Interaction and Knowledge Charms
Tale-Spinning Mastery
Cost: 1 mote per die
Duration: One scene
Type: Simple
Minimum Charisma: 3
Minimum Essence: 2
Prerequisite Charms: None
Lunar society has little in the
way of a written tradition, instead preferring to pass information down orally.
Much of the history and many of the traditions of the Lunar Exalted take the
form of stories ― some based on history, others simply parables ―
and learning how to tell a story is an important skill in Lunar society,
particularly among the No Moons. Much of this is simply learned,
part of the Performance Ability, but a master storyteller knows how to use
Essence and his shapeshifting powers to enhance the tale. The exact method will
depend on the audience ― speaking to youngsters might involve lots of
noise and action, while, with adults, delivery may be a major factor ―
but the Lunar can use his abilities to shape his voice and actions accordingly.
Normally, the Charm affects five subjects, but for each additional mote spent,
the speaker can increase his audience by a further five people. A Lunar with
sufficient Essence can use Tale-Spinning Mastery to address a crowd, though it
is an inefficient method.
While Tale-Spinning Mastery is in
effect, the Lunar’s player can add bonus dice to any test involving
storytelling, though the bonus may not exceed the character’s Charisma. The
Storyteller may increase the difficulty of the roll if the audience is hostile,
disinclined to listen or otherwise distracted. The audience must be able to
comprehend the Lunar’s speech for the Charm to work.
Lore-Speaking Method
Cost: 3 motes
Duration: 30 motes + 10 minutes
per die
Type: Simple
Minimum Intelligence: 3
Minimum Essence: 2
Prerequisite Charms:
Tale-Spinning Mastery
Most Lunars do not believe in
writing. Instead, their history, traditions and knowledge are conveyed orally.
Each No Moon teaches the rudiments to the youngsters whose bodies he tattoos.
By using the Lore-Speaking Method, a Lunar can enter a meditative trance and
search his memories for relevant information. The trance lasts for a minimum of
30 minutes, but may be extended if he wishes, providing the Lunar with
additional time to search his memories. At the end of the meditation, the
Lunar’s player makes an Intelligence + Wits roll, adding a bonus die for each
additional 10 minutes the character spent in meditation, to a maximum bonus of
his dots of Intelligence. The difficulty of the roll depends on the nature of
the information he seeks ― 1 for routine matters, 3 for more obscure
facts and 5 for esoteric knowledge the No Moon may have mentioned in passing
― and the net successes determine the strength and clarity of the
recollection. The Storyteller may keep the exact difficulty secret, instead
telling the Lunar how sure he is of the memory. If the Lunar’s player rolls no
successes or if the Exalt is interrupted before 30 minutes have elapsed, the
Charm fails.
Divining The Hidden Truth
Cost: 5 motes, 1
Willpower
Duration: 1 hour +
Type: Simple
Minimum Perception: 4
Minimum Essence: 3
Prerequisite Charms:
Lore-Speaking Method
Sometimes, a Lunar has need of
information he does not know. In routine matters, he can turn to the No Moons,
who may be able to provide what he needs in return for a boon, but even the No
Moons are fallible. Some information can only be acquired from outside sources.
A civilized Lunar might trek into the Threshold or even the Realm proper in his
quest for information. Those with closer ties to the Wyld, however, do not
allow the restrictive trappings of civilization to bind their thought patterns
and will seek knowledge from their ancestors and friendly spirits by means of a
vision quest.
Entering a deep trance, the Lunar
allows his mind and spirit to wander free, perhaps aided by psychotropic fungi
or the crushed essence of certain beetles. This trance may last for hours or
days, and there is no guarantee of success. The Lunar’s mind wanders in search
of the truth it desires, traversing the landscape of his own psyche. He may
encounter “spirits,” which are, in fact, creations of his mind, guiding him on
his quest for divine inspiration. The difficulty of the vision quest is knowing when to trust his senses and instincts and when
to reject them; a Lunar in this trance cannot easily distinguish between what
is a real insight and what is his imagination. The Lunar may emerge
enlightened, or he may be confounded by what he has seen. Indeed, external
forces aware of the Lunar’s endeavor might seek to manipulate the quest to
their own ends, passing on their interference as “divine” inspiration.
