LunarDexterity/BogMod
Contents
Defensive Charms
Attack Breaking Strike
Cost: 3m/attack; Mins: Dexterity 4, Essence 3; Type: Reflexive(Special) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Finding the Needle's Eye
Its harder to completely stop a coming hand-to-hand attack then it is a ranged one. You must be faster and the proper timing of a well placed attack is needed even more then when stopping an incoming arrow. At the begining of Step 1 before an opponent has decided on attacks or charms to use a Steward may use this charm. For every three motes they spend they reduce the number of attacks that character can make this round by one. Sometimes this will allow them to attack a limited number of times or not at all. For example if the Lunar were to spend 6 motes they would stop 2 attacks and a character would have to flurry to get 3 attacks or use an Extra Action charm to attack. This charm can not be used to stop counterattacks.
Quick Body Adaption
Cost: 2m; Mins: Dex 4, Essence 2; Type: Reflexive(Step 2) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Golden Tiger Stance
There are many kinds of attacks that one form or defense just are innapropriate against. The Steward knows this and is prepared regardless. A Lunar when using this charm may apply either of their DVs against attacks even ones that are normally undodgeable or unblockable. Attacks that the character is not aware of remain unexpected attacks.
Movement Charms
Paired Hunter Defense
Cost: 4m; Mins: Dexterity 4, Essence 3; Type: Reflexive Keywords: Combo-Ok, Obvious, Fury Duration: One scene Prerequisite Charms: Ground-Denying Defense, Instinct-Driven Beast Movement
To fight as two is much superior then to fight alone. As Exalted bound to another the Lunars well understands this. Using this charm builds on the natural two person fighting styles to unnatural levels. The Lunar sticks close to one person and infact can always keep up with them in the fight so long as they are within one move action when the Lunar activates this charm. From that point on neither one can be attacked from behind or flanked successfully.
Speed and Extra Action Charms
Frenzied Speed Rush
Cost: 6m, 1wp; Mins: Dexterity 5, Essence 3; Type: Extra-Action Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Wasp Sting Blur
When this charm is used the character flushes his body with essence until his muscles swell with energy and his body becomes sleeker and faster. In the turn this charm is used the character may perform two attack actions which may be flurried as normal. The actions suffer normal flurry penalties but regardless of the number of attacks in the flurry the Lunar only suffers a -1 DV penalty for each flurry.
Quickened Fist Technique
Cost: -; Mins: Dexterity 5, Essence 4; Type: Permanent Keywords: None Duration: N/A Prerequisite Charms: Twin-Fang Technique, Octopus and Spider Barrage
With a growing essence the Lunar begins to transcend the normal limitations of body and form. This charm increases the rate of all actions a Lunar can take by 2. This does not decrease the DV penalties from doing them or the dice pool penalty from them. It merely lets them do more.
Martial Arts Charms
Pack Mother Method
Cost: 5m; Mins: Dexterity 5, Essence 3; Type: Reflexive Keywords: Combo-Ok, Counterattack Duration: One scene Prerequisite Charms: Den Mother Mehod
Hunting beasts or those that live off the grass of the land the group will always defend the young if they can and a mother even more so. The Lunar Hero emulates this principal and remains close to an ally to protect them allways. So long as the Lunar remains within 1 move action of a chosen ally(Chosen when this charm is activated) that ally receives a bonus to their DV equal to half the Lunar's Dexterity. The person targeted can be changed once a turn on the Lunar's action reflexively. In earlier times this charm was known as Mate Guarding Method used by those Lunars who served their Sun Kings and Queens as bodyguards.