Unarmed Combat Charms
Body Weapon Technique
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Strength: 1
Minimum Essence: 1
Prerequisite Charms: None
A Lunar may use this Charm to
enhance his unarmed-combat abilities, making his blows more deadly by focusing
Essence into his limbs. Rather than inflicting bashing damage when executing a
single unarmed Brawl or Martial Arts attack (not a wrestling maneuver), his
blow causes lethal damage.
Sinuous Striking Grace
Cost: 1 mote per + 1 initiative
Duration: Instant
Type: Reflexive
Minimum Dexterity: 1
Minimum Essence: 1
Prerequisite Charms: Body Weapon
Technique
The Lunar uses the Sinuous
Striking Grace Charm to guide his actions, allowing Essence flows to suggest
the likely actions of allies and enemies alike. When rolling initiative, the
Lunar may spend motes of Essence to improve his initiative rating, 1 mote
buying a +1 modifier to a maximum of the Lunar’s Dexterity score.
Tyrant Lizard Strike
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Dexterity: 2
Minimum Essence: 1
Prerequisite Charms: Sinuous Striking
Grace
By means of this Charm, a Lunar
can instinctively perceive the flows of Essence in his target, using the
victim’s intentions to easily guide the Exalt’s blows through the enemy’s
defenses, making the Lunar’s claws and teeth incredibly accurate. For each mote
of Essence spent on this Charm, the Lunar gains an additional attack die on a
single unarmed Brawl or Martial Arts attack. These bonus dice may not exceed
the character’s Dexterity.
Hydra Head Attack
Cost: 3 motes per attack, 1
Willpower
Duration: Instant
Type: Extra action
Minimum Dexterity: 3
Minimum Essence: 1
Prerequisite Charms: Tyrant
Lizard Strike
A skilled Lunar can use Essence
to enhance his reactions, giving him preternatural reflexes and allowing him to
attack multiple times in a turn. For every 3 motes of Essence spent activating
this Charm, the Lunar gains an additional unarmed Brawl or Martial Arts attack.
A Lunar can buy no more extra actions than his permanent Essence, nor more than
(the initiative on which he activated this Charm ÷ 3, rounded down). This
normally means (the character’s initiative ÷ 3), but Lunars who hold their
action and then invoke this Charm may lose their ability to make many extra
actions.
Snake Body Technique
Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Sinuous
Striking Grace
By utilizing the sinuous
movements of a snake, the Lunar can use a civilized enemy’s strengths against
him. When attacked by a Melee or Martial Arts attack but before damage is
rolled, the Exalt’s player can make a reflexive Dexterity + Dodge roll against
a difficulty equal to the number of successes rolled on the attack. If the roll
succeeds, any damage from the attack is applied to the attacker instead of the
Lunar with extra successes by the Lunar increasing the number of damage dice.
Even if the Exalt fails to reflect the attacks, Lunar’s successes on the
Dexterity + Dodge roll still reduce the attack’s successes normally. The Snake
Body Technique is a form of dodge and cannot be used against undodgeable
attacks, nor can it be used to avoid counterattack-type effects.
Coiled Cobra Stance
Cost: 5 motes
Duration: Variable
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Snake Body
Technique, Deadly Viper Strike
By holding his body in
anticipation of the opponent’s actions, a Lunar using this Charm can ready a
devastating blow against his foe, timing that blow with deadly precision. The
Lunar activates the Charm before rolling initiative and chooses a
self-inflicted initiative penalty. For every point of penalty on the initiative
roll, the Lunar gains a bonus die to his attack roll. This bonus cannot exceed
the Lunar’s Dexterity, counts against the Exalted’s Dexterity Charm dice and
only applies during turns when the character plans to make Brawl or Martial
Arts attacks. If the Lunar does not attack in the turn in which the Charm is
activated, the advantages of the Coiled Cobra Stance are lost. If the Lunar
full dodges or aborts to a parry, the effects of the Charm are lost. Coiled
Cobra Stance cannot be used in a Combo with Charms that grant extra actions. A
character cannot split his dice pool in a turn when he uses the Coiled Cobra
Stance.
For Example: After the first turn
of combat, Kajeha Lef knows she is faster than her opponent does and opts to
use the Coiled Cobra Stance. Kajeha is in hybrid form and has a Dexterity of 6
but opts to delay her initiative by only 5 points rather than risk the opponent
acting first. In the second turn of combat, her initiative score is 14 (reduced
to 9), while her opponent gets a 7 total. Kajeha still acts first, but her use
of the Coiled Cobra Stance adds 5 dice to her attack pool.
