User:Segev/Custom Charms

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Lunar Charms

Intelligence

Knowing the Enemy as Oneself
Cost: 3m; Mins: Intelligence 4, Essence 4; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-ok
Duration: Instant
Prerequisite Charms: Lessons in the Blood
Lunars who have learned the lessons of another's blood get to know them on a deeply personal level. By activating this Charm while benefitting from its prerequisite against a particular target, the Steward can perform an attack against him which, because the Lunar knows how the target will defend, is effectively unblockable and undodgable. Additionally, his knowledge of such foes is such that they cannot catch him off guard. Activated in Step 2, this Charm allows the Lunar to dodge or parry any attack - even those which cannot normally be dodged or blocked - initiated by a foe for whom the prerequisite is active: he knows even before the foe does exactly how the attack will occur. When used as a defense, this Charm carries one of the Flaws of Invulnerability.
Special: When the Lunar uses Lessons in the Blood on another being, he may spend 1 exp in order to "learn" that being for purposes of this Charm. Against such beings, he need not have Lessons in the Blood active in order to use this Charm.

Wisdom-Preserving Dedication Cost: --(+3 wp); Mins: Intelligence 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Knowing the Enemy as Oneself, Counting the Elephant's Wrinkles
Developed by a young Lunar who feared to lose the wisdom of a dying Elder, this Charm enhances Lessons in the Blood by allowing the Lunar to add 3 wp to that Charm's cost in order to use it again. He must either be tasting the blood of the target once again, have the target in his heart's blood library, or have spent the experience point to learn the target for Knowing the Enemy as Oneself, in order to use the enhanced version of this Charm, but it permits him access to the memories and Abilities of the target as if it were the first time. (Obviously, he gains no memories the target did not have at the time the blood was tasted.)

Additionally, with a successful activation of Counting the Elephant's Wrinkles in conjunction with Lessons in the Blood, the Lunar may commit the motes for both Charms for the duration of a training time to act as if the target of Lessons in the Blood were acting as his mentor. Stewards are cautioned against over-use of this Charm on those who may not wish them well, however; the number of successes garnered on Counting the Elephant's Wrinkles for this purpose accumulate over time until they exceed the Lunar's Dodge MDV. Each time this happens, the Lunar loses an Intimacy that the target opposed, or gains one of the target's Intimacies as his own.

Lunar Knacks

School and Flock Discipline
Prerequisites: Wits 5, Essence 6

The Lunar Exalted are masters of shape. Why, then, must they be limited to a contiguous one? This Knack allows a Lunar to start to mimic the macro-organisms that are schools of fish and flocks of birds by shapeshifting into multiple bodies. By activating this knack and spending 10m, the Lunar divides one body into two. This has several advantages and drawbacks, and is often considered...weird...the first few times a Lunar experiences it.

Like the macro-organisms that flocks and schools resemble, the Lunar remains a single entity. As such, he maintains a single pool of Essence, one pool of temporary Willpower, and one set of Virtue Channels. He has only one mind, and thus is afflicted by mental influence as a singular entity. Likewise, he is fully aware of what each body perceives.

Each body acts independently. Charms and Knacks must be enacted independently for each body, and all bodies present in a given scene are restricted by Charm-use and combo rules. (For simplicity's sake, if the only connection between two simultaneous scenes is the Lunar's presence at both, it is not required that Charms used in one be combo'd with Charms used at the same time at the other, unless such precise timing is required that they must be enacted in exactly the same action.)

When one body splits into two, the two bodies produced have their effective Essence reduced by 1. A given body may not activate any Charms, Knacks, or other abilities with an Essence minimum higher than that body's effective Essence. (Thus, for instance, a body whose effective Essence is reduced to 5 cannot use this Knack to split into two.) The Lunar's actual permanent Essence does not change, and thus his attribute caps, essence pool, and similar derived values do not change. Should the Lunar somehow manage to have a body's effective Essence reduced to 0, all such bodies die.

Recombining bodies can happen in one of two ways: If both bodies have the same effective Essence, the Lunar may pay 0m to activate this Knack while they are touching, and they merge back into one. Bashing health levels go away and lethal health levels are reduced to bashing before being summed and applied to the Lunar's re-unified health track. Aggravated damage poses a particular danger, however; these are summed and applied to the Lunar's health track. While this cannot kill him, it can fill all but his last dying health box (overwriting lethal damage to do so without killing him, if needs be).

If one body has lower effective Essence than the other, the two bodies touch, and the Lunar may spend 0m to activate this Knack and send the one with lower effective Essence Elsewhere. Releasing it from Elsewhere is a separate, 0m activation of this Knack. Bodies in Elsewhere may take no action other than to activate this Knack to merge with other bodies, and they count as touching all of the Lunar's bodies for purposes of this Knack.

In the unfortunate event of the death of one of the Lunar's bodies, the Lunar gains a point of limit, but may reflexively send the corpse Elsewhere, where it may be reabsorbed according to the rules provided previously.