FrivYeti/StrengthHybrid

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Back to The Lunars of Second Edition


Strength Hybrid Charms

Strength Hybrid Charms are based around gross physical addition. Using these Charms, a Lunar can quickly and powerfully add features and abilities to her physical form.

These Charms are almost exclusively Obvious in nature.

Weaponry Charms

Savage Beast Claws</b>

<b>Cost: 2+ motes Mins: Strength 2, Essence 1Type: Reflexive
Keywords: Hybrid, Obvious 
Duration: Indefinate
Prerequisites: Strength Enduring

The character reaches into her Essence, pulling forth weapons to rend her opponents. Despite the name, this Charm may be used to create any natural weapon: claws, talons, vicious teeth, tusks, and the like. The weapon uses the same statistics as an ordinary punch or kick (player's choice), except for dealing lethal damage. However, the character may spend additional motes as follows: 1 mote to increase accuracy, damage, or defense by 1, 2 motes to increase rate by 1, or 3 motes to reduce speed by one. Finally, 1 mote extra may be spent to create a second natural weapon; all motes spent on enhancing the first weapon may be re-assigned to the second. The character may not spend more than her Essence in motes on a single statistic, nor may she spend more than her Strength + Essence in total motes to activate the Charm.

Terrible Moonsilver Fangs</b>

<b>Cost: 6+ motes Mins: Strength 3, Essence 3Type: Reflexive
Keywords: Hybrid, Obvious 
Duration: Indefinate
Prerequisites: Savage Beast Claws

The character grows deadly silver weapons, transforming their body to rend and tear. The character develops a much more powerful natural weapon than the one above. It has the same base statistics as a punch or kick, but the character may apply her entire Strength + Essence to it as motes are applied to Savage Beast Claws. In addition the character may spend 2 additional motes to make the attack Piercing, 3 additional motes to allow the weapon to strike dematerialized spirits, or 2 motes to grant the weapon a range equal to the character's Essence in yards (the weapon is still a Martial Arts unarmed attack.). Any or all of these modifications may be applied to the weapon.

Deadly Spine Projectiles</b>

<b>Cost: 6+ motes Mins: Strength 2, Essence 2Type: Reflexive
Keywords: Hybrid, Obvious
Duration: Indefinate
Prerequisites: Savage Beast Claws

The character learns to use deadly spines, needle claws, or spitted darts as weapons, firing them from her body as necessary. The ncharacter creates ranged weapons used with the Thrown Ability. These weapons have a base Speed 5,Accuracy +0, Damage +0L, Defense +0, Range 10 and Rate 2. The character may spend her Strength + Essence as per Savage Beast Claws, and can spend 1 mote to increase Range by 10, with the normal restrictions of Savage Beast Claws. The character may also buy any of the advantages listed in Terrible Moonsilver Fangs, at the same cost (with the exception of the range increase).

Lethal Venom Production</b>

<b>Cost: 4 motes Mins: Strength 3, Essence 3Type: Reflexive
Keywords: Hybrid, Poison
Duration: Indefinate
Prerequisites: Savage Beast Claws

The character's natural weapons become coated with deadly poison. The character may choose to enhance her natural weapons, or may instead enhance saliva, blood, and other fluids. In the first case, the character must successfully hit an opponent with the attack; in the second, the character must either deliver the poison through a scratch or the like, or by tricking the target into ingesting it. In either case, the poison has the following statistics: Toxicity (The Lunar's Essence), Damage 1L or B / tick, Duration (Essence x2) ticks, and applies a -(half Essence, rounded up) wound penalty. Repeated doses increase the duration by 1 but have no other effect. The character may choose when activating the Charm whether it deals bashing or lethal damage.

Extra Limb Charms

Beetle's Gift of Hands</b>

<b>Cost: 3 motes Mins: Strength 2, Essence 2Type: Reflexive
Keywords: Hybrid, Obvious
Duration: Indefinate
Prerequisites: Strength Enduring

The character's flesh ripples, and she grows two extra arms - if her clothing is not specifically prepared for such a change, it could cause damage to the cloth or otherwise restrict her. These arms allow the character to wield two extra weapons or items, as well as reducing all multiple action penalties for flurries by 1.

Centipede's Arm Array</b>

<b>Cost: 6 motes Mins: Strength 3, Essence 3Type: Reflexive
Keywords: Hybrid, Obvious
Duration: Indefinate
Prerequisites: Beetle's Gift of Hands

With a rippling of flesh, the character grows up to a dozen extra arms and legs. In addition to being able to hold and use objects in all of them normally, the character gains the ability to take full advantage of her boundless limbs, and reduces all multiple action penalties by 3. This Charm may not stack with Beetle's Gift of Hands.

Leaping Cricket's Glide</b>

<b>Cost: 4 motes Mins: Strength 2, Essence 3Type: Reflexive
Keywords: Hybrid, Obvious
Duration: Indefinate
Prerequisites: Beetle's Gift of Hands

The character grows small wings, developed enough to glide with. They may grow from the back, slide down to connect the arms to the character's side, or anything that could allow gliding. These wings have three effects; first, the character doubles jumping distance, secondly, the character takes no damage from falling and may slow falling speed as slow as 2 yards down per tick. If the character leaps from a high spot, she may glide downwards, using her normal movement speed horizontally as she falls slowly.

Soaring Eagle's Wings</b>

<b>Cost: 3 or 5 motes Mins: Strength 3, Essence 3Type: Reflexive
Keywords: Hybrid, Obvious
Duration: Indefinate
Prerequisites: Leaping Cricket's Glide

The character grows powerful wings, enabling her to fly. For 3 motes, the character's arms transform into wings, leaving her unable to grasp items, and 5 motes causes wings to grow from her back. In either case, the character cannot fly in an enclosed space without a proper stunt. The character's flying speed is equal to her normal movement speed, and she can move or dash normally.

Comments

Okay, the costs on these are still a little fluid; I'm going to try and finish the whole Charmset before I start really worrying about it. Suggestions are welcome; I'm trying to avoid Willpower costs on these, in general.

Deadly Spine projectiles: I'm assuming you mean +1 mote to increase rate by 1, rather than 10.
For Centepides Arm array, I'd make it a permenant, like Invincible Fury of the Dawn, that just increases the effect(and possible cost) of the previous charm. I think you could do this with Terrible Moonsilver Fangs also. -FlowsLikeBits
Ack! It's supposed to be Range +10, not Rate +10. *goes to fix*. And that's probably not a bad idea for Centepide arm, although I think I'll leave TMF as-is; there's still use for a lower-cost weapon-grower if the Lunar needs it.