Deadly Claw Blow
Cost: 2 motes per success
Duration: Instant
Type: Reflexive
Minimum Dexterity: 2
Minimum Essence: 1
Prerequisite Charms: Body Weapon
Technique
This Charm allows the Lunar to
harness his bestial prowess to become a killing machine. He becomes
instinctively aware of an opponent’s weak spots and how to exploit them,
allowing him to target his attacks to maximum effect. He may spend Essence to
turn his Dexterity dice into automatic successes when making a single unarmed
Brawl or Martial Arts attack. The dice converted into automatic successes are
not rolled as part of his dice pool but the remaining dice (including Ability
dice and any Attribute dice not converted to successes) are rolled normally.
Each Attribute die converted costs 2 motes of Essence. The precision of the
Deadly Claw Blow allows the Lunar to harm beings not wholly in the material
world, allowing him to target spirits even if they are dematerialized.
For Example: Swims in Shadows
uses Deadly Claw Blow to enhance his abilities in combat with the Fair Folk.
His player spends 6 motes of Swims in Shadows’ Essence to convert his 3
Dexterity dice into automatic successes, then rolls the four dice of his Brawl
Ability to see if he can increase this number. He rolls 3, 4, 8, and 1, adding
one additional success, for a total of four successes.
Claws Of The Silver Moon
Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Stamina: 2
Minimum Essence: 1
Prerequisite Charms: Deadly Claw
Blow
Using this technique, the Lunar
temporarily transforms his claws and fangs into moonsilver, drastically improving
his combat abilities. When using the Charm, the Lunar may make unarmed claw attacks with his Brawl or Martial Arts
at Spd +6, Acc +1, Dmg +3L, Pry +1. He may make unarmed bite attacks with those
Abilities at Spd +0, Acc +2, Dmg +5L, Pry +0. Claws of the Silver Moon can harm
spirits even if they are dematerialized, and Charms that enhance moonsilver
weapons may be used in conjunction with Claws of the Silver Moon.
Scimitar Claw Technique
Cost: 5 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Manipulation: 3
Minimum Essence: 2
Prerequisite Charms: Claws of the
Silver Moon
Focusing Essence in his claws and
teeth, not only does the Lunar transform his claws and teeth into moonsilver,
but he also enlarges and reshapes them into vicious rending weapons, well
capable of disemboweling an ill-prepared foe. When using the Charm, the Lunar’s
claw attacks are Spd +6, Acc +4, Dmg +5L, Pry +4. The Lunar’s bite attacks are
Spd +3, Acc +2, Dmg +8L, Pry +0. Charms that enhance moonsilver weapons may be
used in conjunction with the Scimitar Claw Technique. Claws created with the
Scimitar Claw Technique can harm dematerialized spirits.
Adder Fang Method
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Stamina: 3
Minimum Essence: 2
Prerequisite Charms: Claws of the
Silver Moon
Lunars who know the Adder Fang
Method can enhance their attacks with venom. The Charm momentarily creates
poison generating glands or ducts, releasing toxins whenever the Lunar
successfully makes an unarmed Brawl or Martial Arts bite attack. In addition to
the normal damage of the attack, if the target takes damage, she suffers an
additional number of dice of lethal damage equal to the Stamina + Essence of
the Lunar. This damage is soaked separately and does not add extra successes.
However, it ignores the target’s armor ― only Stamina and other natural
soak apply.
Burning Saliva Attack
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: Adder Fang
Method
Using this Charm, a Lunar
channels Essence into his digestive system, momentarily transforming his
stomach acids into a lethal weapon. He can spit this corrosive phlegm at a
target within 10 yards. The attack uses Dexterity + Thrown or Athletics with a
-1 accuracy modifier. The opponent may doddge but not parry. The attack inflicts
8L + extra successes. The Burning Saliva Attack continues to harm the opponent
each turn until it is washed off or otherwise removed. Scraping the acid off
requires a Dexterity + Athletics roll and is not a reflexive action ― the
victim or one of his associates must use a dice action to do so, though she
need not roll.
Rather than directly attacking an
enemy with his acid saliva, the Lunar can target the opponent’s weapon. The
accuracy of such attacks is -2, and rather than the opponent soaking the
damage, her weapon must do so. Its soak is equal to its damage value (so a
straight sword that inflicts +3L has a soak of 3). Roll unsoaked damage dice
normally, and every two successes reduce the weapon’s damage value by one. If
the weapon’s damage reaches 0, the weapon is rendered useless. The acid
continues to harm the weapon until it is removed, which requires a
non-reflexive Dexterity + Athletics action, though the player of the character
removing the acid need not actually roll. Such an attack doesn’t affect weapons
made of the Five Magical Materials.
