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= Lunar Charms =
 
= Lunar Charms =

Latest revision as of 16:46, 8 June 2010

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Lunar Charms

Alright, here are some modifications to the Lunar charms -- redone, from the beginning. Some of these are just 'I want this charm to be cooler' like while others are Power Combat-style rebalancers.

...diving right in

Full Moon
Lunar Body Enhancement

  • Predator Grace Method: If the bonus dice provided from these charms are used in a resisted Clinch roll, the Lunar has to choose to escape if he wins the resisted roll. See Bear Embrace Method for a more flexible clinch enhancer. See Exalted: Lunars, Page 134.
  • Cat-Falling Attitude: This charm causes the Lunar to only take damage for every 15 feet fallen, and only takes lethal damage if he falls over 250 feet. In addition, he always lands on his feet and does not have to check for knockdown. See Exalted: Lunars, Page 135.
  • Tree-Dwelling Jaguar Claws: This charm only has an Essence Requirement of 2. The duration is changed to Indefinate. See Exalted: Lunars, Page 135.
  • Cat Paw Climbing Style: This charm only has an Essence Requirement of 3. This charm CAN reduce the difficulty of a roll to 0, not requiring the Lunar to bother making a climbing roll at all. See Exalted: Lunars, Page 135.
  • Crouching Tiger Exercise and Moonsilver Monkey Exercise: These charms only require three turns of preparation. The 'exercises' are more a matter of focusing essence than aerobics, and look more like a prolonged power-up sequence (complete with impressive lighting effects). These charms allow the base roll given in the charm for each of the three turns of power-up, and give the character a "pool" of extra dice that he can use for the rest of the scene equal to the sum of the number of successes he rolls on each roll. These dice count for dice-adder cap. The duration of these charms is now One Scene. See Exalted: Lunars, Page 133.

Lunar Unarmed Combat

  • Body Weapon Technique: When attacking with this charm, the Lunar adds 3 to the speed and 2L to the damage. These bonuses can effect any of the Lunar's natural attacks. This charm does not work if the Lunar already has natural weapons that enhance his effective punch/kick/clinch. See Exalted: Lunars, Page 136.
  • Sinuous Striking Grace: This charm costs 1 mote per +2 to initiative. He cannot spend more motes than the Lunar's Dexterity when activating this charm. See Exalted: Lunars, Page 136.
  • Adder Fang Method: This charm requires Deadly Claw Blow, not it's listed prerequisite. If the opponent has no better bite attack, this charm can only be used in a clinch or with an appropriate stunt (assume a good bite on a target with bare teeth does: Speed -4, Acc -2, Damage +0L, Def -3, Rate 1. This attack is only possible with a stunt). This attack can also be used on claw attack, or if the target does lethal damage barehanded with a Charm. See Exalted: Lunars, Page 139.
  • Snake Head Defense: The snake-buds created by this charm can abort to a reflexive parry to defend the Lunar, if the player wishes. See Exalted: Lunars, Page 141.
  • Bear Embrace Method: The bonus dice provided by this charm can be added to the clinch roll, or directly to the damage roll. See Exalted: Lunars, Page 144.
  • Spine-Breaking Technique: This charm increases the difficulty of the opponents roll to gain control of a clinch by the character's Strength, rather than adding automatic successes to the character's roll. See Exalted: Lunars, Page 144.
  • Angry Rhino Charge: This charm costs 1 mote per 3 faux-Damage added to the knockback comparison. The difficulty to resist knockdown, if the Lunar chooses to go that route instead, is increased by one per mote spent. See Exalted: Lunars, Page 146.
  • Body Breaking Kata: This charm costs 2 motes. See Exalted: Lunars, page 147.
  • Foot-Confusing Buffet: See LunarUnarmed/CrownedSun for a revision of this charm.

