Difference between revisions of "DariusSollumanLunarsRevised/RevisedLunarSurvivalRegeneration"
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Latest revision as of 17:07, 8 June 2010
Was it mentioned that Lunars are Very Hard to Kill? Cause they are.
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Disease Purging Essence
Cost: 1 mote per die Duration: Instant Type: Reflexive Minimum Stamina: 2 Minimum Essence: 2 Prerequisite Charms: None
Convert up to Stamina dice to automatic successes when rolling to resist getting or overcoming an illness.
Bruise Relief Technique
Cost: 1 mote per health level Duration: Instant Type: Reflexive Minimum Stamina: 3 Minimum Essence: 2 Prerequisite Charms: Disease Purging Essence
Regenerates up to the Lunar's Stamina in Bashing health levels of damage.
Halting the Scarlet Flow
Cost: 2 motes per health level Duration: Instant Type: Reflexive Minimum Stamina: 4 Minimum Essence: 2 Prerequisite Charms: Bruise Relief Technique
Immediately cease bleeding, and restore up to the Lunar's Stamina in Lethal health levels of damage.
Restore the Ruined Form
Cost: 2 motes per health level, 1 Willpower Duration: Instant Type: Reflexive Minimum Stamina: 5 Minimum Essence: 3 Prerequisite Charms: Halting the Scarlet Flow
Convert up to the Lunar's Stamina in Aggravated damage into Lethal. Lost limbs may be 'regrown' in this fashion. Relatively small limbs (a hand or eye) require healing one aggravated level of damage. Larger ones (an arm or leg) require healing three levels.
Speed the Healthy Return
Cost: 6 motes Duration: Until released Type: Reflexive Minimum Stamina: 3 Minimum Essence: 2 Prerequisite Charms: Disease Purging Essence
Speeds the Lunars healing by 10. They require one tenth the normal time to heal a single level of damage for natural healing. This does not effect their recovery using magical healing, or healing that is a Gift of the Deadly Beastman shape.
Knit the Torn Flesh
Cost: 10 motes Duration: Until released Type: Reflexive Minimum Stamina: 4 Minimum Essence: 3 Prerequisite Charms: Speed the Healthy Return
Let's the Lunar regenerate one Bashing level of damage per turn and one Lethal level of damage every (6-Essence) turns, to a minimum of 1 turn per Lethal.
Immortal Bloodworms Attitude
Cost: 20 motes Duration: Until released Type: Reflexive Minimum Stamina: 5 Minimum Essence: 4 Prerequisite Charms: Knit the Torn Flesh
Let's the Lunar regenerate three Bashing and one Lethal every turn. They also regenerate one level of aggravated damage every day. This can restore lost limbs, at the same rate as Restore the Ruined Form.
Finally, a Lunar using the Immortal Bloodworms Attitude cannot actually die from simple physical trauma. Although they can be reduced to incapacitated and knocked unconcious and, to all seemings appear to be dead- they will eventually reconstitute themselves as long as they have committed motes to this Charm. Charms or effects which simply kill a character, rather than dealing them damage, can still destroy the Lunar. The complete destruction of their body (such as by fire or acid) will require a full month to return from. And finally, if the Lunar's heart is eaten while they are under the effects of this Charm, the Lunar is killed. Additionally, a portion of their Exalted Shard passes to the devourer.
If another Lunar performs this feat, they gain complete access to any forms not presently in their library of shapes. If another kind of Exalt or other entity which is naturally aware of Essence performs this feat, they gain the Lunar's Essence in both positive and negative Mutations immediately. And if a mortal or Godblooded perform this, they Exalt as a Lunar, the Soul Shard passing directly to them.
- Unless you want it to be very powerful, you might want to note that Speed the Healthy Return does not affect healing from charms and gifts. Otherwise stacking it with immortal bloodworm gives you 10L/Turn.
- GAH! Quite so! DS
Is Essence 4 really enough for something that grants immortality? I mean, yeah, 20 committed motes is a bitch and a half, but still... if they can do this at Essence 4, where do they go from there? (Just as a sidenote, where are bloodworms from? Canon?) - DigitalSentience
- If a Hearthstone level 5 can provide Immortality, an Essence 4 Lunar Charm (when the Lunar schtick is surviving) that committs 20 motes can, in my opinion.
- And the immortal bloodworms are reference to Blade of the Immortal. Who's deal is that he cant die, from having been given 'bloodworms', which heal him and prevent his death and all that jazz. DS
- The thing is that the hearthstone still allows you to kill the bearer by either taking the hearthstone away from them once they've been dismembered and waiting for it to deattune, or by destroying the manse. Immortal Bloodworms Attitude has no such weakness, and the only non-epic (i.e. throwing his corpse into the Mouth of Oblivion) thing I can think of in cannon that can deal with this is Sequential Charm Disruption or charms that kill people without inflicting damage, which are pretty darned rare and are mostly found high on MA trees. Essence 4 seems really, really, really low for something that powerful. At the very least it should be "the lunar cannot die from damage" instead of "the lunar cannot die" so that it avoids conflict with soul knocking-off attacks. It probably ought to be an essence 6 charm at a minimum and probably more like 7 or 8. This is the sort of charm lunars aspire to getting, and work long and hard for before achieving, rather than something every lunar who gets through the first couple hundred years knows. I see the general population of lunars as incredibly hardy and resiliant, and very hard to kill, but this charm is just wrong. Look at it this way: When the only way Dragonblooded can deal with a lunar via cannon material is by calling in a Wood Dragon Immaculate who has mastered his entire style of charms Dragonblooded arn't supposed to have, you know something is wrong. This charm either needs to be put at the essence level where everybody comparable has access to things that let them kill people without inflicting damage or charms that allow negation of other charms, or it needs to have some sort of vulnerabilty that can be exploited to really kill the person using it. Something like having the lunars heart torn from its chest and eaten cancelling the charm and condemning the lunar to final death would seem thematically appropriate and be more in line with the power level of the hearthstone you based it on, since straight up damage can still put the lunar down for long enough to have the victor slay his fallen foe if the victor actually knows what he's doing, but will still provide a great deal of protection. For bonus fun consider having the one who eats the heart while this charm is in effect immeadiately exalt with the same shard as the guy who just died if the eater is a mortal/godblooded. Lots of good story potential there, and if a mortal actually kills a lunar with this charm he deserves it. -Greendevilman
Re: Greendvilman - Given that Essence 4 Celestial is where we start to see 'You just DIE' attacks (both Martial Arts and Abyssal Melee, IIRC), I don't think Essence 4 is really inappropriate for an Immortal-vs-normal-damage Charm. Straight up damage is becoming less of an issue at that level of power.
On the other hand, eating the Lunar's heart to steal their shard is frigging AWESOME. :) How's what I've got now look? DS