DariusSollumanLunarsRevised/ReviedLunarSurvivalInTheWyld
The Lunars fled into the Wyld- and survived. Despite the endless twisting nature and impossiblity, they survived the trackless wastes. Survived, and even prospered. But not unscathed...
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- DariusSollumanLunarsRevised
Wyld-Sensing Instinct
Cost: 3 motes Duration: Instant Type: Reflexive Minimum Perception: 1 Minimum Essence: 1 Prerequisite Charms: None
Tells a Lunar what level of the Wyld (Creation, Bordermarches, Middlemarches, Deep Wyld or Pure Chaos) they are in, and which direction to go to reach deeper into the Wyld, and to head towards Creation.
This doesn't tell a Lunar how far they will have to go to reach those destinations, nor does it give a safest path- only the shortest path that will take them there.
Fair Sight
Cost: 10 motes, 1 Willpower Duration: Until Released Type: Reflexive Minimum Perception: 2 Minimum Essence: 2 Prerequisite Charms: Wyld-Sensing Instinct
Allows a Lunar to percieve the Wyld as the Fair Folk do, and interact with it according to it's own dream logic. However, Creation itself seems a miserable, barren place while under the effects of the Fair Sight, almost impossible to act in.
When a Lunar is using Fair Sight, describe the setting of the Wyld in normal, prosaic terms. Fish do not swim through burning air while crystal flowers release deadly milk dragons. Although a location in the Wyld may be fair and beatiful, it fundamentally makes sense- the insanity is filtered through the Charm to a state where normal casuality works.
Multiple Lunars emlpoying the Fair Sight in the same location and at the same time enter a collective hallucination of what things look like, and how interaction with them works.
If someone without the Fair Sight sees a Lunar with it, the Lunar's actions and reactions to the insanity of the Wyld seem as fundamentally off as those of the Fair Folk. If a Lunar employs the Fair Sight outside of Pure Chaos, the difficulty of all their actions is raised by the number of steps away from Pure Chaos they are (1 for Deep Chaos, 2 for Middlemarches, 3 for Bordermarches and 4 for Creation).
Fair Sight provides no direct protection from the sudden shifts of the environment that the Wyld can have, but it does give incidental forwarning. The air will not explode into fire, but a firebreathing dragon may rear it's head and breath on the Lunar. Their weapon will not become a serpent, but a serpent may fall on their arms from the thick canopy of the jungle they are in.
Resist the Lure of Madness
Cost: 3 motes, 1 Willpower Duration: One Lunar Month Type: Reflexive Minimum Intelligence: 3 Minimum Essence: 2 Prerequisite Charms: Fair Sight
Prevents the Lunar from suffering wyld addiction for one month, as well as suppressing any derangements or addictions (Wyld or other) they already have.
While using Resist the Lure of Madness, a Lunar cannot gain a derangement or an addiction, nor do they suffer from withdrawl.
The motes committed for Resist the Lure of Madness are not uncommitted if the Lunar immediately reactivates the Charm from month to month. Only when they go at least a full day without using the Charm do the motes uncommitt.
Memory of Creation
Cost: 5 motes, 1 Willpower Duration: One Lunar Month Type: Reflexive Minimum Wits: 3 Minimum Essence: 2 Prerequisite Charms: Fair Sight
Memory of Creation creates a small bubble of stability around the Lunar, in which they can be certain that the energy of the Wyld does not mutate their clothing or immediate environment.
The motes committed for Memory of Creation are not uncommitted if the Lunar immediately reactivates the Charm from month to month. Only when they go at least a full day without using the Charm do the motes uncommitt.
Walking on Trackless Ways
Cost: 10 motes, 1 Willpower Duration: One Day Type: Reflexive Minimum Perception: 3 Minimum Essence: 2 Prerequisite Charms: Wyld-Sensing Instinct
Allows the Lunar to walk from one part of Creation to another in a single day, by crossing through the Wyld. They must make a Perception + Survival roll to correctly spot the path they want through the chaos, and it is harder to find the right paths depending on the distance they want to travel and the nearness to Creation they are at.
The base difficulty is 1 for Pure Chaos, 2 for the Deep Wyld, 3 for the Middlemarches, and 4 for the Bordermarches. This is sufficent for a trip of 100 miles; every additional 20 they want to travel increases the difficulty by 1.
Once a Lunar has started Walking on the Trackless Ways, they may either try again once a day, or give up. Giving up means they will not have gained any significant distance.
Such travel is also in no way shielded from the normal oddities or dangers of traveling in the Wyld. The Lunar may bring with him up to his Essence in companions on the journey.
Follow the Serpent's Trail
Cost: 6 motes Duration: Instant Type: Supplemental Minimum Perception: 4 Minimum Essence: 3 Prerequisite Charms: Walking on Trackless Ways
It is normally virtually impossible to track someone in the Wyld- but some Lunars can. By using Follow the Serpent's Trail, they can track someone as easily through the Wyld as they can in Creation.
Searching Through Dreams
Cost: 10 motes, 1 Willpower Duration: Until Released Type: Reflexive Minimum Wits: 5 Minimum Essence: 4 Prerequisite Charms: Fair Sight, Follow the Serpent's Trail
Rather than passively accept the shaping of the Wyld, Searching Through Dreams lets a Lunar look for a specific object, solution or goal. The more clearly they know what they are looking for, the easier it is to find.
Even once located, whatever Searching Through Dreams finds is a part of the Wyld. Unless stabalized by some other magic, it will fade away in Creation.
