Hapushet/UnarmedLunar
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Unarmed Combat Charms
- Body Weapon Technique (Str)
- Simple; 1/1; Combo-OK; Spend 2m to be able to inflict or parry lethal with bare hands for a scene. [Prereq.: none.]
- Scimitar Claw Technique (Str)
- Simple; 3/2; Combo-Basic, Obvious; for 5m, 1wp, can grow moonsilver claws: Spd 4, Acc +3, Dam +7L, Def +2, Rate 4, and moonsilver fangs: Spd 6, Acc +0, Dam +10L, Def +0, Rate 2 for scene. Charms affecting moonsilver weapons apply and these weapons may harm dematerialized beings. Claws considered “unarmed” for Lunar Charms (except ones that specifically target moonsilver weapons) and considered razor claws for Martial Arts Charms; bite is always an unarmed attack, with the same moonsilver exception. [Prereq.: Body Weapon Technique.]
- Body-Breaking Kata (Str)
- Supplemental; 4/2; Combo-OK, Obvious; May double successes for unarmed attack for 5m. Damage is lethal. [Prereq.: Body Weapon Technique.]
- Adder Fang Method (Sta)
- Supplemental; 4/2; Combo-OK, Poison; Spend 3m to do separate, additional (Sta + Ess)L damage (soak with natural soak only) if bite attack successful. Can be upgraded with following modifications (2bp or 3xp each):
- Burning Saliva Attack: Can make poison attack with 10-yard range as Simple (speed 6) action, using (Dex + [Thrown or Athletics]) for attack roll – extra successes increase damage. Damage reinflicted every action if not scraped off with a miscellaneous action.
- Soporific Venom Attack: +3m to change the damage to 2x (Sta + Ess)B – if rolled damage exceeds (target’s Sta + Resistance), target is automatically knocked unconscious.
- Deadly Viper Strike: for +5m, 1wp, can change to a true poison with following statistics – Dam: varies/action, Toxicity: (Essence)L, Tolerance: -/-, Penalty: none. Damage is lethal. Every successful resistance reduces the Toxicity by one – damage ends when Toxicity is reduced to 0.
- [Prereq.: Scimitar Claw Technique.]
- Snake Head Defense (Sta)
- Simple; 4/4; Combo-Basic, Obvious; For 6m, can make separate, independent attack every action during scene to inflict (Str +1)L unarmed and/or Adder Fang Method poison (no activation cost for Adder Fang Method when used with this Charm) on target within (Essence) yards. For all purposes of this Charm, Lunar’s Attributes, Abilities and Essence are considered ½ normal. While Charm is activated, attacks on Lunar are never unexpected. [Prereq.: Adder Fang Method.]
- Tentacle-Spear Attack (Dex)
- Extra Action; 4/3; Combo-OK, Obvious; May make (Dexterity) unarmed attacks against a single target for 5m, 1wp. This flurry has Speed equal to (highest Speed of all attacks +2) and inflicts a DV penalty of –2. These attacks benefit from Monkey Arm Style’s reach bonus. [Prereq.: Monkey Arm Style.]
- Spine-Breaking Technique (Str)
- Supplemental; 3/2; Combo-OK; Spend 2m to gain (Essence) automatic successes on a clinch attack or contest. You inflict lethal damage on this clinch if you succeed and choose to crush. [Prereq.: Any Str Ex.]
- Throat-Bearing Hold (Str)
- Supplemental; 4/2; Combo-OK; Can strip away target’s soak in addition to doing damage with a clinch. For 5m, extra successes on clinch attack or contest reduce target’s soak until your next action as well as adding additional damage (you gain no benefit from soak reduction). At Essence 3, you may instead reduce target’s Stamina by 1 per turn – target’s reduced to 0 Stamina fall unconscious, and subsequent turns may reduce a Mental Attribute. If Stamina and all Mental Attributes are reduced to 0, target dies. This is a Crippling effect. Attributes return at a rate of 1 dot/day. [Prereq.: Spine-Breaking Technique.]
- Cunning Porcupine Defense (Str)
- Simple; 4/3; Combo-Basic, Obvious; Spending 5m, you deal lethal unarmed damage. When the victim of a clinch, you deal (Essence)L damage to the aggressor as a reflexive counterattack. When the aggressor in a clinch, you add (Essence) to your crushing damage. Lasts until motes released. [Prereq.: Spine-Breaking Technique.]
- Armor-Rending Claw Fist (Str)
- Supplemental; 4/3; Combo-OK; May make an unarmed attack on target’s armor for 4m. Attack soaked only with armor’s own lethal soak, but this soak is treated as Hardness (if the armor’s Hardness is not higher than its lethal soak already). Rolled damage permanently reduces armor’s soak values and Hardness – armor with no soak is destroyed, and excess damage is applied as soakable levels (not dice) of damage to target. Cannot be used on armor of the 5MM. [Prereq.: Hunter’s Eye Technique, Door-Breaking Method.]