Difference between revisions of "SilverMasks/HuntPursuit"

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= Pursuit =
 
= Pursuit =
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'''Foot-Trapping Counter'''<br>
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'''Cost: ''' 2 motes<br>
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'''Duration: ''' Instant<br>
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'''Type: ''' Reflexive<br>
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'''Minimum Dexterity: ''' 4<br>
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'''Minimum Essence: ''' 3<br>
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'''Prerequisite Charms: ''' Primal Dexterity<br>
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With the understanding of how to move perfectly, comes a very precious knowledge to the hunter - the knowledge of how to stop the movement of others, trapping his prey with his body and essence and not allowing her to go any further than the hunter allows. When an opponent tries to move away, the Lunar activates this Charm and the opponents has to suceed in a reflexive Dexterity+Athletics roll with a difficulty equal to the Lunar's Dexterity. If the opponent succeeds, she can move, if she fails, she must remain. This can stop hopping defenses, and even esoteric movements such as Avoidance Kata - after all, Lunars were created to hunt Gods as easily as Men.
  
 
'''Primordial Hunter Speed'''<br>
 
'''Primordial Hunter Speed'''<br>
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'''Duration: ''' One Scene<br>
 
'''Duration: ''' One Scene<br>
 
'''Type: ''' Simple<br>
 
'''Type: ''' Simple<br>
'''Minimum Dexterity: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
 
'''Prerequisite Charms: ''' None<br>
 
When pressed, a Lunar may cover a great ground without difficulty! Every 5 motes spent grant the Lunar a ''Sprint''  that doubles the his movement rate and leaping distances for the remainder of the scene(5 motes doubles the movement, 10 motes triples the movement, etc). The Lunar may not have more ''Sprints'' active than half his Essence, rounded down. If used in conjunction with the Full Moon anima power or other such effects, the multipliers are stacked - a Full Moon Lunar with his Anima activated and benefitting from a single Sprint would move and leap at three times his normal rate.
 
 
'''Panther Leap Technique'''<br>
 
'''Cost: ''' 2 motes<br>
 
'''Duration: ''' Instant<br>
 
'''Type: ''' Refleixve<br>
 
 
'''Minimum Dexterity: ''' 3<br>
 
'''Minimum Dexterity: ''' 3<br>
 
'''Minimum Essence: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
'''Prerequisite Charms: ''' Primordial Hunter Speed<br>
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'''Prerequisite Charms: ''' Ascendant Dexterity<br>
The Lunar shifts her legs into that of a hunting panther, leaping and climbing with trivial ease!  
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When pressed, a Lunar may cover a great ground without difficulty! Every 5 motes spent grant the Lunar a ''Sprint''  that doubles the his movement rate and leaping distances for the remainder of the scene(5 motes doubles the movement, 10 motes triples the movement, etc). The Lunar may not have more ''Springs'' active than half his Essence, rounded down. If used in conjunction with the Full Moon anima power or other such effects, the multipliers are stacked, so a Full Moon with a sngle would Stance from Primordial Hunter Speed would move and leap at three times their normal rates.  
 
 
This Charm is used to augment a leap by the Lunar and triples her leaping distances. The character can leap and still attack.
 
  
'''White Demon Pounce '''<br>
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'''Flight of the Sparrow'''<br>
 
'''Cost: ''' None<br>
 
'''Cost: ''' None<br>
'''Duration: ''' Instant<br>
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'''Duration: ''' Permanent<br>
 
'''Type: ''' Special<br>
 
'''Type: ''' Special<br>
 
'''Minimum Dexterity: ''' 4<br>
 
'''Minimum Dexterity: ''' 4<br>
 
'''Minimum Essence: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
'''Prerequisite Charms: ''' Panther Leap Technique<br>
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'''Prerequisite Charms: ''' None<br>
Lunars are instilled with the instincts of predatorsthat leap to their prey with swift momentum to their advantage! Whenever the Lunar makes an attack after leaping she can spend 1 Willpower to add 1 to the Base Damage of their attacks for every 3 yards traveled in their leap to a maximum of her Strength+Athletics in damage. Those thus pounced must succeed on a Strength+Athletics contest with the Lunar or be knocked down by the sheer force of such attacks.
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Sometimes, even the Lunars, the greatest of all hunters, find themselves overwhelmed and need to retreat! This Charm can be activated with a reflexive action and the commitment of 1 point of Temporary Willpower, and doubles a Lunar’s Movement Rate as long as he is trying to escape pursuit or otherwise flee a scene, event or area. Flight of the Sparrow Ends ends when the Lunar is no longer fleeing, and the Willpower remains committed until then.
 