Lunar Melee Combat

  • Striking Mospid Method: This charm costs 1 mote per +2 initiative. He cannot spend more motes than the Lunar's Dexterity when activating this charm. See Exalted: Lunars, Page 149.
  • Dance of the Living Blade: Remove the limitation on initiative entirely. See Exalted: Lunars, Page 150.
  • Irresistable Storm Attack: This charm costs 4 motes, 1 willpower plus 1 mote per yard. Everyone within melee range (but who wasn't targetted by one of the Lunar's extra attacks) must give up one yard of ground per extra mote of essence spent, or subject himself to a free reflexive attack. See Exalted: Lunars, Page 150.
  • Spinning Blade Attack: Use the system from Lightning Sword Method. The latter charm no longer exists (or will be revised later). See Exalted: Lunars, Page 151.
  • Dust-Devil Advance: This charm cannot give the Lunar an initiative bonus higher than his Dexterity. See Exalted: Lunars, Page 151.
  • Twisting Monkey Wrist: This charm lowers the difficulty to perform a disarm manuever in combat to 1, though the target can still parry this attempt if he wishes to do so. If the manuever is successful, the target's Wits + Melee roll to retain his weapon is at difficulty 2. See Exalted: Lunars, Page 152.
  • Ferocious Avalanche Technique: Any subject that gives up even a single yard to this charm is forced to the ground prone a number of yards away from the Lunars equal to the number he sacrificed. He must spend an action in order to regain his footing. See Exalted: Lunars, Page 154.
  • Weapon Fusion Method: You can combo Melee and Unarmed charms, if you include this charm. Minimum Dexterity is now 4. See Exalted: Lunars, Page 155.
  • Weapon-Shaping Prana: This charm requires Shaping the Once-Living Form as a prerequisite. See Exalted: Lunars, Page 155.

Lunar Ranged Combat

  • Two-Target Method: See LunarRanged/CrownedSun for a revision of this charm. See Exalted: Lunars, Page 156.
  • Skillful-Ricochet Attack: Reduce the cost of this charm to 1 mote. It allows the Lunar to duplicate the effects of it's prerequisite charm for a considerably cheaper cost, as well as perform other stunts, at the cost of some damage. See Exalted: Lunars, Page 159.
  • Riding the Secret Wind: An attack with this charm is considered a surprise attack, and cannot be defended against without charms that state they work against attacks the character is not aware of or some surprise-negating charm that is active or reflexively activates. See Exalted: Lunars, Page 160.

Lunar Defensive

  • Steel Paw Style: This charm has the prerequisite of Tiger Paw Disarm, and has been revised. See LunarDefensive/CrownedSun for more details. See Exalted: Lunars, Page 161.
  • Ground Denying Defense: This charm has a duration of One Scene, and costs 3 motes per enemy denied. See Exalted: Lunars, Page 161.
  • Wary Swallow Technique: This charm costs 3 motes. The Lunar gains his full (Dexterity + Ability + defense bonus) against surprise attacks if he has not yet acted in the turn. He only gains his Dexterity if he has already taken an action. See Exalted: Lunars, Page 162.
  • Feline Guard Technique: This charm costs 2 motes. This charm cannot be activated more times in a turn than the Lunar's Essence + the Weapon's Rate. Remove the restriction on being unable to Dodge when using Feline Guard Technique, and on being unable to move further than half of your movement allowance. See Exalted: Lunars, Page 162.
  • Den Mother Method: As with Wary Swallow Technique, the Lunar only gets his Dexterity to parry an attack directed at someone else if he waits until after he has already acted in the turn. The prerequisite for this charm is now Wary Swallow Method. See Exalted: Lunars, Page 162.
  • Crouching Tiger Stance: This charm explictly gives you a parry with your full dice pool, with +2 dexterity charm-bonus dice. You CAN use this charm after you've acted in the turn, but only parry with your straight Dexterity. If you successfully parry the attack, you can make a counterattack. You cannot combo this charm with Tiger Paw Disarm. See Exalted: Lunars, Page 162.
  • Bowing Reed Technique: This charm negates all multiple action penalities for dodge actions (including the cumulative -1 for full dodges). It has a duration of One Turn, but is explictly allowed to be comboed with other charms. See Exalted: Lunars, Page 163.
  • Wind-Dancing Method: This distance a Lunar can leap after a dodge is changed to (Dexterity x2). See Exalted: Lunars, Page 163.
  • Flowing Body Evasion: This charm is Reflexive. It can dodge the undodgeable, if the Lunar makes his roll. See Exalted: Lunars, Page 165.
  • Pack-Saving Method: A Lunar who uses this charm after he's already taken his action for the turn only rolls his Dexterity for the dodge attempt. See Exalted: Lunars, Page 165.
  • Hide-Toughening Essence and Armor-Forming Technique: See LunarDefensive/CrownedSun for a revision of these charms. See Exalted: Lunars, Page 166.
  • Limb-Shielding Growth: The shield created with this charm subtracts 2 successes from ranged OR melee attacks (choose when activated). The other type of attack only subtracts a single success. See Exalted: Lunars, Page 167.
  • Scales of the Dragon: This charm is treated as armor for all purposes, and is not compatible with armor. It has a mobility penality of -1, and a fatigue of 0. It allows the Lunar's soak values to raise above 12, and has no effect on oversoak. See Exalted: Lunars, Page 167.