The search requires an extended Wits + Survival check, with a difficulty depending on what part of the Wyld the Lunar is looking in, and requiring a number of successes depending on where in the Wyld the Lunar is looking. If the Lunar does not accumulate enough successes to find what they seek, they must pay for the Charm again or lose all their accumulated successes.
The difficulty of the search depends on where in the Wyld they look:
Pure Chaos......Difficulty 5 Deep Wyld.......Difficulty 4 Middlemarches...Difficulty 3 Bordermarches...Difficulty 2
The number of successes neededdepends on both how clearly the Lunar knows what he's looking for, and how complex it is.
No clue / extremely vauge.....................................+5 (The solution to my problem) Vague, but with bounds........................................+4 (A weapon to defeat my enemy) A clear goal that has never existed before....................+3 (The legendary daiklaive Icesilver, which slew a Primordial in the time before time) A clear goal that the Lunar has had a previous experience of..+2 (My moonsilver daiklaive Thunder's Roar, lost for hundreds of years)
Something impossibly complex..................................+5 (A new Creation, safe from this land's troubles.) Something that is complex but comprehensible or understood....+4 (A new Demense) Something of complex craft, but simple purpose and function...+3 (A new Manse for an existing Demense; an Artifact; a mechanical clock) Something of common craft.....................................+2 (An exceptional weapon or a house)
For each Magical Material Involved............................+2 For each other exceptional substance involved.................+1 (Creating an Artifact usually requires one Magical Material and two exceptional substances) (Creatinga Manse usually takes two Magical Materials and four exceptional substances) Impossibly Large..............................................+5 (A new Creation) Vast..........................................................+4 (Something the size of a Direction) Huge..........................................................+3 (Something half the size of the River Kingdoms) Large.........................................................+2 (Something the size of the city) Big...........................................................+1 (Something the size of a daiklaive)
Goals that are a +5 can only be sought in Pure Chaos. Goals that are +4 can only be sought in the Deep Wyld or Pure Chaos. Goals that are a +3 can only be sought in the Middlemarches or deeper. Goals that are +2 can be sought in the Bordermarches.
Wyld Object Appraisal Method
Cost: 1 mote Duration: Instant Type: Simple Minimum Perception: 3 Minimum Essence: 2 Prerequisite Charms: Wyld-Sensing Instinct
Determine what the result will be of removing an object or person in the Wyld to Creation.
For those found with Searching Through Dreams, the result is almost always the dissolution of the object.
Harmony with Reality Technique
Cost: 10 motes + 1 mote per 10 pounds of material, 1 Willpower Duration: Instant Type: Simple Minimum Intelligence: 4 Minimum Essence: 3 Prerequisite Charms: Wyld Object Appraisal Method
Make something a part of Creation, such that it survives perfectly well in Creation but is affected by wyld energy and may mutate if not removed to Creation quickly.
A Lunar can stablize no more than 50 pounds of material per point of Permanent Essence in this fashion.
Form Fixing Technique
Cost: 3 motes, 1 Willpower Duration: One Lunar Month Type: Reflexive Minimum Intelligence: 3 Minimum Essence: 2 Prerequisite Charms: None
Before the silver tatoos of the No Moons were created, the Lunars used this Charm to control their own protean nature. While it is active, the Lunar's form is inviolate and immutable, save by their own will.
The motes committed for Form Fixing Technique are not uncommitted if the Lunar immediately reactivates the Charm from month to month. Only when they go at least a full day without using the Charm do the motes uncommitt.
Only Casteless Lunars still require this Charm; it's benefits are automatically granted to anyone who has the tattos. However, it may be learned by any Lunar as a pre-requisite for other Charms.
Purge the Wyld Taint
Cost: 10 motes, 1 Willpower Duration: Instant Type: Simple Minimum Intelligence: 4 Minimum Essence: 2 Prerequisite Charms: Form Fixing Technique
Allows the Lunar to remove all Wyld Mutations, good and ill, they have aquired. It does not effect any mental warping they may have suffered.
As Tattooed Lunars are incapable of gaining such Wyld mutations, this charm little benefits them, but it may be learned as the pre-requisite to other Charms.
Absolving Affliction Technique
Cost: 6 motes, 1 Willpower Duration: Instant Type: Simple Minimum Intelligence: 5 Minimum Essence: 3 Prerequisite Charms: Purge the Wyld Taint
Allows the Lunar to remove one Wyld Mutations, good and ill, they have aquired. It does not effect any mental warping they may have suffered.
As Tattooed Lunars are incapable of gaining such Wyld mutations, this charm little benefits them, but it may be learned as the pre-requisite to other Charms.
Find the Chimerical Shape
Cost: 12 motes, 1 Willpower, 1 xp Duration: Instant Type: Simple Minimum Intelligence: 5 Minimum Essence: 3 Prerequisite Charms: Absolving Affliction Technique
Allows the Lunar to exert much greater control over their search when they are Power Questing (as described in E:tL, pg 208 and 209). They may roll their two highest virtues, instead of their two lowest, and treat the level of the Wyld as one greater for determining what the results of a success are.
Alternatively, if in the Deep Wyld, the Lunar may increase their Tell rating by 1 instead of spending the experience. Their Tell increases regardless of the results of the search are, and remains with their shard across reincarnations.
As Tattooed Lunars are incapable of gaining such Wyld mutations, this charm little benefits them, but it may be learned as the pre-requisite to other Charms.