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Grasping Raptor Talons

 Cost: 4 motes
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Brawl: 2
 Minimum Essence: 1
 Prerequisite Charms: None

The character’s flexes his fingers and molds his bones into a potent fist or open-handed claw. Such 'Talons' allow the Lunar to strike with the force of steel, and catch blades with his bare hands. The character deals lethal damage with his or her unarmed strikes, may parry lethal damage while unarmed without a stunt, and gains bonus dice to all clinch rolls equal to her Essence or Dexterity, whichever is lower.
This is a Transformation Charm of the Strength Totem.


Lunging for the Throat

 Cost: 2 motes per +1 initiative
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Brawl: 3
 Minimum Essence: 2
 Prerequisite Charms: Grasping Raptor Talons

The Lunar snaps forward with every fiber of his being, relentlessly attacking. While this Charm is active, the Lunar may increase his Initiative by up to his Brawl or Dexterity, whichever is lower, as long as at least one of his actions in the previous turn was to attack with Brawl or Martial Arts. This Charm automatically benefits first-turn initiative as long as the Lunar is aware of his enemy's presence.
This is a Transformation Charm of the Strength Totem.


Serpent Arm Style

 Cost: 4 motes per increase
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Brawl: 3
 Minimum Essence: 3
 Prerequisite Charms: Lunging for the Throat

The Lunar loosens and stretches his arms and legs, both limbering up his muscles and adding a degree of reach and flexibility to them. Upon activating this Charm, he may expend motes to increase the difficulty to parry or dodge his Brawl attacks by up to his Essence or Brawl, whichever is lower.
This is a Transformation Charm of the Deceiver Totem.


Coiled Cobra Stance

 Cost: 5 motes
 Duration: Instant
 Type: Supplemental
 Minimum Brawl: 4
 Minimum Essence: 2
 Prerequisite Charms: Lunging for the Throat, Deft Claw (See below)

The Lunar sinks backwards for a split-second, gathering force and biding his time to lunge forward with a solid, well-planned and perfectly timed strike, his form briefly lengthening and slendering to 'snap' forward and connect with sudden, wondrous force.
This charm supplements a single Brawl attack. The Lunar automatically delays his initiative to the one just before the action of the chosen target, as long as the Lunar's initiative was higher than that opponent's already. Each tick of delay translates into a bonus die on the attack roll. If the Lunar has the lowest initiative in the fight, he can delay all the way to initiative zero. Bonus dice from this Charm cannot add more dice than the Lunar's Dexterity, but do not count against normal die-adder limits for that attack. If the Lunar aborts to a defense or changes targets before making the attack, the motes are wasted - the Lunar loses focus and misses his opportunity.


Deft Claw NEEDS EDIT

 Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental or Reflexive
 Minimum Brawl: 3
 Minimum Essence: 2
 Prerequisite Charms: Grasping Raptor Talons

This Charm supplements the motions of the Lunar's hands and feet, guiding them with rapidity and precision to slay or defend, as the Lunar sees fit. It may be used in two fashions - firstly, as a Supplemental Charm that adds bonus dice (up to the Lunar's Dexterity) to a Brawl attack, or, secondly, as a Reflexive Charm that adds those dice, with the same limit, to an unarmed parry. It can be used in either or both fashion in the same turn without a Combo, making it possible for a Lunar to attack and defend with some precision without a combo if he splits his action. It cannot make a defense pool from nothing.


Jackdaw's Avarice

 Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Minimum Brawl: 3
 Minimum Essence: 2
 Prerequisite Charms: Deft Claw

Foes who place their weapons between themselves and a Lunar enemy may soon find themselves without belongings - any offering to one of the lords of the Wyld is quickly converted to plunder. The Lunar may activate this charm upon declaring a parry attempt. Should the parry succeed, the Lunar may make a reflexive disarm attempt against the opponent, with bonus dice equal to the Lunar's Essence. Disarmed weapons can be cast aside or kept, as the character desires.


Striking Viper Stance

 Cost: 3 motes per attack
 Duration: Instant
 Type: Extra Action
 Minimum Brawl: 5
 Minimum Essence: 2
 Prerequisite Charms: Deft Claw

The Lunar's arm snaps forward with the precision and speed of a darting viper, pummeling the opponent with multiple blows. The Lunar may buy extra Brawl attacks (up to his Essence in attacks) at the cost of 3 motes per strike. This Charm cannot be used if the Lunar has willfully delayed his action this turn - it requires the advantage of striking with haste.