Changing Moon
Shapeshifting Charms

  • Hide of the Cunning Hunter: This charm has a duration of Instant, and conceals the Lunar's tattoos until he reaches 8+ essence. This version of the charm requires no commited Essence, and lets a Lunar much more freely interact with non-Lunars. While active, the character also uses the "Shapechanged" line to determine the difficulty for others to see her Tell regardless of his actual form. See Exalted: Lunars, Page 123.
  • Masking the Brilliant Form: This charm has a duration of Indefinate, and the motes can be kept commited as long as the Lunar wishes. Unlike the text, the charm doesn't fail (requiring reactivation) until the 8+ mote level. See Exalted: Lunars, Page 123.
  • Blossoming Gift of Luna: the motes spent on this charm are explictly commited until you end the charm. See Exalted: Lunars, Page 125.
  • Deadly Beastman Transformation Gifts are modified as follows:
    • Lightning Speed: This gift provides +4 Speed per purchase. See Exalted: Lunars, Page 126.
    • Gift of Hands and Arm-Array: These gifts increase the effective overall rate of weapons when dual- or multi-wielded in addition to their ordinary benefit. Gift of Hands provides a +1 bonus to the rate of the weapons wielded, while Arm-Array provides a +2 bonus. See Exalted: Lunars, Page 126.
    • Fearsome Appearance and Terrifying Beastial Visage: These gifts raise the Willpower threshold that determines their effects to (Essence +3), instead of the the listed limit. Terrifying Beastial Visage requires someone subjected to it's effects to make a Valor roll every turn in order to confront or attack the Lunar. See Exalted: Lunars, Page 127.
    • Impenetrable Beast-Armor: The soak given with this gift DOES stack with that given to Rugged Hide. Other limits (hardness) apply normally to the character. See Exalted: Lunars, Page 127.
  • Prey's Skin Disguise: This charm has an instant duration, expanding the Lunar's natural shapeshifting power (with a higher cost). The form is not considered a true form, and so anima banners past a certain threshold cause the charm to fail. See Exalted: Lunars, Page 129.
  • Lunar Blood Reshaping Technique and Wondrous Lunar Transformation: These charms have a duration of Instant. This seems only fair given the prerequisites; an Essence 4 Lunar being able to change a willing subject into an animal isn't too terrible. Also, this fits into the cost of Shaping the Once-Living Form (which requires a Willpower to make the charm permanent). See Exalted: Lunars, Page 130.
  • Fish Tail Technique: is only Essence minimum of 2. See Exalted: Lunars, Page 131.

Stealth

  • Chameleon Skin Disguise: The Lunar only gains automatic successes equal to half of his Dexterity when he moves while using this charm, rounded down. The rest of the character's dexterity can still be rolled. He does not have to spend 2 motes once he finishes moving. See Exalted: Lunars, Page 182.
  • Track-Sweeping Essence: This charm requires a minimum Manipulation 4. It can conceal the passage of as many people as his (Essence x2). See Exalted: Lunars, Page 183.

Interaction and Knowledge

  • Lion Roar Method: Anything the Lunar says while the Charm is in effect is clearly audible to anyone within a number of yards equal to the Lunar's (Essence x Stamina x 100). This charm requires a minimum Essence of 2.