 
This Charm is a ''Rage'' and may be activated in tandem with Relentless Lunatic Fury for the cost of 2 motes, allowing the Lunar to add 1 to the base damage of their attacks for every 4 yards traveled - in all manner of movement - prior to any attack, to a maximum of their Strength+Athlects. Those benefits remain for the entirety of the Rage's duration.
 
 
 
'''Foot-Trapping Counter'''<br>
 
'''Cost: ''' 2 motes<br>
 
'''Duration: ''' Instant<br>
 
'''Type: ''' Reflexive<br>
 
'''Minimum Dexterity: ''' 3<br>
 
'''Minimum Essence: ''' 3<br>
 
'''Prerequisite Charms: ''' Primordial Hunter Speed<br>
 
With the understanding of how to move perfectly, comes a very precious knowledge to the hunter - the knowledge of how to stop the movement of others, trapping his prey with his body and essence and not allowing her to go any further than the hunter allows. When an opponent tries to move away, the Lunar activates this Charm and the opponents has to suceed in a reflexive Dexterity+Athletics roll with a difficulty equal to the Lunar's Dexterity. If the opponent succeeds, she can move, if she fails, she must remain. This can stop hopping defenses, and even esoteric movements such as Avoidance Kata - after all, Lunars were created to hunt Gods as easily as Men.
 
 
 
'''Furious Hound Pursuit'''<br>
 
'''Cost: ''' 5 motes<br>
 
'''Duration: ''' Indefinite<br>
 
'''Type: ''' Reflexive<br>
 
'''Minimum Perception: ''' 4<br>
 
'''Minimum Essence: ''' 4<br>
 
'''Prerequisite Charms: ''' Foot-Trapping Counter<br>
 
Once a Lunar chooses her prey, it cannot escape. The Lunar designates a single target which she must have seen within the last hour. Shaping herself into the most peerless of predators her Movement Rating - Running or Sprinting - becomes one yard greater than her quarry if that is greater than the Lunar's normal movement and adds a number of successes equal to her Essence Score in any athletics roll to overcome obstacles between herself and her quarry.
 
 
 
In long-distance movement the Lunar constantly moves one mile more than the quarry per day. If the quarry uses any charms to enhance her movement the Lunar receives their benefit as well. This Charm is a ''Rage'' and may be activated in tandem with Relentless Lunatic Fury for the cost of 2 motes, allowing the Lunar to receive its benefits for the Rage's duration - she can designate a new target for the Pursuit at the start of every turn.
 
  
 
'''Pack and Flock Guidance'''<br>
 
'''Pack and Flock Guidance'''<br>
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'''Minimum Dexterity: ''' 4<br>
 
'''Minimum Dexterity: ''' 4<br>
 
'''Minimum Essence: ''' 3<br>
 
'''Minimum Essence: ''' 3<br>
'''Prerequisite Charms: ''' Primordial Hunter Speed<br>
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'''Prerequisite Charms: ''' Primordial Hunter Speed, Flight of the Sparrow<br>
This Charm permanently enhances long movement-enhancing charms such as Primordial Hunter Speed - allowing the Lunar to convey the Charm's benefit to an entire unit he leads. This adds 1 willpower to its cost and allows the Lunar to affect (Essence x50) allies at once. It is left to the Storyteller's discretion which other Charms are enhanced by Pack and Flock Guindance, but they must be similar in nature to Primordial Hunter Speed, such as ''Furious Hound Pursuit'' above.
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This Charm permanently enhances long movement-enhancing charms such as Primordial Hunter Speed and Flight of the Sparrow, allowing the Lunar to convey the Charm’s benefit to an entire unit he leads. This adds 1 willpower to its cost and allows the Lunar to affect (Essence x50) allies at once. It is left to the Storyteller’s discretion which other Charms are enhanced by Pack and Flock Guindance, but they must be similar in nature to Primordial Hunter Speed and Flight of the Sparrow, encompassing such Charms as Furious Hound Pursuit.
  
