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Homebrew: Lunar Charms for 3e

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  • Homebrew: Lunar Charms for 3e

    So, I'm not normally much of a homebrewer, and the following pages may be the evidence of why. But in Second Edition, I was part of a long-running game with a bunch of old friends, and we were about as mixed a crew as you could see: a Solar, two Lunars, a Dragon-Blooded, a Sidereal, and an Infernal. (The Abyssal player dropped.) We're not willing to keep running the game under 2e, and no one wants to either abandon their old characters or wait X years for all relevant supplements to come out... so here I am, homebrewing.

    Anyway. The following is an attempt to convert 2e Lunars over to a workable 3e framework. I want to stress that this is an attempt at translation, not an attempt to create a thorough re-imagining of the splat in the style of Terrifying Argent Witches; for the most part, I've taken Charms that already existed in 2e and translated them to 3e-style mechanics. I suspect that this leaves a number of holes in the set; since the 2e Lunar set is only about half the size of the 3e Solar set, there's probably room for patching some of those holes at some future point. Right now I'm just trying to get a foundation on which to build. While the Charm names are repeated, I've tweaked costs, prereqs, and entirely rewritten Charm text; if the result is still too close to published material, someone official let me know and I'll be glad to take this down.

    Okay, enough caveats. Feedback very much appreciated on anything that follows.


    EDIT: I've added a Google Doc compiling the stuff below. Link!

    General Rules

    Doubles
    The core Exalted rules distinguish categories of “double-X" effects which may be applied to rolls. “Double-8s," for instance, indicates that a roll receives two successes for each 8, 9, or 10 rolled. Unfortunately, this terminology prevents any combination of doubling effects; if two different effects would both grant a roll double-9s, for instance, one of the two is wasted.

    To allow for this possibility, some effects state instead that they provide “+1 double" (or more). Each “double" applied to a roll provides an additional number which counts as two successes. For instance, Decisive damage rolls do not typically receive double successes for any number. A Decisive damage roll with +1 double benefits from double-10s; with +2 doubles, it benefits from double-9s, and so on. Multiple sources of doubles explicitly stack unless specifically prohibited, as do “+X doubles" effects and “double-Ys" effects. Under no circumstances, however, can a “+X doubles" effect contribute to counting double successes on any number lower than 7.

    Anima Powers
    Full Moon:
    ∙ The Full Moon can pay 2m to gain +1 double on any Strength-based roll, except for Withering damage rolls. At bonfire, this effect has no cost.
    ∙ The Full Moon adds his current number of anima levels as bonus dice on Withering damage rolls.
    ∙ For 5m, 1wp, 3a, the Full Moon can automatically succeed when taking a Disengage or Rush action.

    Changing Moon:
    ∙ The difficulty to detect the Changing Moon’s Tell is increased by 2.
    ∙ The Changing Moon embodies Luna’s nature as the Fickle Lady. For 10m, 1wp, he can immediately reduce one of his Intimacies by one level, unless that Intimacy has been created or strengthened this scene. He may do so even in response to influence that would benefit from the chosen Intimacy.
    ∙ For one mote, the Changing Moon can detect and choose to adopt a single Decisive Intimacy of a being as he devours its heart’s blood. He may activate this power as many times as he wishes to collect additional Decisive Intimacies.

    No Moon:
    ∙ The No Moon has a pool of (Essence * 2) sorcerous motes, which refills whenever he first sees the moon after dawn of a given day. He may treat his own anima at bonfire as the moon for this purpose.
    ∙ For one mote, the No Moon can view the last sight of a dead creature - a single still image, preserved in the eyes of the deceased. Doing so requires him to consume a small portion of the deceased, such as a few drops of blood.
    ∙ For 5m, 1wp, the No Moon can reflexively revise his own genius. He may move a single dot from one Ability to any other; this change persists for the rest of the scene. A No Moon may maintain no more than one activation of this effect simultaneously, and he may not use this change as justification for learning Charms for which he otherwise does not meet the prerequisites (for instance, Martial Arts Charms).

    Shapeshifting
    A Lunar can pay 5 motes to take any form he has stolen as a shapeshifting action, a Simple action that may
    not be placed in a flurry. While in animal form, a Lunar gains all physical dice pools of its new form, along with
    any special attacks or merits. A Lunar may not enter a form which would not fit in the available space; much as
    the Silver Pact might wish otherwise, they cannot murder the Dragon-Blooded by being swallowed as gnats
    and then assuming the shape of whales.

    Every Lunar has a particular Tell, a key feature repeated across all his forms. Characters who know a
    Lunar’s Tell can attempt to spot him in any form, but this requires a difficulty 7 roll to penetrate a disguise.

    As a Lunar enters a form other than his human default, he generally absorbs any equipment he was wearing,
    which melts away (to reform the next time he takes human shape). He may choose to waive this effect, but this
    does not necessarily render the items useful; while armor may adjust slightly to fit a humanoid frame, a Lunar
    taking an armadillo shape will not benefit from a suit of full plate or a grand daiklave. If the Lunar possesses
    Deadly Beastman Transformation, that shape is always considered human enough to benefit from his existing
    equipment. Regardless, however, the Lunar cannot benefit from Evocations in any shape other than his natural
    human form.

    A Lunar can, however, cast spells or use other Charms in nonhuman form. Resolve such actions as if the Lunar
    were still in human shape; while he may benefit from well-disguised shapes (like a chameleon) or small, discreet
    bodies (like a being with the Tiny Creature merit), any attacks he makes are obvious to their targets unless he
    succeeds at a stealth roll as usual. Likewise, after attacking a target, the Lunar is made obvious and may be
    targeted as normal - a mosquito who casts Death of Obsidian Butterflies is very nearly as obvious as a human
    who does the same thing.

    Gift Keyword
    This keyword indicates that a Charm has some specific interaction with Deadly Beastman Transformation.
    Generally, such Charms specify that a Lunar may commit some number of motes as he adopts the form in
    order to receive some of the Charm’s benefits for as long as he retains that form.

    Morph Keyword
    When activating a Charm, a Lunar may evoke (via a stunt) an animal form he is capable of taking and
    which he has not yet evoked via a Morph effect in this scene. (Sufficiently similar animals, such as two of
    the same species, do not qualify as separate forms for this purpose.) The form must relate in some way to
    the Lunar’s proposed action: a tiny insect or nimble monkey for a dodge, say; a ram or gorilla for a powerful
    blow; a wise owl or investigative ant for a crafting project. Should the Lunar evoke a form in this way, the
    Morph-keyworded Charm has some additional benefit, specified by the Charm.

    Morph effects can be evoked in any form, and they do not require the Lunar to actually adopt that form;
    the Lunar's arm bulges for an instant, or his whole body flickers through an alternate shape for the duration
    of a single task, before returning to normal. This does not grant any of the advantages of the alternate
    form, nor does it count as taking a shapechanging action.

    Quickshot Keyword
    Attacks granted or enhanced by this Charm do not require an Aim action to succeed,
    regardless of range.

    Touch Keyword
    An effect with this keyword requires you to physically touch the target of that effect. Typically,
    this requires you to be at close range of that character. Outside combat, you may attempt to touch an
    unaware character via a Pickpocket action; if the Touch attack is part of a Simple Charm, you may make
    this action as part of the Charm’s activation. In combat, you may attempt to touch an enemy by making a
    difficulty 5 Gambit with Brawl, Melee, or any Martial Art using non-ranged weapons.

    Ward Keyword
    As part of character creation, every Lunar designates a single Ward: a person, place, or group to which he has
    a Major or Defining Tie, with a context such as “Love" or “Protection." A Ward may not be illimitable or all-encompassing;
    “Creation" and “every human being" are both inappropriately broad, while “This town," “My
    circle," or even “My nation" would not be. Charms with the Ward keyword typically have some additional
    effect when used on behalf of a Lunar’s Ward(s).

    A Lunar may grant or revoke Ward status to targets, though doing so has roleplay requirements similar
    to those for building or reducing Intimacies. A Lunar may maintain a number of simultaneous Wards equal
    to his Essence.

    Charms with the Ward keyword have added effect when invoked on behalf of an individual Ward, or a
    member of a collective Ward, as specified by the Charm.

    ***

    Edit v1.1: Clarified Morph keyword.
    Edit v1.2: Added the Quickshot keyword.
    Edit v1.3: Clarified shapeshifting per advice from YeOfLittleFaith.
    Last edited by Irked; 09-15-2016, 04:26 PM.


    Homebrew: Lunar Charms for 3e

    Solar Charm Rewrite (Complete) (Now with Charm cards!)

  • #2
    Generic Charms

    Excellencies and Dice Caps
    Lunars can normally add up to (Attribute) dice to a roll via their Charms, but with a stunt that evokes a second Attribute,
    they can add up to (base Attribute + evoked Attribute) dice. As usual, a Lunar can raise a static value by
    half this amount (at 2 motes per point). Lunar die caps are always calculated off a Lunar's true, human form.

    Damage, Soak, and Lunar Excellencies
    Lunars may pay to increase the damage dealt by a Withering attack via use of the Strength Excellency. As
    normal for Charms enhancing an attack, this requires all motes to be spent in advance, and the Lunar may
    not spend more than (Strength) motes (or Strength + Second Attribute, with a stunt). Likewise, a Lunar
    can use the Stamina Excellency to increase her soak against an attack, though she must do so before damage
    is rolled. As an explicit exception to the normal rules on static ratings, this has a cost of 1m/point of soak,
    rather than the usual 2m/point of static rating.

    Neither Excellency is useful for Decisive attacks, which do not deal damage based on a Strength-derived
    number and are not defended against via a Stamina-derived number, without the use of magic that explicitly
    provides for such effects.

    Motes spent via the Strength and Stamina Excellencies must obey the usual cap for Charms added via
    dice. Effects which say simply that they add to the Lunar’s damage or soak, however, do not; thus, a Lunar
    can spend up to (Strength) motes on the Strength Excellency, increasing his damage, and then activate a
    Charm which explicitly says it adds to damage without violating his die cap.


