Campaign:Anarchy Group Omega/Storm/Charms
Strength[edit]
Name |
Cost |
Type |
Keywords | Duration | Effect |
FIRST EXCELLENCY |
1m/die | Reflexive | Combo-OK | Instant | |
THIRD EXCELLENCY |
4m | Reflexive | Combo-OK | Instant | Reroll, or double attribute for static values |
INSTINCTIVE UNITY |
2m+,1wp | Simple | None | One Scene | Reduces the mote cost of the first three Excellencies by 1, to a minimum of 0. Can spend up to (ess*2) motes. |
ATTACK ENHANCEMENT CHARMS |
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WIND-WINGS CARRY TECHNIQUE |
1m/2m | Supplemental | Combo-OK | Instant | Increase the range of an attack by 1+Motes. Melee and MA attacks cost 2m, and the charm becomes Obvious. |
AGITATION OF THE SWARM |
2m | Supplemental | Combo-OK | Instant | Inflicts twice the normal onslaught penalty. Each point of onslaught becomes a DV penalty if a hit is landed. |
FEROCIOUS BITING TOOTH |
4m | Supplemental | Combo-OK | Instant | Halve the target's PDV before applying it to the attack successes in step 5. Players are aware that parrying becomes a less favorable option and may choose to dodge instead. |
LIGHTNING STROKE ATTACK | 7m | Supplemental | Combo-OK, Obvious | Instant | PDV and Dodge DV both become inapplicable. |
DAMAGE ENHANCEMENT CHARMS |
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CLAWS OF THE SILVER MOON | 4m, 1wp | Simple (Speed 4) | Combo-OK, Gift, Obvious | One Scene |
|
IMPRESSIONS OF STRENGTH | 2m, 4m or 6m | Supplemental | Combo-OK, Fury-OK, Knockback | Instant | Applies 1, 2, or 3 of the following:
In fury, add one of these to every attack. |
SHELL-CRUSHING ATEMI | 2m | Supplemental | Combo-OK, Fury-OK | Instant | Ignore Hardness for a single attack. |
UNSTOPPABLE LUNAR WOUND | 2m/die | Reflexive (Step 10) | Combo-OK | Instant | Every 2m spent turns a die of damage into an automatic level of damage, up to (str) dice. |
FORM-DESTROYING TOUCH | 10m, 1wp | Simple | Combo-OK, Obvious, Sickness, Touch | Instant | Roll Dex+MA, if successful roll (Str+sux) at a difficulty of the target's Stamina. A fail does 1A unsoakable level. A success gives mutations. Lots of them. |
BURROWING DEVIL STRIKE | 2m | Supplemental | Combo-OK, Fury-OK | Instant | Makes a hand-to-hand attack piercing. With RLF, makes attacks piercing for the duration. |
CONSUMPTIVE WORM HUNGERS | Permanent | None | Permanent | Spend a WP to ignore armor completely while using Burrowing Devil Strike. | |
GRAPPLING CHARMS |
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ROUSED BEAR THROW |
3m | Reflexive (Step 10) | Combo-OK, Knockback | Instant | Make a clinch/control a grapple, activate this charm to throw opponent up to (str+ess) yards in any direction. This breaks the hold. Targets of this charm subtract an external penalty equal to (ess) from their check against knockback. |
THROAT-BARING HOLD |
4m | Reflexive (Step 10) | None | Until next action | Choose to inflict no damage with crush, roll str+MA instead. Each sux reduces target's Bashing and Lethal soak until next action. |
WASP-BINDING METHOD |
3m, 1wp | Supplemental | Combo-OK, Obvious | Strength*2 actions | Lunar can end a grapple while Essence keeps them clinched, can take actions besides maintaining the clinch but must continue to make the rolls. Can use excellencies but no other charms. |
JAWS OF THE RIVER DRAGON |
4m | Reflexive (Step 10) | Combo-OK | Until Next Action | Inflict an (ess) external penalty on the opponent's next opposed grapple check. |
FLESH-TEARING ENTANGLEMENT |
Permanent | Crippling, Stackable | Permanent | When inflicting at least one level of damage using Jaws of the River Dragon, you may:
|
|
CUNNING PORCUPINE DEFENSE |
5m, 1wp | Reflexive | Combo-OK, Obvious | Indefinite | Enemies that try to unarmed combat automatically suffer (Str) dice of lethal damage per attack, grappling suffers (Strength+5)L damage on each action that the grapple persists. |
Dexterity[edit]
Name | Cost |
Type |
Keywords |
Duration |
Effect |
First Excellency | 1m/die | Reflexive | Combo-OK | Instant | Add up to (attribute) extra dice to a roll |
Third Excellency | 4m | Reflexive | Combo-OK | Instant | Reroll, or double attribute for static values |
Flawless Focus | None | Permanent | None | Permanent | Att Specialties. |
Instinctive Unity | 2m+,1wp | Simple | None | One Scene | Reduces the mote cost of the first three Excellencies by 1, to a minimum of 0. Can spend up to (ess*2) motes. |
Impossible Improvement | None | Permanent | None | Permanent | Increases the cap of an attribute by 1. |
BALANCE AND GRACE CHARMS |
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GRACEFUL CRANE STANCE | 3m | Reflexive | Combo-OK | One scene | This Charm is identical to the Solar Charm of the same name, found in Exalted on pages 222-223. |
LIGHT-FOOTED MOUNTAIN GOAT STANCE | 3m | Reflexive | Combo-OK | One scene | Stewards do not fall and make slogging through the muck look elegant. The character is so light on her feet that she ignores environmental penalties to movement and actions. Add the character’s Dexterity to her Athletics rating to determine whether her player must roll for the Lunar to keep her balance. Reduce the cost of this Charm to two motes if Graceful Crane Stance is already active. |
CAT-FALLING ATTITUDE | 1m | Reflexive | None | Instant | Height presents no danger to the Stewards. A Lunar
may activate this Charm reflexively during or at the end of a fall. Divide the number of yards the character falls by two to determine appropriate damage from falling. The fall does not inflict lethal damage unless the fall covers a distance of at least 50 yards, and the Lunar always lands on her feet—never prone. |
DEFENSIVE CHARMS |
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SECURE CAT STEPPING | 1m | Supplemental | Combo-OK, Fury-OK | Instant | Stewards are cautious by nature. This Charm may
supplement any action; actions so supplemented reduce the
Defense Value penalty they apply to the character by one,
to a minimum of zero. |
FINDING THE NEEDLE’S EYE | 2m or 3m | Reflexive (Step 2) | Combo-OK | Instant | The Lunar stops a ranged attack before it nears him.
