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Lunar Spirit Charms by Quendalon
Knowing the Spirit
Cost: 3 motes Duration: Instant Type: Simple Minimum Perception: 4 Minimum Essence: 2 Prerequisite Charms: Spirit-Scenting Technique
This Charm refines the character’s observation of a spirit. She must make a Perception + Occult roll against a difficulty of the spirit’s permanent Essence. She needs only a single success to discern the spirit’s general type (e.g. summer season spirit, fire elemental, demon of the Second Circle), its Nature, and its permanent Essence.
Spirit-Expelling Touch
Cost: 5 motes Duration: Instant Type: Simple Minimum Intelligence: 4 Minimum Essence: 3 Prerequisite Charms: Devil-Restraining Grip
Some ghosts and spirits can possess creatures or objects. With this Charm, the character may expel such a spirit from its host. She must first successfully touch the possessed target; this requires a successful attack roll. Upon touching the target, the character must roll her Manipulation + Occult against a difficulty of the possessing spirit’s permanent Essence. (If the spirit and host have fused into a single entity, such as with the Ride Charm, then use the resulting entity’s permanent Essence.) A successful roll immediately expels the possessing spirit from its host. The spirit also loses one point of temporary Willpower, and may not attempt to possess the same host again for the remainder of the scene.
[#WiTWT] Walk in Two Worlds Technique
Cost: 8 motes, 1 Willpower Duration: One scene Type: Simple Minimum Perception: 4 Minimum Essence: 3 Prerequisite Charms: Devil-Restraining Grip
When the Lunar invokes this Charm, she strengthens her spirit so that she exists as both flesh and spirit simultaneously. She sees, and may interact with, both the physical world and dematerialized spirits at the same time. Invoking this Charm requires a successful Manipulation + Occult roll against a difficulty of 2.
Crossing the Veil
Cost: 12 motes, 1 Willpower Duration: One scene Type: Simple Minimum Intelligence: 4 Minimum Essence: 4 Prerequisite Charms: Walk in Two Worlds Technique
With this Charm, the character transforms briefly into the stuff of spirits. Like all immaterial spirits, she becomes invisible and intangible, and may not interact with the physical world without the use of additional Charms. She may perceive and interact normally with dematerialized spirits. Should the Lunar somehow be forced into an immaterial state, she may use this Charm to materialize. Invoking this Charm requires a successful Manipulation + Occult roll against a difficulty of 3.
Ghost Body Defense
Cost: 5 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Wits: 4 Minimum Essence: 4 Prerequisite Charms: Crossing the Veil
The Lunar dematerializes for an instant to avoid an attack. She may use this Charm to dodge a single attack she is aware of without a roll, even if the attack is not normally dodgeable. However, as the Charm relies on dematerialization, it may not defend against any attack that can strike a dematerialized target.
If the Lunar is already dematerialized, as with the use of Crossing the Veil, she may use this Charm to materialize for an instant instead. This functions in much the same way, and cannot be used to dodge an attack that is capable of striking materialized targets.
Spirit-Swallowing Prana
Cost: 2 motes per point of permanent Essence the target possesses, 1 Willpower Duration: Indefinite Type: Simple Minimum Wits: 5 Minimum Essence: 4 Prerequisite Charms: Crossing the Veil
This Charm allows the Lunar to wholly absorb an incorporeal foe, imprisoning it within her own body. To use this power, the character must make a successful unarmed attack against a spirit or ghost whose permanent Essence is lower than her own. She then makes a Wits + Occult roll against a difficulty of the spirit’s Essence. If successful, the spirit is trapped within the Lunar’s body until she chooses to set it free. The Essence spent to imprison the spirit remains committed until it is released.
The Lunar may communicate with the imprisoned spirit, and may bargain with it for its release. The spirit may allow the Lunar the use of any or all of its Charms or Arcanoi as part of such a bargain, though the Lunar must pay all Essence costs for these borrowed Charms.
Moon-Drawing Invocation
Cost: 10 motes, 1 Willpower Duration: Instant Type: Simple Minimum Manipulation: 5 Minimum Essence: 4 Prerequisite Charms: Devil-Restraining Grip, Attention Demanding Presence or Pack-Calling Cry
While the Lunar Exalted are epitomes of independence and indomitable strength, even they have need of aid from time to time. Despite her obsession with the Games of Divinity, Luna watches over her chosen, and she is amenable to granting them some measure of assistance. This Charm allows the Lunar to call forth one of Luna’s spirit servants. She cries out to the moon, which must be clearly visible in the night sky, and rolls Manipulation + Occult against a difficulty of 3. A successful roll means the summoned god will appear within an hour. Extra successes speed its arrival; with three extra successes, the god appears in a few minutes, and five extra successes will bring it forth instantaneously.
Once the summoned god arrives, the character may ask it to perform a single task. This requires a Manipulation + Presence roll with a base difficulty of 1. Dangerous tasks increase the difficulty to 3, while tasks that may lead to the permanent destruction of the spirit have a difficulty of 5. On a failed roll, the god cheerfully does whatsoever it wills; on a botch, it takes some action directly harmful to the character’s interests. The spirit returns to the moon at moonset, even if the task remains incomplete.
Heart's Blood Power Charms
Heart-Drinking Strength Augmentation
Cost: 5 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Strength: 4 Minimum Essence: 3 Prerequisite Charms: Finding the Spirit's Shape, Devil-Restraining Grip
By drinking an enemy's heart's blood, a Lunar may steal some of her foe's power. When the character successfully drinks the heart's blood of a fallen foe, if any of the target’s Attributes or Abilities exceed the character’s own, she may improve them without the usual training time. She must still spend experience points normally. Any characteristic purchased in this way may not be raised higher than the level possessed by the victim.
Soul-Drinking Essence Assimilation
Cost: 10 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Strength: 4 Minimum Essence: 4 Prerequisite Charms: Heart-Drinking Strength Augmentation
By drinking an enemy's heart's blood, a Lunar may steal some of her foe's power. When the character successfully drinks the heart's blood of a fallen foe, if the target’s Willpower or any of his Virtues exceed the character’s own, she may improve those characteristics without the usual training time. Likewise, the character may purchase any Charms the target possessed that she would normally be able to acquire. She must still spend experience points normally. Any characteristic purchased in this way may not be raised higher than the level possessed by the victim.
Comments
(Refactored extensive comments; leaving an important exchange with Willows.)
... my possible Lunar-player-to-be wants to do spirit stuff (I'm thinking of tying him in with the local spirit courts), so what would you consider to be the range of Lunar spirit Charms and spirit involvement? - Quendalon
- That's a good question. I'n not Mr. Lunar, but I'll theorize: Lunars can logically get access to Charms such as the spirit-emulation you've put up here, and so it seems reasonable that they could synthesize this with their shapechanging abilities to get a kind of 'shapechanging of the soul', permitting them to emulate spirits to a greater extent by transforming elements of themselves. I envision limited (maybe Charm-mediated) Virtue Charm access, the power to get things other than shape from Heart's Blood (think Highlander, Birthright), advanced totem emulation (a spirit version of DBT?), and that kind of thing. - FourWillowsWeeping
- Added a Highlander-style Charm, as per your suggestion! - Quendalon