    Flawless (Attribute) Focus (4m or 9m)
    Type: Reflexive ; Duration: Instant ; Keywords: –
    Prereqs: Attribute 3, Essence 1; Three (Attribute) Charms

    The Lunar may pay four motes to enhance any (Attribute)-based roll with +1 double. At Attribute 4,
    Essence 2, with seven (Attribute) Charms, she may repurchase this Charm; for nine motes, it now grants
    +2 doubles. This Charm requires the user’s full concentration; thus, it may not enhance any roll during
    combat, including Join Battle, barring other magic. Each purchase of this Charm has three times the normal
    experience cost for a Charm of that Attribute.



    Impossible (Attribute) Improvement (1wp)
    Type: Reflexive ; Duration: Instant ; Keywords: –
    Prereqs: Attribute 5, Essence 3; Flawless (Attribute) Focus (x2)

    Once per scene, the Lunar may pay 1wp to gain a free (Attribute) Excellency. If he stunts so as to include
    a second Attribute in his Excellency, the entire amount is discounted, but the Lunar must possess Impossible
    (Attribute) Improvement for the Attribute that actually factors into his base pool. Each purchase of this
    Charm has three times the normal experience cost for a Charm of that Attribute.


    ***

    Edit v1.1: revised Flawless (Attribute) Focus for clarity.
    Last edited by Irked; 12-02-2015, 07:47 PM.


    Homebrew: Lunar Charms for 3e

    Solar Charm Rewrite (Complete) (Now with Charm cards!)

    Comment


    • #3
      Strength

      Deadly Beastman Transformation (– (+1wp))
      Type: Simple ; Duration: Indefinite ; Keywords: –
      Prereqs: Strength 3, Essence 1; –

      The Lunar takes a shapeshifting action, paying an extra Willpower, and transforms into a ferocious
      battle form that is half man and half his true animal form. He adds one to the raw damage of all Withering
      attacks he makes, his combat movement pool, and his soak. He reduces the minimum Strength for any Feat
      of Strength by (his Strength/2, round down), and he gains (his Strength/2, round down) bonus dice to all
      Feats of Strength.


      Devastating Ogre Enhancement (- (+5m))
      Type: Permanent ; Duration: Permanent ; Keywords: –
      Prereqs: Strength 4, Essence 2; Deadly Beastman Transformation

      The Lunar’s battle form grows vast and terrible. This Charm upgrades its prerequisite, adding five motes
      to its cost. Add his Strength again to his soak, and increase his Overwhelming value by (Strength/2, round
      up). Reduce the minimum Strength for any Feat of Strength he attempts by (his full Strength), instead of
      (Strength/2). Likewise, add (Strength) bonus dice to all Feats of Strength, instead of (Strength/2).


      Wind-Wings Carry Technique (4m)
      Type: Simple ; Duration: Instant ; Keywords: Morph
      Prereqs: Strength 2, Essence 1; –

      The Lunar hurls himself at foes beyond his reach, throwing quills or claws, twisting a limb to impossible
      distance, or simply striking with raw force. For four motes, he may increase the range of a single attack
      (which may be a normally close-range attack, such as a punch) by one range band, to a maximum of Medium
      range. An attack at Medium range or longer requires an Aim action, as normal.

      With a Strength 3+, Essence 2+ repurchase, he may instead pay eight motes to increase the range of an
      attack by two range bands, to a maximum of Long range.

      Morph: By invoking a form that would extend the range of his strike, the Lunar may grant this Charm
      the Quickshot keyword.


      Agitation of the Swarm (2m)
      Type: Supplemental ; Duration: Instant ; Keywords: Morph, Uniform
      Prereqs: Strength 2, Essence 1; –

      The Lunar multiplies his limbs or twists his joints to strike at impossible angles, overwhelming his target.
      This Charm enhances an attack at close range, which may be made with any Attribute. This attack inflicts
      an additional point of Onslaught penalty.

      Morph: The additional point of Onslaught penalties from this Charm applies to this attack, instead of
      only to subsequent attacks. Generally, this means the defender takes a -1 Defense penalty against the attack.


      Ferocious Biting Tooth (4m per -1)
      Type: Supplemental ; Duration: Instant ; Keywords: Clash, Morph, Uniform
      Prereqs: Strength 2, Essence 1; –

      The Lunar’s limbs swell to vast, crushing bulk, battering aside any blow that would counter them. This
      Charm enhances a Clash attack, which may be made with any Attribute. The opponent’s roll loses one
      success for each 1 produced on that roll, to a maximum of (Lunar’s Essence) successes. This Charm may be
      activated after both players roll.

      Morph: The Lunar may claim (and pay for) up to (Essence + 1) successes.


      Lightning Stroke Attack (1m/point)
      Type: Supplemental ; Duration: Instant ; Keywords: Obvious, Uniform
      Prereqs: Strength 3, Essence 1; Agitation of the Swarm Technique, Ferocious Biting Tooth

      The Lunar batters past an overwhelmed opponent’s guard. This Charm enhances an attack, which may
      be made with any Attribute. The Lunar may pay up to one mote per point of Onslaught penalty the target
      currently suffers; for each mote spent, increase the raw damage of the attack by one.


      Last Warrior’s Unity (4m)
      Type: Simple ; Duration: One scene ; Keywords: Gift
      Prereqs: Strength 3, Essence 2; –

      Many swordsmen boast that they fight as though their swords were part of their bodies. For the Lunar,
      this is truth. The character’s flesh melts over and around a one-handed weapon, merging with it until it is
      impossible to tell where the blade begins. The weapon gains the Worn tag, but the Lunar may not use that
      limb without deactivating this Charm.

      Gift: The Lunar may commit the mote cost of this Charm when activating Deadly Beastman Transformation
      to gain its benefits.


      Foe-Marking Style (3m)
      Type: Supplemental ; Duration: Instant ; Keywords: Crippling, Decisive-Only, Stackable
      Prereqs: Strength 2, Essence 1; –

      The Lunar scars his foe – and the wound persists. In relatively-friendly bouts, this can be used to leave
      ritual scars as a warning to an inexperienced companion; in more serious duels, it marks the Lunar’s prey
      for future consideration. This Charm enhances a Decisive attack, which may be made with any Attribute;
      if the attack does at least three levels of damage, the target suffers a -3 Crippling penalty to all rolls for the
      remainder of the scene and is left with vicious, obvious scars that cannot be healed without the use of magic.


      Prey-Hobbling Bite (1m, 1i)
      Type: Supplemental ; Duration: Instant ; Keywords: Withering-Only
      Prereqs: Strength 2, Essence 1; –

      The Lunar snaps at his foe’s limbs, leaving him stumbling and off balance. This Charm enhances a
      Withering attack, which may be made with any Attribute. For every success on the Lunar’s damage roll,
      the target also loses one die from any Rush or Disengage actions he attempts on his next action.


      Inviting the Winter Wolf (3m)
      Type: Reflexive ; Duration: Instant ; Keywords: Uniform
      Prereqs: Strength 3, Essence 1; Prey-Hobbling Bite

      The Lunar savages a weakened foe. On Crashing an enemy, he may activate this Charm to immediately
      attack the same enemy a second time.


      Lion’s Roar Rebuke (5m, 1wp)
      Type: Simple ; Duration: Instant ; Keywords: Crippling, Morph
      Prereqs: Strength 4, Essence 2; Foe-Marking Style, Prey-Hobbling Bite

      The Lunar tilts his head back and utters an unearthly howl. The Lunar rolls his (Strength + Presence)
      and compares the result to the Resolve of all characters out to Medium range; for every success by which he
      beats a particular enemy’s Resolve, that enemy loses one Initiative. Trivial opponents generally break and
      flee, and battlegroups lose Magnitude instead of Initiative, as usual. This Charm may only be used once
      per scene, though it may be reset by the Lunar defeating an enemy for which he has a Major or Defining
      intimacy.

      Morph: The Lunar gains Initiative equal to the single largest amount lost by any non-trivial opponent.


      Claws of the Silver Moon (5m, 1wp)
      Type: Simple; Duration: One scene; Keywords: Gift
      Prereqs: Strength 2, Essence 1; –

      The Lunar unsheathes silver talons, or other similar weaponry. His unarmed attacks gain the statistics
      of a Light artifact weapon. This Charm may be activated in any form.

      Gift: The Lunar may reflexively activate this Charm at normal cost while adopting the Deadly Beastman
      Transformation.


      Impressions of Strength (3m (+3i))
      Type: Supplemental; Duration: Instant; Keywords: Withering-Only
      Prereqs: Strength 2, Essence 1; –

      The Lunar hurls his foe to the winds. This Charm enhances a Withering attack, which may be made
      with any Attribute. If an attack enhanced by this Charm does damage at least equal to the target’s Stamina,
      the enemy is forced back a range band – even if this forces him off a rooftop or over a cliff. Increase the cost
      of this Charm by 3i if it is made at a distance greater than close range.


      Burrowing Devil Strike (2m)
      Type: Supplemental ; Duration: Instant ; Keywords: Morph, Uniform
      Prereqs: Strength 2, Essence 1; Impressions of Strength

      The Lunar’s nails, fangs, or other natural weapons become narrow, glittering blades, capable of sliding
      through the joints of a target’s armor. Alternatively, the Lunar backs a weapon-based attack with raw force,
      giving it the power to punch through steel. In either case, the attack gains the Piercing tag, and the Lunar
      may use that tag without paying the normal Initiative cost. He still takes a -1 Defense penalty as normal.

      Morph: By invoking a form that could pierce his enemy’s armor, the Lunar also eliminates the -1 Defense
      penalty for making a Piercing attack.