Invoked when the character is the target of a ranged attack, the Lunar forfeits his Defense Value to make an active attack in return to deflect or destroy the incoming attack. He might bat a chakram out of the air with his sword or fire one arrow to smash another. The player rolls (Dexterity + relevant Ability) at difficulty (attacker’s Dexterity). If the attack strikes the projectile, resolve damage. The damage may be enough to destroy the projectile outright—arrows are particularly fragile—completely negating the incoming attack. Assuming the projectile survives, each die of the Lunar’s raw damage still reduces the incoming attack’s damage by one die. The force of this defense can disrupt even projectiles that cannot be “destroyed,” such as gouts of flame from firewands and blasts of Essence. At Essence 3 or higher, a character may spend three motes on this Charm to defend another character against ranged attacks, if he himself has some way to attack at the proper range. |
GOLDEN TIGER STANCE | 2m | Reflexive (Step 2) | Combo-OK, Fury-OK | Instant |
From the Lunar’s flawless position, nothing can hinder
his defenses. This Charm is used in response to an attack.
The Charm eliminates up to (Dexterity) points of penalties that apply to the character’s Dodge and Parry Defense
Values. |
WARY SWALLOW METHOD | 1m | Reflexive (Step 2) | Combo-OK | Instant | Wise Lunar Exalted are always prepared for an attack,
sensing the reactions of animals, plants and sheer Essence around them to the offense. This Charm removes the unexpected quality from a single attack, allowing the character to use her appropriate Defense Values and defensive Charms against it. Attacks that are unblockable or undodgeable remain so. |
WIND-DANCING METHOD | 3m | Reflexive (Step 9) | Combo-OK, Counterattack | Instant | Stewards are always where they need to be, nowhere
else. The character may activate this Charm after using her Defense Value to defend against an attack, successful or not.
In Step 9 of attack resolution, she skips lightly away from
her aggressor. As part of a dodge, she may leap away; when
parrying, the Lunar may let the attack she blocks propel her
along. The character moves (Dexterity + Dodge) yards in
any direction of her choice, so long as she moves generally
away from her attacker. |
FLOWING BODY EVASION | 4m | Reflexive (Step 2) | Combo-OK, Obvious | Instant | Lunar warriors move like the wind, impossible to grasp
and futile to cut. A Lunar uses this Charm in response to all
attacks of which she is aware. The character’s flesh denies
perfectly dodges the attack, even if it is undodgeable. |
FLOWING BODY ASCENSION |
— | Permanent |
None |
Permanent |
By spending an extra 2m on Flowing Body Evasion, its duration becomes one action. |
BECOMING WATER'S ENVY |
— | Permanent |
Fury-OK |
Permanent |
Gives Flowing Body Evasion the Fury-OK keyword. Activating FBE during
Fury means automatically dodges one attack of which she is aware each tick. Additional uses require activating FBE separately. Flaws of invulnerability still apply. |
WORLD-BENDING GUARDIAN ATTENTIVENESS |
10m, 1wp | Simple |
Obvious, Wyld |
One Scene |
DVs increase by 2 per degree of surrounding Wyld; 2/Bordermarches, 4/Middlemarches, 6/Deep Wyld, 8/Pure chaos. |
MOVEMENT CHARMS |
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GROUND-DENYING DEFENSE | 3m | Reflexive | Combo-OK, Obvious | Until next action | Stewards are masters of territory, and this Charm lets
them command their ground in battle. By moving with grace, speed and forethought, the character limits the number of he arranges positions on the battlefield such that one fewer people than normal can attack him in close combat. On open ground, this reduces the number from five to four; it also protects him from suffering one unexpected attack due to restricted maneuvering. In closer quarters, this Charm reduces the maximum number of attackers to three. people who may attack him. Simply by spending three motes, |
INSTINCT-DRIVEN BEAST MOVEMENT | 4m+ | Simple | Obvious | One scene | When pressed, Stewards can cover a great deal of ground
without difficulty. Activating this Charm doubles the character’s movement rate for every four motes spent. (Four motes doubles speed, eight motes triples speed, etc.) Every four motes spent also adds one automatic success to opposed speed rolls. This benefit stacks with those of Furious Hound Pursuit or Flight of the Sparrow. At the Storyteller’s discretion, other speed-enhancing Charms might also benefi t from this advantage. |
FURIOUS HOUND PURSUIT | 4m | Reflexive | Combo-OK, Fury-OK, Obvious | One scene | Once a Lunar Exalt chooses her prey, it cannot escape.