Cobra Eye Method
Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Intelligence: 5
Minimum Essence: 3
Prerequisite Charms: Burning
Saliva Attack
A sufficiently skilled Lunar can
adjust the lethality of his acid saliva, adjusting its damage and efficacy to
meet specific requirements. One such alternative is to reduce the damage of the
attack in favor of more precise targeting of the attack. A Lunar may attack as
per the Burning Saliva Attack (range 10 yards, accuracy -1, damage 8L + extra
successes, opponent may not parry), and if the attack is successful, his player
rolls damage normally. However, as well as inflicting health levels of damage,
such an attack reduces one of the target’s Physical Attributes (Strength,
Dexterity and Stamina), his Appearance or his Perception. After rolling for
damage, the Lunar may sacrifice a health level of damage to reduce one of the
target’s Physical Attributes, his Appearance or his Perception by one dot. An
Attribute cannot be reduced below 1 with this Charm. An Exalt requires a week
of healing to recover each Attribute point, but such injuries are permanent if
inflicted on mortals.
Soporific Venom Attack
Cost: 6 motes
Duration: Instant
Type: Simple
Minimum Wits: 3
Minimum Essence: 2
Prerequisite Charms: Burning
Saliva Attack
By adjusting the composition of
his saliva, the Lunar can transform the Burning Saliva Attack from an agonizing
assault into a means of subduing a foe. The Soporific Venom Attack functions as
per the Burning Saliva Attack, attacking at -1 accuracy at a range of 10 yards.
However, the damage it inflicts is 14B + extra successes. The target may be
rendered insensate in two ways: He may sustain sufficient bashing damage to
render him incapacitated, or the toxin may shock him into unconsciousness. The
latter may happen if the number of bashing health levels inflicted by a single
attack after damage is rolled exceeds the target’s Stamina Attribute. If it
does, the target’s player must make a reflexive Stamina + Endurance roll
against a difficulty equal to the Lunar’s Essence. If the defender succeeds, he
simply takes the bashing damage from the attack. Otherwise, he is immediately
rendered unconscious for a number of minutes equal to the Lunar’s Stamina +
Essence.
Deadly Viper Strike
Cost: 8 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Minimum Manipulation: 3
Minimum Essence: 2
Prerequisite Charms: Adder Fang
Method
The Deadly Viper Strike allows
the Lunar to create and use a more toxic variant of the venom in the Adder Fang
Method. This Charm must be used as part of an unarmed Brawl or Martial Arts
attack. In addition to the normal attack damage, the venom injected into the target
causes injury and pain, though the immediate damage is less than for the Adder
Fang Method toxin. Instead, if the Lunar’s attack was successful and does
damage, the victim’s player must roll Stamina + Endurance against a difficulty
equal to the Lunar’s Essence. If the roll fails, the target suffers an
automatic level of lethal damage, and his player must roll again (at the same
difficulty) next turn. Success indicates that the target sustains no injury,
and any additional successes reduce the difficulty of resisting next turn. If
the difficulty is reduced to 0, the poison is no longer effective. A botch
indicates the target suffers two automatic levels of lethal damage, and the
difficulty of resisting next turn increases by one.
Rabid Beast Bite
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Charisma: 3
Minimum Essence: 3
Prerequisite Charms: Deadly Viper
Strike
Fists, fangs and talons are only
the most obvious components of a Lunar’s arsenal. Using the Rabid Beast Bite, a
Lunar Exalt can focus tainted traces of Essence into an injury, no matter how
insignificant. Any wounds caused by a Brawl or Martial Arts attack supplemented
by Rabid Beast Bite are likely to become infected, even if the attack inflicted
only bashing damage.
Players must make a roll for
their characters to avoid infection on any injury caused by such an attack.
Wounds that would normally have a chance of infection (those inflicting lethal
or aggravated damage) increase the difficulty of the roll to avoid infection by
the Lunar’s Essence, and rolls for the unExalted to recover from the infection
are also increased by the Lunar’s Essence. The difficulty of avoiding infection
from bashing damage is 1. The cost of this Charm must be paid before the Lunar
makes his attack roll. Using the Rabid Beast Bite on another Lunar is
considered a sign of great disrespect.
Form-Destroying Touch
Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Minimum Charisma: 4
Minimum Essence: 4
Prerequisite Charms: Rabid Beast
Bite
Some Lunars regard rending an
opponent’s body as too swift a punishment for whatever her offense has been and
seek to prolong the agony and distress of their opponent. By means of the
Form-Destroying Touch, the Lunar uses his protean abilities to disrupt the body
of his opponent. The effects are weak at first but persist, with increasing
effectiveness. If the technique is successful, wild mutations spring up on the
victim’s body, slowly consuming and warping her form until nothing is left but
a shapeless mass.
