Lunar Charms! I posted most of these here or on SB already, but here are most of them gathered together in a singular page. They've had some re-adjustments and balancing and in general I've tried to keep to the generalist space that Lunars have.
No-Moons:
Spell-Rending Talon (?)
Fluff: The Lunar reaches out and grasps the ephemeral magic of a spell with clawed hands and brutally rends it into useless spiritual floatsome
System: Spend 1 Essence and roll Strength + Occult against difficulty 8. Success allows the Lunar to violently dispel any ongoing discrete enchantment or magical effect. Examples include thaumaturgy rites to ward a location, a rote to grant a mage good luck, or the enchantment binding a spirit into a fetish. The Exalt doesn't need to understand how a bit of magic works to break it, only to suspect that it is present, and to be within a few feet of something being affected by the magic.
Spell-Rending Talon can't destroy any magic intrinsic to a creature's state of being, such as a vampire's agelessness, a demon's possession of its body or reliquary, or a fomor's bond with its possessing Bane.
Notes: 3e Lunars have something similar to this, but it is much more complex, relies on a default system of Spell-Countering and in general works within a system that doesn't exist in Ex Vs WoD. So I took Spell-Shattering Palm from the Sidereals and essentially copypasted it over.
What is intresting is that in 3e, Lunars are so far the only one's who can counter spells by attacking. No one else has this advantage in 3e thus far. I think it should either be a ** or a *** dot charm. Sidereals can get it as * effect as part of their Sidereal Martial arts tree, but Lunars have way better dice pools on average.
I have half a mind to make it so the Lunar instead directly attacks it a spell or rite directly; rolling a special Perception + Occult attack that 'damages' such an effect, destroying it when it removes all the success and damaging the caster if they're in the area, or watching at the other end of scrying spell, equal to the extra success rolled through backlash. But I am not sure of how powerful it would be, or to account for everything so I went with the simple option and took what was already there.
Blood-Borne Mercy (*)
Fluff: Through blood and pain the Lunar heals, feeding a patient their blood and imparting a shadow of their own healing prowess.
System: The Lunar spends 1 Essence or 1 Willpower and inflicts 1 automatic and unsoakable level of lethal damage to themselves and feeds a single their patient the blood; either cuting a palm letting them drink from her cuped hands, passing blood through a kiss or feeding them a goblet of torn flesh.
This blesses the recipiant with some of the Lunar's own regenarative prowess; they heal from damage like an Exalted for (Essence x 2) days as long as they rest. If they already heal like a Chosen, perhaps because they are one or they have a similar power, then this Charm halves that healing time.
Note that this Charm does not stack with other uses of itself, either from the Lunar or another. Reusing this charm merely resets the number of days left.
Devil-Pleasing Chiminage (*)
Fluff: The Lunar knows the ancient widom of ghosts and demons and gods and more besides, and knows what offerings would best please them.
System: Spend 1 Essence or Willpower and roll Intelligence + Occult at a difficulty equal to the Spirit's Willpower. Success means that the Lunar discovers what offering would be most pleasing to spirit. Securing this offering and presenting it or conducting the service and making them aware of it lowers the difficulty of all social to the spirit rolls by 1 and ensures that they cannot botch on this roll for a scene. Should they fail at any social roll, the Lunar may reflexively spend 1 Essence to attempt to re-roll it once during the scene.
The difficulty of securing the offering should be preportient to the power of the spirit; the weak wraith of a loving father would just require checking in on his kids, while a bird spirit would prefer the Lunar whistle them a pleasant tune. A Lion Spirit whose shape the Lunar wishes to take peaceably may want some fresh meat or to have to have someone who was cruel to the local circus lions punished. But a powerful and ancient Gaian Incarne or the most Primeval Earthbound would require much, much more.
They might need a full fledged occult ceremony with candles, a perfectly drawn mudra of ritual sand and the offering of the Lunar's blood or the sacrifice of a peron and animal. The final details are ultimately up to the storyteller.