The Lunar’s player designates a single target, which the Lunar
must have seen within the last hour. The character’s Move and
Dash actions both become one yard greater than those of her
quarry, if that is greater than her current movement, and she
automatically beats the target in contested rolls to determine
relative speed by at least one success. In long-term movement,
the character automatically moves one mile per day greater
than her target. By spending a point of Willpower at activation,
the Duration becomes Indefinite: As long as the character does
not stop pursuing the target, the Charm persists.
If the target uses Charms to increase speed, the Lunar does
not accelerate; his advanced movement is based on the target’s
natural values. At Essence 4, the Charm allows the Lunar to
Activating this Charm in conjunction with Relentless
Lunar Fury provides the Charm’s benefit against any one target
at a time, which she may reflexively re-designate each action. |
FLIGHT OF THE SPARROW | 3m | Reflexive | Combo-OK | Indefinite | Stewards know when they must retreat to survive and
protect their lands in the future. This Charm doubles a character’s Move and Dash actions so long as he attempts to escape pursuit or otherwise flee a scene, event or area. Outside of combat time, this doubles long-term movement rates and adds (Dexterity) successes to any roll to determine relative speed between the character and a pursuer. Flight of the Sparrow ends when the character releases the Essence or is no longer fleeing. |
PACK AND FLOCK GUIDANCE | — | Permanent | None | Permanent | This Charm permanently enhances Furious Hound
Pursuit and Flight of the Sparrow, allowing the character to convey the Charm’s benefit to an entire unit that he leads. This adds one Willpower to the cost and affects a unit of up to Magnitude (the character’s Essence - 1). When leading a unit, a Lunar using Furious Hound Pursuit can only target another unit with that Charm’s effects. |
SPEED AND EXTRA ACTION CHARMS |
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DILIGENT HIVE IMITATION | 3m | Reflexive | Combo-OK | Until next action |
Stewards work quickly so they may return to the things they enjoy. Until the character’s next action, he treats all miscellaneous actions as Speed 3. |
WASP STING BLUR | 2m per tick |
Reflexive | Combo-OK, Fury-OK | Instant | With the blinding speed of a striking insect, the
Lunar lashes out and almost immediately recovers. This
Charm reduces the Speed of a Lunar’s action by one
for every two motes spent, after persistent effects, to a
minimum of 3. |
TWIN-FANG TECHNIQUE | 5m | Supplemental | Combo-OK | Instant | The Lunar Exalted are more dangerous than one expects. Invoking this Charm, the character lashes out with
two weapons instead of just one. (Both weapons must be in resolution twice, skipping Steps 1, 3 and 4 the second time through—use the first attack roll both times. The target’s defense suffers onslaught penalty the second time. When using ranged weapons that are constantly drawn (arrows for a bow, daggers from a bandolier, etc.), the character may fire or throw two at once as long as he has sufficient ammunition. hand.) The player and his single target go through attack |
OCTOPUS AND SPIDER BARRAGE | 6m, 1wp | Extra Action | Combo-OK, Obvious | Instant | Lunar Exalted are talented improvisers, using every
method and advantage at hand to survive. This Charm gives a character one attack at her full dice pool for every be used for the attack—a character cannot use a weapon for each attack unless she can use it with each relevant limb. A Lunar in typical human form using this Charm receives four attacks when using this Charm, one for each arm and leg. In her war form, she may receive more attacks due to antlers, tusks or extra sets of limbs. combat-capable extremity she has. Each limb must actually |
LIGHTNING STROKE ATTACK | 7m | Supplemental | Combo-OK, Obvious | Instant | Endowing her attack with the speed of her natural
grace or the blurring speed of brute force, the character’s attack moves so quickly that both Parry and Dodge Defense Values become inapplicable. Onlookers may think the character and her weapon did not even move. Only a bright flash or blur (and often a falling opponent) indicate that anything happened at all. |
UNHESITANT SCORPION LASH | Permanent |
None |
Permanent |
When spending motes to make extra actions, may spend double motes for extra actions. |
|
GREEDY MOSQUITO BITE | 4m, 1wp | Supplemental | Combo-OK, Fury-OK, Obvious | Instant | On a successful attack, revisit steps 7-10 of attack resolution and inflict all damage again. With RLF, inflict extra damage on all successful attacks, applied separately and never exceeding minimum damage from original. |
LUNAR HERO CHARMS |
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FOOT-TRAPPING COUNTER | 2m | Reflexive | Combo-OK | Instant | Combat does not end until the Lunar allows it. Against an opponent within hand-to-hand range, the Lunar’s skilled footwork prevents the opponent from moving away from the character. The target’s player rolls (Dexterity + Athletics) at a difficulty of the Lunar’s Dexterity. Failure indicates that he cannot move away from the Lunar until his next action. Foot-Trapping Counter does not function against other Charms that allow a character to reflexively retreat. |