 
'''Mole Hands Technique'''<br>
 
'''Mole Hands Technique'''<br>
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'''Duration: ''' One Scene<br>
 
'''Duration: ''' One Scene<br>
 
'''Type: ''' Simple<br>
 
'''Type: ''' Simple<br>
'''Minimum Strength: ''' 3<br>
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'''Minimum Dexterity: ''' 3<br>
 
'''Minimum Essence: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
'''Prerequisite Charms: ''' None<br>
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'''Prerequisite Charms: ''' Ascendant Dexterity<br>
Some creatures may escape the hunt by burying under the ground, but a Lunar Hunter is able to adapt to all possible contingencies and manifest the abilities of all of Creation's predators in pursuit of her foe! Activating this Charm the Lunar shapes her fingers into long Moonsilver talons, sinew and bone throughout her body perfected for a single task - to dig. For the remainder of the Scene the Lunar is able to dig through the Earth (Any material softer than solid stone) at half her Movement Speed.  
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Some creatures may attempt to escape the Lunar hunter's efforts by going under the ground, but they soon discover that the Children of Luna can adapt to any possible enviroment an enemy may retreat to! Using Mole Hands Technique, the Lunar makes his fingers into long talons, his muscles and body all shifting to dig better. For the remainder of the scene, the Lunar may deal lethal damage unarmed and may dig through the earth(anything not made out of solid stone) at half his running speed. The tunnels can remain in place or not, as the Lunar prefers.
 
 
The tunnels can remain in place or collapse in her wake as the Lunar prefers.
 
 
 
The Talons function in all ways like the ''Talons'' Mutation.
 
 
 
'''Terraserpent's Might'''<br>
 
'''Cost: ''' None<br>
 
'''Duration: ''' Permanent<br>
 
'''Type: ''' Special<br>
 
'''Minimum Strength: ''' 3<br>
 
'''Minimum Essence: ''' 3<br>
 
'''Prerequisite Charms: ''' Mole Hands Technique<br>
 
Adopting the might of the Terraserpent the Lunar hones her talons into jagged implements of the hardest adamant coursing with Earth-Aspected Essence, her entire body adopting a serpentine mien of barely-countained Elemental Fury! Terraserpent's Might enhances the use of ''Mole Hands Technique'' - the Lunar can spend 1 Willpower when enacting that Charm to add her Essence Rating to the Talon's damage and become able to burrow through ''anything'' not made of the Five Magical Materials.
 
  
 
'''Deadly Antlion Trap'''<br>
 
'''Deadly Antlion Trap'''<br>
'''Cost: ''' 10 motes, 1 willpower<br>
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'''Cost: ''' 5 motes, 1 willpower<br>
 
'''Duration: ''' Indefinite<br>
 
'''Duration: ''' Indefinite<br>
 
'''Type: ''' Simple<br>
 
'''Type: ''' Simple<br>
'''Minimum Strength: ''' 4<br>
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'''Minimum Dexterity: ''' 4<br>
 
'''Minimum Essence: ''' 3<br>
 
'''Minimum Essence: ''' 3<br>
'''Prerequisite Charms: ''' Terraserpent's Might<br>
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'''Prerequisite Charms: ''' Mole Hands Technique<br>
Exalted were created to hunt the greatest game - and to do that one must learn how to set the greatest of traps. Enacting the Deadly Antlion Trap the Lunar is able to ensnare even Gods! The Lunar must spend (10-his Dexterity) turns digging a hole on the ground that can be as wide as the (Dexterity) yards and as deep as (Essence) yards - at the conclusion he makes the ''Antlion Roll'' (a Dexterity+Survival roll).
+
Some hunters get ahead of their prey, and are thus able to srt deadly traps for them! The Lunar spends a turn digging a hole into the ground with a Dexterity+Survival roll, and holes beneath it in wait when he is done. The hole is as wide as his Essence and as deep as his Dexterity, and when the Lunar holes within it, it cannot be perceived without the use of Charms, and even then the difficulty is set to the Dexterity+Survival roll. Those that step over the trap fall down, losing their action for the turn and suffering an Undodgeable and Unparriable clinch attempt by the Lunar with a number of successes equal to the original Dexterity+Survival roll.
 
