Survival and Healing Charms
Beast Instinct Method
Cost: 2 motes per die
Duration: Instant
Type: Supplemental
Minimum Wits: 2
Minimum Essence: 1
Prerequisite Charms: None
A Lunar’s ties to the wild allow
him to survive in conditions where others would suffer great hardship. By using
this Charm, the Lunar taps into his bestial nature, using instinct and cunning
rather than rational thought to guide his actions. When attempting any form of
Survival roll that involves Wits, the Lunar’s player may purchase additional
dice up to his character’s unmodified Wits score.
Whale-Breath Technique
Cost: 3 motes
Duration: Stamina x 10 minutes
Type: Simple
Minimum Stamina: 3
Minimum Essence: 3
Prerequisite Charms: Beast
Instinct Method
Using this Charm, a Lunar
replicates the breath control of a diving whale and need not breathe for
considerable period of time (Stamina x 10 minutes). The Lunar can survive
underwater, in poison gas or even where there’s no air at all. However, the
Lunar cannot speak without compromising the effects of the Charm ― doing
so requires him to expel air from his lungs. The Lunar may speak a few words,
perhaps a short sentence, but if he does so, the duration of the Charm
decreases to one minute. If he speaks a longer sentence or speaks again, the
duration decreases to five turns. A third cancels the Charm. As part of
activating the Charm, the Lunar must take a deep breath and so cannot simply
reactivate it in hostile conditions.
Gill-Breathing Technique
Cost: 5 motes
Duration: One day
Type: Reflexive
Minimum Manipulation: 4
Minimum Essence: 3
Prerequisite Charms: Whale-Breath
Technique
By activating this Charm, the
Lunar manipulates his body to form gills. This allows him to breath as well in
water as in air for the rest of the day. A character existing underwater may
simply commit 5 motes to this Charm to keep gills indefinitely.
Sealskin Endurance
Cost: 4 motes
Duration: One day
Type: Simple
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms: Beast Instinct
Method
By activating this Charm, the
Lunar protects himself from cold conditions. The exact method differs from
Lunar to Lunar ― some may grow a layer of blubber, others a pelt of warm
fur. Regardless, the effects are the same. For the duration of the Charm, the
Lunar can exist in relative comfort even in the coldest conditions. He does not
suffer from hypothermia, frostbite or immersion, nor does he suffer the effects
of snow blindness. He is not, however, protected from the harshest rigors of
the Elemental Poles, nor from magically conjured cold.
Heat Adapting Method
Cost: 4 motes
Duration: One day
Type: Simple
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms: Beast
Instinct Method
This Charm has the opposite
effect of Sealskin Endurance, resulting in a lean, sleek Lunar adapted to the
rigors of warm environments. His body becomes highly efficient at conserving
water and adept at radiating excess heat without the need for sweating. For the
duration of the Charm, the Lunar can exist in relative comfort in even the
warmest conditions. He does not suffer heatstroke or sand blindness, nor does
his skin blister and burn after exposure to the sun. The Heat Adapting Method
does not protect the Lunar from the effects of fire.
Fire-Walking Prana
Cost: 5 motes
Duration: 10 turns
Type: Simple
Minimum Stamina: 3
Minimum Essence: 3
Prerequisite Charms: Heat
Adapting Method
By means of this Charm, the Lunar
can ― for a short time ― resist the effects of fire. He may walk through
flames and across burning coals without suffering ill effects. He is not,
however, immune to the effects of prolonged heat. The character adds his
Essence to his soak against magical fire. While under the protection of this
Charm, the character is also immune to the effects of smoke inhalation and to
overheating caused by exposure to flames.