RABID BEAST ATTITUDE | 1m | Reflexive | Combo-OK | (Essence) actions | The grace and speed of the Stewards is such that wounds cannot hinder them. Reduce all the character’s wound penalties by one point for this Charm’s duration. |
THOUSAND CLAW INFLICTION | 1m | Reflexive | Combo-OK | Instant | Only the Lunar’s skill limits him, not the restrictions of capability. The character’s attacks each use his last attack position, defeating normal limits on the weapon. Activating this Charm allows the character to treat all Rate values as infinite until his next action. |
LUNAR HERO FORM | 6m | Simple (Speed 5) | Form-type, Obvious | One scene | Drawing the Essence of Luna into her, the Exalt becomes an endlessly fluid warrior, seamlessly flowing from one movement to the next and capable of surprising her targets with every blow. The character reduces Defense Value penalties from onslaught by 1 and from coordinated attacks by 2. Her attacks often catch people from behind while she stands in front or strike at her enemies through innocuous objects and scenery. Double the dice bonus (but not Essence reward) for stunts of this nature. |
ARMOR-RENDING CLAW FIST | 4m | Simple (Speed 5) | Combo-OK | Instant | With either a single swipe or a flurry of blows, the Lunar’s attack moves so quickly that it tears through even steel armor as though it were paper. This attack target’s a foe’s armor, rather than the person wearing it. Only soak from armor reduces the attack’s raw damage, and (unlike normal attacks) this can reduce the attack’s dice to zero. Then, roll unsoaked damage normally. Each level of damage remaining in Step 10 of attack resolution reduces the armor’s soak (bashing and lethal). Mundane armor remains damaged until repaired; armor constructed from the magical materials recovers its full soak value at the end of the scene. When a target’s soak from armor drops to zero, the Lunar may rend the target’s natural soak. The Lunar looses blows so rapid they weaken the victim’s body through and through; each success rolled on damage reduces the target’s effective Stamina by one. This only affects the target’s soak values, not any other aspect of health. |
CROUCHING TIGER STANCE | 4m | Reflexive (Step 2) | Combo-OK, Counterattack | Until next action | To strike a Lunar is to taunt a tiger. Dropping into a low, threatening stance, the character becomes more difficult to strike. All attacks upon him lose two dice. In addition, when the Lunar successfully parries any close combat attack, he may launch a counterattack against the attacker. |
DEN MOTHER METHOD | 2m | Reflexive (Step 6) | Combo-OK, Counterattack | Instant | When a companion of the Lunar is in danger, he runs to his friend’s aid. A character may invoke this Charm when an attack within range reaches Step 6 of combat resolution. So long as the character is no farther than two move actions from the target and can physically get to her, the Lunar dashes to close the distance. He adds half his Dexterity to the target’s Defense Value against the incoming attack. |
RUNNING THROUGH THE HERD | 4m, 1wp | Reflexive (Step 2) | Combo-OK, Counterattack | Instant | In a combination of leading the attack, fooling her attacker and quickly dodging out of the way, the Lunar redirects an attack on her person toward someone else. The Lunar must be aware of the attack, which must have another valid target within (Dexterity) yards of the attack. The Lunar’s player rolls (Dexterity + Athletics) at a difficulty of the attacker’s Perception. Success indicates that she redirects that attack, with all of its successes and effects, at another valid target of her choice. That attack then plays out as normal. |
TERRIBLE WOLVERINE ONSLAUGHT | 5m, 1wp, 1+lhl | Reflexive | Obvious | Until released | After activating this Charm, the character becomes a ravenous, unstoppable beast. The character’s move and dash actions triple in distance, and the player adds one automatic success to all Dexterity actions. Each action, the character suffers one level of lethal damage and must attempt three Martial Arts attacks or one attack and one non-attack flurry. Players of characters under the effects of this Charm must roll (Willpower) at difficulty of the character’s Valor in order to take any non-attack action without ending the Charm. |
SNAKE BODY TECHNIQUE | 3m, 1wp | Reflexive (Step 2) | Combo-OK, Counterattack | Instant | To strike at a Steward brings swift retribution. Bending and
moving with a snake’s grace, the Lunar smoothly redirects an
attack back toward its instigator. The attacker must be within
the character’s Melee or Martial Arts range. The Lunar may
dodge into a blow and then shove the blade into her opponent
or scamper through her foe’s legs so he shoots himself in the
foot—good stunts are the nature of this Charm.
Using this Charm allows the character to ignore all
penalties to her defense against a single attack. As long as
the character can successfully dodge or parry the attack, she
counterattacks by forcing her enemy to suffer his own attack.