 
No character is able to perceive the Deadly Antlion Trap without magic. Those who use magic must still roll their Perception+Awareness with a Difficulty equal to the result of the Antlion Roll. Those that cannot perceive the trap fall into it without warning! Those that fall into the Deadly Antlion Trap are subject to an Unparriable and Undodgeable Clinch Attempt from the Lunar with a number of automatic successes added equal to the Lunar's successes in the Antlion Roll.
 

Revision as of 07:30, 7 February 2008

Pursuit

Foot-Trapping Counter
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Primal Dexterity
With the understanding of how to move perfectly, comes a very precious knowledge to the hunter - the knowledge of how to stop the movement of others, trapping his prey with his body and essence and not allowing her to go any further than the hunter allows. When an opponent tries to move away, the Lunar activates this Charm and the opponents has to suceed in a reflexive Dexterity+Athletics roll with a difficulty equal to the Lunar's Dexterity. If the opponent succeeds, she can move, if she fails, she must remain. This can stop hopping defenses, and even esoteric movements such as Avoidance Kata - after all, Lunars were created to hunt Gods as easily as Men.

Primordial Hunter Speed
Cost: 5+ motes
Duration: One Scene
Type: Simple
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Ascendant Dexterity
When pressed, a Lunar may cover a great ground without difficulty! Every 5 motes spent grant the Lunar a Sprint that doubles the his movement rate and leaping distances for the remainder of the scene(5 motes doubles the movement, 10 motes triples the movement, etc). The Lunar may not have more Springs active than half his Essence, rounded down. If used in conjunction with the Full Moon anima power or other such effects, the multipliers are stacked, so a Full Moon with a sngle would Stance from Primordial Hunter Speed would move and leap at three times their normal rates.

Flight of the Sparrow
Cost: None
Duration: Permanent
Type: Special
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: None
Sometimes, even the Lunars, the greatest of all hunters, find themselves overwhelmed and need to retreat! This Charm can be activated with a reflexive action and the commitment of 1 point of Temporary Willpower, and doubles a Lunar’s Movement Rate as long as he is trying to escape pursuit or otherwise flee a scene, event or area. Flight of the Sparrow Ends ends when the Lunar is no longer fleeing, and the Willpower remains committed until then.

Pack and Flock Guidance
Cost: None
Duration: Permanent
Type: Special
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Primordial Hunter Speed, Flight of the Sparrow
This Charm permanently enhances long movement-enhancing charms such as Primordial Hunter Speed and Flight of the Sparrow, allowing the Lunar to convey the Charm’s benefit to an entire unit he leads. This adds 1 willpower to its cost and allows the Lunar to affect (Essence x50) allies at once. It is left to the Storyteller’s discretion which other Charms are enhanced by Pack and Flock Guindance, but they must be similar in nature to Primordial Hunter Speed and Flight of the Sparrow, encompassing such Charms as Furious Hound Pursuit.

Mole Hands Technique
Cost: 6 motes
Duration: One Scene
Type: Simple
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Ascendant Dexterity
Some creatures may attempt to escape the Lunar hunter's efforts by going under the ground, but they soon discover that the Children of Luna can adapt to any possible enviroment an enemy may retreat to! Using Mole Hands Technique, the Lunar makes his fingers into long talons, his muscles and body all shifting to dig better. For the remainder of the scene, the Lunar may deal lethal damage unarmed and may dig through the earth(anything not made out of solid stone) at half his running speed. The tunnels can remain in place or not, as the Lunar prefers.

Deadly Antlion Trap
Cost: 5 motes, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Mole Hands Technique
Some hunters get ahead of their prey, and are thus able to srt deadly traps for them! The Lunar spends a turn digging a hole into the ground with a Dexterity+Survival roll, and holes beneath it in wait when he is done. The hole is as wide as his Essence and as deep as his Dexterity, and when the Lunar holes within it, it cannot be perceived without the use of Charms, and even then the difficulty is set to the Dexterity+Survival roll. Those that step over the trap fall down, losing their action for the turn and suffering an Undodgeable and Unparriable clinch attempt by the Lunar with a number of successes equal to the original Dexterity+Survival roll.