Miedvied/UnarmedCombatCharms
The philosophy undertaken here is that Lunar charms are meant to enhance already massive abilities. This is why DBT is the standard charm for all Lunar combatants; they're supposed to be powerful without charm use, with individual charms being like "special moves", not requirements in round-to-round combat. Keeping this in mind, I make many more charms permanent enhancements, and other charms single potent actions.
Body Weapon Technique. Duration: Permanent. Make unarmed attacks lethal at will, or add Strength again to damage if Bashing.
Sinuous Striking Grace; add Dexterity to base initiative rating. Duration: Permanent.
Deadly Claw Blow, as is.
Tyrant Lizard Strike; add dice to any unarmed-related roll, including damage, up to Dex. Prereq: None.
Hydra Head Attack; now take total number of actions up to Dex rating, not lower of Dex or Essence.
Snake Body Technique; no prereq. Can be used with a parry, not just dodges. Cost: 3m.
Coiled Cobra Stance; prereq: Snake Body Technique. There is some ambiguity about the description; whether the dice pool bonus continues until only the first non-attack action discharges it, or over several rounds until a non-attack action discharges it. (That is, is it good for only one round of bonuses, or does it carry on and on and on.) It is my reading that it continues onward; but whether or not such is canon (because it's not as if the developers would comment on this on the boards), it is my rule-fix that it does carry on. Otherwise, it's another shitty charm.
Claws of the Silver Moon - Nixed. Scimitar Claw Technique; no prereqs. Duration: Permanent. Grow/retract the claws at will, as a reflexive 4mote action.
Adder Fang Method; prereqs none. Duration: Permanent. Grow/retract fangs as a reflexive 3m action, with normal stats and venom as per the Adder Fang Method charm. May choose to activate normal adder fang method venom, or Deadly Viper Strike venom at will. If the former, it is only a 3m reflexive action to activate the fangs. If activating the Deadly Viper Strike venom, expend 1 additional mote (4 total.)
Burning Saliva Attack; prereqs Adder Fang Method. Duration: Perm. May spit enhanced saliva saliva as a normal dice action, costing 3m to activate (does not count as charm use for the round.) Includes the effects of Cobra Eye Method.
Cobra Eye Method - Nixed.
Soporific Venom Attack; prereq Adder Fang Method. Cost: 4m.
Snake Head Defense; prereq Adder Fang Method. Cost: 4m.
Rabid Beast Bite; prereq Adder Fang Method. Duration: Permanent. May be activated/deactivated at will, reflexive action. Note that "can't soak" includes bypassing armor. Cost; 8m.
Form Destroying Touch; prereq Rabid Beast Bite. No other changes.
Monkey Arm Style; prereqs none. Raise difficulty to dodge this attack by one half the Lunar's dexterity (round down.)
Startling Tentacle Attack; nixed.
Grasping Pseudopod Method; 3motes. Prereq; Monkey Arm Style.Increase difficulty to dodge this attack by one half the Lunar's dex (round down.)
Tentacle Spear Strike. Prereq; Monkey Arm Style. 3motes/tentacle.
Weapon Snatching Coil; 4motes/tentacle, however, you do not just "add one die per tentacle" (I'm not paying 16 motes of essence to get +4 dice on a disarm attempt. What a fucking joke.) Each tentacle gets a disarm attempt; either all against the same opponent, or each against different opponents. When multiple tentacles attempt to disarm the same opponent, all tentacles gain a dice pool bonus equal to the total number of tentacle disarming that opponent. (Lunar B has 3 tentacles. He uses 2 against DB A, and 1 against DB B. He gets 2 disarm attempts, at +2 dice, against DB A. He gets one disarm attempt, at +1 die, against DB B.) This charm is now Simple.
Bear Embrace Method - nixed. It does the same as Tyrant Lizard strike, but works only on Wrestling. ...Yes, I see why I'd buy one dice adder for all unarmed attacks, and another just for a subset of unarmed attacks. ...Great idea. WHO WROTE THESE THINGS, AND WHY WERE THEY NOT FLAYED ALIVE?!
Spine-Breaking Technique and Mighty Bear Crush become one charm, with no prereq. SBT does lethal damage with a clinch, and the Lunar adds his Strength in auto-sxx's to the roll to resist any escape attempt. MBC purchases up to Strength in auto-sxx (ignore Essence cap; that's for Sids) for wrestling damage. Combination works simply enough; 3 mote base, +1 mote/autosxx, combining the effects of both charms.
More to come.