DariusSollumanLunarsRevised/RevisedLunarSurvivalInCreation
Lunars survive. They can live pretty much anywhere, and can endure virtually anything that can be imagined.
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Beast Instinct Method
Cost: 2 motes per die Duration: Instant Type: Supplemental Minimum Wits: 1 Minimum Essence: 1 Prerequisite Charms: None
Convert up to Wits in dice of a Survival roll into successes.
Sealskin Endurance
Cost: 4 motes Duration: Until Released Type: Simple Minimum Charisma: 2 Minimum Essence: 2 Prerequisite Charms: Beast Instinct Method
Allows the Lunar to survive in any natural cold.
Adds 2B/2L to soak which does not count as armor, and reduces damage from any source of natural cold by two levels.
In warm environments, the Lunar increases their Fatigue by 1 while using Sealskin Endurance.
Donning the Wendigo's Pelt
Cost: 6 motes, 1 Willpower Duration: Until Released Type: Simple Minimum Charisma: 3 Minimum Essence: 2 Prerequisite Charms: Sealskin Endurance
Allows the Lunar to survive in any cold.
Adds 3B/3L to soak which does not count as armor, reduces the Lunar's Appearance to 1, and reduces damage from any source of natural cold to 0, and any source of magical cold by three levels.
In warm environments, the Lunar increases their Fatigue by 2 while using Donning the Wendigo's Pelt.
Desert Adapting Method
Cost: 4 motes Duration: Until Released Type: Simple Minimum Charisma: 2 Minimum Essence: 2 Prerequisite Charms: Beast Instinct Method
Allows the Lunar to survive in any naturally hot climate, although it does not help in finding food or water in such places.
Reduces damage from any source of natural heat by one level.
In cold environments, the Lunar increases their Fatigue by 1 while using Desert Adapting Method.
Fire Dancing Prana
Cost: 6 motes, 1 Willpower Duration: Until Released Type: Simple Minimum Charisma: 3 Minimum Essence: 2 Prerequisite Charms: Desert Adapting Method
Allows the Lunar to survive in any heat.
Reduces damage from any source of natural heat to 0, and any source of magical fire by three levels.
In cold environments, the Lunar increases their Fatigue by 2 while using Fire Dancing Prana.
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Sustenance Providing Technique
Cost: 6 motes Duration: Until Released Type: Simple Minimum Perception: 2 Minimum Essence: 1 Prerequisite Charms: None
By using this Charm, the Lunar will never go hungry. They will find enough food and water anywhere to live.
If foraging for food only for themself, the Lunar is automaticallly successful, and not slowed down- they eat as they move.
If foraging for others, they need to take a special effort. Such work takes two hours devoted to nothing else but foraging. Make a Perception + Survival check. The Lunar finds enough food and water to sustain one person for a day per success.
In harsh climates (such as a arctic waste or desert), a difficulty of 1 may apply. In the worst of all places (such as a clean, bare cell or the elemental poles) a difficulty of 3 may apply- but no more than that.
Den-Finding Method
Cost: 6 motes Duration: Until Released Type: Simple Minimum Perception: 2 Minimum Essence: 1 Prerequisite Charms: None
By using this Charm, the Lunar can always find shelter. They will find someplace solid enough and safe enough to weather the elements for a night with .
If seeking a shelter just large enough for himself, the Lunar is automaticallly successful, and not slowed down- they can look as they move.
If looking for one large enough for others, they need to take a special effort. Such work takes two hours devoted to nothing else but searching. Make a Perception + Survival check. The Lunar finds a shelter large enough for one person.
In harsh climates (such as a arctic waste or desert), a difficulty of 1 may apply. In the worst of all places (such as a clean, bare cell or the elemental poles) a difficulty of 3 may apply- but no more than that.
Bear Sleep Technique
Cost: 3 motes and 1 Stamina per Month Duration: Until Released Type: Simple Minimum Stamina: 3 Minimum Essence: 2 Prerequisite Charms: Sustenance Providing Technique, Den-Finding Method
Places the Lunar into hibernation for a number of months. When they awake, they are ravenous. Each day they eat approximately three times what they normally would require, they regain a point of Stamina, until it is all returned. Each day they fail to do so before their Stamina is wholly restored, they lose another point of Stamina. If the Lunar's Stamina reaches zero, they die.
If using the Sustenance Providing Technique, the Lunar must find enough food for three people to restore their lost Stamina.
Fortitude of the Aurochs
Cost: 10 motes Duration: One day Type: Simple Minimum Stamina: 4 Minimum Essence: 2 Prerequisite Charms: Bear Sleep Technique
Eliminates all feelings of weariness from labor. Does not remove the need to eat or sleep, but allows the Lunar to work ceaselessly.
They can accomplish three times as much labor as they normallly could, and negate the need to make Fatigue checks.
Ever-Waking Method
Cost: 4 motes Duration: One day Type: Simple Minimum Stamina: 4 Minimum Essence: 2 Prerequisite Charms: Bear Sleep Technique
Allows the Lunar to remain awake for one day without suffering any penelties. However, the motes from consecutive days remaining awake remain committed, and when the Lunar can no longer pay the cost, they fall immediately asleep.
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Pain Numbing Prana
Cost: 1 mote to ignore bashing, 3 to ignore lethal, 6 to ignore everything Duration: Instant Type: Reflexive Minimum Stamina: 2 Minimum Essence: 1 Prerequisite Charms: None
Roll Stamina + Endurance. For a number of turns equal to the successes rolled...
For one mote, only ignore the wounds caused by bashing damage. For three motes, only ignore the wounds caused by bashing and lethal damage. For six motes, ignore alll the wound penelties you have. This includes effects like Crippling Pressure-Point Strike, which add a penelty because of pain.
Luna's Fortitude
Cost: 5 motes Duration: Instant Type: Reflexive Minimum Stamina: 4 Minimum Essence: 3 Prerequisite Charms: Pain Numbing Prana
Remain awake and aware even when you should be dead. You act with a -4 wound penelty (unless your health levels rise above this point while the Charm is active). The motes spent on Luna's Fortitude remain committed until you go one turn without using the Charm, at which point the Lunar falls unconcious if their health levels are at Incapacitated, or dies if they are below that.
Have you considered packing your "survive the elements" charms into two charms rather then four? Solars (supposedly inferior to Lunars in survival) get Hardship Surviving Medicant Spirit as a baselevel charm. It protects them from heat, cold, badweather, bugs, and anything else non-supernatural that the world throws at them. For the supernatural stuff they have another charm (whose name escapes me for a moment), in two charms they do what your Lunars need four charms too do. Why not crash your heat and cold charms of each level into one charm and call it something like "All-Places Adaptation" so that they at least equal the Solars at their supposed Schtick.
An interesting idea for a Lunar charm (Essence 3 or 4) would be a Territory claiming charm. Something like you comit, say, 1 mote for every domain that you control (like, "This forest" or "That stretch of plains" or "This lake") and, while within those domains, you get your Attribute in automatic sucesses on all survival rolls. It would be located in a possibly spinoff branch of the Den-finding, food-gathering tree. --Halloween
- I don't have my Solars book on hand to do a direct comparison. It's worth double checking though, definitely.
- And Territory Control would make some truly excellent ideas for higher Essence Lunar Charms that aren't purely combat-oriented. DS