      Shell-Crushing Atemi (1m)
      Type: Supplemental ; Duration: Instant ; Keywords: Dual
      Prereqs: Strength 3, Essence 1; Burrowing Devil Strike

      The Lunar shatters his foe’s armor to get at the chewy bits inside. This Charm enhances an attack,
      which may be made with any Attribute. If the attack is Withering, it must benefit from using the Piercing
      tag, in which case the attack ignores an additional (Essence) armor soak. If the attack is Decisive, it must
      still be made with a weapon with the Piercing tag, in which case the target’s Hardness is reduced by (lower
      of Essence and 3) against that attack.


      Unstoppable Lunar Wound (3m, 2i)
      Type: Supplemental ; Duration: Instant ; Keywords: Dual
      Prereqs: Strength 5, Essence 2; Impressions of Strength

      The Lunar gorges himself on his foe’s weakness. On a Withering attack, double all extra successes on
      the attack roll for the purpose of determining damage. On a Decisive attack, extra successes on the attack
      roll add to damage.


      Form-Destroying Touch (10m, 1wp)
      Type: Simple ; Duration: Instant ; Keywords: Decisive-Only, Touch
      Prereqs: Strength 5, Essence 3; Shell-Crushing Atemi, Unstoppable Lunar Wound

      Landing an attack upon a foe, the Lunar infects him with a spark of the Wyld, turning men into
      monsters. Touch the target. If you do, the target is infected with Wyld energies that function as a disease
      with the statistics (Virulence: N/A, Morbidity: (Lunar’s Essence), Interval: One week). The disease is
      incommunicable to anyone other than the target. On any failed resistance roll, the target suffers one level
      of Aggravated damage and suffers a single mutation of the storyteller’s choice, though mutations will tend
      to be harmful or unsightly rather than useful. The disease may cause up to (Lunar’s Essence) mutations in
      this way before concluding.


      Besieging the Bastion of Form (- (+5m))
      Type: Permanent ; Duration: Permanent ; Keywords: –
      Prereqs: Strength 5, Essence 4; Form-Destroying Touch

      This Charm permanently improves its prerequisite. When activating it, the Lunar may pay an additional
      5 motes to gain one of the following benefits:
      ∙ The disease’s Interval is “One day" rather than “One week."
      ∙ The disease can cause up to (2 * Lunar’s Essence) mutations, rather than just (Lunar’s Essence)
      mutations.
      ∙ The victim suffers two Aggravated damage on every failed interval, but no mutation.
      ∙ The victim suffers two mutations on every failed interval, but no damage.
      The Lunar chooses to be able to inflict one of these benefits on purchasing this Charm; additional options
      can be purchased for 2 XP apiece, though the Lunar can still only inflict one of them in any particular use.


      Consumptive Worm Hungers (–)
      Type: Permanent ; Duration: Permanent ; Keywords: Withering-Only
      Prereqs: Strength 3, Essence 2; Shell-Crushing Atemi

      The Lunar’s claws or blades seem to gnaw at his enemy’s exposed flesh. This Charm permanently
      enhances its prerequisite; Piercing attacks enhanced with that Charm may affect natural or magical soak,
      as well as armor soak.


      Terrible Steel-Rending Talons (- (3m))
      Type: Permanent ; Duration: Permanant ; Keywords: Gift
      Prereqs: Strength 3, Essence 2; Burrowing Devil Strike

      This Charm permanently upgrades its prerequisite, granting it the Gift keyword. A Lunar may now
      commit three motes when activating Deadly Beastman Transformation to extend this Charm’s ability to all
      attacks made in that form.


      Beast Spirit Defense (9m, 1wp)
      Type: Reflexive ; Duration: Instant ; Keywords: Clash
      Prereqs: Strength 4, Essence 2; Ferocious Biting Tooth, Impressions of Strength

      The Lunar’s limbs ripple with new muscle; he meets strength with strength and is not shamed. The
      Lunar may make a reflexive Decisive Clash attack to counter an incoming blow. He may do so regardless
      of the range of his own weapon and the attack; countering a sword with an arrow or vice-versa are equally
      feasible, though his Clash may only harm the enemy if it would have the range to do so. Even if the Lunar
      should lose the Clash, the enemy’s attack misses him, deflected by his counter-blow, and he does not take
      the normal automatic level of damage for losing a Clash. This Charm may be used only once per scene,
      though it can be reset by invoking the Morph effect of Ferocious Biting Tooth three or more times.

      This Charm may also be activated to deflect uncountable recurring damage; the Lunar strikes a tidal
      wave or spray of lava, shattering it and surrounding himself in an island of safety.


      Tearing Claw Atemi (3m)
      Type: Reflexive ; Duration: Instant ; Keywords: –
      Prereqs: Strength 2, Essence 1; –

      The Lunar flexes, and his body swells with sudden bulk. He may double his Strength for the purpose of
      meeting the requirements of a Feat of Strength.


      Molted Feather-Weight Technique (1m)
      Type: ; Duration: Instant ; Keywords: –
      Prereqs: Strength 3, Essence 1; Tearing Claw Atemi

      Seizing an ungainly weapon, the Lunar adjusts his own frame to counter its ungainly swing. Ignore the
      Initiative cost for using a weapon with the Improvised tag on any attack enhanced with this Charm.

      At Strength 4, the Lunar may repurchase this Charm. He may instead use it as a Reflexive Charm with
      “Duration: One scene” and “Cost: 5m.”


      Deadly Mantis Practice (4m)
      Type: Reflexive ; Duration: One scene ; Keywords: –
      Prereqs: Strength 3, Essence 2; Molted Feather-Weight Technique

      To wield a blade may require the strength and musculature of two arms – but if the Lunar wishes one of
      his limbs to have the power of ten, who will gainsay him? On activating this Charm, the Lunar may wield
      weapons with the Two-Handed tag using only one limb. He still gains the normal bonus to Clash attacks for
      wielding such weapons, though this does not stack with the Clash bonus for using identical paired weapons,
      if that should be relevant.


      Heaven-Spanning Staff of the Monkey King (8m, 1wp)
      Type: Simple ; Duration: One scene ; Keywords: Gift
      Prereqs: Strength 5, Essence 4; Molted Feather-Weight Technique

      Stretching his hand to fit an outsized grip, the Lunar draws a weapon beyond all reason. Activating
      this Charm, the character may wield any object designed as a weapon (that is, lacking the Improvised tag),
      regardless of its scale; a warstrider daiklave fits his hand as easily as a simple knife.

      Gift: Commit four motes to gain the benefits of this Charm for the duration of your transformation.


      Lightning Flash Might Methodology (5m)
      Type: Reflexive ; Duration: Instant ; Keywords: Morph
      Prereqs: Strength 3, Essence 2; Tearing Claw Atemi

      The Lunar effortlessly hoists a weight beyond the reach of mortal men. Reroll up to (Essence) nonsuccesses
      on a Feat of Strength.

      Morph: Reroll all non-successes instead.


      Yeddim’s-Back Method (–)
      Type: Permanent ; Duration: Permanent ; Keywords: –
      Prereqs: Strength 4, Essence 3; Tearing Claw Atemi

      The Lunar is the wolf that shatters the houses of his enemies. When performing a Feat of Strength,
      reduce the cost of the Strength Excellency to one mote per two dice.


      Iron Tyrant Impact (–)
      Type: Permanent ; Duration: Permanent ; Keywords: –
      Prereqs: Strength 5, Essence 4; Lightning Flash Might Methodology, Yeddim’s-Back Method

      Feats that once daunted now yield to the Lunar’s control of bone and sinew. Permanently reduce the
      difficulty of all Feats of Strength by 2.


      Roused Bear Throw (5m)
      Type: Supplemental ; Duration: Instant ; Keywords: Uniform
      Prereqs: Strength 2, Essence 1; –

      The Lunar hurls an unworthy foe away. This Charm enhances a Withering or Decisive throw concluding
      a clinch. The Lunar can throw his foe one range band; for each round of control sacrificed for the throw,
      increase the damage of that throw by one die (in addition to the normal benefits).


      Shatter the Turtle’s Shell (5m, 1wp)
      Type: Reflexive ; Duration: Instant ; Keywords: –
      Prereqs: Strength 2, Essence 1; –
      The Lunar peels back the armor of a grappled opponent, leaving him helpless before the predation of
      others. The Lunar may activate this Charm and sacrifice any of his remaining turns of control of a grapple;
      for each turn sacrificed in this way, the target’s soak is reduced by 1 (to a minimum of 0) for the rest of the
      scene.


      Wasp-Binding Method (3m, 1wp)
      Type: Reflexive ; Duration: Instant ; Keywords: Morph
      Prereqs: Strength 3, Essence 2; Molted Feather-Weight Technique

      The Lunar heaves up a mass of Essence-infused strings, which bind a grappled opponent to the ground.
      The Lunar may activate this Charm on winning control of a grapple; for the duration of that grapple,
      his enemy is bound by the strings and treated as if the Lunar had taken a Restrain action. The Lunar,
      meanwhile, is free to pursue other actions as he pleases, and may even leave the range band. At the end
      of the Lunar’s turns of control, the bindings dissipate, and the other character is released unharmed – save
      for what other attacks he may have suffered while bound. The binding can be attacked; while such attacks
      give no Initiative and deal no damage, they are automatically successful, and each such attack reduces the
      binding’s duration by one turn. Attacks on the Lunar himself do not reduce his turns of control.

      Morph: The target is bound for one additional round.


      Jaws of the River Dragon (2m per round)
      Type: Reflexive ; Duration: Instant ; Keywords: Morph
      Prereqs: Strength 3, Essence 1; Throat-Baring Hold

      The Lunar’s grip closes like the snap of a crocodile; only a fool would try to pry him away. Whenever the
      Lunar would lose one or more turns of control due to suffering damage, he may pay two motes to preserve
      that control. He may not use this Charm in response to turns lost for simply being attacked.

      Morph: The Lunar may use this Charm in response to turns of control lost for being attacked.