Argent Guardian Yantra (**)
Fluff: The Witch shields those who they cherish most from the blandishments of devils and wraiths.
System: the Lunar spends 1 Essence and rolls Intelligence + Occult at a difficulty of 6 to create a line of argent light or runes that can emcompasse a total area of Essence * 10 yards in total for 24 hours. This can block a door a wraith is charging through, or can be used to create a protective around someone, such as an innocent little boy about to be possesd by a bane, or around spirit to trap it.
Any spirit, materialised or not, must beat the Lunar's success on a Willpower roll at diffculty 8 in order to cross the glowing ward, save those the Lunar gives leave to, allowing the Lunar to save spirit allies while trapping foes. Any spirit that is trapped by this charm suffer + 1 difficulties to all rolls opposing the Lunar as the argent light presses upon its being. (Though it should be noted that using this to bully allied spirits may backfire.)
Especially powerful spirits like the Incarne or Luna's, or the Maeljin Incarna, or Nexus Crawlers may spend Essence equal to the Lunar's Essence rating and to ignore the ward and proceed through it unharmed.
- Not much to say. It's a useful, powerful tool no one else has access to. It can't trap a spirit long term, but it does seriously disadvantage them.
What-Lies in Darkness (***)
Fluff: The Lunar alters their state of mind, and through this they are granted maddened visions of what may be.
System: The Lunar spends two Essence and spends a day in a state of altered consiousness and rolls their Willpower at Difficulty 8. The Lunar can then bank these success to spend them at a later date on any rolls involving Intelligence, Wits, Perception or Academics, Computer, Finance, Investigation, Law, Medicine, Occult, Politics, Science, and Technology or rolls to caste Ancient Sorcery or Hedge Magic as their visions come together and the Lunar understands exactly what they need to do.
This pool lasts a full Lunar Month and the Lunar may only have one pool active at a time, reusing this charm replaces the current pool with the newly rolled set.
An altered state of consiousnes can be achieved through whatever means the Storyteller and Player can devise; this can include huffing paint fumes, getting really drunk or snorting coke, to performing estatic dances or meditating or going on dream quests
- The Wording needs work, and I am not sure of the power level. In 3e, its a basic charm and is on of the Lunar's main advantages in that they can get straight from Char-Gen without much fuss, but ExVsWoD is a less powerful place, what was once a small advantage in the Age of Legends is a lot more powerful in sucha brittle age.
Changing Moons:
Heart-Drinking Allure (*)
Fluff: The Lunar gives their love, their passion to another, and in doing so takes their face in return.
System: The Lunar must seduce a target, at minimum this can take a scene to complete, but stubborn or more hesitant targets can take longer. Once seduced, the Lunar must engage in an act of intimacy with the target to steal shape and add to their form library. Note: the Lunar must have the appropriate capacity to steal their target's form - Prey's Skin Disguise for humans, Blood and Ash Banquet for Vampires - etc.
Sidebar: Intimacy 101 - This is deliberately broad; an act of intimacy can be a warm hug where they affirm their affection, a character speaking about something important to them (but not necessarily important on the grand scale ) or even a chaste kiss.
Or you can give them a blow job so good, it damn near restarts a vampire's heart.
Notes: Be a Kitsune out of myth, seduce a man and steal his face at the climax of the night. Basically a way for a Lunar to take someone's face without eating said face. Nothing dramatic. It is less efficent than just eating a guy, but sometimes the security guard is cute and you don't want to rip out his throat. A date and a night in a motel can solve so many problems.
Raccoon-Dog Cunning (**)
Fluff: The Lunar trades sticks and stones for jewels and wealth, to better fool the hapless rubes of the world, so they may learn a humbling lesson. Such is the wisdom and kindness of Luna.
System: This charm allows the Lunar to transform an object they are touching into another of a similar weight and size. For example, turning a leaf into a note of currency. This effect only works on small objects, generally speaking that means turning pebbles to coins, making a very sharp sword change into a stick or a throwing knife into a baseball.