At the end of the vision quest,
which lasts a number of hours equal to the Lunar’s Essence, his player may ask
a single question and roll Perception + Lore. The difficulty of the roll is at
the Storyteller’s discretion and depends of the nature of the information
sought “Routine” information requires only a single success, while hidden
knowledge ― obscured deliberately or otherwise ― requires at least
three successes and possibly even five. Irrespective of the size of his dice
pool, a Lunar may not count more successes than his permanent Essence Trait. He
must discard any extras. Failing this roll can have devastating effects. If the
Lunar gets at least one success but not enough to succeed, he simply wakes none
the wiser. Failure, however, leaves the Lunar disoriented and forced to soak a
number of dice of bashing damage equal to his Essence. A botch leaves him
catatonic for a number of days equal to his Essence and may also result in a
derangement.
Lion Roar Method
Cost: 5 motes
Duration: Indefinite
Type: Simple
Minimum Charisma: 3
Minimum Essence: 3
Prerequisite Charms:
Tale-Spinning Mastery
Using this Charm to expand his
lungs and vocal cords, a Lunar can transform his normal voice into a formidable
roar. Anything the Lunar says while the Charm is in effect is clearly audible
to anyone within a number of yards equal to (the Lunar’s Essence x 100) and to
those with acute hearing for twice that distance. A Lunar can also use the Lion
Roar Method as a pseudo-weapon by roaring at an individual within 10 yards.
That individual must make a reflexive Stamina + Endurance roll against a
difficulty equal to his own Perception. If the target fails, he temporarily
loses a point of Perception and must attempt to soak a number of levels of
bashing damage equal to the Lunar’s Stamina. The Charm actually changes the
character’s body, and the Essence is committed (and the effect available) until
the character releases the Essence committed to the effect.
Wind-Speaking Method
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Wits: 3
Minimum Essence: 3
Prerequisite Charms: Lion Roar
Method
Winds circulate around the world,
and while not as skilled as the Dragon-Blooded at manipulating the elements,
some Lunars do know how to call upon the wind and use it to convey messages to
their allies. Upon activating this Charm, the Lunar whispers a few words (his
Essence score x 5 in words maximum) and names a recipient. The Exalt’s player
then rolls Wits + Linguistics. The difficulty of the roll depends on the range
to the intended recipient; if he is within a 1,000 yards, it is difficulty 1,
while up to a mile requires two successes. Three or more successes allow the
message to travel up to five miles. The recipient must be known to the Lunar
and must have spoken to him at some point in the past. The target is the only
person to hear the message ― sending messages to multiple recipients
requires multiple invocations of the Charm.
Cost: 4 motes per 10
words/person, 1 Willpower
Duration: Instant
Type: Simple
Minimum Wits: 4
Minimum Essence: 3
Prerequisite Charms:
Wind-Speaking Method
A more powerful version of the
Wind-Speaking Method,
Emotion-Shaping Technique
Cost: 4 motes
Duration: One scene
Type: Simple
Minimum Manipulation: 3
Minimum Essence: 2
Prerequisite Charms:
Tale-Spinning Mastery
The Emotion Shaping Technique
enhances a Lunar’s already considerable presence, using a combination of
charisma, insight and timing to allow the Exalt to manipulate the emotional
responses of his audience. The target must be capable of understanding the
Exalt for the Charm to function correctly but need not be paying full attention
to what is being said; the Lunar’s words and the Charm work on the subconscious
as much as on the conscious mind. The Lunar’s player rolls Manipulation +
Presence and each success allows the Lunar to temporarily increase or decrease
one of the target’s Virtues by a point. This may not increase the Virtue above
5, nor may it reduce below 1. Additionally, a Virtue may not be altered by more
than two ― even under the influence of this Charm,
a paragon of valor will not become a sniveling coward. The Lunar’s successes
need not, however, be applied to the same Virtue or even to the same target.
