Difference between revisions of "LunarUnarmed/Telgar"

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Old Page Edition, with work in progress Charms: Charms[[/TelgarLunarUnarmed]]
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Old Page Edition, with work in progress Charms: Charms/[[TelgarLunarUnarmed]]
  
 
===== Comments ======
 
===== Comments ======

Latest revision as of 01:16, 6 April 2010


Bestowing the Silver Gift</b>

 <b>Cost: 10 motes, 1 willpower
 Duration: Instant
 Type: Simple
 Min Charisma: 4
 Min Essence: 3
 Prereqs: Adder Fang Method, Deadly Viper Strike, Rabid Beast Bite (Only Charms required)

Several creatures in Creation breed by biting into other animals and injecting their eggs into the host, which is destroyed to give birth to the animal's children. Lunars have a slightly different method, this Charm. After the motes and willpower is expended, the Lunar makes a single unarmed attack against the target, which must be an ordinary mortal. Should any Health Levels of damage be inflicted, the target has been 'infected' with Lunar blood. In a number of days equal to (11 - Lunar's Essence), the victim begins a painful transformation. Over the course of a lunar month the victim becomes a Beastman of the Lunar's totem. This change is permanent. During the transformation, the victim is at -4 to all dice pools due to intense pain and must do her best to seek out the Lunar 'parent', resisting the temptation is a difficulty 4 Temperance roll. After the transformation the victim gains the Merit of being an appropriate type of Beastman and follows all rules for normal Beastmen. The Lunar who initiated the transformation never has a difficulty higher then 1 to command the transformed victim.


Fearsome Coward's Blow</b>

 <b>Cost: 5 motes, 1 willpower
 Duration: Instant
 Type: Supplemental
 Min Charisma: 3
 Min Essence: 3
 Prereqs: Unknown

Though the Silver Pact would have everyone think otherwise, some Lunars are simply not that brave and others know when the odds are against them. Even the bravest Lunars have use for this Charm, though they refer to it as "Fearsome Blow of Horror" or some such intimidating name. Whatever it is called, the Charm exploits a Lunar's natural prowess at making bloody messes of their foes, exagurating visual signs of damage and manipulating the emotions of onlookers. Anyone who witnesses the use of this Charm, which must enhance an attack, is terrified of the Lunar's brutality and fears the retribution of the terrible beast-warrior if they dare to attack. Any onlooker with a Valor rating equal to or below the number of Health Levels the attack inflicts is unable to attack the Lunar for a single turn and will remain unable to attack until they succeed at a difficulty 2 Valor roll.



Testing the Challenger's Strength</b>

 <b>Cost: 6 motes
 Duration: Instant
 Type: Supplemental
 Min Strength: 4
 Min Essence: 3
 Prereqs: Unknown

Intended for use in duels, modern Lunars often play this trick as an underhanded and, according to their elders, dishonorable way to quickly win a battle. Appealing to the base instincts of himself and his opponent, a Lunar creates a primal oath between himself and a single target. The attack made with this Charm can not be defended against except by passive means, such as soak. In return, the next attack the target of this Charm makes against the Lunar is similarly impossible to defend against.



Ten Thousand Terrible Teeth</b>

 <b>Cost: 3, 6 or 9 motes, 1 willpower
 Duration: Instant
 Type: Supplemental
 Min Dexterity: 5
 Min Essence: 4
 Prereqs: Unknown

Appearing in a variety of forms such as a multitude of tentacles or vicious sprays of barbs, this Charm allows a Lunar to seperate out the damage of his attacks, turning one blow into many. Depending on the amount of motes paid for this Charm, the raw damage of the Lunar's attack is split into several pools, which must be soaked seperatly. In all ways, these seperate pools are treated as different sources of damage. It costs 3 motes to apply every 3 dice of damage as a seperate source, 6 to apply every two dice and 8 motes to apply every single die as a seperate source of damage. If there are raw damage dice left over from the divison, they are lost.

Example: Davin Backbiter is in a deadly battle with a Hill-Crushing Hero who has mastered both Earth Dragon Style and Jade Mountain Style. Confronted with such a hard-shelled enemy, Davin activated Ten Thousand Treacherous Teeth. His opponent foolishly fails to defend, trusting his armor and charms to soak the attack. Davin's raw damage is 21 and he pays 3 motes to use this Charm. That means that he will apply 7 sources of 3 damage each. If he had paid 6 motes, he would apply 10 sources of 2 damage each, losing 1 extra die. By paying 9 motes, Davin would apply each of his 21 damage dice as a seperate source of damage.


Old Page Edition, with work in progress Charms: Charms/TelgarLunarUnarmed

Comments =

Bestowing the Silver Gift is an interesting idea; it's an Exalted twist on the old werewolf infection stories, right? A few comments:

  • There's no point in listing Adder Fang Method and Deadly Viper Strike as prerequisites, since you must have already purchased both Charms in order to learn Rabid Beast Bite.
  • I'd recommend that it be an Essence 4 Charm at least, on the grounds that this seems rather potent and exotic for a starting Lunar to possess.
  • There seems to be no chance to resist the effect. Is this deliberate? I'd recommend allowing a Stamina + Resistance roll against a difficulty of the Lunar's permanent Essence to avoid infection.
  • I assume the 'command' ability deals with ordinary social rolls, yes? I think this could use a little elaboration.
  • You should specify whether this can affect targets other than ordinary mortals

I hope this helps! - Quendalon

It does, Quendalon. I listed Adder Fang and Deadly Viper because I split those Charms off, so Adder is where you *start*. I hate Lunar Charm Brambles. I didn't include a resistance roll since this is ment to affect only mortals (which I added), and thus shouldn't be a huge deal. And the command ability is as broad as the ST decides it is. - Telgar