      Flesh-Tearing Entanglement (- (+2m))
      Type: Permanent ; Duration: Permanent ; Keywords: –
      Prereqs: Strength 3, Essence 2; Jaws of the River Dragon

      As the allies of the Lunar’s victim try to free him, they risk new harm; which flesh is the Lunar’s, and
      which is their friend’s? This Charm permanently enhances its prerequisite. If the Lunar would pay to negate
      the loss of a turn of control, he may pay an additional two motes to instead perform a reflexive Savage attack
      on his target. if he does so, he still forfeits a turn of control as normal; that is, rather than lose a turn of
      control to the attack, the spiteful Lunar may lose a turn of control to make an additional attack.


      Quill-Fed Bow (1m)
      Type: Reflexive ; Duration: Instant ; Keywords: –
      Prereqs: Strength 1, Essence 1; –

      The Lunar sheds a quill, fang, or similar natural blade, which can be used as ammunition for a single
      Archery or Thrown attack. This Charm does not provide ammunition for weapons with the Flame tag.


      Cunning Porcupine Defense (5m)
      Type: Reflexive ; Duration: Instant ; Keywords: Counterattack, Morph, Withering-Only
      Prereqs: Strength 4, Essence 3; Wasp-Binding Method, Jaws of the River Dragon, Quill-Fed Bow

      Only a fool grapples a porcupine. Activating this Charm while grappled, the Lunar may make a
      Withering counterattack to a Savage attack, as spines or other natural defenses spring from his flesh.

      Morph: The Lunar benefits from double-9s on the damage roll.


      Subduing the Honored Foe (4m, 1wp, 3i)
      Type: Supplemental ; Duration: Instant ; Keywords: Decisive-Only, Gift
      Prereqs: Strength 3, Essence 1; –

      The Lunar ends a duel, but spares his opponent’s life. A Decisive attack enhanced by this Charm doubles
      its rolled damage – but that damage is automatically Bashing, and it cannot wrap over into Lethal.
      Gift: The Lunar may commit one mote to convert all of his damage into Bashing as long as he remains
      in his Deadly Beastman Form; such damage never wraps over into Lethal. This does not double the Lunar’s
      rolled damage, though the Lunar may pay the full cost of the Charm as normal to gain that benefit on one
      attack.


      Hibernation of the Dog (5m, 1wp)
      Type: Simple ; Duration: Instant ; Keywords: Withering-Only
      Prereqs: Strength 5, Essence 3; Subduing the Honored Foe

      The Lunar makes a single staggering blow. Activating this Charm, the Lunar performs a Withering
      attack; if the opponent is driven into Crash, he may take no action on his next turn.

      Edit v1.1:
      -Revising the following Charms per Tivor's advice: Wind-Wings Carry Technique, Agitation of the Swarm, Lightning Stroke Attack, Last Warrior's Unity, Impressions of Strength, Consumptive Worm Hungers, Beast Spirit Defense, Throat-Baring Hold (renamed Shatter the Turtle' Shell), Flesh-Tearing Entanglement.
      -Revising per on Sandact's advice: Burrowing Devil Strike, Roused Bear Throw.
      -Revising on general principles: Shell-Crushing Atemi
      -Added Quickshot keyword to keywords section above.

      Edit v1.2
      -Changed duration of Claws of the Silver Moon, per YeOfLittleFaith's advice.
      Last edited by Irked; 12-06-2015, 10:34 AM.


      Homebrew: Lunar Charms for 3e

      Solar Charm Rewrite (Complete) (Now with Charm cards!)

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      • #4
        Originally posted by Irked View Post
        Under no circumstances, however, can a “+X doubles" effect contribute to counting double successes on any number lower than 7.
        So right now you've got this sitting at a hard 7. I've got a few thoughts to pitch to you !

        1) How does this sit with target numbers ? It's possible for their dice to succeed on a 6 or even to be pushed to fail on a 7 by manipulating their TN (something I assume the sidereal will get to play with). It might be useful to make this more dynamic relative to TN rather than hard set at the default TN.

        2) How about a concept lets it "roll over. If you already had double 7's, and managed to get one more, could it roll over to triple 10's ? How far should it go ?!

        3) Rather than let everything stack, would it be wise to have these explicit +X values count against your dice cap ? "Double" dice get really powerful really quickly because the multiply the ability to add more dice, and it seems like their use here makes them fairly easily applicable, which can get out of hand quickly with already large dice pools AND other dice tricks. E.g.: Each +1 Double (but not an effect like double 9's) counts as 3 dice against your cap. Alternatively, no more than your permanent essence.

        4) The flip side. Are there negative doubles that you can apply to other dice rolls ? Or defensively in response to double 9 charms used against you. Regarding 2) can this roll up to either boost 2's to a botch or push up the TN ? This can be used as a curse or your own adaptive defenses or maybe even a tradeoff. Take a penalty of this to your roll to gain some other sort of boon that's super powered !

        Comment


        • #5
          Originally posted by kawaiiwolf View Post

          So right now you've got this sitting at a hard 7. I've got a few thoughts to pitch to you !
          Sure, fire away!

          1) How does this sit with target numbers ? It's possible for their dice to succeed on a 6 or even to be pushed to fail on a 7 by manipulating their TN (something I assume the sidereal will get to play with). It might be useful to make this more dynamic relative to TN rather than hard set at the default TN.
          I specifically want to disallow that for now to prevent utterly-ridiculous dice-multiplication shenanigans. If the restriction turns out to be unnecessary at some future point, I'll roll it back; for the time being, though, 7 is an intentionally hard cap.

          2) How about a concept lets it "roll over. If you already had double 7's, and managed to get one more, could it roll over to triple 10's ? How far should it go ?!
          Same answer, basically. "Average .8 succ/die" is about as high as I want Lunars to ever natively push a roll - and even that should require some very involved pushing. At Essence 2, a Lunar could theoretically throw 21 dice, averaging .7 successes each, using only generic Charms - but they'd have to pay 19m from their not-particularly-large pools to do so. (And, crucially, they couldn't do so during combat.)

          3) Rather than let everything stack, would it be wise to have these explicit +X values count against your dice cap ? "Double" dice get really powerful really quickly because the multiply the ability to add more dice, and it seems like their use here makes them fairly easily applicable, which can get out of hand quickly with already large dice pools AND other dice tricks. E.g.: Each +1 Double (but not an effect like double 9's) counts as 3 dice against your cap. Alternatively, no more than your permanent essence.
          The balance there is that Lunars as I'm writing them don't have a lot of other ways to get double-Xs or recurring-Ys. There are a handful of effects that grant one or the other, but nothing like the frequency with which the Solar set has them. The result - hopefully - is that Lunars get the power to throw double-Xs over a wider range of scenarios than Solars, but they do so less efficiently; I think most of the comparable Solar tricks are costed significantly lower than 4m/9m.

          (This set is also something of an experiment, attempting to answer the question, "Is it possible to write a solid Ex3 Charmset without dice-tricks scattered liberally through the entire set?")

          There's not really any point in having double-X tricks if they count against the die cap, though; if I can add an average of +2 successes by one of two different means that can't stack, the whole thing just becomes an exercise in probabilistic bean-counting.

          4) The flip side. Are there negative doubles that you can apply to other dice rolls ?
          Hypothetically yes, though that feels more like Abyssal/Infernal territory to me. Negative doubles have to be a little bit carefully calibrated, because in most cases your opponent is rolling either no doubles at all or only double-10s; if an effect grants -3 doubles, most of the time that's not doing anything -1 double doesn't do. (I don't have anything of that sort written right now, anyway.)

          There's obviously a complexity cost if you have to both add and subtract doubles, but I'm not sure whether that's better or worse than the Solar set's myriad "For every 1 your opponent rolls, blah-de-blah happens."
          Last edited by Irked; 11-25-2015, 03:18 PM.


          Homebrew: Lunar Charms for 3e

          Solar Charm Rewrite (Complete) (Now with Charm cards!)

          Comment


          • #6
            An interesting first attempt, but a few things to keep in mind when making homebrew as a lot of people who make Lunars seem to forget these:

            1) The Lunar charmset is shit. It needs revisions at the base. It needs to be redone from scratch. I'm not saying use TAW as I don't like that version of Lunars that much either, but many charms in the Lunar sections don't need buffs more than they need massive rejiggering at a conceptual level.

            2) Animal forms are a thing. This is massively problematic for many reasons. One of them being things like combat.

            "I want to grapple really well!"
            "Then turn into a gorilla."
            "But... I don't want to turn into a Gorilla. It's against my character concept, my character has never seen a gorilla, and at the same time these Grapple charms are a bit weak..."
            "All of the grapple charms are balanced around the assumption that you *can* turn into a gorilla. So too bad."

            I'd probably give bonuses to such charms when used in human or DBT form instead, kinda like mastery keyword for MA.

            3) Devil Borrowing Strike gives my attack the Piercing, which... costs an additional 1i to use and lowers my defense by one... Cool. Just make it plain reduce soak by 4.

            This is to say nothing of charm balancing and making, which gave me merry hell for Alchemicals.


            Read my shit at my homebrew topic, 2.5e and 3e material!
            Play Alchemical's in 3e now, you're welcome.

            Comment


            • #7
              Originally posted by Sandact6 View Post
              An interesting first attempt, but a few things to keep in mind when making homebrew as a lot of people who make Lunars seem to forget these:

              1) The Lunar charmset is shit. It needs revisions at the base. It needs to be redone from scratch. I'm not saying use TAW as I don't like that version of Lunars that much either, but many charms in the Lunar sections don't need buffs more than they need massive rejiggering at a conceptual level.
              I see your point, but this is not that project. It's also not just "exactly the old Lunar Charmset, but with slightly higher numbers" - it kills Knacks and directly rewards shapeshifting across a broad range of effects, f'rex - but my goal is to give something that Lunar players could use for 3e that wouldn't require constructing an entire Exalt type from first principles.

              2) Animal forms are a thing. This is massively problematic for many reasons. One of them being things like combat.

