Difference between revisions of "DariusSollumanLunarsRevised/RevisedLunarHtHAttack"

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Latest revision as of 17:05, 8 June 2010

Hand to Hand combat, Lunars may use these Charms with or without weapons, as a rule. A few may refer specifically to a weapon, but on the whole Lunars just treat swords or axes like extensions of their body- they have no need to devolp seperate Charms for going bare-handed instead of armed.

Charms which directly enhance the Lunar's reflexes, speed or accuracy cluster under Dexterity. Those which enhance his raw power or ferocity fall under Strength. Those relating to changing his form fall under Stamina.

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Charm Cascade in PDF format

Sinuous Striking Grace

Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Dexterity: 1
Minimum Essence: 1
Prerequisite Charms: None

Add dice up to Dexterity of an attack, at one mote per die.

Frenzied Swarm Blows

Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Sinuous Striking Grace

Reduce defender's defense pools (both parry and dodge) by the number of attacks the Lunar has made this turn, including this one (so, the first by 1, the second by 2, the third by 3, and so on)

Foe Breaking Kata

Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: Frenzied Swarm Blows

Double successes of an attack for determining pre-soak damage.

Scar Making Blow

Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Sinuous Striking Grace

Convert all Dexterity dice into successes on an attack meant to mark an opponent, rather than harm them. (See Exalted, pg 238)

Limb-Maiming Flourish

Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Scar Making Blow

Each success on the damage roll of a Limb-Maiming Flourish also reduces an opponent's Strength, Dexterity, Stamina or Appearance by 1, to a minimum of 1.
For mortals, lost Attribute points never heal. For Exalted, they return at the rate of a 1 a week, or can be healed as an aggravated level of damage.

Tyrant Lizard Strike

Cost: 1 mote per two dice
Duration: Instant
Type: Supplemental
Minimum Strength: 1
Minimum Essence: 1
Prerequisite Charms: None

Add dice up to Strength to an attack's pre-soak damage, at one mote per two dice. Tyrant Lizard Strike must be used before the attack is resolved, but may be invoked after the attack is rolled (that is, before the defense is rolled).

Knowing Weapon Technique

Cost: 3 motes per die converted
Duration: Instant
Type: Supplemental
Minimum Strength: 3
Minimum Essence: 2
Prerequisite Charms: Tyrant Lizard Strike

Covnert up to Strength dice of post-soak dice into automatic levels of damage. Knowing Weapon Technique must be used before the attack is resolved, but may be invoked after the attack is rolled.

Ferocious Biting Claw

Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Strength: 4
Minimum Essence: 2
Prerequisite Charms: Knowing Weapon Technique

Reduces the defender's successes on any attempt to dodge or parry the Lunar's attack by half, rounding down.

Metal-Rending Strike

Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Strength: 4
Minimum Essence: 2
Prerequisite Charms: Knowing Weapon Technique

This attack is only usable against inanimate objects, including armor. If targeting armor, only use the armor's lethal soak, not the natural soak of the person wearing it or any charms, unless those Charms explicitly enhance the armor.
Convert up to Strength post-soak dice of damage into successes. Each success against armor reduces the armor's soak by 1. This damage is permament.
Metal-Rending Strike has no effect on items constructed of the Five Magical Materials.

Raging Horse Kick

Cost: 1 mote per 2 dice
Duration: Instant
Type: Supplemental
Minimum Strength: 3
Minimum Essence: 2
Prerequisite Charms: Tyrant Lizard Strike

Purchase up to Strength in dice. These dice are added to pre-soak damage for calculating knockback and the difficulty in resisting knockback.

Subduing the Honored Foe

Cost: 1 mote per die converted
Duration: Instant
Type: Supplemental
Minimum Strength: 3
Minimum Essence: 3
Prerequisite Charms: Raging Horse Kick

An attack enhanced with Subduing the Honored Foe deals bashing damage. You may convert up to Strength post-soak damage dice into successes.

Quicksilver Flow Attack

Cost: 2 motes per die
Duration: Instant
Type: Supplemental
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: Foe Breaking Kata, Ferocious Biting Claw

Convert dice up to Dexterity of an attack to successes, at two motes per die.

--

Striking Mospid Speed

Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 1
Minimum Essence: 1
Prerequisite Charms: None

Doubles the Lunar's base initative.