Two successes could be applied one to each of two Virtues or two to one or even
one to a Virtue of one character and one to a Virtue of another. However, other
Charms such as the Crowd-Inciting Method and Courage-Building Address are
better able to manipulate large numbers of people. This power does not work on
spirits or any sort.
Crowd-Inciting Method
Cost: 3 motes + 1 per 10 people, 1 Willpower
Duration: Instant
Type: Simple
Minimum Charisma: 4
Minimum Essence: 3
Prerequisite Charms:
Emotion-Shaping Technique
In broad terms, the
Crowd-Inciting Method follows the same principles as the Emotion-Shaping
Technique but is better able to influence large number of people, albeit in a
restricted manner. The Lunar must address and be heard by the crowd, his player
rolling Manipulation + Performance against a difficulty dependant on the size
of the crowd (difficulty +1 per 50 people or fraction thereof). If the roll
succeeds, the player may spend successes to temporarily reduce the
Temperance or Compassion Virtues of the crowd by a maximum of 2 dots each and
not below 1 (meaning that if the Exalt has more than four successes, they are
mastered), perhaps making it more amenable to other suggestions. A failed roll
has no effect, but a botch may result in the crowd turning on the speaker.
Crowd-Calming Pronouncement
Cost: 6 motes + 1 per 10 people, 1 Willpower
Duration: Instant
Type: Simple
Minimum Charisma: 4
Minimum Essence: 3
Prerequisite Charms:
Crowd-Inciting Method
The Crowd-Calming Pronouncement
functions in the same manner as the Crowd-Inciting Method,
save that it allows the Lunar to temporarily increase the Compassion or
Temperance of the crowd by up to 2 dots (but not above 5). The base Essence
cost is higher than for the Crowd-Inciting Method, and the difficulty is +1 per
30 people in the crowd ― it is harder for the Lunar to calm a mob than to
stir one into action. A failed roll has no effect, but a botch may result on
the address fanning the flames of discontent.
Courage-Building Address
Cost: 6 motes + 1 per 25 people, 1 Willpower
Duration: One battle
Type: Simple
Minimum Manipulation: 4
Minimum Essence: 3
Prerequisite Charms:
Crowd-Calming Pronouncement
In battle, numbers are rarely the
deciding factor. Instead, troop quality is often the key, and courage is the
cornerstone of troop quality. By means of the Courage-Building Address, a Lunar
can instill a sense of bravery in his troops, increasing their Valor Virtue for
the duration of the battle by means of an inspirational speech (which requires
at least five minutes). While the Lunar makes the speech, his player should
make a Manipulation + Performance roll (difficulty 2 if the Lunar is the unit
commander or another notable individual, 3 otherwise). For every two successes
gained, the Valor of the troops temporarily increase
by a dot for the duration of the battle. A failed roll has no effect, but a
botch may harm the resolve of the troops. The Courage-Building Address cannot
be used during a battle.
Glorious
Cost: 8 motes, 1
Willpower
Duration: 5 turns
Type: Supplemental/Special
Minimum Charisma: 5
Minimum Essence: 3
Prerequisite Charms:
Courage-Building Address
Lunars are adept at combat, and
they excel on the battlefield. They are a fearsome presence ―
demoralizing to an enemy and inspirational to their own troops. By means of
this Charm, a Lunar can influence the performance of his troops in a battle.
His commands are clearly audible to troops within (his Essence x 100) yards,
and his player gains bonus dice equal to the character’s Charisma when
attempting any rolls involving leadership. Furthermore, any friendly troops
within (the Lunar’s Essence x 10) yards are immune to any effects that would
reduce their Willpower or Valor and cannot fail Valor checks. Any enemy troops
within the same radius increase by 1 the difficulty of resisting intimidation
or demoralization.