The Form-Destroying Touch must be
activated before the Lunar makes an unarmed Brawl or Martial Arts attack. The
Charm has no effect unless the Exalt gets at least one success on his attack
roll ― if the attack roll fails or if the target blocks or dodges the
attack, the Charm has no effect, and the motes and Willpower are lost. However,
if the attack lands, the Lunar’s player rolls damage dice as normal ―
which the target cannot soak ― though no actual damage is recorded on the
target’s health levels. Instead, if the successes inflicted by the attack equal
or exceed the target’s Stamina, the Lunar has implanted part of his protean
power in the victim, with potentially devastating consequences. If the phantom
damage does not exceed the victim’s Stamina, the Charm dissipates with no last
effect.
The target of a successful
Form-Destroying Touch suffers no ill effects for the first day after she has
been attacked, though the corrupt Essence is already at work. Each day after
the first, anomalies being to emerge and the target must attempt to resist the
corruption (roll Stamina + Endurance against a difficulty equal to the Lunar’s
Essence). If the roll succeeds, she resists ill effects for that day. If
the roll fails, she suffers aggravated damage; the first time this happens, the
damage is a single die, but it increases to two dice the second time the roll
fails, three the third, and so forth, as the contagion continues to spread its
mutations and damage. These damage dice are rolled normally. If the number of
contagion-inflicted aggravated health levels of damage exceeds the victim’s Essence
+ Stamina, the victim’s body looses cohesion, and she dies, transmuted into a
chaotic jumble of mutated organs and protoplasmic sludge.
Form-Destroying Touch cannot be
used on those immune to shapeshifting (such as Lunars) or where a Charm or
sorcery prevents the Lunar from touching his victim or shields the target from
Wyld mutation. Mortal medicine is powerless to cure the Form-Destroying Touch,
though Charms such as Bodily Regeneration Prana can negate the effect of
Form-Destroying Touch if they cure all the aggravated damage from the
character’s health track. Disease-curing Charms and magical remedies do nothing
unless they are of incredible power (the legendary Panacea Pipe might cure an
afflicted character, for example). The notable exception is the cure-all Sweet
Cordial (which allows the victim’s player a regular Stamina + Resistance roll
at difficulty 1 to defeat the infection).
Snake Head Defense
Cost: 6 motes
Duration: Indefinite
Type: Simple
Minimum Charisma: 3
Minimum Essence: 4
Prerequisite Charms: Deadly Viper
Strike
Using this Charm, a Lunar can
fashion part of his body ― usually the hair or a tail ― into the
form of a venomous snake or strikes. It doesn’t matter if the Lunar has one
large snake or many smaller ones, the effect is the same. These snake-buds act
pseudo-independently of the Lunar. Though limited in reach to half the Lunar’s
Essence in yards (rounded down), the snakes can attack independently of the
character. The snake or snakes attack targets of the Exalt’s player’s choosing
and acting on the Lunar’s initiative. The snake-extensions fight with half
(round down, minimum 1) the Lunar’s Attribute and Ability scores and do
Strength + 1L base damage. They act once per turn but can split their dice pool
normally. Though lacking the raw strength of the Exalt, a serpent’s bite is
venomous, acting in the same manner as the Deadly Viper Strike. However, the
venom is less than the Lunar’s own, and the victim’s player need only roll Stamina
+ Endurance against a difficulty equal to half the Lunar’s Essence
(rounded down, minimum 1).
A snake may be attacked
independently of the Lunar and has 3 health levels: -1, -2, and -4. A fourth
point of damage “kills” or disables the snake. These wounds do not affect the
Lunar while the snake remains in existence, but if he chooses to discontinue
the Charm, half (round up) of any wounds suffered by the character’s ophidian
offshoots transfer to the Exalt. Damaged snakes heal at the same rate as an
Exalt (not as fast as the Lunar using the Charm); dead snakes do not
heal. While a snake remains “alive,” a Lunar Exalted cannot be subjected to an
unanticipated attack by a visible foe. The snakes cannot parry or dodge, but a
Lunar whose snake-extensions are attacked can parry or dodge the attack as if
it was against the Lunar himself. A Lunar cannot use this Charm more than once
at a time on himself.
Monkey Arm Style
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Manipulation: 2
Minimum Essence: 1
Prerequisite Charms: Body Weapon
Technique
Ordinarily, a Lunar can only
attack targets within arm’s reach. The Monkey Arm Style allows the Lunar to
surprise his opponents by extending his reach by a number of yards equal to his
Essence. The Charm causes one or both of the Lunar’s arms to elongate,
reshaping bone and muscle to create a long, sinuous limb that, despite its
snake-like appearance, remains fully functional. The hand can grasp objects or
targets but lacks the finesse required to wield a weapon effectively. The
Monkey Arm Style can be used on its own to extend the Lunar’s reach for an
instant, but it is most commonly used as part of a Brawl or Martial Arts attack,
allowing the character to make unarmed attacks or wrestling maneuvers at a
distance equal to his Essence in yards.