Unerring Den-Finding Sense
Cost: 4 motes
Duration: One scene
Type: Simple
Minimum Perception: 3
Minimum Essence: 1
Prerequisite Charms: Beast
Instinct Method
Using this Charm, a Lunar can
unerringly find shelter for himself and a number of associates. The exact sort
of shelter will depend on the environment ― in rocky terrain, the Lunar’s
senses may lead him to a cave or cleft, while, in a forest, he
may divine a hollow tree of suitable size. The Lunar’s player makes a
Perception + Survival roll, each success indicating capacity for one person,
irrespective of the environmental conditions. However, this protection merely
shields the characters from the elements ― it does not guarantee there is
firewood or food in the vicinity.
Food-Scenting Method
Cost: 4 motes
Duration: Varies
Type: Simple
Minimum Perception: 3
Minimum Essence: 1
Prerequisite Charms: Beast
Instinct Method
By using this Charm, a Lunar will
never go hungry. If he is traveling during the day in hospitable terrain, the
Lunar is guaranteed to find enough nuts, berries, ants and fungi to keep him
well fed. If he actively forages for food, he may gather sufficient food to
feed a number of people equal to his Perception + Survival, though doing so
will take approximately and hour of his time. In harsher environments, the
Lunar is still able to feed himself, though the Storyteller may wish the
Lunar’s player to roll his character’s Perception + Survival, perhaps even at
an increased difficulty level, to determine how many people he can feed. In no
case should the difficulty increase above 3 unless the Lunar is stranded on
pack ice, in the midst of a vast loose-sand desert or in some other wildly
hostile environment.
Water-Providing Technique
Cost: 5 motes
Duration: Varies
Type: Simple
Minimum Perception: 3
Minimum Essence: 1
Prerequisite Charms: Beast
Instinct Method
Using this Charm, a Lunar can
find sufficient water to meet his needs for a day. This moisture may be from
concealed springs, condensation on leaves or the pulp of vegetation. Lunars in
dire straits have gathered the fild of moisture from around individual grains
of sand, so sensitive are their tongues. If the Exalt seeks water for others,
he may gather sufficient moisture to meet the needs of a number of people equal
to his Perception + Survival, though harsh conditions may require his player to
roll against difficulty depending on the circumstances, each success indicating
sufficient water for a person. Finding water takes 30 minutes per person
(including the Lunar), and as with Food-Scenting Method above, the difficulty
of the roll to find water should never rise above 3.
Wolf-Endurance Method
Cost: 6 motes
Duration: Until released
Type: Simple
Minimum Stamina: 4
Minimum Essence: 2
Prerequisite Charms:
Food-Scenting Method, Water-Providing Technique
Many wild beasts can go for days
without nourishment, and the Wolf Endurance Method allows the Lunar Exalted to
do likewise. On a day that the Charm is active, the Lunar does not need to eat
or drink and does not suffer any hunger pangs. Unfortunately, while Essence can
support the body for a short while, it is very inefficient at power the
metabolism of an Exalted. As a result, the Wolf-Endurance Method can be used
for a number of weeks equal to the character’s Stamina. After that point, the
Lunar must temporarily loose a point of Strength or Stamina for each additional
week. Attribute points lost in this manner cannot be recovered until the Charm
is discontinued and the character has had several square and nutritious meals.
Bear Sleep Technique
Cost: 3 motes, 1
Stamina
Duration: 1 month
Type: Simple
Minimum Stamina: 4
Minimum Essence: 2
Prerequisite Charms: Wolf
Endurance Method
By activating this Charm, the
Lunar can place himself in a deep sleep, during which time he need not eat and
drink. Instead, Essence and body fat reserves sustain the Lunar. The character
may place himself in this hibernation for a number of
months up to his Stamina score, paying 3 motes of Essence and 1 point of
temporary Stamina to maintain his body during this time. However long he sleep,
the Lunar will be ravenous upon waking. The Lunar must have a solid meal within
24 hours of waking, or else, he loses an addition point of Stamina each day
until he does. The Wolf-Endurance Method cannot offset this Stamina loss
― after hibernating, the Lunar is beyond mere
hunger. If his Stamina declines to 0, the Lunar dies. Every day after waking
during which he eats properly allows the character to recover one of the points
of Stamina (including the one spent when activating the Charm).