Foe-Taunting Utterance
Cost: 3 motes
Duration: One turn
Type: Simple
Minimum Manipulation: 3
Minimum Essence: 2
Prerequisite Charms: Emotion-Shaping
Technique
Insults are part of Lunar combat
ritual ― deriding an opponent’s reputation is almost as effective a wound
as that caused by a blade. However, most Lunars are inured to the taunts,
ignoring them as part of the formalities. By means of this Charm, however, the
Lunar gains insight into what barbs will get under an opponent’s skin and make
her react. The Lunar’s player makes a Manipulation + Presence roll against a
difficulty equal to the opponent’s Temperance. If the roll succeeds, the target
may be angered by the comments and fight badly, or he may even fly into a
howling rage.
With one or two success, the
target is distracted and subtracts one success from all attacks, dodges and
parries until the end of the next turn. Three or four successes indicate the
comments have really gotten under the opponent’s skin. In addition to the
previous penalties, the target’s player’s next initiative roll is reduced by 3.
Five or more successes indicate the target goes wild; she may not parry or
dodge any attacks, nor may she attack anyone other than the Lunar who taunted
her for the remainder of the battle. However, the target is not subject to any
initiative or attack roll penalties. This Charm may only be used on a single
foe. The target may use Willpower to offset its effects, each point allowing
her to offset all the taunt-inducted penalties for the turn. The target must be
within (the Lunar’s Essence x 10) yards.
Glib Tongue Technique
Cost: 5 motes
Duration: One scene
Type: Simple
Minimum Manipulation: 4
Minimum Essence: 3
Prerequisite Charms: Foe-Taunting
Utterance
The Glib Tongue Technique builds
on a Lunar’s presence, allowing him to persuade an individual to act (or not)
as the Lunar sees fit. The Lunar’s player makes a Manipulation + Presence roll
with a difficulty equal to the target’s permanent Essence. The net successes
determine if the Lunar’s manipulation succeeds or not. If the Lunar’s player
rolled one extra success, the subject is predisposed to the Exalt’s suggestion
and will likely do as the Lunar desires providing no other influences (Charms,
other persuasion attempts) come into to play. Three additional successes
guarantee the subject’s immunity of mortal persuasion, but she is still open to
magical manipulations that convince her to do other than what the Lunar says.
Five or more extra successes mean the subject will do as desired and cannot be
swayed. Furthermore, she will do so as soon as possible, even at great risk to
herself.
Imposing Presence Attitude
Cost: 2 motes per die
Duration: Instant
Type: Supplemental
Minimum Charisma: 4
Minimum Essence: 2
Prerequisite Charms:
Emotion-Shaping Technique
Using this Charm, a Lunar can
overwhelm someone he is speaking to with his physical presence. Some use
Essence to modify their size making themselves physically larger, while others
take on a more terrifying visage. A few are less obvious, simply exuding menace
and using barely controlled fury to scare the person they are facing. When the
Lunar makes an intimidation attempt, his player may purchase additional dice up
to the Exalt’s unmodified Manipulation score.
Fearful Lunar Form
Cost: 3 motes per die
Duration: Instant
Type: Simple
Minimum Charisma: 4
Minimum Essence: 2
Prerequisite Charms: Imposing
Presence Attitude
The battle-form of a Lunar is a
fearsome sight and more-or-less guarantees the success of an intimidation
effort. When making an intimidation roll, the Lunar’s player may convert a
number of dice up to his character’s Manipulation Attribute into automatic
successes. Fearful Lunar Form is as effective against groups as it is against
individuals; make one roll, and apply it to all who behold the Exalt’s deadly glory.
Mind-Blanking Fear Technique
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Manipulation: 4
Minimum Essence: 3
Prerequisite Charms: Fearful
Lunar Form
A Lunar may focus his
intimidation efforts on a single individual, seeking not only to force him into
submission, but also to shatter his will. If successful, the subject’s mind
will be overwhelmed, perhaps rendering him unconscious or causing a derangement
but certainly damaging his short-term memory. The Lunar’s player rolls
Manipulation + Presence against a difficulty equal to the target’s Essence.