              "I want to grapple really well!"
              "Then turn into a gorilla."
              "But... I don't want to turn into a Gorilla. It's against my character concept, my character has never seen a gorilla, and at the same time these Grapple charms are a bit weak..."
              "All of the grapple charms are balanced around the assumption that you *can* turn into a gorilla. So too bad."

              I'd probably give bonuses to such charms when used in human or DBT form instead, kinda like mastery keyword for MA.
              Are there any specific Charms with this problem in the rewrite so far? My intent was to not write with the assumption that you'll always be a gorilla, though Charms are compatible with being a gorilla if you want to be one. (They also let you gain benefits for evoking your gorilla-ness without actually taking that form, in a number of places.)

              3) Devil Borrowing Strike gives my attack the Piercing, which... costs an additional 1i to use and lowers my defense by one... Cool. Just make it plain reduce soak by 4.
              I'm not sure DBS is good enough, yeah; the original intent ties it to the successor Charms, for when you really want to make cheap no-downside Piercing attacks but aren't carrying a Piercing weapon. I'm really hesitant to give it an effect that basically is the Piercing keyword, but without using the Piercing keyword, though.

              Thanks for the feedback!
              Last edited by Irked; 11-25-2015, 03:41 PM.


              Homebrew: Lunar Charms for 3e

              Solar Charm Rewrite (Complete) (Now with Charm cards!)

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              • #8
                It sticks out to me that a Lunar with Essence 2 and Strength 5 who has DOE is better at hoisting things than Octavian before either uses any other charms. My gut feeling tells me that might be a bit excessive. I'm not sure making the benefits of DBT and DOE scaling is a great idea (even if it's minimal and pretty much a non-factor for DBT alone).
                Last edited by YeOfLittleFaith; 11-25-2015, 04:24 PM.

                Comment


                • #9
                  1) Don't think you're off the hooks with knacks just yet. While Knacks were largely a pointsink, they had some use. Remember the *sole* purpose of knacks was to prevent Eclipses from getting shapeshifting charms. With that out of the way you can give Lunars some really potent shapeshifting charms from the get go, kinda like Ebon Dragon's transformation charm which did far more than most Lunar knacks combined for purposes of mimicking another person.

                  And while I know the feeling, you're most likely going to need to do something at base for this. Who knows, maybe shapeshifting will be *that* big of an advantage, but its kinda difficult to give them a splat specific things (EX: Like Solars with Supernal and... OK no other splats are officially released). Not only that, but you can't just straight translate a charm from 2e to 3e. You gotta gague its power and decide if things need to go up or down, which for Lunars is mainly up but some things need to be nerfed too.

                  2) That's the thing. They're fine with animal forms now, but mainly because they're so weak in the first place that its a non issue. Compare Roused Bear Throw with Crashing Wave Throw. Solars do have the strongest charms without drawbacks yes, but Roused Bear is so inferior its not even funny. Its things like this you need to do in order to make Lunars keep up with other Exalts. Throat-Barring Hold can easily be changed to ignoring one point of soak and hardness *per turn* the opponent is held (Or if you want to damage them now, sacrifice rounds of control to ignore immediate soak/hardness for a ravage attempt).

                  My issue isn't making them stronger, my issue is that you *need* to shapeshift into an animal form with morph keyword in order to get these bonuses. One problem of past Lunars is that you were locked into specific playstyles, and that should be avoided. Lunars are masters of shapeshifting, but for people who mainly want to use warform or human form? You're hosed. This is why I suggested making the charms a bit stronger, then putting something like a keyword on them for Warform/human mode. Usually turning into an animal comes with getting their merits, which is very very powerful by itself, let alone getting a charm bonus for being in that form.

                  Its a bit hard to comment on something like this without seeing an entire charm set, but its one issue people have been having with Lunars for a long time. My only issue is that Warform better be worth it since I'd be locked out of evocations with it.

                  3) Solars have a charm that let them ignore soak too for 1m. It ignores (Essence + Intimacy Strength) soak. 4 straight soak ignoring is powerful but will lag behind later on. Here's a good example of a morph keyword, make it so that changing into some form increases the soak ignored.

                  If doing such a thing would break the later charms, then its time to change the charm itself. I had to do this a number of times for my Alchemical conversion. Keeping legacy is nice, but you'd want functionality. You're going to be making some new charms for Rush/disengage actions anywho.


                  Read my shit at my homebrew topic, 2.5e and 3e material!
                  Play Alchemical's in 3e now, you're welcome.

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                  • #10
                    Originally posted by Sandact6 View Post
                    2) That's the thing. They're fine with animal forms now, but mainly because they're so weak in the first place that its a non issue. Compare Roused Bear Throw with Crashing Wave Throw. Solars do have the strongest charms without drawbacks yes, but Roused Bear is so inferior its not even funny. Its things like this you need to do in order to make Lunars keep up with other Exalts. Throat-Barring Hold can easily be changed to ignoring one point of soak and hardness *per turn* the opponent is held (Or if you want to damage them now, sacrifice rounds of control to ignore immediate soak/hardness for a ravage attempt).
                    Comparisons to Solar Brawl are a problem at present, yeah. Solar Brawl is so insanely deadly I aimed low in a number of places; that's probably something to revisit.

                    (A problem is that a Solar has a hard time benefiting from both Brawl and Melee enhancements simultaneously - he can grab the hyper-offense from one or the accuracy from the other, but he can't stack Excellent Strike on top of Hammer on Iron. Attribute Charms could be written to be that incompatible, but that starts to feel odd.)

                    My issue isn't making them stronger, my issue is that you *need* to shapeshift into an animal form with morph keyword in order to get these bonuses. One problem of past Lunars is that you were locked into specific playstyles, and that should be avoided. Lunars are masters of shapeshifting, but for people who mainly want to use warform or human form? You're hosed.
                    I think you may be misunderstanding Morph? In general, Morph doesn't require you to fight in an animal form; it requires you to evoke an animal form, to describe how for a moment your arm bulges and grows black, gorilla-thick hair as you batter your enemy across the battlefield. Then the attack is over, and your arm returns to normal - where "normal" could be "your human form" or "your Deadly Beastman Form" or "Your giant centipede form, which apparently had a lot of giant monkey arms for a second."

                    Maybe this is a sign that I need to rewrite that keyword for greater clarity! Let me do that.

                    3) Solars have a charm that let them ignore soak too for 1m. It ignores (Essence + Intimacy Strength) soak. 4 straight soak ignoring is powerful but will lag behind later on. Here's a good example of a morph keyword, make it so that changing into some form increases the soak ignored.
                    That's a really helpful comparison point. Thanks!

                    Originally posted by YeOfLittleFaith View Post
                    It sticks out to me that a Lunar with Essence 2 and Strength 5 who has DOE is better at hoisting things than Octavian before either uses any other charms. My gut feeling tells me that's a bit excessive.
                    Very slightly better, yeah - both can attempt Strength 10 feats, and the Lunar rolls a maximum of 16 dice (5 Strength + 5 Athletics + 1 Specialty + 5 DOE) vs. Octavian's 14.

                    I think I'm actually pretty okay with that, though? Like, a Lunar who pours his resources into turning into a giant ragebeast should be able to apply Dost Thou Even Lyft? to a guy who is naturally a giant ragebeast. And once Charms do get involved, the Lunar's pool caps out at 21 dice + stunt, if he can stunt a second Attribute that's also at 5; Octavian can throw 14 dice + 5 successes and then turn all dice into successes. The Lunar's good, but he's going to need additional magic to keep up with that.
                    Last edited by Irked; 11-25-2015, 04:29 PM.


                    Homebrew: Lunar Charms for 3e

                    Solar Charm Rewrite (Complete) (Now with Charm cards!)

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                    • #11
                      Dexterity (Part 1)

                      Becoming the Swarm (–)
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 4, Essence 3; Emerald Grasshopper Form

                      Meditating on the heart’s blood of a creature no larger than a rat, the Lunar dissolves into a multitude
                      of such beings. The resulting swarm is an unled (and unleadable) battlegroup of creatures of that type, with
                      Size equal to the Lunar’s Essence. It may only make Withering attacks, though they deal damage to crashed
                      opponents as normal for battle groups, and it does not track Initiative. The Lunar’s own Initiative is set
                      aside for as long as he retains the swarm form; any Charms he activates apply to the entire swarm, as long
                      as the Storyteller judges that they make sense for his divided self.

                      The Lunar is as immortal as the swarm itself, but only as long as his many bodies remain in the same
                      range band. Should he choose to divide or scatter the swarm, he must designate one portion (or, in the
                      extreme case, a single body) to house his consciousness. The remaining bodies are effectively ordinary
                      examples of the chosen creature, though they retain a simple instinctual urge towards the Lunar’s desires at
                      the time of the scattering. In any event, when the Lunar changes shape again, any remaining forms wither
                      and vanish.


                      Monkey Arm Style (3m)
                      Type: Reflexive ; Duration: One scene ; Keywords: –
                      Prereqs: Dexterity 2, Essence 1; –

                      The Lunar’s body gains an eerie flexibility, stretching beyond what should be possible. In combat, this
                      grants his natural attacks the Reach tag. Outside combat, the Lunar may stretch a limb up to (Essence +
                      1) times its normal length – for instance, to reach the keys to her cell without stepping outside it.


                      Essential Moonsilver Affinity (- (+6m))
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 3, Essence 2; Monkey Arm Style

                      This Charm permanently upgrades its prerequisite. While that Charm is active, the Lunar’s body takes
                      on the liquid grace of moonsilver itself, granting his natural attacks the Flexible tag. He may also pay an
                      additional six motes when activating Monkey Arm Style. If he does so, he also adjusts his body to more
                      naturally fit his armor, treating its Mobility penalty as 0 for the purposes of movement, stealth, and so on.


                      Quicksilver Second Face (–)
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 2, Essence 1; –

                      The Lunar can shift more quickly and effortlessly. He can now place a shapeshifting action in a flurry
                      with any other action that could normally be flurried.


