SilverMasks/HuntPursuit

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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.