Prey-Felling Ferocity

 Cost: 2 motes per success
 Duration: Instant
 Type: Reflexive
 Minimum Brawl: 3
 Minimum Essence: 2
 Prerequisite Charms: Grasping Raptor Talons

As per Deadly Claw Blow in E: the Lunars. You may wish to not allow this to freely interact with Martial Arts.


Tortoise-Pulping Hammer

 Cost: 6 motes
 Duration: Instant
 Type: Simple
 Minimum Brawl: 4
 Minimum Essence: 2
 Prerequisite Charms: Prey-Felling Ferocity

The character swings his fist with titanic force, the shock of the blow resonating through armor and coursing down weapons placed in its path - no mere steel can stop a determined Lunar from slaying his opponent.
The Lunar makes a Brawl attack as normal. This attack ignores armor for the purpose of soak. It cannot be parried unarmed, nor with with normal weapons - they shatter if placed between the Lunar's fist and his target, negating the parry. If parried with a weapon made of the Five Magical Materials, it deals 3 dice of bashing damage (armor soak does not apply) to the opponent from the shock of the blow.


Raven Spears the Moon

 Cost: 5 motes
 Duration: Instant
 Type: Simple
 Minimum Brawl: 4
 Minimum Essence: 2
 Prerequisite Charms: Deft Claw, Prey-Felling Ferocity

The character pressess his fingers together as he makes an unarmed strike, driving them in a steepled 'beak' into the body of the opponent - most often plucking out an eye. With the eye, the Lunar takes a fragment of the subject's sorrowful memories. The Lunar activates this charm and makes a Brawl attack as normal. Should the blow hit and deal damage the Lunar may force the target to make a reflexive Dexterity + Wits check, with a difficulty of the damage levels dealt.
Should the target fail, they lose an eye and may (ST's call) suffer shock. The eye brings with it fragmented memories of misery - the recollection of one sad event in the target's recent past is passed to the Lunar, who may chose to remove the memory for the subject or keep it as bargaining leverage. Regardless, absorbing such jarring information increases the Lunar's Limit by one.
Most mortals suffer permanent damage from this Charm, while Exalts may regain their vision with time (the other eye strengthening to compensate) or through the use of Charms.


Epoch of Claws and Fangs

 Cost: 6 motes per success, 2 Willpower
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Brawl: 5
 Minimum Essence: 3
 Prerequisite Charms: Deft Claw, Tortoise-Pulping Hammer

The Lunar tenses his every muscle as he calcifies the flow of his internal energies, centering his brutal energy into a surge of primal destruction of unmatched caliber. As long as this Charm is active, the Lunar's every step causes a small rumble in the ground, his very touch ripples with power - and, should he connect with his charged fists, he does horrific damage.
Upon activating this Charm, the Lunar may convert up to his Essence in dice. This dice pool becomes his 'safe pool' - should a Brawl attack by the character strike a foe it can damage (One that is not immune to the attack, using a perfect soak charm, etc.) that many dice of damage are converted to automatic damage successes - should the Lunar make the merest touch with his fists, he is assured to cause at least some damage. This 'safe pool' cannot add damage - if the blow causes less damage than the 'safe pool', only existing damage dice are converted.
This is a Transformation Charm for Strength Totems.


Spine-Breaking Technique

 Minimum Brawl: 3
 Minimum Essence: 2
 Prerequisite Charms: Grasping Raptor Talons

Otherwise as presented in E: Player's Guide.


Mighty Bear Crush

 Minimum Brawl: 3
 Minimum Essence: 2
 Prerequisite Charms: Grasping Raptor Talons

Otherwise as presented in E: The Lunars.


Throat-Baring Hold

 Minimum Brawl: 4
 Minimum Essence: 2
 Prerequisite Charms: Mighty Bear Crush

Otherwise as presented in E: Player's Guide.


Hyena Jaw Technique

 Minimum Brawl: 3
 Minimum Essence: 3
 Prerequisite Charms: Spine-Breaking Technique, Mighty Bear Crush

Otherwise as presented in E: Player's Guide.


Comments

A cookie to TygerTyger for wording Coiled Cobra Stance for me!