                      Lightning-Change Style (- (+3m))
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 3, Essence 2; Quicksilver Second Face

                      The Lunar’s changes are now as rapid as thought. For an additional three motes, he may complete a
                      single shapeshifting action reflexively. He may even do so in response to an attack declared against him,
                      perhaps to gain increased soak or evasiveness.


                      Foot-Trapping Counter (3m)
                      Type: Reflexive ; Duration: Instant ; Keywords: –
                      Prereqs: Dexterity 1, Essence 1; Monkey-Arm Style

                      As an enemy tries to withdraw, the Lunar ensnares her in a flexible limb, hindering her retreat. This
                      Charm enhances any roll contesting a Disengage action; for every 10 the Lunar rolls, his enemy must pay
                      one additional point of Initiative to escape. If she cannot or will not pay this additional cost, the Disengage
                      action fails automatically. This Charm may not be used to contest Disengage actions that are automatically
                      successful.


                      Rabid Beast Attitude (–)
                      Type: Permanent ; Duration: One scene ; Keywords: –
                      Prereqs: Dexterity 3, Essence 2; Foot-Trapping Counter, Flawless Dexterity Focus (x1)

                      Injuries only infuriate the Lunar. When the Lunar is at his -2 health levels, he may use Flawless
                      Dexterity Focus in combat; when he is at his -4 health levels, he may use the second purchase of that Charm
                      in combat.


                      Thousand Claw Infliction (1m)
                      Type: Reflexive ; Duration: Instant ; Keywords: Morph, Uniform
                      Prereqs: Dexterity 2, Essence 1; Foot-Trapping Counter

                      The Lunar’s limbs are as vast or slender as he needs them to be. For one attack, the Lunar may choose
                      to have his natural weapons be Medium or Heavy weapons, instead of Light.
                      Morph: Invoking a suitably massive form, the Lunar ignores the mote cost of this Charm.


                      Unyielding Lunar Hero (1m, 1wp)
                      Type: Simple ; Duration: One scene ; Keywords: –
                      Prereqs: Dexterity 3, Essence 2; Rabid Beast Attitude, Thousand Claw Infliction

                      No blow can unbalance one whose center of gravity is precisely where he wishes it to be. For the
                      remainder of the scene, the Lunar may reduce all Onslaught penalties by one.


                      Armor-Rending Claw Fist (1m)
                      Type: Reflexive ; Duration: Instant ; Keywords: Gift, Withering-Only
                      Prereqs: Dexterity 3, Essence 2; Unyielding Lunar Hero

                      What work of man can long endure the claws of the beast? This Charm enhances an attack, reducing
                      the target’s Hardness against that attack by (Lunar’s Essence).

                      Gift: By committing three motes when activating his Deadly Beastman form, the Lunar may ignore one
                      point of Hardness on all targets.


                      Crouching Tiger Stance (3m)
                      Type: Reflexive ; Duration: One scene ; Keywords: Stackable, Uniform
                      Prereqs: Dexterity 3, Essence 2; Unyielding Lunar Hero

                      The Lunar’s low crouch bespeaks future violence. This Charm may be activated after the Lunar is struck
                      by an attack, but before damage is rolled. On his next action, if he makes an attack of the same type (i.e.,
                      Withering or Decisive), he gains bonus dice of damage equal to whatever damage he suffers from this blow.


                      Den Mother Method (2m)
                      Type: Reflexive ; Duration: Until next action ; Keywords: Ward
                      Prereqs: Dexterity 4, Essence 2; Unyielding Lunar Hero

                      The Steward stands between danger and his allies, wherever they may be. This Charm enhances a
                      Defend Other action, allowing it to be declared on behalf of a character one range band distant, or two range
                      bands distant if the character is one of the Lunar’s Wards. Should that character be attacked, the Lunar
                      reflexively moves to her side, interposing himself between threat and ally.


                      Running Through the Herd (4m, 1wp)
                      Type: Reflexive ; Duration: Instant ; Keywords: Clash, Uniform
                      Prereqs: Dexterity 4, Essence 3; Den Mother Method

                      Lunars are master shapeshifters and illusionists; too often, their foes find the faces of enemy and ally
                      interchanging as they fight. This Charm may only be activated once per scene. It grants the Lunar a reflexive
                      Clash attack of the same type as the blow he would counter (i.e., Decisive for a Decisive attack). If the Clash
                      succeeds, the Lunar does not actually inflict damage; instead, he confuses his foe, redirecting the attack to a
                      second enemy at Close range to the Lunar. The original attack is then rerolled against this new target, with
                      all Charms originally used to enhance it. The enemy who made the original attack may realize his mistake
                      and abort the blow, but if he does, his hesitation causes him to immediately enter Initiative Crash.


                      Predator Distraction Method (- (3m))
                      Type: Permanent ; Duration: Permanent ; Keywords: Ward
                      Prereqs: Dexterity 5, Essence 3; Running Through the Herd

                      The Lunar’s facility with deception improves, throwing his foes into utter confusion. This Charm
                      permanently enhances its prerequisite, allowing the Lunar to activate it on behalf of any ally in the same
                      range band, or up to one range band distant, if the ally is a Ward. In the latter case, he moves reflexively
                      to the side of his Ward.


                      Snake Body Technique (–)
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 5, Essence 3; Running Through the Herd

                      The Lunar catches a blow and channels its momentum through his malleable frame, ultimately returning
                      it to its source. This Charm permanently enhances its prerequisite, allowing the Lunar to redirect an attack
                      back to the original attacker. If the attacker would be too distant to be a valid target for redirection, the
                      attack simply misses.


                      Coiled Serpent Strikes (–)
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 5, Essence 4; Snake Body Technique

                      This Charm permanently enhances its prerequisite, allowing the Lunar to return an attack to its source
                      regardless of how distant that source might be.


                      Terrible Wolverine Onslaught (3m, 1wp)
                      Type: Simple ; Duration: Instant ; Keywords: –
                      Prereqs: Dexterity 5, Essence 3; Running Through the Herd

                      Catching a foe in his deadly grip, the Lunar savages his enemy – and then prepares to do so again. This
                      Charm may only be activated once per scene. It allows the Lunar to perform a Decisive Savaging attack
                      against a grappled foe without resetting to base Initiative.


                      Den Warden Prana (- (+1wp))
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 4, Essence 3; Den Mother Method

                      This Charm permanently enhances its prerequisite. By paying an additional Willpower when activating
                      that Charm, the Lunar may extend its benefits to the rest of the scene. This does not grant a persistent
                      Defend Other, but it does allow the Lunar to continue to make Defend Other actions on behalf of more
                      distant characters without reactivating Den Mother Method.


                      Graceful Crane Stance (3m)
                      Type: Reflexive ; Duration: One scene ; Keywords: –
                      Prereqs: Dexterity 1, Essence 1; –

                      The Lunar may balance on even the thinnest of supports with no fear of falling. With this Charm active,
                      footing as thin as a twig or clothesline will support his weight, with no need to roll to maintain his balance.


                      Light-Footed Mountain Goat Stance (- (+2m))
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 2, Essence 1; Graceful Crane Stance

                      This Charm permanently upgrades its prerequisite. For an additional two motes, the Lunar may ignore
                      the penalty for Rushing or Disengaging in rough terrain for the rest of the scene.


                      Cat-Falling Attitude (1m)
                      Type: Reflexive ; Duration: Instant ; Keywords: –
                      Prereqs: Dexterity 3, Essence 2; Graceful Crane Stance

                      Who ever heard of a cat falling to its death? The Lunar activates this Charm at the end of an extended
                      fall. If he fell three or more range bands (that is, an Long distance), he instead treats the fall as if it was
                      only two range bands (a Mediumdistance). Otherwise, he subtracts one from the number of bands fallen:
                      Medium becomes Short, and Short becomes no falling damage at all. The Lunar also lands on his feet, unless some magic would stipulate that
                      he is knocked prone.


                      Cloud-Walking Stance (–)
                      Type: Permanent ; Duration: Permanent ; Keywords: –
                      Prereqs: Dexterity 4, Essence 3; Graceful Crane Stance

                      The Lunar instinctually grasps the oddities of the Wyld; in a swirl of confusion, he finds all the solid
                      ground he needs. While in the Wyld, the Lunar may activate Graceful Crane Stance (and Light-Footed
                      Mountain Goat Stance, if he knows it) for 0 motes.

                      ***

                      Edit v1.1 - Clarified wording on Quicksilver Second Face per feedback from Tikor.
                      Last edited by Irked; 12-07-2015, 07:33 PM.


                      Homebrew: Lunar Charms for 3e

                      Solar Charm Rewrite (Complete) (Now with Charm cards!)

                      Comment


                      • #12
                        Thanks for the feedback so far. I'm still pondering on damage, a little bit - as noted above, there's a basic problem with letting someone grab high accuracy (as comparable to Solar Melee) and high damage (as comparable to Solar Brawl) in the same character. That said, the damage tree is kind of underwhelming right now... Anyway, something to chew on.

                        One other thing that's going to come up in the next few Charms: anybody know whether Pure Chaos is still a thing in the 3e Wyld? I haven't seen any references beyond the Deep Wyld yet, which may skew some of the effects below.

                        Hopefully this section gets to show off a bit of one of the other ideas I'm playing with: that Lunars are strongest when dedicating themselves to the defense of a person or thing that is important to them - their Ward.

                        Regardless, here's the rest of...


                        Dexterity (Part 2)

                        Clay-Wetting Practice (6m)
                        Type: Simple ; Duration: One task ; Keywords: Mute
                        Prereqs: Dexterity 3, Essence 1; –

                        The Lunar imparts some of his natural malleability to an object he holds, allowing him to reshape it
                        without the use of tools. He may undertake a single Basic or Major crafting project, with no penalties for
                        poor conditions or missing equipment. This Charm may also be used to perform a single Feat of Strength to
                        break an object, in which case the Lunar subtracts his Essence from the roll’s difficulty. This Charm does
                        not function on finished artifacts or other “indestructible" materials.