Startling Tentacle Attack
Cost: 3 motes per attack
Duration: Instant
Type: Extra action
Minimum Manipulation: 2
Minimum Essence: 1
Prerequisite Charms: Monkey Arm
Style
This Charm allows the Lunar to
pour Essence into one of his limbs, which splits into multiple, writhing
tentacles. Anything held in that limb is dropped, and while the Exalted’s
natural weaponry functions as normal, the damage is always converted to bashing
before it is applied to the target. Each of the tentacles is capable of making
a separate attack at the Lunar’s full Dexterity + Brawl or Martial Arts dice,
although all must attack the same target within a number of yards equal to
twice the Lunar’s Essence. If the defender dodges, make one roll and apply it
to all attacks. However, parry attempts must be made against each attack. The
tentacles re-form into the original limb after the attacks are made. The
Exalted cannot create more tentacles than his permanent Essence.
Grasping Pseudopod Method
Cost: 5 motes
Duration: Until attack ends
Type: Supplemental
Minimum Manipulation: 3
Minimum Essence: 2
Prerequisite Charms: Startling
Tentacle Attack
Using this Charm, the Lunar
shapes one of his limbs into a single, powerful tentacle that allows the Lunar
to make clinch, hold and throw attacks out to a number of yards equal to twice
his Essence. If the Lunar’s player botches his attack roll or if the target
gets five more successes than the Lunar in any contest related to the
wrestling, the Lunar’s player must make a reflexive Wits + Athletics roll or
have his character thrown toward the target and suffer the effects of
knockdown.
Tentacle-Spear Strike
Cost: 4 or 5 motes per tentacle
Duration: Instant
Type: Extra action
Minimum Manipulation: 4
Minimum Essence: 3
Prerequisite Charms: Startling
Tentacle Attack
By increasing the amount of
Essence he commits when creating tentacles, the Lunar can strike at targets
further away, allowing him to make hand-to-hand attacks at incredible range.
The Lunar can make a number of tentacle attacks up to his permanent Essence,
and each tentacle may make a separate attack at the Lunar’s full Dexterity +
Brawl or Martial Arts. A tentacle does damage as if it were a normal unarmed
attack by the Lunar. Each tentacle may attack the same target, or they may
attack different victims, but each defender must be in sight and within a
number of yards of the Lunar equal to (the Lunar’s Essence x 10). Roll each
attack separately, but if the target parries or dodges the attack, make one
roll and apply it to all attacks directed against him. As a result, the Lunar’s
opponent may avoid none, some, or all of the tentacles. The tentacles re-form
into the original limb immediately after the attacks are made. The cost of the
Charm is 4 motes per tentacle if all are directed at a single target, or 5
motes per tentacle if the attacks are targeted at multiple foes.
Weapon-Snatching Coils
Cost: 4 motes per tentacle, 1
Willpower
Duration: Instant
Type: Simple
Minimum Manipulation: 4
Minimum Essence: 3
Prerequisite Charms: Tentacle
Spear Strike
By directing his pseudopodia at
an opponent’s weapon, the Lunar can use the multiplicity of the tentacles and
their speed and reach to foil the opponent’s attacks. The maximum number and
reach of the tentacles is as per the Tentacle-Spear Strike (Essence x 10 in
yards, no more than Essence tentacles), but rather than rolling Dexterity +
Brawl, the Lunar’s player rolls Strength + Brawl, adding 1 die for each
tentacle formed. The opponent may seek to parry or dodge the attack, but if the
number of successes remaining after defense still exceeds the target’s
Dexterity, she is disarmed. Weapon-Snatching Coils do not inflict damage on the
target, and the attack cannot be split between multiple foes.
Bear Embrace Method
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Body Weapon
Technique
Lunars revel in the visceral
nature of hand-to-hand combat, particularly when they can feel the breath of
their opponents on their face. As a consequence, grappling is a favored
technique. This Charm allows the Lunar to fortify his musculature, allowing his
player to purchase additional dice up to the character’s Dexterity when rolling
a single wrestling attack with Martial Arts or Brawl. The Charm allows the
addition of dice to enact, continue or escape from such maneuvers or to do
extra points of damage in a clinch attack.
Spine-Breaking Technique
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Strength: 3
Minimum Essence: 2
Prerequisite Charms: Bear Embrace
Method
The pinnacle of their wrestling
abilities, the Spine-Breaking Technique demonstrates the awesome power of the
Lunars’ bestial nature. By means of this Charm, the Lunar turns a painful and
often incapacitating attack into a lethal demonstration of his prowess. The
Lunar makes a clinch attack as normal, but rather than the normal bashing
damage, the Spine-Breaking Technique inflicts lethal damage. The Spine-Breaking
Technique is also very difficult for a victim to escape from, and the player of
a Lunar who activated the technique with his last action adds the Lunar’s
Strength in automatic successes to the roll to resist any escape attempt. A
Lunar caught in a clinch may activate this Charm on his action to do lethal
damage. The Spine-Breaking Technique can be used in a Combo with Charm that
increase the character’s Strength but not with any that enhance Dexterity.