Success indicates that the target has forgotten what happened in the last
minute and each additional success increases this mind-blanking period by a
minute. Mind-Blanking Fear Technique may only be targeted on an individual, and
the Lunar employing it must be in beastman form.
Unspeaking Aura Of Dread
Cost: 3 motes per die
Duration: Instant
Type: Simple
Minimum Charisma: 2
Minimum Essence: 1
Prerequisite Charms: None
Speech is only one method of
manipulating others. Scent and body language can also play a part, particularly
in more feral circumstances. A Lunar may attempt to use his protean nature to
manipulate others by such nonverbal means, altering his posture, scent and a
host of other factors to better influence others. When making a Social roll,
the Lunar’s player may purchase additional dice up to his character’s Charisma
at a cost of 3 motes each. Such manipulation only works on targets within a
number of yards equal to the Lunar’s Essence, though they need not understand
his language (or even be able to hear him) to be affected.
Beast Calming Method
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Manipulation: 3
Minimum Essence: 3
Prerequisite Charms: Unspeaking
Aura of Dread
Using this Charm, a Lunar can
modify the mental state of a beast or group of animals. This may be a ravening
pack of wolves he seeks to pacify, or it may be a skittish packhorse he wants
to calm. The difficulty of the Manipulation + Survival roll depends on the
nature of and number of the animals he seeks to influence. One success would
allow the Lunar to walk past a rabbit without causing it to bolt, while three
successes would hold a ravening pack of wolves in check. Five or more successes
would cause even the mighty tyrant lizard to stand in abeyance. The target
animals need not understand the words of an Exalt seeking to calm them to be
affected by the Charm.
Pack-Forming Presence
Cost: 5 motes, 1
Willpower
Duration: Special
Type: Simple
Minimum Manipulation: 3
Minimum Essence: 3
Prerequisite Charms: Beast
Calming Method
Using this Charm, a Lunar can
seek to command beasts to do his bidding. To do so, his player must make a
series of Manipulation + Survival rolls over a period of several days of game
time, during which time the Essence must remain committed. If the beasts are
already friendly to the Lunar, he must accumulate one success for each beast he
seeks to command, whereas, if they are neutral, three successes are needed for
each. Hostile or fearful beasts cannot be easily commanded and must generally
be convinced to give the Lunar a chance, usually by means of the Beast Calming
Method. However, if the Lunar gets five successes with this Charm, even the
most hostile beasts will acknowledge the Lunar as their pack-leader. Beasts
commanded in this way remain loyal to the Lunar for a number of months equal to
his Essence. After that time, he must either rework them Charm or trust to
natural friendship. The Lunar may command a total number of beasts equal to
(Charisma + Survival) x 10 via this Charm, though he may command more through
natural loyalty.
The cost of this Charm is paid
per group of beasts (if the beasts are social animals) or against individuals
(if they are lone animals). If the character spends 1 experience point when he
uses the Charm and uses it only on a single creature, then he may spend an
experience point to increase his Familiar rating with that beast by 1. A
character cannot get a new familiar unless his old one has died and cannot have
more than one familiar at a time.
Attention Demanding Presence
Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Charisma: 3
Minimum Essence: 2
Prerequisite Charms: Unspeaking
Aura of Dread
Using this Charm, a Lunar can
focus the attention of those in the immediate vicinity upon himself without
speaking. Doing so requires a Charisma + Presence roll. Each success indicates
a number of individuals equal to the Exalt’s Essence have received the
Essence-driven equivalent of a shouted “look at me.” These subjects find their
attention focused on the Lunar and instinctively look into his eyes where
possible. A target may spend a point of temporary Willpower to resist the
Charm’s effect.