Fortitude Of The Aurochs
Cost: 10 motes
Duration: One day
Type: Simple
Minimum Stamina: 4
Minimum Essence: 3
Prerequisite Charms:
Wolf-Endurance Method
Constant activity places a great
strain on the body, and even Exalts become fatigued after prolonged activity.
By using Fortitude of the Aurochs, a Lunar can reinvigorate his body with
Essence, manipulating the muscles and blood of his body to allow him to remain
active. With this Charm in use, a Lunar can work for
24 hours without worry of fatigue, nor can he become fatigued as a result of
Charms, sorcery or other effects. Fortitude of the Aurochs does not eliminate
any penalties already in effect as a result of fatigue, nor does it negate the
need for sleep, only weariness from labor. Fortitude of the Aurochs also
negates the need to make fatigue rolls for wearing armor, irrespective of environmental
conditions.
Ever-Waking Method
Cost: 3 motes
Duration: One day
Type: Simple
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms:
Wolf-Endurance Method
By using Essence to reinvigorate
his limbs, a Lunar can go for 24 hours without sleep and suffer no penalties.
He remains fully alert during this time and can keep acting, though the Charm
does nothing to alleviate the symptoms of fatigue. The character can activate
this Charm every day, but doing so for a prolonged period of time is not recommended
― after a number of days equal to the character’s Stamina, Essence alone
is not sufficient to reinvigorate the Lunar. Each day thereafter, he must also
spend a temporary Willpower, which he cannot recover without a prolonged period
of sleep. After the Charm is discontinued, the Lunar must sleep for six hours
for each day he was awake.
Pain-Numbing Prana
Cost: 1 mote
Duration: Varies
Type: Reflexive
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms: None
By utilizing this Charm, a Lunar
can suppress superficial feelings of pain for a short period of time,
overriding his nervous system. The duration of this Charm is equal in turns to
twice the Lunar’s Stamina + Endurance, during which time he may ignore any
wound penalties imposed by bashing damage. However, he still suffers the
effects of lethal and aggravated damage and is still rendered unconscious if
his wound (of any type) reaches incapacitated.
Will Of The Stoic Warrior
Cost: 2 motes
Duration: Varies
Type: Reflexive
Minimum Stamina: 4
Minimum Essence: 2
Prerequisite Charms: Pain-Numbing
Prana
Will of the Stoic Warrior allows
the Lunar to suppress moderate to severe pain, such as the result of severe
trauma, allowing him to ignore the dice pool penalties imposed by bashing or
lethal damage. However, he still suffers the penalties imposed by aggravated
damage and is still rendered unconscious if his wounds (of any type) reach
incapacitated. The effects of this Charm last for a number of turns equal to
the Exalt’s Stamina + Endurance.
Luna’s Fortitude
Cost: 4 motes
Duration: One turn
Type: Reflexive
Minimum Stamina: 5
Minimum Essence: 3
Prerequisite Charms: Will of the
Stoic Warrior
By calling on Luna’s Fortitude, a
Lunar ignores all wounds, period. Any wounds already present remain, and he may
sustain new ones, but he suffers no action penalties while the Charm is in
effect and is not rendered unconscious (or killed) no matter how far past
incapacitated his injuries would take him. A character may sustain use of this
Charm for a number of turns equal to his Stamina but must pay for the Charm in
each turn. When the Charm ends, all wound effects immediately come into play;
if the Lunar has suffered more points of lethal damage than he has health
levels (including the health levels below Incapacitated provided by his
Stamina), he dies immediately.
Infection-Resisting Method
Cost: 1 mote per die
Duration: Instant
Type: Reflexive
Minimum Stamina: 2
Minimum Essence: 1
Prerequisite Charms: None
Though disease and infections are
rarely a problem for the Exalted, the harsh lifestyles of the
Lunar Exalted expose them to a wide range of contagions, and so, they
have learned to use Essence to fortify their metabolisms. When making a roll to
resist disease or infection, the Lunar’s player may activate this Charm to
convert Stamina dice into automatic successes. He may convert as many dice into
successes as the Lunar has points of Stamina. The Infection-Resisting Method
only helps to avoid disease; it does not help resist or to cure disease once
the Lunar has become infected.