Mighty Bear Crush
Cost: 2 motes per die
Duration: Instant
Type: Reflexive
Minimum Strength: 4
Minimum Essence: 2
Prerequisite Charms: Bear Embrace
Method
This Charm allows the Lunar to
imbue his muscles with Essence, giving flesh and bone the strength and
consistency of steel hawsers. When the character has successfully executed a
clinch, tackle or throw or is doing damage from maintaining a clinch, this Charm
allows the Lunar to transform dice up to his Strength into automatic damage
successes. However, the maximum number of dice the Lunar can transform is equal
to his Essence or Strength, whichever is lower. The Essence for this Charm is
spent after soak is applied, so characters need not worry about wagering
Essence. The Mighty Bear Crush can be used against any target the Lunar
perceives, including dematerialized spirits.
Throat-Baring Hold
Cost: 5 motes per turn
Duration: Varies
Type: Supplemental
Minimum Dexterity: 4
Minimum Essence: 2
Prerequisite Charms: Mighty Bear
Crush
Lunars revel in close combat, and
many are unafraid to place themselves in a disadvantageous position if doing so
will aid their hunting companions. Indeed, doing so is seen by many as both a
test of strength and courage. The Throat-Baring Hold is one of the most
powerful expressions of this, allowing a Lunar who has his opponent in a hold
to “open” the opponent’s defenses to other attackers.
The Lunar must make a successful
hold attack. Any extra successes reduce the target’s lethal and bashing soak
totals until the Lunar’s next action or until the opponent breaks free. As with
normal hold attacks, the Lunar’s attack does not inflict damage. The
Throat-Baring Hold may be maintained for multiple turns but the Lunar must
spend 5 motes and his action (and Charm) for the turn in order to maintain the
Charm, and the target may break out, just as if it were a normal hold.
The penalty inflicted remains the
same from turn to turn, until the hold is broken ― a Lunar whose initial
attack fares poorly must release his foe and apply the hold again to get a new
result. In all turns after the initial attack, the Lunar’s player may add the
Exalt’s Strength as automatic successes to the roll for the purposes of
combating the target’s escape attempts and reducing soak totals. Attacks
against the target will not harm the Lunar ― the Charm helps keep him
clear of the incoming strikes ― but a botched attack may still strike
him.
Hyena Jaw Technique
Cost: 6 motes
Duration: Indefinite
Type: Simple
Minimum Manipulation: 2
Minimum Essence: 3
Prerequisite Charms: Might Bear
Crush
Despite their formidable strength
and unparalleled martial prowess, a foe is sometimes able to resist the Lunar’s
attentions for a protracted period. Activating the Hyena Jaw Technique allows a
Lunar who has his opponent in a clinch or hold to subdue the foe quickly. The
Charm, usable only in beastman form, allows the Lunar to extend his neck and
muzzle, allowing him to clamp his jaws on the opponent’s throat. Every turn the
Charm is in effect, the target loses a dot of temporary Stamina and falls
unconscious if reduced to 0 Stamina. If the target attempts to break away from
the clinch or hold, she must soak lethal damage equal to the Lunar’s Strength +
2, irrespective of the success (or otherwise) of her player’s escape roll. If
the target falls unconscious as a result of Stamina loss or her injuries,
further damage inflicted by the Hyena Jaw Technique reduces one of the target’s
Mental Attributes (Perception, Intelligence or Wits) by one, but not below 0.
If all four targeted Attributes are reduced to 0, the target dies. A victim of
Hyena Jaw Technique regains one Attribute dot per day.
Cunning Porcupine Defense
Cost: 5 motes, 1 Willpower
Duration: Indefinite
Type: Simple
Minimum Charisma: 3
Minimum Essence: 3
Prerequisite Charms: Bear Embrace
Method
Though reveling in close combat,
there are times Lunars seek to escape the clutches of their opponents and brute
strength is not enough. This Charm, which can only be used when in the hybrid
beastman form, allows the Lunar to give his foe a deadly surprise. After
activating the Charm, the Lunar sprouts a number of 6-inch long, razor-sharp
spines. Anyone who is clinching the Lunar when the spines form or who
thereafter clinches, holds or otherwise engages in wrestling with the Lunar,
risks grave injury. Those clinching or holding the Lunar suffer damage equal to
the Lunar’s Strength + 5L, and the Lunar substitutes this for his normal damage
when he does damage in a clinch.
Any unarmed attacks made by the
Lunar while the spines are extended inflict lethal damage rather than bashing.