                        Weapon-Shaping Method (–)
                        Type: Permanent ; Duration: Permanent ; Keywords: Ward
                        Prereqs: Dexterity 3, Essence 2; Clay-Wetting Practice

                        Despite its name, this Charm does not function merely on weapons. Instead, the Lunar gains special
                        benefit whenever one of his crafted creations will be used on behalf of one of his Wards. In such cases, the
                        Lunar doubles the crafting points received for each objective, as long as the objective is satisfied in a way
                        that directly benefits his Ward. (Legendary projects, which do not receive a “per objective" bonus, may
                        instead receive an extra five silver points as long as at least one objective benefits the Ward in this way.)
                        Note that benefit to the Ward must be direct: “I have made this sword to defend my ally’s back" and
                        “My people will be sheltered by this manse" both apply, while “Now that I’m wealthier, I’m more pleasant
                        for my Ward to be around" does not.

                        As a final benefit, treat the Ward as an extension of the Lunar for determining objectives satisfied –
                        so, for instance, if the Lunar prepares a gift which his Solar companion uses to gain favor (and a positive
                        Intimacy), this satisfies the normal craft objective for gaining Intimacies.


                        Lunar Blade Reconfiguration (5m, 1wp)
                        Type: Reflexive ; Duration: Instant ; Keywords: Ward
                        Prereqs: Dexterity 5, Essence 3; Clay-Wetting Practice

                        The hallmark of a Lunar is adaptability. A Lunar with this Charm may reduce the difficulty to rebuild
                        or reconfigure an object by one, and also reduces the final number of successes required by (Essence), as the
                        broken seams flow together and join. If a Lunar’s Ward joins him in crafting, this benefit applies to both of
                        them.


                        Secure Cat Stepping (2m)
                        Type: Reflexive ; Duration: Instant ; Keywords: –
                        Prereqs: Dexterity 1, Essence 1; –

                        The Lunar may split his action without taking a Defense penalty.


                        Finding the Needle’s Eye (1m)
                        Type: Reflexive ; Duration: Instant ; Keywords: –
                        Prereqs: Dexterity 2, Essence 1; –

                        Surely that attack struck the Lunar; is there some hole in his chest for it to pass through? A Lunar may
                        activate this Charm in response to a ranged attack that hit him with successes exactly equal to his Defense;
                        that attack instead misses. This Charm may be activated after the attack is rolled.


                        Golden Tiger Stance (1m/point)
                        Type: Reflexive ; Duration: Instant ; Keywords: Morph
                        Prereqs: Dexterity 1, Essence 1; –

                        The Lunar ignores up to (Dexterity) points of penalties to his Evasion or Parry, paying one mote per
                        point.

                        Morph: The Lunar may ignore any quantity of penalties at one mote per point.


                        Wary Swallow Method (5m)
                        Type: Reflexive ; Duration: Instant ; Keywords: –
                        Prereqs: Dexterity 2, Essence 1; Golden Tiger Stance

                        The Lunar becomes aware of an ambush or surprise attack. Set his Defense to 2 (instead of 0) plus
                        his current wound penalty; if this would be equal to or higher than his normal Defense, he has his normal
                        Defense and may activate other defensive Charms as normal.


                        Wind-Dancing Method (1m, 2i)
                        Type: Reflexive ; Duration: Instant ; Keywords: Morph
                        Prereqs: Dexterity 2, Essence 1; Golden Tiger Stance

                        After successfully avoiding an attack via his Dodge or Parry, the Lunar may activate this Charm to make
                        a reflexive Disengage attempt at no cost, which does not count as his movement for the turn. If attacked at
                        range with no adjacent enemies, he may instead move one range band in any applicable direction without a
                        roll.

                        Morph: The Lunar’s Disengage action is automatically successful.


                        Flowing Body Evasion (5m, 1wp)
                        Type: Reflexive ; Duration: Instant ; Keywords: –
                        Prereqs: Dexterity 3, Essence 2; Golden Tiger Stance

                        The Lunar’s body flows like quicksilver, and his enemy’s attacks pass through him like stones through
                        a rippling pond. The Lunar may automatically dodges one attack without a contest; he may even dodge
                        uncountable recurring damage with a single application. This Charm may be used only once per scene, but
                        it may be reset by taking advantage of the Morph keyword on Golden Tiger Stance three times.


                        Flowing Body Ascension (–)
                        Type: Permanent ; Duration: Permanent ; Keywords: –
                        Prereqs: Dexterity 5, Essence 3; Flowing Body Ascension

                        Returning from his quicksilver state, the Lunar retains some of its fluidity. After dodging an attack with
                        Flowing Body Evasion, the Lunar’s Evasion and Parry are increased by 2 until the beginning of his next
                        action.


                        Becoming Water’s Envy (–)
                        Type: Permanent ; Duration: Permanent ; Keywords: –
                        Prereqs: Dexterity 5, Essence 4; Flowing Body Evasion

                        The Lunar surpasses liquidity, his wounds vanishing like ripples. As he reforms from a use of Flowing
                        Body Evasion, he may immediately heal one level of Bashing or Lethal damage.


                        World-Bending Guardian Attentiveness (10m, 1wp)
                        Type: Simple ; Duration: One scene ; Keywords: –
                        Prereqs: Dexterity 5, Essence 5; Flowing Body Evasion, Finding the Needle’s Eye

                        The Lunar is one with the madness, and the madness knows its own. While in the Wyld, the Lunar
                        benefits from a permanent Defend Other, as reality bends to accommodate him. The Defend Other has an
                        effective Defense of 1 per level of Wyld energies: 1 in the Bordermarches, 2 in the Middlemarches, 3 in the
                        Deep Wyld, and 4 in Pure Chaos. This Charm does not function if any effect would cause the Wyld to
                        behave by the rules of Creation.


                        Ferocious Guardian Beast Stance (5m)
                        Type: Reflexive ; Duration: Instant ; Keywords: –
                        Prereqs: Dexterity 3, Essence 2; Golden Tiger Stance

                        The Lunar lashes out to perfectly counter an attack – but only if it is aimed at a target he protects via
                        a Defend Other action. This Charm may even guard against uncountable recurring damage; one epic poem
                        of the First Age told of a Lunar who died deflecting the Primordials’ incandescent wrath, his mate shielded
                        safely beneath his burning body. This Charm may only be used once per scene, though it is reset if three
                        attacks are redirected to the Lunar from the target he protects.


                        Heron Sheds Rain (- (+1wp))
                        Type: Permanent ; Duration: Permanent ; Keywords: Counterattack, Decisive-Only
                        Prereqs: Dexterity 5, Essence 4; Ferocious Guardian Beast Stance

                        This Charm upgrades its prerequisite. For an additional point of Willpower, the Lunar may immediately
                        make a Decisive counterattack at the one who attacked his Defend Other target.


                        Sensing the Deadly Flow (5m, 1wp)
                        Type: Simple ; Duration: One scene ; Keywords: –
                        Prereqs: Dexterity 5, Essence 2; Wary Swallow Method, Wind-Dancing Method

                        The Lunar flows with the current of battle. He may ignore (Essence) points of penalties to his Defense
                        without cost for the remainder of the scene; should this alone prove insufficient, this effect stacks with Golden
                        Tiger Stance.


                        Vigilant Mastiff Technique (4m)
                        Type: Reflexive ; Duration: One scene ; Keywords: Ward
                        Prereqs: Dexterity 4, Essence 1; –

                        The Lunar designates one other character and takes a reflexive Defend Other action on that character’s
                        behalf. This action is effective for the remainder of the scene, as long as the two characters are at Close
                        range. If the Lunar wishes to protect another character, he must first drop the commitment to this one; his
                        Wards do not count against this limit.


                        Ground-Denying Defense (3m)
                        Type: Reflexive ; Duration: One scene ; Keywords: –
                        Prereqs: Dexterity 2, Essence 1; –

                        The Lunar cannot be trapped: not by his own shape, and certainly not by his enemies. For the remainder
                        of the scene, the Lunar gains a single point of Initiative whenever an enemy enters his range band.


                        Instinct-Driven Beast Movement (4m, 1wp)
                        Type: Reflexive ; Duration: Instant ; Keywords: –
                        Prereqs: Dexterity 3, Essence 1; Ground-Denying Defense

                        For every 10 rolled on a Rush or Disengage action, the Lunar immediately gains one point of Initiative.


                        Furious Hound Pursuit (4m)
                        Type: Reflexive ; Duration: One scene ; Keywords: –
                        Prereqs: Dexterity 4, Essence 2; Instinct-Driven Beast Movement

                        With a howl of delight, the Lunar joins the hunt. The Lunar may activate this Charm in pursuit of any
                        foe that he has seen in the last hour, or for whom he has some comparatively-recent spoor: a bit of clothing,
                        a few drops of blood, etc. As long as he directly pursues this target, he may reroll one non-successful die
                        during each pursuit interval for each 1 rolled by his opponent in that interval.


                        Flight of the Sparrow (4m, 1wp)
                        Type: Reflexive ; Duration: Instant ; Keywords: Morph
                        Prereqs: Dexterity 4, Essence 2; Instinct-Driven Beast Movement

                        The quick silver fox laughs at the lazy hounds. The Lunar may activate this Charm to enhance a
                        Disengage action; if it succeeds, he may reflexively move away the next two times an enemy enters his range
                        band, instead of only once as normal.

                        Morph: The Lunar may ignore the Initiative cost of this Disengage action.


                        Pack and Flock Guidance (–)
                        Type: Permanent ; Duration: Permanent ; Keywords: –
                        Prereqs: Dexterity 4, Essence 3; Furious Hound Pursuit, Flight of the Sparrow

                        This Charm permanently improves its prerequisites, allowing them to be activated to enhance an order
                        action given to a friendly battle group. Used in this way, the Charms apply their effect to the entire battle
                        group; the Lunar may also activate such Charms a second time on his own behalf, if desired.