Animal Magnetism
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Manipulation: 4
Minimum Essence: 2
Prerequisite Charms: Attention
Demanding Presence
A Lunar may use this Charm when
seeking to seduce another character, exploiting his animal magnetism and feral
nature with ― metaphorically ― deadly results; few can resist the
focused attentions of a Lunar for long. When the Lunar makes the seduction
attempt, his player may add bonus dice equal to the character’s Essence. The
number of successes determines the outcome of the seduction.
Brotherhood Of
Cost: 5 motes and 1 Willpower per person
Duration: Instant
Type: Simple
Minimum Wits: 2
Minimum Essence: 3
Prerequisite Charms: None
Though Lunars often live and act
alone, they can form strong friendships and associations, similar to Solar
Circles, which they call “packs.” This camaraderie is a rare gift, but it is
not the ultimate expression of a Lunar’s loyalty. That ultimate expression is
the Brotherhood of Lake and River, a bond of blood and Essence forged between
the Lunar and his adopted brother. To partake in the Brotherhood of Lake and
River, the Lunar and his sibling-to-be must cut the palm of their fellow’s
hands and bind the wounds together for at least 10 minutes while the Charm is
activated. From that point on, the Lunar is always dimly aware of his
wolf-sibling’s direction and distance and will know if the other sustains
serious injury or is killed. When in close proximity ― within 100 yards
or so ― the Lunar may even read his wolf-sibling’s surface thoughts. If
the two have used the Charm reciprocally, they may even speak without words
when within 100 yards of one another. The effects of the Charm are permanent
and can only be broken by death. The maximum number of wolf-siblings a Lunar
may have is equal to twice his Essence, though only one bond is formed with
each use of the Charm. If such a packmate dies, another may take his place in
the Lunar’s heart. This Charm’s effects are not automatically reciprocal. To
establish a reciprocal link, two Lunars must use the Charm on one another.
Blood-Singing Instincts
Cost: 1 mote per wolf-sibling
drawn from
Duration: One turn
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 3
Prerequisite Charms: Brotherhood
of
A Lunar hunting alone is a
fearsome sight. One hunting with her associates is a nightmare for her enemies.
She can exploit the blood and Essence ties to her allies, tapping into their
senses and battlefield knowledge to gain a decisive edge. Before rolling
initiative each turn, the Lunar can activate Blood-Singing Instincts, paying
motes of Essence up to the number of allies present who are wolf-siblings of
the Lunar through the Charm Brotherhood of Lake and River. Each mote of Essence
spent in this manner adds 1 to the Lunar’s player’s initiative roll for the
turn. Multiple Lunars can use one another to increase their initiative, making
Lunars who hunt as a pack into the deadliest of foes.
Pack-Calling Cry
Cost: 1 mote per sibling called
Duration: Instant
Type: Simple
Minimum Charisma: 3
Minimum Essence: 3
Prerequisite Charms: Brotherhood
of
By crying into the wind and
sounding the Pack-Calling Cry, a Lunar uses the blood ties to his wolf-siblings
in the Brotherhood of Lake and River to summon them into his presence. The Lunar
may attempt to summon any number of those bound to him by the Brotherhood of
Lake and River, each costing 1 mote of Essence. If summoning less than his full
pack, the Lunar can select which of his packmates receive the summons.
The call can be heard over any
distance, implanting the desire to return to the Lunar’s presence as soon as
possible. The wolf-sibling has some leeway in deciding how quickly to heed the
call (a few minutes if nearby, perhaps hours if miles away and days if hundreds
or thousands of miles distant), but if she seeks to delay beyond this time, her
player must make a Willpower roll against a difficulty equal to the calling
Lunar’s Charisma. Success allows the target to resist the call for the same
time period again, and if her player is successful a number of times (which
need not be consecutive) equal to the calling Lunar’s Essence, the desire to
return fades away. Failure means the target must immediately break off what she
is doing and set off toward the caller, though she may attempt to resist after
each day of travel.