are more difficult than others. As a result, this charm has a variable cost. If this charm is used solely to heal bashing damage, then the lunar need only spend 2 motes per health level healed in this way, to a maximum number of health levels equal to his Int. In a more powerful capacity, this charm may be used to convert lethal damage into bashing, though each use of this charm to convert lethal damage requires 2 motes times the wound penalty value of each health level to be healed and a temporary Willpower. -0 Levels are counted as -.5 for this charm, and therefore require 1 mote per health level. Most severe wounds must be healed first. Incapacitated Health levels are considered -7 for the purposes of this charm, and each level below Incapacitated is counted as one wound penalty worse than the last. However, if a character below Incapacitated is the target of this charm in a round, then he does not lose a health level at the end of that round, and health levels below Incapacitated are not converted to bashing, they are simply healed. A character may not convert more wound penalties worth of health levels of lethal damage than his Int + Essence, and in any case, may not convert more health levels into bashing than his Int.

For Example - No Moon savant and healer, Bright Eyes, has 4 Int, 3 Essence, and Mother's Touch. In a battle against a dragonblood, his wood aspected companion has received a dire wound, putting him at -4 with lethal damage. Bright Eyes sets to healing him with Mother's touch. The maximum number of wound penalties he can convert to bashing with this application is 7 (Int 4 + Ess 3). He can convert the -4 health level, and one -2 health level, but not another -2, because that would bring the total wound penalties worth of health levels healed to -8 (-4, -2,-2). This will cost him 12 motes (2 motes per -1 converted), and a Willpower. Any more healing will have to be done next round.

In another example, the same unfortunate Wood Aspect is hit by a warstrider daiklaive, bringing him one level below Incapacitated. Bright Eyes cannot help. The first level below Incapacitated is counted as -8 for purposes of this charm (-7 for Incapacitated, -1 below that), and Bright Eyes has only 7 Int + Essence. He would need 8 Int + Essence to help. If it took Bright Eyes a round to reach the Wood Aspect, and by that time, he was already at 2 levels below Incapacitated, Bright Eyes would need 9 Int + Essence to heal him, and then it would be only 1 health level a round, and at quite an essence cost.

Perception

Wyld-Sensing Instincts - This charm now has no prerequisites.

Harmony with Reality Technique - This charm now has only the prerequisite Wyld Object Appraisal Method.

Interaction and Knowledge

Lore-Speaking Method - This charm now has no prerequisites.



All sorts of thanks to Braydz. 'cause he did half the work.

Comments

I like most of what you've done. The only thing I don't agree with is CotSM - as it stands right now (canon), it's a pretty damn good Charm that highlights how good shapeshifters can be at unarmed combat, essentially by arming them (I think the "+6" to speed is a typo, and it should be +3). Your revision makes it 100% useless - there is almost no conceivable situation in which that Charm could be effectively used in a combat, since it's a Simple Charm and so takes a whole round to activate. Anyway, other than that, good stuff here. - SilverMeerKat

You are absolutely right. Don't let it go to your head. Duration edited. - Morpheus

It might just be me, but I wouldn't make Mother's Touch so complicated. I'd just remove the part about healing aggravated damage, and make that effect a separate Charm with MT as the prereq. It should probably be a 5/3, while MT should remain a 4/3, and I think perception makes more sense than wits here - it's how well you can pinpoint the damage you need to fix, not how quickly you can think about it. Anyway, there's my 2 cents. - SilverMeerKat

While I'm not gonna use this version of Mother's Touch myself, I see the logic and like it. ~*~Braydz~*~

Looks good, mad props for taking the time to put this together. I'm afraid I'm not familiar enough with the Lunar charm base to say anything more. -MeiRen

Thank you very much, MeiRen. It's great when people comment on my stuff. - Morpheus


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