LunarIdeasNSuch

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Presently, this page is just a scrap heap where I'm piling Charm ideas until I can polish them suffeciently. I'm thinking of making these part of a universal tree, like an MA, with a few oddities thrown in due to the Attribute-based nature of the Charms. On the other hand, if I choose to make this an MA, I might replace the Attribute requisites with MA requisites for non-Lunars. I haven't even decided if the idea is worth pursuing in any form.

In my opinion, prerequisite Charms for Lunar Charms are mutable. There is more than one path to every Lunar Charm printed, as a Lunar who sees an effect he likes will simply develop Charms towards that end until he matches the desired effect. These Charms tie to this concept, and many of them are alternate prerequisites for canon Lunar Charms.


All the Charms that used to be here have since been put in their rightful place.


Carapace-Mangling Claw

Cost: ?
Duration: Instant
Type: Supplemental?
Minimum Strength: ?
Minimum Essence: ?
Prerequisite Charms: ?

The Lunar uses his superior strength and swiftness to take hold of the civilized foe's protective gear, twisting and damaging it to hinder his opponent in battle. This Charm is activated to supplement a normal unarmed attack (although, with a stunt, armed close-combat or even ranged attacks are suitable). If the attack successfully strikes the target, it does no damage. Instead, roll the Lunar's Strength + Brawl. The Lunar can alter the armor's Mobility Penalty, Fatigue rating, or Soak by distributing the successes among the three statistics. Each success put towards reducing the soak of the armor reduces both lethal and bashing soak by 2 points, but cannot reduce the soak below 0. Each success put towards the Fatigue value increases Fatigue by 1 point, but the Lunar cannot add more than his Essence to the Fatigue value. Each success put towards Mobility Penalty increases this penalty by -1, but the Lunar cannot add more penalty than his Essence rating. Successes beyond the Lunar's Essence can be put towards Mobility Penalty, but rather than increasing Mobility Penalty, they become a dice penalty to all physical actions, not just those requiring full-body agility. The damage to the armor remains until the character removes the armor and straightens it out. Removing damaged armor is much more difficult. Damage to mundane armor will almost always require an armorsmith's repairs, if it is reparable at all. Armors made of the magical materials can usually be repaired without reforging.


Other Charm ideas include:

• a Charm that allows a Lunar to use a split action for a cascading dodge or parry - can't decide if this should be instant, one turn, or one scene

• an Instant Simple Charm where the Lunar makes a single close combat attack roll and applies it to everyone within reach

Comments

LFT (edit: Panther-Devil Fury was originally Lion-Fury Tempest - David.) seems to be providing Independent Actions, except that you don't get the independent Charms effect. Why not describe it in this manner? - willows

Because they're not independent actions. I feel that independent actions are an Essence 4 effect, at least, and I'm working in the Essence 3 range for now. Panther-Devil Fury (still not thrilled with the name) is based on the Gem of Perfect Mobility, providing two splittable actions each turn. - David.

...although, now that I've said that, I've gone back to willows's page discussing Independent Actions, and it occurs to me that Independent Actions is really the effect I'm going for (I even indicated this in the flavor text of Ten-Tiger Whirlwind). I still think the independent Charm use is an Essence 4 effect at least, but you're probably right that I should describe it that way. I apologize for misunderstanding what your comment meant, and have revised the Charm's text. The wording still feels a bit clumsy, though. - David.