                        Mist-Walking Prana (4m, 1wp)
                        Type: Reflexive ; Duration: Instant ; Keywords: –
                        Prereqs: Dexterity 5, Essence 4; Pack and Flock Guidance

                        The Wyld is full of momentary passages – gaps in the fabric of space that allow instantaneous transmission
                        from one place to another. This Charm enhances a Rush action. In the Bordermarches, this Charm allows
                        the Lunar to Rush an enemy two range bands distant, closing the gap immediately. In the Middlemarches,
                        he may Rush as above from three range bands distant. In the Deep Wyld or Pure Chaos, he may Rush
                        as above from four range bands distant. With a Dexterity 5, Essence 5+ repurchase, the Lunar may also
                        activate this Charm to enhance and order action given to a battle group, allowing it to Rush similarly; again,
                        the Lunar must re-activate the Charm to benefit from it himself.


                        Moonlight Hunt (8m, 1wp)
                        Type: Reflexive ; Duration: One hour ; Keywords: –
                        Prereqs: Dexterity 4, Essence 2; Furious Hound Pursuit

                        The Lunar puts a gazelle to shame. For the net hour, he may move three range bands every action.
                        In the Wyld, the cost of this Charm is reduced: by two motes in the Bordermarches, four motes in the
                        Middlemarches, six motes in the Deep Wyld, and the full eight motes in Pure Chaos. Other moderately
                        unearthly climes – Shadowlands, Yu-Shan – function as per the Bordermarches. Inhospitable otherworlds
                        – the Underworld, Autochthonia – function as Middlemarches, and extremely dangerous worlds – Malfeas,
                        the Labyrinth – function as per the Deep Wyld.


                        Star Falls Through (3m, 2a (+1wp))
                        Type: Reflexive ; Duration: Instant ; Keywords: Counterattack, Withering-Only
                        Prereqs: Dexterity 5, Essence 4; Mist-Walking Prana

                        The Lunar spies a gap in the world – but rather than traverse it himself, he hurls a foe through
                        instead. On being attacked at close range, the Lunar may activate this Charm to perform a Withering
                        Counterattack. The counterattack resolves before the initial attack, but if successful, it deals no damage.
                        Instead, the attacker is forced through a momentary hole in reality, re-emerging on range band away. If this
                        places the enemy outside his weapon’s range, his attack automatically misses.

                        In Creation, this Charm requires the Lunar to forcibly impose his natural shape-twisting powers on
                        the world, for a cost of three motes and one willpower, as well as two anima levels. In the Wyld, such
                        changes are far easier; ignore the willpower cost. A Lunar may send his enemy up to two range bands in the
                        Middlemarches, three in the Deep Wyld, and four in Pure Chaos.


                        Diligent Hive Imitation (3m, 1a)
                        Type: Reflexive ; Duration: Instant ; Keywords: –
                        Prereqs: Dexterity 1, Essence 1; –

                        A shapeshifter is used to coordinating many limbs. Activating this Charm, the Lunar may perform a
                        flurry without suffering the normal action penalties, though he still suffers the Defense penalty.


                        Wasp Sting Blur (1m/point)
                        Type: Reflexive ; Duration: Instant ; Keywords: Morph
                        Prereqs: Dexterity 1, Essence 1; –

                        The Lunar blurs into action, surprising his foes with his speed. This Charm is activated at the start of
                        a round. For each mote he spends, to a maximum of his (Dexterity), the character may act one tick earlier
                        than normal. This does not grant him free Initiative, but it can allow him to Clash with a higher-Initiative
                        opponent.

                        Morph: The Lunar may act up to two ticks earlier for every mote he spends; he still cannot spend more
                        than (Dexterity) motes.


                        Twin Fang Technique (1m, 1wp, 3a)
                        Type: Reflexive ; Duration: Instant ; Keywords: Withering-Only
                        Prereqs: Dexterity 3, Essence 1; Wasp-Sting Blur

                        Having tasted his enemy’s blood, the Lunar returns for another bite. The Lunar may activate this
                        Charm immediately after making a Withering attack to make a reflexive Withering attack, though he must
                        use a different limb to make the attack.


                        Octopus-and-Spider Barrage (5m, 1wp)
                        Type: Simple ; Duration: Instant ; Keywords: Decisive-Only, Morph
                        Prereqs: Dexterity 4, Essence 2; Diligent Hive Imitation, Twin Fang Technique

                        The Lunar blurs into a whirlwind of striking limbs. He may perform a series of Decisive attacks, though
                        he may not perform more than (lowest of Strength, Dexterity, and Stamina) attacks. He may choose how
                        to divide the Initiative up between the attacks and need only pay for any non-Excellency Charms once to
                        enhance every attack. (Excellencies must still be paid for every attack separately.) The Lunar does not reset
                        to base Initiative until all attacks have resolved. At that time, he resets to base if at least one attack was
                        successful; if no attacks connected, he loses (2 × number of attacks) Initiative.

                        Morph: Invoking a many-limbed form, the Lunar may perform (Dexterity) attacks.


                        Lightning Stroke Attack (1m/point)
                        Type: Supplemental ; Duration: Instant ; Keywords: Uniform, Obvious
                        Prereqs: Dexterity 3, Essence 1; Twin Fang Technique

                        The Lunar batters past an overwhelmed opponent’s guard. The Lunar may pay up to one mote per
                        point of Onslaught penalty the target currently suffers; for each mote spent, increase the base damage of the
                        attack by one.


                        Greedy Mosquito Bite (–)
                        Type: Permanent ; Duration: Permanent ; Keywords: –
                        Prereqs: Dexterity 4, Essence 2; Twin-Fang Technique

                        This Charm permanently enhances its prerequisite, allowing the Lunar to choose whether to make his
                        follow-up attack Withering or Decisive. In this case, that Charm loses the Withering-Only keyword and
                        gains Uniform.


                        Spreading the Wyld Roots (–)
                        Type: Permanent ; Duration: Permanent ; Keywords: –
                        Prereqs: Dexterity 5, Essence 4; Octopus and Spider Barrage

                        This Charm permanently enhances its prerequisite, allowing the Lunar use it to strike enemies at up
                        to Short range. Some Lunars lash out with monstrous, disjointed limbs; others warp space itself, so that
                        a single blow lands in many places. When used in the Wyld, this effect is particularly deadly, adding one
                        bonus Initiative to every attack.


                        Unhesitant Scorpion Lash (–)
                        Type: Permanent ; Duration: Permanent ; Keywords: –
                        Prereqs: Dexterity 5, Essence 4; Octopus and Spider Barrage

                        This Charm permanently enhances its prerequisite. Should the Lunar Incapacitate (or worse) any foe
                        while using Octopus and Spider Barrage, he may increase the number of attacks made by one, gaining
                        (Essence) additional Initiative to spend on the new attack. The character may not gain more than one
                        attack in this way, regardless of the number of enemies felled.


                        Homebrew: Lunar Charms for 3e

                        Solar Charm Rewrite (Complete) (Now with Charm cards!)

                        Comment


                        • #13
                          I like most of it so far, but I'm unsure about the meta-excellencies.
                          I notice that the writers deliberately let you get doubles on some actions and not others. I mean, getting double 8s on an attack roll is much better than getting it on, say, a sail roll.

                          Also, I didn't like Morph at first, but once I got that it actually involves (non-mechanical) shapechanging I disliked it less. I'm still not a huge fan of charms that give extra bonuses for stunts, but that's a matter of personal taste.

                          Have you rewritten it much since you posted it on... I forget which forum. I have the whole thing, and I was going to give it to my ST (he wants a Lunar conversion, and this seems the best out there), but maybe you've changed it a lot since then. It looks like you've added some stuff.


                          My characters:
                          Dr Soma Vaidya, viper-totem Lunar and kung-fu doctor
                          Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng

                          Comment


                          • #14
                            Oh, and you should say whether the Appearance excellency can be used to increase your effective Appearance for the purpose of getting the extra dice or not.


                            My characters:
                            Dr Soma Vaidya, viper-totem Lunar and kung-fu doctor
                            Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng

                            Comment


                            • #15
                              Originally posted by The Wizard of Oz View Post
                              I like most of it so far, but I'm unsure about the meta-excellencies.
                              I notice that the writers deliberately let you get doubles on some actions and not others. I mean, getting double 8s on an attack roll is much better than getting it on, say, a sail roll.
                              *nods* Which is one of the reasons the metas don't work on attack rolls - I want that to be more restrictive.

                              It's an experiment in "Lunars are broader but less efficient," and it may blow up in my face.

                              Also, I didn't like Morph at first, but once I got that it actually involves (non-mechanical) shapechanging I disliked it less. I'm still not a huge fan of charms that give extra bonuses for stunts, but that's a matter of personal taste.
                              Hm, I can see that. I'm stealing the idea from an old Ink Monkeys post, honestly - I want shapeshifting to feel useful without actually having constant form-shuffles. Really, you could just say "Strength of the ox" and have done with it, I think - making a good stunt of it should be your call.

                              Have you rewritten it much since you posted it on... I forget which forum. I have the whole thing, and I was going to give it to my ST (he wants a Lunar conversion, and this seems the best out there), but maybe you've changed it a lot since then. It looks like you've added some stuff.
                              On SV, originally. Some rewrites, but not major ones so far - mostly tightening language and improving prereqs. Some restriction of the metas based on Holden's advice at the time. A couple of new Charms. (Thanks!)

                              Oh, and you should say whether the Appearance excellency can be used to increase your effective Appearance for the purpose of getting the extra dice or not.
                              Intention is you cannot, barring additional magic; adding dice doesn't increase Attribute value unless it says it does. I'd rather hardcode that as a general rule than embed it in Appearance specifically, but it's a good point.


                              Homebrew: Lunar Charms for 3e

                              Solar Charm Rewrite (Complete) (Now with Charm cards!)

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