Counterattack resolution begins in Step 7, as every success the |
COILED SERPENT STRIKES | — | Permanent | Obvious | Permanent | No offender is safe from the Steward’s retribution. This
Charm permanently enhances Snake Body Technique, allowing the Lunar to spend two extra motes to apply the Charm no matter how far the attacker is from her. The Charm becomes obvious when used in this way, as the character swings arrows around in the air and hurls them back with their original force or reflects elemental bolts back at their source. |
PREDATOR DISTRACTION METHOD | — | Permanent | Obvious | Instant | This Charm permanently enhances Running Through
the Herd. For the increased cost of two additional motes, the Lunar may apply that Charm in Step 2 of an attack resolution to which she is not party, so long as she is no further than two move actions from the target of that attack. If Running Through the Herd fails to redirect the attack, the attacker affects his original target as intended. |
Stamina[edit]
Name |
Cost |
Type |
Keywords |
Duration |
Effect |
THIRD EXCELLENCY |
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INSTINCTIVE UNITY |
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CONSUMPTION CHARMS |
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FERTILE BREATH INVERSION | 4m | Reflexive | Combo-OK, Fury-OK, Gift | Indefinite | By inverting a personal definition of what is breathable and what is not, the Lunar allows herself to breathe safely anything she currently allows into her lungs. While air still tastes sweet to her lungs, so does whatever she targets with the Charm. Lunar Exalted used this Charm in the Primordial War to dive into Kimberry, the Sea That Marched Against the Flame, and do battle with her heart. Players should note that being able to breathe fire or a sandstorm without harm does not make it safe to be immersed in it. That requires other Charms. |
MOONSILVER STOMACH CONVERSION | 3m | Reflexive | Combo-OK, Gift | Indefinite | In Creation, almost everything is edible to something. The Lunar Exalted mimic that capability by fortifying their gullets, digestive systems and, occasionally, teeth so they can safely consume nearly anything. Activating the Charm, a character becomes able to eat without harm whatever he puts into his mouth and obtain the same sustenance as from decent food. Lunar Exalted use this Charm, among other things, to find all the food they need while surviving inhospitable regions of Creation. When activating Deadly Beastman Transformation, the character may commit one mote to gain the ability to eat materials appropriate to the hybrid form. |
ENDURANCE CHARMS |
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OX-BODY TECHNIQUE | — | Permanent | Stackable | Presumably forever but who knows |
Lunar Exalted are able to take blows far better than weak things such as mortals or castles. As anyone who has fought Lunars knows, Luna’s Chosen can suffer grievous injuries and keep on fighting. This Charm gives the Lunars additional health levels. A player may purchase this Charm multiple times, but no more than once per dot of Stamina. Each purchase provides two additional Dying health levels (see Exalted, pp. 150-151) and the player’s choice of the following: |
STEADFAST YEDDIM MEDITATION | 2m+ | Reflexive | Combo-OK, Fury-OK, Stackable | One scene |
Lunar warriors are known for their ability to keep on
going despite the pain. For each two motes spent, the character allows herself to ignore one point of internal penalties
from wounds, fatigue or any manner of deprivation or pain.
A Lunar may cancel up to (Stamina ÷ 2) points of penalties.
The character need not have any penalties in order to use the
Charm; she may preemptively render herself proof against
these penalties. Penalties from wounds are always canceled
first; other penalties are prioritized by the Lunar’s player and
may be reprioritized at will. |
BEAR SLEEP TECHNIQUE | 10m, 1wp | Simple | None | Indefinite |
Stewards save their power for when the land truly
needs them. Some Moonchildren used this Charm to
remain safely separate from a world that hated them until
the present day. Most of those sleepers are now awakened…
but who knows? |
UNSTOPPABLE JUGGERNAUT INCARNATION | 3m | Reflexive | Combo-OK, Stackable | Indefinite |
This Charm allows a Lunar to remain upright even
when everything demands that he be dead. A character
uses Unstoppable Juggernaut Incarnation when he takes
damage that would place a lethal wound in his Incapacitated health level. He does not suffer any damage
beyond that Incapacitated level, and instead of taking
that damage, he temporarily sets it aside and the player
does not mark it wounded. He continues to operate as
normal, but only as long as the three motes spent on the
Charm remain committed. |
LUNA’S FORTITUDE | 4m | Reflexive | Combo-OK, Fury-OK | Until next action |
Sometimes, the Stewards do not know when they
have already lost. Legend states that Lunars loyal to the
Solar Deliberative sometimes fought on for days while
holding the Dragon-Blooded hordes off from the Lunars’
masters—the Lunars simply had not yet realized they
were dead. |
ENVIRONMENTAL CHARMS |
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NORTH MASTERY TECHNIQUE |
6m |
Reflexive |
Combo-OK |
Indefinite |
The character is immune to environmental crippling effects. She takes no damage from avalanches or cave-ins, and being crushed by a ton of rubble is a mere inconvenience. A sandstorm tickles her skin. |
WEST MASTERY TECHNIQUE |
6m |
Reflexive | Combo-OK | Indefinite |
The character is comfortable and can breathe
at all depths. Venoms of marine life do not affect her, and she takes no damage from schools of small, dangerous fish or other masses of underwater creatures. These Charms are meant to be complete, protecting the character from all environmental dangers inherent to a given direction. Specific environmental threats not mentioned should fall under one of the five Charms. Some (such as sandstorms) may fall under more than one. When another character deliberately causes or uses environmental effects with intent to harm the Lunar, she is not immune. |
SOUTH MASTERY TECHNIQUE |
6m |
Reflexive | Combo-OK | Indefinite | The character may walk through natural and
magical flames without pain. Fire does not burn her clothing. Extreme heat does not harm her. She never feels uncomfortably hot, only pleasantly warm. In sandstorms, particles do not even get stuck in her clothing. |
NORTH MASTERY TECHNIQUE |
6m |
Reflexive | Combo-OK | Indefinite | The character takes no damage from chill or
extreme cold. She never catches a chill. Terrible ice storms provide a pleasant massage. She never feels uncomfortably cold, only pleasantly cool. |
EAST MASTERY TECHNIQUE |
6m |
Reflexive | Combo-OK |
Indefinite | The character is unaffected by plant-based toxins.