Dust Devil Advance

Cost: 3 motes
Duration: Until Released
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Striking Mospid Speed

Add the distance the Lunar moved in the last turn to his initative roll this turn. While using the Dust Devil Advance, the Lunar must move one yard more each turn than they moved last turn; when they cannot, the effects of the Charm end.

Deadly Viper Strike

Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Strength: 2
Minimum Essence: 1
Prerequisite Charms: None

Adds the Lunar's Strength to their base initative. If they use Striking Mospid Speed in a combo with Deadly Viper Strike, include the Lunar's Strength in their base initative for doubling it.

Foot Confusing Buffet

Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: Deadly Viper Strike

Trade post-soak damage dice to increase your base initative next turn. You may not reduce the damage dice by more than your Dexterity.

Eagle from the Cloudy Sky

Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Striking Mospid Speed, Deadly Viper Strike

Seize initative, unless someone else uses a similiar Charm, in which case resolve normally. The Lunar may also hold their action indefinitely when using Eagle from the Cloudy Sky, and does not suffer a penelty for doing so.

Coiled Cobra Method

Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Eagle from the Cloudy Sky

Suffer an initative penelty to add dice to Dexterity for this turn. For every point lost from Initative, add one to Dexterity for this turn. These dice count as bonus dice granted by a Charm, and against the normal maximum. The Lunar may not reduce their initative by more than their Dexterity.

Blurring Moonsilver Pace

Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: Coiled Cobra Method

Suffer an initative penelty to reduce opponent's defenses for a turn. For every point lost from Initative, reduce the defense pools (both attack and defense) of anyone the Lunar attacks by 1. The Lunar may not reduce their initative by more than their Dexterity.

Hydra Hands Assault

Cost: 7 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Blurring Moonsilver Pace

Suffer an initative penelty to gain extra actions for this turn. For every two points lost from Initative, the Lunar may make an additional hand to hand action. The Lunar may not reduce their initative by more than their Dexterity.

--

Spinning Wrist Attack

Cost: 2 motes
Duration: Instant
Type: Extra Actions
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite Charms: None

Make two hand to hand attacks this turn.

Foe Driving Attack

Cost: 7 motes, 1 Willpower
Duration: Instant
Type: Extra Actions
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Spinning Blade Attack

Continue attacking someone, as long as each successive attack has one more success than the one before it. You may reflexively reduce the number of successes from an attack while under this Charm. You may not make more than Dexterity attacks from the Foe Driving Attack.

Example: Raski uses the Foe Driving Attack against MaHaSuchi. She has a Dexterity of 7 and a Brawl of 5, giving her twelve dice to attack with. For her first attack, she gets 6 successes- exactly average. She reduces that to 1 (meaning that MaHaSuchi still has to dodge or parry), and makes another 12 die attack. The second attack comes up with 9 successes, which she reduces to 2. The third attack comes up with 8 successes, which she reduces to 3. The fourth attack comes up with only 3 successes, and so ends the Charm.

Ferocious Avalance Technique

Cost: 7 motes
Duration: Instant
Type: Supplemental
Minimum Strength: 4
Minimum Essence: 3
Prerequisite Charms: Foe Driving Attack

Force opponent to move up to Strength yards away from the Lunar, or suffer an full dicepool hand to hand attack per yard not moved (opponent's option, but they may not have a choice is pushed against a wall). The Lunar must be able to keep up with the push, of course. The Lunar may not make more attacks than his Strength using the Ferocious Avalance Technique.

Monkey Paw Advantage

Cost: 1 mote per attack
Duration: Instant
Type: Extra Actions
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Spinning Blade Attack

Make another attack after an attack, rolling a number of dice equal to the successes of the original attack. A Lunar may not make more attacks using the Monkey Paw Advantage than their Dexterity.

Whirlwind of Lunar's Favored

Cost: 3 motes per attack
Duration: Instant
Type: Extra Actions
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Monkey Paw Advantage

Make up to Dexterity hand to hand actions.

--

Deadly Claw Blow

Cost: 1 mote per turn
Duration: Instant
Type: Reflexive
Minimum Stamina: 2
Minimum Essence: 2
Prerequisite Charms: None

Turn you hands into claws for one turn per mote, to a maximum of Stamina motes. These replace your normal punch.
Claws have Essence + Dexterity points to spend between Speed, Accuracy, Damage, Defense and Rate. Each point in Speed adds +2, while Rate costs two points for each increment. No more than Essence points invested in any single attribute.
These points may be reflexively shifted around once a turn, including before initative.

