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Military Unit Charms

Wolf Pack Technique

Cost: 2m; Mins: Charisma 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Fury-OK
Duration: Instant
Prerequisite Charms: Any Charisma Excellency

It is natural for the Stewards to form packs when they must face down singular great foes. Speed ever of the essence, giving no quarter and wasting no time they form effective battle techniques for working together without taking the time for orders and organization. Using this charm the Lunar and any members of their pack may attack a single foe on the tick this charm is activated and benifit as if they had coordinated their attack with minimum successes. All characters must be able to act on the tick this charm is used on their own and a lunar can coordinate with no more then his Charisma people in one tick. The Lunar's Solar mate and other Lunars are considered part of the pack and a Lunar can also spend a mote per person to designate additional pack members. A Lunar can designate no more then (Compassion x 2) individuals. When activated as part of Relentless Lunar Fury this benifit lasts for as long as the Fury lasts.

Dream Ruling Technique
Cost: -; Mins: Charisma 5, Essence 5; Type: Permanent
Keywords: None
Duration: n/a Prerequisite Charms: Subtle Silver Command, Instinctive Charisma Unity

This charm permanently enhances Subtle Silver Command when used on those sleeping. When used to create a Intimacy after the charm ends the Intimacy remains like any other. Motivations also become an Intimacy after the duration ends. Furthermore a Lunar can make a person sleepwalk or sleeptalk. This lets them force them to write things or even reveal secrets in their sleep. Like any sleepwalker a strong jolt or environment change can wake them so a Lunar must be careful. At most the things done in their sleep is remembered as an odd dream. The Willpower costs to stop this charm are unchanged.

Mate Charms

Mate Assuring Presence Cost: None; Mins: Charisma 2, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Since their creation the Solars and Lunars have been paired and bonded. That bond strengthens the the Lunar against the foes of the world. When a lunar who is mated to the solar spends the night with him she may roll her compassion. Each success adds an additional regained point of temporary willpower on top of whatever her conviction roll gives her. A character can not raise her willpower pool above its normal limits with this charm.

Second Burden Defense
Cost: 4m; Mins: Charisma 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Sacred Gaurdian Renewel

Having taken up the task to protect Creation for herself, the Lunar picks up the burden's of her mate and makes their safety her own and none shall make her betray the things that her Mate has dedicated herself to. While this charm is active the Lunar increases the range of things that the Solar Bond provides an MDV bonus against applying it now against things that would work against her Solar Mate's Motivation, Virtues or Intimacies.

Fascination Charms

Moon Passing Oration Technique
Cost: 6m, 1wp; Mins: Charisma 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Illusion, Social
Duration: Special
Prerequisite Charms: Cobra Hypnotic Method

The Stewards have the hynotic beauty and appeal of the moon, entrancing those with their movements and words. This charm supplements talking with someone or a group, or performing in some way to the same. The Lunar rolls Charisma + (Presence or Performance as appropriate) and adds her Essence in additional successes. If this roll beats the targets MDV(for a single target) or highest MDV + half magnitude(for a group) all sense of time is lost and the performance or conversation can continue as long as the Lunar wants it to. The others affected ignore the passing of time but interuptions will knock them out of it. Wether it is an attack, or starting to starve, or another group arriving and resisting the influence and calling out what is happening. When the Lunar ends the charm by just ending the talk or performance, until their DV refreshes twice those affected do not realize the time change. It costs 4 willpower to resist this charms effects.