Irritating insects avoid her or cannot penetrate her skin, and she never develops annoying rashes. Other creatures that swarm ignore her. Insects that actually damage her subtract three from their dice pools and raw damage values. |
EXTERNAL HIDE PERFECTION | — | Permanent | None | Permanent | Lunars become true masters of their territories. This
Charm permanently enhances all (Directional) Mastery Technique Charms the character knows. It eliminates the exception made for other characters’ deliberation and intention; the character never suffers damage or penalties from dangers covered by his (Directional) Mastery Technique Charms. |
ESSENCE-REGAINING CHARMS |
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MIGHT-BOLSTERING BLOW | 2m | Supplemental | Combo-OK, Fury-OK | Instant | Lunar Exalted are creatures of great power, and they revel and grow strong in their might. When an attack supplemented by this attack hits its target, the character regains one mote for every extra success to a maximum of (Stamina). If the attack also inflicts damage, the character regains one mote for each level of damage to a maximum of (Stamina). This attack must be a display of the Lunar’s prowess to provide any return in Essence. If there is no challenge in hitting a target, there is no return from striking it, and destroying a cushion in one blow is no mark of strength. |
BREATH-DRINKING EXECUTIONER ATTACK | 2m | Simple (Speed 4) | Combo-OK, Fury-OK, Touch | Instant | With a person’s death, the patterns of Essence that bind the decedent’s higher and lower souls relax, releasing several motes into Creation. Activating this Charm, the Lunar’s player rolls (his Essence + target’s Essence) to prevent that Essence from going to waste. Any character who died within the last minute becomes a valid target for this Charm. Each success, to a maximum of the Lunar’s Stamina, returns two motes to the Lunar’s pools. This Charm cannot fill the character’s Essence pool past its maximum. Activating this Charm with Relentless Lunar Fury, the character regains one mote of Essence each time he kills a target. |
FURY CHARMS |
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RELENTLESS LUNAR FURY | 1m, 1wp | Reflexive (Step 1 or 2) | None | (Essence x 2) actions | After activating this Charm, the character enters a devastating battle
fury. She may slaughter her foes as dispassionately as the most
cold-blooded assassin, show her rage with shouts and grimaces, or act
any other way she desires. This short-lived Charm is the exemplar of
Lunar—indeed, some say Exalted—combat. Shielded by their fury, the
character becomes a truly frightening foe. |
DURABLE BATTLE MIND |
x |
Permanent |
x |
x |
Durable Battle-Mind increases the duration of Relentless Lunar Fury by four actions. |
HEALING CHARMS |
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BRUISE-RELIEF METHOD | 1m+ | Reflexive | Combo-OK, Gift | Instant |
Stewards heal quickly, the better to keep up with their
duties. This Charm heals one level of bashing damage
the character has suffered for each mote spent. She may
recover no more than (Stamina) levels of bashing damage
in a single action.
Characters may activate this Charm even when
unconscious. |
HALTING THE SCARLET FLOW | 2m+ | Reflexive | Combo-OK, Obvious, Gift | Instant | Silver light shines from the Lunar’s wounds as lacerations close and bones knit instantly. When the light fades,
all that is left are a few bruises. Each use of this Charm heals a single level of lethal damage. This miscellaneous action may be performed as part of a flurry. |
PURGING THE TARNISHED SILVER |
5m+, 1wp |
Reflexive |
Combo-OK, Obvious |
Instant |
Heal dat agg, baby. |
SOAK ENHANCEMENT CHARMS |
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HIDE-TOUGHENING ESSENCE |
1m per 2 soak | Reflexive (Step 7) | Combo-OK | One scene | The Lunar Exalted know how to keep themselves alive.
Stewards use this Charm to increase their soak. Each mote spent on this Charm purchases two points of bashing and lethal soak for the rest of the scene. A character may spend up to (Essence) motes, and this added, innate soak stacks with armor. |
FRENZIED BEAR FORTIFICATION | 3m | Reflexive (Step 10) | Combo-OK, Fury-OK | Until next action | Just as the raging bear, the Lunar shrugs off even the
worst blows inflicted upon her. This Charm reduces any
bashing or lethal damage the Lunar takes by one level per
wound inflicted. At Essence 4 and higher, this Charm affects
aggravated damage at all. |
WOUND-MASTERING BODY EVOLUTION | 12m, 1wp | Simple | Combo-OK, Obvious | One scene | Powerful Lunars can teach their bodies to acclimatize
to even the most dangerous things, rending the Lunars
proof against what has already hurt them. After activating this Charm, any form of attack or event that causes
the Lunar harm (i.e., at least a health level of damage or
a dot of trait degradation) ceases to be a danger to him for
the rest of the scene. Raw damage from any such sources
automatically drops to zero in Step 7 of attack resolution.
Other sources of damage still affect the character: A Lunar
can only use Wound-Mastering Body Evolution against
one form of attack or damage at a time. Using this Charm
a second time merely resets the Lunar’s immunity; the ef
fects do not stack. |
ARMOR-FORMING TECHNIQUE | 1m per 3 soak | Reflexive (Step 7) | Combo-OK, Gift, Obvious | One scene | This Charm resembles Hide-Toughening Essence,
but the character grows bony plates rather than directly
strengthening his body. This adds three points of bashing
and lethal soak and one point of aggravated soak for every
mote spent; the Lunar may spend up to (Essence) motes.