Players of characters who make unarmed attacks against a Lunar using the
Cunning Porcupine Defense must make a reflexive Dexterity + Athletics roll
(Difficulty 3) or else their characters suffer lethal damage equal to their own
Strength. Regardless, the Lunar takes damage from the opponent’s attack as
normal. The Cunning Porcupine Defense remains in effect as long as the Lunar
commits Essence to the Charm and stays in beastman form. If the Lunar leaves
hybrid form or stops committing Essence, the spines merge back into his body.
Ossific Shard Shot
Cost: 2 motes
Duration: Instant
Type: Simple
Minimum Manipulation: 3
Minimum Essence: 3
Prerequisite Charms: Cunning
Porcupine Defense
Using this Charm, a Lunar can
tear a fragment from her bones and reform her muscles to launch it from her
body, hurling it at an opponent within a range of (her Perception x 10) in
yards. This attack is horrible to behold, as the shard tears free of the
Lunar’s body in a shower of blood and torn tissue, which, like the bone,
regenerates near-instantly. The attack is made with Dexterity + Archery or
Thrown, at -1 accuracy, and it inflicts (9L + extra successes) damage.
Angry Rhino Charge
Cost: 1 mote per 2 dice
Duration: Instant
Type: Supplemental
Minimum Strength: 2
Minimum Essence: 2
Prerequisite Charms: Body Weapon Technique
Rather than simply wounding an
opponent, a Lunar may use her strength and body mass to overbear the opponent
and force him into a disadvantageous position. Using the Angry Rhino Charge
after making a successful Brawl or Martial Arts attack allows the Lunar’s
player to purchase extra dice of damage up to the Exalt’s Strength Attribute.
These bonus dice do not add to the damage inflicted by the attack, but they do
count toward determining knockdown and/or knockback and also determine the
difficulty of the target’s roll to avoid knockdown.
For Example: Ma-Ha-Suchi, in
beastman form, uses the Angry Rhino Charge in his battle with the Terrestrial
Gavus. After Ma-Ha-Suchi successfully strikes the Dragon-Blooded, 3 motes are
spent to purchase six extra dice to supplement the ancient Lunar’s natural
Strength. Gavus has a combined Stamina + Resistance of 8, which Ma-Ha-Suchi’s
damage dice exceed. Gavus’ player must therefore get five successes (the number
of dice purchased by Ma-Ha-Suchi), or the Dragon-Blood suffers knockdown.
Bull Head Technique
Cost: 2 motes per die
Duration: Instant
Type: Supplemental
Minimum Manipulation: 3
Minimum Essence: 2
Prerequisite Charms: Angry Rhino
Charge
The Lunars can grow not only
tentacles, but also other enhancements as well. Through the use of this Charm,
the Lunar reshapes his head to be like that of a bull, including the bull’s
deadly horns, for the instant of an attack. Using the Bull Head Technique, a
Lunar is charging into combat (that is, who moves his full movement allowance
for the turn) may focus his Essence to maximize damage to his opponent. After
the Lunar makes a successful Brawl or Martial Arts attack, his player can
purchase additional damage dice up to the value of the Exalt’s Strength
Attribute. All damage from the Bull Head Technique is lethal. Bonus damage is
applied before soak, not after.
Subduing The Honored Foe
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Strength: 2
Minimum Essence: 1
Prerequisite Charms: Body Weapon
Technique
Though Lunars enjoy the thrill of
combat, they don’t always want to kill their foes. In many cases, they seek
simply to subdue them, as part of a ritual or demonstrative duel or to claim a
ransom from the defeated foe. This Charm envelopes the Lunar’s limbs in
Essence, lending his blows considerable weight but also cushioning the target
from the worst effects of the blow. When rolling damage for an unarmed Brawl or
Martial Arts attack, the Lunar’s player can transform a number of dice up to a
maximum of his character’s Essence into automatic successes at the cost of 1
mote per die. Attacks enhanced with Subduing the Honored Foe automatically do
bashing damage only.
This Charm’s effects take place
immediately after soak is applied, but the player must pick before he makes the
attack roll how many motes to spend converting dice of damage into automatic
successes. If the player pays to convert more damage dice than he rolls, the
extra Essence invested is wasted. If the target remains conscious after the
attack but suffered more levels of bashing damage than her Stamina, she is
dazed, and her player must make a successful reflexive Willpower roll
(difficulty of the Lunar’s Strength) or have her character spend her next
action shaking off the attack’s effects.