Claws of the Silver Moon

Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms: Deadly Claw Blow

Turn your hands into claws until the Lunar wants regular hands again.

Monkey Arm Reach

Cost: 1 mote per 3 yards
Duration: Instant
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 3
Prerequisite Charms: Claws of the Silver Moon

Strike an opponent up to three times Dexterity yards away.

Squid Wrestling Style

Cost: 2 motes per pair of arms
Duration: Instant
Type: Reflexive
Minimum Stamina: 4
Minimum Essence: 2
Prerequisite Charms: Claws of the Silver Moon

Grow additional arms, up to one pair per point of stamina for 2 motes per arm. A reduces their multiple action penelty by 1 for each set of arms they have. The arms also act in a vaugely independent fashion, and let the Lunar wield multiple weapons more easily; they can make a number of actions equal to the sum of the Rates of the weapons they're using.

Example: Raski uses the Squid Wrestling Style and grows herself four extra pairs of arms. This reduces the penelty of her splitting her dicepool by 4. Additionally, she can punch up to 5 times with each set of arms. Alternatively, if she has a knife in one hand and a short sword in the other (so to speak), she could act 4 times with the knife, 3 times with the short sword, and 5 times with each remaining punch.

Cunning Porcupine Defense

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms: Deadly Claw Blow

Covers the Lunar's body in sharp quills. Anyone who clinches with them suffers an automatic Essence dice of damage.

Predator's Grin

Cost: 1 mote per turn
Duration: Instant
Type: Reflexive
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms: None

Turns a Lunar's jaw in a vicious tearing maw for one turn per mote, to a maximum of Stamina motes.
Jaws have Essence + Strength points to spend between Speed, Accuracy, Damage, Defense and Rate. Each point in Damage adds +2, while Rate costs three points for each increment. No more than Essence points invested in any single attribute. They may also spend 3 points to make the jaws deal piercing damage.
These points may be reflexively shifted around once a turn, including before initative.

Devouring Siaka's Maw

Cost: 6 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Strength: 4
Minimum Essence: 2
Prerequisite Charms: Predator's Grin

Grants a Predator's Grin until the Charm wants regular jaws again. Additionally, while using Devouring Siaka's Mouth, the Lunar can make a bite attack in place of a clinch attack. If successful, the opponent is incapable of doing anything but escaping if they take control of the clinch.

Jaw Unhinging Technique

Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Stamina: 4
Minimum Essence: 3
Prerequisite Charms: Devouring Siaka's Maw

A Lunar may swallow anyone or anything, up to twice their own size. Normal mater may be regurgitated unharmed or digested, at the Lunar's option; magical materials must be regurgitated. While swallowed, the opponent is functionally in a clinch, but can do nothing except escape by taking control of it. The Lunar converts their Strength into automatic successes for maintaining such a clinch.
The opponent is also sufficating (see Exalted, pg 243), except that because of the extreme pressure and internal conditions, the can hold their breath for only 1 turn per success on the Stamina + Resistance roll.
Once an opponent has been swallowed, it is not neccesary to maintain use of Jaw Unhinging Technique.

--

Bear Hug Assault

Cost: 1 mote per die converted
Duration: Instant
Type: Reflexive
Minimum Strength: 3
Minimum Essence: 2
Prerequisite Charms: None

Convert dice up to Strength of a clinch to successes, at one mote per die.

Spine Breaking Grasp

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Strength: 4
Minimum Essence: 2
Prerequisite Charms: Bear Hug Assault

This clinch inflicts lethal damage, and may ignores armor for soak purposes.

Mighty Bear Crush

Cost: 2 motes per die converted
Duration: Instant
Type: Reflexive
Minimum Strength: 4
Minimum Essence: 3
Prerequisite Charms: Spine Breaking Grasp

Convert up to Strength post-soak dice into damage on a successful clinch.

Coiling Steel Grip

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: Bear Hug Assault

The Lunar may treat any weapon they have as a clinch enhancer. It's Speed falls by 5 and it's rate to 1 when doing so.

Spider's Ensnaring Web

Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Coiling Steel Grip

The Lunar may make a clinch attempt against someone up to Dexterity yards away.
Subsequently trying to maintain control of the clinch is a free reflexive action that does not consume the Lunar's action for the turn.
The Lunar cannot deal damage to someone caught in the web by maintaining control of the clinch. Nor can the person so held- all they can do is maintain the hold or escape (respectively).