Soak from this Charm is Obvious and counts as armor for
the purposes of Charms and piercing weapons. The bony
armor renders other armor unwearable (the size and shape
of the Lunar’s body has changed), except for Moon-Faced
Mail (see p. 128) and moonsilver armor. |
STONE RHINO’S SKIN | 4m | Reflexive (Step 7) |
Combo-OK | Instant | Even terrible wounds bounce from the flesh of the Lunar
Exalted. After an attack hits the character, she may use this Charm to set her Hardness against that attack equal to her bashing and lethal soak values. Ignore soak from armor for determining the character’s effective Hardness. |
INVULNERABLE MOONSILVER CARAPACE | 6m per action, 1wp | Reflexive (Step 7) | Combo-OK, Obvious | Until next action | Moonsilver flows from the pores of the character’s
skin to cover his body. This armor is so complete that observers can find no gaps or weaknesses. Even the head is completely covered, but the Lunar’s perceptions are not in the least impeded. The character gains +15 aggravated/+15 lethal/+15 bashing soak and, until the Charm ends, considers all attacks against him to have a minimum damage of zero. This stacks with armor, if necessary, and does not count as armor. When this Charm would end, the Lunar may reflexively spend another six motes to maintain it for yet another action. This does not count as Charm use. |
Charisma[edit]
Manipulation[edit]
Appearance[edit]
Perception[edit]
Name |
Cost |
Type |
Keywords |
Duration |
Effect |
SECOND EXCELLENCY |
2m/sux |
Reflexive |
Combo-OK |
Instant |
Spend (Perception) motes, buy 1 sux per 2m. |
PERCEPTION ADVANTAGE CHARMS |
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KEEN (HEARING/TOUCH) TECHNIQUE | 3m | Reflexive | Combo-OK | One scene | Keen (Sense) Technique is actually three Charms, functionally identical to the Solar Charm of the same name (see Exalted, pp. 225-226). |
HEIGHTENED (HEARING/TOUCH) METHOD | 2m | Reflexive | Combo-OK | One scene | The Lunar Exalted are nearly impossible to fool. Heightened (Sense) Method is actually three Charms, covering the same three sets of senses as Keen (Sense) Technique. Activating this Charm doubles any successes the Lunar earns on appropriate Perception rolls before applying external penalties, to a maximum of (Perception) additional successes. Characters in the form of an animal renowned for one of its senses (a bloodhound for scent, an eagle for vision, etc.) double the successes without limit for that sense. |
WYLD PERCEPTION CHARMS |
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WYLD-SENSING INSTINCTS | 3m, 1wp | Simple | Combo-OK, Wyld | Indefinite | By honing her senses, the Lunar attunes herself to the ebbs of the Wyld around her. So long as the character keeps this Charm active, the character’s player may roll (Perception + Awareness) to detect where the Wyld is nearest, where it is strongest and how dangerous it may be to her or her companions. After a simple roll, she may determine these things within a number of miles equal to her rolled successes. Outside of Creation, each level of the Wyld (Bordermarches, Middlemarches, Deep Wyld) doubles this range. (The Charm is useless in Pure Chaos, where distance is meaningless and everything is equally dangerous.) Wyld-Sensing Instincts guarantees that any travel the character leads through the Wyld can avoid its worst perils. |
RESISTING THE LURE OF MADNESS | 5m | Simple | Combo-OK, Wyld | Indefinite | Even Lunars, with their powerful moonsilver tattoos, can be driven mad or enthralled by the Wyld. This Charm alters the character’s perceptions, filtering the true experience of the capering joys and murmuring deaths to prevent madness. The character becomes immune to derangements due to Wyld exposure and Wyld addiction. When invoking this Charm, the character may also target his companions for similar protection, but no more than make up Magnitude 1. Companions who wander farther than (Lunar’s Essence x 10) yards from the character are no longer protected, giving Lunars cause to keep track of their associates. |
Intelligence[edit]
Name |
Cost |
Type |
Keywords |
Duration |
Effect |
DEFENSIVE CHARMS |
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RIGHTEOUS LION DEFENSE | — | Permanent | None | Permanent | This Charm is identical to the Solar Charm of the same name (see Exalted, p. 199) with the following change. Rather than making inviolate an Intimacy to any ideal, the Lunar must choose an Intimacy dedicated to the protection of something, be it a way of life, a place, a society or a specific individual. |
TRUE-TO-THE-PACK DEDICATION | 5m, 2wp | Reflexive | Combo-OK, Fury-OK | Instant | Lunar Exalted often feel unbreakable bonds to their packmates. Activating this Charm instantly shatters any mental infl uences on the Lunar that turn him against his pack, his Solar mate, other Lunar Exalted or Luna. The character may activate True-to-the-Pack Dedication as a perfect defense against such mental attacks. Knowing this Charm also allows the character to designate whom he considers “his pack” by touching a person and spending a mote. He may mark no more than (Compassion x 2) individuals. |
Wits[edit]
Name |
Cost |
Type |
Keywords | Duration | Effect |
CONCEALMENT CHARMS |
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THE SPIDER’S TRAP DOOR | 4m | Supplemental | Combo-OK, Illusion | Instant | Lunar Exalted are masters at concealing the truth.
This Charm supplements any action (usually dramatic) to
conceal something, whether it is a (Wits + Survival) action
to hide from animals, (Wits + Stealth) to set up an ambush,
(Wits + Investigation) to hide evidence or others. The
concealed object becomes undetectable by any Awareness
rolls using mortal senses. |
THIEVING MAGPIE PRANA | 3m | Simple | Combo-OK | Instant | When necessary, the Lunar can make
something disappear in an instant. This Charm is a Wits-based action to conceal something, making it possible to do so in scant seconds instead of the several minutes such an action usually requires. |
MANY-POCKETS MEDITATION | 2m | Simple (Speed 5) | Combo-OK, Touch | Indefinite | Occasionally, a Lunar must
hide something where no one else
can find it. Holding any object the
character can lift with one hand, he
invokes this Charm, and the object disappears into Elsewhere. For smaller objects,
Lunars tuck them inside cloaks or pockets
to conceal use of this Charm. Because the
object is not actually on his person, it cannot
be found by any natural means. Withdrawing
the item is a miscellaneous action. |
SECURE DEN PRANA | 4m, 1wp | Simple (Speed 7, -3 Defense Value) | Combo-OK | Indefinite | Every animal cares about safety, and often, the Lunar
Exalted also desire a touch of security. Activating this Charm,
a character steps through an invisible door into a small area
of Elsewhere just big enough for her to rest comfortably.