Body Breaking Kata
Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Charisma: 4
Minimum Essence: 2
Prerequisite Charms: Bull Head
Technique, Subduing the Honored Foe
Some Lunars employ finesse in
combat, but most prefer brute force, and the Body Breaking Kata reflects this
fact. It is not a subtle attack, but instead, employs a combination of size,
strength and outright aggression to overwhelm an opponent. The Charm is only
effective if the Lunar charges into close combat with her opponent ― she
must move half her movement allowance before engaging the foe. The Lunar
channels Essence through her body while making a single unarmed Martial Arts or
Brawl attack. This Essence charge seems to cause the Lunar’s form to swell and
take on giant proportions for an instant. As far as observers are concerned,
the target is charged by a monstrous version of the Lunar’s totem. The player
of the attacking Lunar should roll Dexterity + Brawl or Martial Arts as normal
for the attack but double the number of extra successes before applying the
target’s soak. All damage from the Body Breaking Kata is lethal.
Foot-Confusing Buffet
Cost: 2 motes + 1 mote per die
Duration: One turn
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Subduing the
Honored Foe
Maintaining the initiative in
combat is often as important as the amount of damage inflicted on the opponent.
Keeping control of the direction of a fight often takes precedence over
inflicting injuries in the short term. The Foot-Confusing Buffet allows the
Lunar to keep an opponent off balance, sacrificing one or more damage dice from
a successful Brawl or Martial Arts attack in favor of an initiative penalty for
the foe in the following turn. The Charm surrounds the Lunar’s attacking limbs
with a nimbus of light, creating a mesmerizing series of patterns that distract
the foe. The Lunar must activate the Charm before making his attack, paying the
basic Essence cost even if the attack misses. Only if the attacking Lunar get
at least one extra success does the Foot-Confusing Buffet come into play. The
Lunar may sacrifice a number of dice of damage up to his Essence or Strength
score, whichever is lowest. Damage dice are sacrificed before soak is applied.
The number of points sacrificed is applied as a penalty to the target’s player’s
initiative roll in the next turn.
Door-Breaking Method
Cost: 1 per damage success
Duration: Instant
Type: Simple
Minimum Strength: 3
Minimum Essence: 2
Prerequisite Charms: Body Weapon
Technique
By means of this Charm, a Lunar
can focus his wrath on an inanimate object, dealing it a devastating blow to
rend it into splinters. This attack is particularly effective against man-made
objects, but it may be used against any non-living, non-magical item. When
striking the object, the Lunar focuses his strength and aggression into the
blow, as well as Essence. Every mote expended adds one die of damage to a
single attack by the Lunar against an item. If the item is man-made, then each
mote spent is worth two automatic damage successes instead. The Lunar’s player
cannot spend more motes when using this Charm than the character’s Strength.
Hunter’s Eye Technique
Cost: 2 motes per die
Duration: Instant
Type: Supplemental
Minimum Perception: 3
Minimum Essence: 2
Prerequisite Charms: Body Weapon
Technique
Strength is only part of winning
a fight. Knowing where to hit the opponent to gain maximum effect is an
equally important consideration ― perhaps more important in the case of
fast, agile Lunars. Using this Charm, the Lunar guides a single unarmed Brawl
or Martial Arts blow to the enemy’s weak point, circumventing his armor and
defenses. For every 2 motes spent, the Lunar may reduce the soak rating of her
opponent’s armor by 1. This applies to armor soak only ― the target’s
natural soak is unaffected. The attack cannot reduce the soak of an opponent’s
armor by more than the Lunar’s own Dexterity or below 0. The soak reduction
applies only for the enhanced single attack. This Charm is of instant duration
― if the Lunar makes multiple attacks in a turn and desires to reduce the
opponent’s armor soak each time, she must pay for each reduction separately.
Armor-Rending Claw Fist
Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Intelligence: 4
Minimum Essence: 3
Prerequisite Charms:
Door-Breaking Method, Hunter’s Eye Technique
A Lunar’s claws are formidable
weapons, but the protective effects of armor can blunt the strikes of even the
mightiest Exalts. By means of this Charm, a Lunar can reduce the efficacy of
his opponent’s armor, directing his attacks at the protective layers rather
than directly at the opponent. To do so, he transforms his claws into vicious,
hooked rending devices, lacking the length to cause serious harm to the
opponent but granting them sufficient strength and resilience to rend even the
hardest armors.
The Lunar makes an unarmed Brawl
or Martial Arts attack as normal, including determining the amount of raw
damage before soak. The opponent may reduce the attack’s damage only using his
armor’s lethal soak rating, not his Stamina or any enhancements, unless they
specifically reinforce the armor. Unlike a normal soak, this may reduce the
damage of the attack to 0. Roll any remaining damage dice normally, and
subtract the number of successes from all the armor’s soak ratings. This
reduction is a permanent one, reflecting the Lunar’s efforts to shred and rend
the armor, though a skilled armorer may be able to affect repairs. If the
number of successful damage dice exceeds the armor’s soak rating, the armor is
destroyed (irreparably), with the excess applied to the opponent (who may soak
with her Stamina) as health levels of lethal damage. The Armor-Rending Claw
Fist is not effective against armor made from the Five Magical Materials.