Disease Purging Essence
Cost: 1 mote per die
Duration: Instant
Type: Reflexive
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms:
Infection-Resisting Method
Using this Charm, a Lunar Exalted
can purge his body of even the foulest plagues and infections. When rolling
Stamina + Endurance to determine if the Lunar can overcome an infected wound or
a disease, the Lunar’s player can purchase additional dice up to the value of
the character’s Stamina Attribute.
Bruise-Relief Technique
Cost: 1 mote per health level
Duration: Instant
Type: Reflexive
Minimum Stamina: 3
Minimum Essence: 1
Prerequisite Charms:
Infection-Resisting Method
The minor contusions represented
by bashing damage are of almost negligible concern to a Lunar Exalted, who, by
exploiting his shapechanging abilities, can quickly repair bruises, sprains and
related injuries. By expending Essence to power this Charm, the Exalt can cause
her malleable flesh to repair damage. For ever mote spent, the Exalt may remove
one health level of bashing damage per point of Stamina, at a cost of 1 mote of
Essence per health level. The Lunar does not have to repair all of his bashing
damage with this Charm ― he may leave some to heal naturally. To an
observer, bruises and other superficial injuries simply fade away to leave unblemished
skin. Characters may activate this Charm even if unconscious.
Halting The Scarlet Flow
Cost: 2 motes per health level
Duration: Instant
Type: Reflexive
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms:
Bruise-Relief Technique
By exposing his shapeshifting
abilities, a Lunar Exalted is able to quickly deal with cuts and other wounds,
causing the flesh around gashes to flow together and broken bones to magically
reknit. The Exalt may spend 2 motes to transform a level of lethal damage into
bashing damage. A Lunar cannot heal more lethal damage in a turn than he has
points of Stamina. In addition, if even one health level is healed, any
bleeding wounds automatically close, preventing the loss of further health
levels. The Lunar does not have to repair all of his lethal damage with this
Charm ― he may leave some to heal naturally. Observers will see the blood
flow cease, wounds knit together and swelling subside. All that remains are
scratches and bruising. Wounds healed with this Charm do not scar. Characters
may activate this Charm even if unconscious and dying of mortal injury but
cannot activate it if they are actually dead.
Lick Wound
Cost: 2 motes per die
Duration: Instant
Type: Simple
Minimum Wits: 2
Minimum Essence: 2
Prerequisite Charms: Infection-Resisting
Method
Using this
Charm while licking a subject’s wounds or breathing vapors into her face allows
the Lunar to use his own Essence to fortify an ally’s resistance to infection. The player may purchase dice up to his character’s
Stamina and add them to the subject’s efforts to resist infection or disease or
her player’s rolls to overcome illness or disease.
Mother’s Touch
Cost: 2 or 3 motes per health
level or 3 motes, 1 Willpower per health level
Duration: Instant
Type: Simple
Minimum Perception: 4
Minimum Essence: 3
Prerequisite Charms: Halting the
Scarlet Flow, Lick Wound
By infusing his hands with
Essence and touching a subject’s wounds, a Lunar is able to heal or alleviate
those wounds. These healing hands can remove bashing damage and transform
lethal wounds into bashing. Mother’s Touch also closes bleeding wounds,
preventing the loss of additional health levels. Each level of bashing damage
healed costs 2 motes of Essence, while each level of lethal transformed costs 3
motes. Mother’s Touch can be used to transform aggravated damage (into lethal),
but each health level removed costs 3 motes and a temporary Willpower point.
With each use of Mother’s Touch, the Lunar may transform/cure as many levels of
damage as he has points of Stamina.