The door closes instantly behind her, leaving her safe and
sound within her small hole. Inside, the den looks just as
the real place the Lunar feels most safe; over a significant
number of uses of this Charm, the den may grow colorless
and indistinct as Elsewhere becomes her safest location.
The Steward may rest there until she ends the Charm, at
which point she steps back to the point she left behind.
The Elsewhere refuge does not offer a view outside, so the
character can only guess when it’s safe to leave.
For four additional motes per person, the Lunar may
bring up to (Essence) companions into her Elsewhere den.
The den grows to accommodate them all comfortably.
The door cannot be seen by any mundane means, so the
character often needs to direct companions through it.
The Lunar steps through last, but always on the same
tick as when she opened the door. This means that
everyone who enters must be within one move
action of the Lunar. |
INVISIBLE WARREN CREATION | Permanent | Social, War | Permanent | /forever/. |
This Charm permanently enhances Secure Den Prana.
A character may choose to increase the cost to 20 motes and 1 Willpower in order to carve a significantly larger refuge out of Elsewhere. The Charm’s Speed lengthens to long ticks. She may fit in a unit of Magnitude up to (Essence - 2). |
REACTION CHARMS |
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MEERKAT ALERTNESS PRACTICE |
2m | Supplemental | Combo-OK | Instant | Lunars are alert at all times. This Charm supplements
a Join Battle, Join War or Join Debate action by adding (Essence) successes. |
FURIOUS UNHAPPY RECOURSE |
6m | Reflexive (Step 9) | Combo-OK, Counterattack | Instant | Lunars under assault burst out from under their
foes’ many blows. This Charm provides a counterattack at the character’s full dice pool, to which the character adds a number of successes equal to whatever onslaught penalty she suffered in this round of attack resolution. If the attack hits, the target’s player rolls (Stamina + Resistance) at a difficulty of the Lunar’s Essence. Failure indicates that the attacker’s flurry has been disrupted and immediately ends. |
HUNGRY EAGLE METHOD |
5m | Reflexive (Step 9) | Combo-Basic, Counterattack | Until next action | The overprotective bird pecks anything that comes
near her nest or her food. Activating this Charm allows a character to make a counterattack against any person who makes a Melee or Martial Arts attack against her until her next action. |
SURVIVAL CHARMS |
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LODESTONE RECKONING MANNER | 2m | Reflexive | Combo-OK | Indefinite | Similar to a swallow flying south, the Lunar knows his
way. With this Charm active, the character can never become lost. He has an absolute direction sense, and he can perfectly retrace the path he trod in the last 24 hours. For this Charm to function, the Lunar must have checked his position against the moon sometime within the last 24 hours. Otherwise, the Charm cannot be activated or ends. |
BLOOD ON THE WIND | 4m, 1wp | Supplemental | Combo-OK | Indefinite | Once a true predator catches a scent, she never lets it go. This Charm supplements a roll to track someone. Once the character has her quarry’s scent, she cannot fail to track that target as long as the Charm remains active. Across hard stone, white-water rapids and through the most overpowering opium dens or raging firestorms, the Lunar does not lose the trail. She automatically gains one success more than the person she tracks in a tracking contest; this does not necessarily imply the ability to catch up. When competing with opposing Charms, add (Essence) successes to the contested roll to determine which wins out. If the Lunar has tasted her quarry’s blood, the Lunar retains a benefit even if the rest of this Charm fails: Even when the Lunar is unable to close distance with her prey due to enemy Charms, the quarry also never accumulates enough successes in the tracking contest to lose her. |
PREDATOR AND PREY RECOGNITION | 1m | Simple | Combo-OK | Instant | The Lunar sniffs at the local game trails and looks at her
surroundings, then she is master of her domain. On a successful (Wits + Survival) roll, she knows the species that are common in the area, which are good food and which are dangerous, for a region (successes x 10) miles in diameter. Being in Wyld areas, or in areas where foreign animals have been imported, can levy a one- to four-die penalty to the roll. |
SPEED AND EXTRA ACTION CHARMS |
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MANY-ARMED MONKEY STYLE | 3m per action | Extra Action | Combo-OK, Obvious | Instant | Lunars act with furious, unrelenting speed. This Charm is a
magical flurry of two or more actions of any sort. Each action costs three motes, including the first, and the character can buy up to (her Wits) actions. These actions can be used for any purpose. |
BLINKING EYE OF CHAOS | 10m, 1wp | Extra Action | Obvious, Wyld | Instant | With mastery of the Wyld comes a deeper understanding
of its tides. Sometimes, the Wyld bends time, accelerating or
slowing this aspect of Creation. In the Deep Wyld and Pure
Chaos, eddies of bent time can flow right past each other.
Luna’s Chosen are immune to such effects, but by predicting
and perhaps calling for such an eddy, they can force it over
their enemies and gain a temporary edge. |