This takes an action to complete, as the object shifts in a quicksilver blur, and successful willpower roll at difficulty 6, or a point of Essence to automatically perform the change without using an action.
While casual handling or light usage will not reveal a changed object's true form, a stick turned into a ruler will serve perfectly fine, but hard work or rough handling will cause the object to change back in a burst of moonlit mist, a tricked teller drops his coins and finds stones, a hammer hits a nail head and the construction work is surprised to find that he is holding a now splattered banana and boy plays ball with his father, only to stab him in the chest with a throwing dagger.
Notes: This is basically Naruto Transformation Technique. I am unashamed.
Pack-Beckoning Shout (****)
Fluff: The Shifting Moon cry out to the beasts of the wild, rallying them to their side.
The Lunar Spends 1 Essence and defines one type of animal whose shape they have and roll Charisma + Animal Ken at difficulty 7. Each Success calls one example of that animal to their side with uncanny speed from (Animal Ken) miles away, arriving at their location in at most an hour, and often far sooner.
Large animals such as wolves, dogs, large birds such as eagles and vultures, as well as buffalo or elephants arrive as singular animals. Smaller animals, such as rats, bats or insects, or small birds, arrive as swarms instead. Rules for swarms can be found on page 391 of V20.
These animals will obey the Lunar to the best of their abilities for (Essence days). They will fight and labour for the Lunar until they are hurt badly enough to suffer -1 wound penalties or until they are too tired. They will then return back to their lives as best they are able to, unless the Lunar can convince them to stay.
Note that the desired animal must be within the area of effect, and if there are simply not enough animals of the given type within aoe, then all who can come will, but the extra success are wasted.
If there are no animals within the area, such as trying to call polar bears to your side in the Sahara, then this charm fails and the Essence is wasted.
- Quick reinforcements. Not the most reliable kind, they are animals and will leg it if they're too hurt, but something is better than nothing.
Full Moon
Pebbles to Boulders Attitude (*)
The Lunar unrelenting might sends sling stones and javelins flying through the air with a great crack of thunder.
System: Spend one point of Essence or one Willpower to multiply the range of an Athletics weapon such as a bow or spear or throwing knife (or anything else the Lunars can pick up and chuck at some poor bastard) by the Lunar's strength.
Notes: Not much to say; a range extender for things the Lunar can throw - it's weaker than the Solar and Abyssal equivalent, but still plenty useful.
Spear-Talon Method (***)
Fluff: The Lunar strikes with flying talon-spikes, with arcs of moonlight from claws or with ten thousand wasp stings sent to hound their foes.
System:Reflexively spend 1 Essence or 1 Willpower. For the rest of the scene, the Lunar may direct Brawl attacks using their natural weaponry against targets up to 30 yards away. This is done through mutations, raw might and essence. A moneky Lunar may strike with strike oppenents from afar with fists of lune-light, while a Lunar in the form of a great owl may strike with feathers as large as arrows, and that are just as lethal, a scorpion Lunar might launch envenomed spikes from their stinger, or a a Mantis Shrimp may just strike with such force that its blows break bones from meters away.
Note: A rip of the Solar effect, without any use of Melee or a Supernal Effect. Not much to say. It extends the range a Lunar can engage at optimally, without removing their preference for using thei inbuild weapons. It also means that you benefit from your Warform aspects as well.
Herd Scattering Strike (***)
Fluff: The sheer force of the Lunar's strike sends out a wave of force that scatters soldiers like bowling pins.
System: Spend a point of Essence when making a attack. The force of the blow sends out a shockwave in every direction that hits everyone and everything within (Strength) Yards. Characters must make an Athletics + Dexterity Check at difficulty 8. Anyone who fails is knocked prone. This generally speaking shatters anything delicate in the immediate vicinity like glass and pottery, and knocks over anything else that isn't rooted to the ground or that is too heavy for Lunar to lift with their Strength Attribute
Note: I am really unsure about this. It's powerful, and it's attachment to the Strength Attribute means that a properly designed Lunar in Warform is going to send most people flying.