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.

 

River Of Words

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, River of Words allows messages that are more complex, longer distance and multiple recipients. There is no range limitation to the message transmission, though there may be a delay in delivery dependant on the range; it takes one hour for the message to cross 600 miles. The Storyteller may require a Wits + Performance roll to determine the clarity of the message at its destination. The maximum number of recipients for a River of Words communiqué is equal to the Lunar’s Essence, and the maximum number of words message may contain is (the Lunar’s Essence x 10).

 

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 Battle Presence

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 Lake And River

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 Lake and River

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 Lake and River

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.

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