No Moon
Survival and Healing

  • Beast Instinct Method: This charm allows the Lunar to add dice to any Survival roll, regardless of which attribute is involved. The character cannot add more dice than his wits. See Exalted: Lunars, Page 168.
  • Whale-Breath Technique: This charm has a minimum essence of 2. The cost is 2 motes, plus 1 mote/dot. Each extra mote spent activating this charm adds one dot to the Lunar's stamina for the purposes of duration. This cannot more than double the character's stamina. See Exalted: Lunars, Page 168.
  • Gill-Breathing Technique: This charm has a duration of Indefinate. See Exalted: Lunars, Page 168.
  • Sealskin Endurance and Heat Adapting Method: This charm has a duration of Indefinate. He can soak all sources of (cold or heat, depending on the charm) with his bashing soak. See Exalted: Lunars, Page 168-169.
  • Fire-Walking Prana: This charm allows you to soak fire-damage with your bashing soak, and adds +Essence to your soak score against such damage. See Exalted: Lunars, Page 169.
  • Food-Scenting Method and Water-Providing Technique: This charm gives you your Essence in automatic successes on the Perception + Survival roll. The difficulty can rise as high as the Storyteller deems appropriate for the circumstances. See Exalted: Lunars, Page 170.
  • Wolf-Endurance Method: This charm has Food-Scenting Method OR Water-Providing Technique for it's prerequisite. See Exalted: Lunars, Page 170.
  • Pain-Numbing Prana: This charm reduces all wound penalities (and other penalities caused by pain) by -1 per 2 motes spent activating the charm, and has a duration of One Scene. The Lunar amay not reduce these penalities by more than his Stamina. See Exalted: Lunars, Page 172.
  • Will of the Stoic Warrior: This charm eliminates all wound penalities, and has a duration of one hour. It costs 4 motes, 1 willpower.
  • Luna's Fortitude: This charm costs 1 mote and 1 willpower. It may explictly be put in a combo despite it's duration. The character cannot sustain this charm for more turns than his Stamina, but must pay the cost of the charm every turn. See Exalted: Lunars, Page 172.
  • Bruise-Relief Technique: This charm has a Duration of Permanent, and a Type of Special. It's use does not count as a charm. See Exalted: Lunars, Page 173.

Perception and the Wyld

  • Overall Structure for the Perception tree has been changed roughly as follows: Perception I deals with overall sensory effects, including how the Lunar interacts with his enviroment as a whole. Perception II deals with specific enhancement of one sense and functions related to those senses such as enhancing your hearing or tracking by scent. Perception III deals with the Wyld, and how the Lunars interact with it in general.
  • Heightened (Sense) Method: This charm has a Prerequisite of None, and now forms the beginning of the Perception II tree. This charm now costs 1 mote/success, and provides automatic successes equal to your Perception score to relevant sensory rolls. It has a duration of 1 minute. See Exalted: Lunars, Page 174.
  • Weather-Scenting Method: The Lunar has a number of automatic successes on the Wits + Survival roll for this charm equal to his Essence. The Lunar may not have a disparity of successes assigned to Area or Duration of more than 2 successes (i.e., 4 to area, 2 to duration is fine -- 1 to area and 5 to duration is not). This charm has a Prerequisite of Sense-Sharpening Change. See Exalted: Lunars, Page 175.
  • Wyld-Sensing Instincts: This This charm has a Prerequisite of None, and now forms the beginning of the Perception III tree. It's type is changed to Reflexive, and it activates automatically whenever the Lunar enters a Wyld Zone or when the intensity of the Wyld he's in changes (Bordermarches to Middlemarches, or vice versa). The Lunar can spend the cost of the charm and make the Perception + Survival roll in order to determine how long he has before his items and friends begin to be affected by the ambient Wyld. See Exalted: Lunars, Page 176.
  • Resisting the Lure of Madness: This charm has a minimum Intelligence rating of 3. See Exalted: Lunars, Page 177.

Peer Review

On Feline Guard Technique -- compared to, say, the Sidereal parry charm of the same name this charm is both hideously nerfed. While a Lunar has a much greater essence pool than a Sidereal, and a possibility of having a MUCH higher dice pool (Dexterity), it's still just hugely worse. I modified this charm a tiny bit, to take into account some of the "Lunars are hugely great, not supernatural" idea -- this charm is somewhat limited by Rate, for instance, while normally charms aren't. Much more forgiving than the OLD Limit, however! I also kept the Extra Action restriction; I foresee some higher up charms that will make this less of a big deal, however...


I noticed that you made a lot of the changes that I made, and I'm glad you see how necessary it is to do work to the lunar charms. Excellent work, too. I'm not big on the permanent charms, and I'm generally of the opinion that the whole thing needs an overhaul, but this is great. -Morpheus