January 1153 and Guen Plan: Difference between pages

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== Monday, January 1st, 1153 ==
Some possibilities for [[Guen]]. These make use of the [[Exalted Improving|costs and training table]], the [[Monsoon Needles]] and the [[Mark of Autochthon]].


The party stared outside of the small town of New Sorpigal with their six letters in hand.  They walked around the town wondering where to go, and decided to enter the inn first.  They saw a shady character who they thought was Andover Potbello.  Haku approached him, gave the password "Sandman", and handed him the letter from the King of the Devils.  He gave the party a bag of money and asked them if they could retrieve a candelabra that was lost in their abandoned temple to the northwest. He would give them another bag if they were successful.  The party got a room, thought about it, and decided to do it including figuring out a way to mess up the evil item before it got back to Andover.  They returned to Andover and agreed to the task.
Guen has a lot of unspent experience. He should be able to use the Mark to train for things quite quickly.


They used their money to purchase some weapons, armor, and needed skills for adventuring.  They also purchased memberships to the Blade's End, Buccaneer's Lair, Guild of the Elements, and Guild of the Self.  Talking to various people around town and in the town hall, they agreed to kill the Queen of Spiders lairing in the abandoned temple, and retrieve the combination of the vault door in Goblinwatch.
== The Supremacy of Dexterity ==


The party attempted to attack the fort, Goblinwatch, and ran into trouble on the way there. Three orcs attacked, and with some trouble the party defeated them.  They took their spoils, including a light warhorse, and sold their wares for more cash. They finally spent the night ready to face the next day.
One of  the big advantages of lunars is that their charms are based on nine Attributes instead of 25 Abilties. So, things that boost these attributes have a much wider reach. Guen also now has access to two additional types of charm that make pumping up attributes even easier.


== Tuesday, January 2nd, 1153 ==
One of the things the Mark revealed to use is the existence of [[First Edition Excellencies|excellency]] charms. The lunar version of excellencies, a set of nine [[Attribute Affirmed]] charms, provide some advantages that may not be obvious at first. The basic charm effect is decent: it lets you convert die in your pool to successes prior to rolling, one mote per die. While this isn't as strong as some of the other excellency charms, it is very wide reaching. For example, learning Dexterity Affirmed would let you do this when dodging, making martial arts attacks, leaping, firing an arrow, and so on.


The party, fresh from their rest, wanted to continue on to Goblinwatch.  In the morning, they quickly discovered, after purchasing some new skills and spells, that the town's center fountain healed the drinker, but they learned the magic did not carry outside the fountain.  The other two fountains, they discovered, replenished Spell Points and temporarily increased the strength of the drinker for the day. In addition, one of the town wells, randomly increased a below average ability score. Haku's strength increased, Boom Boom's charisma increased, and Tigger's dexterity increased. Not all party members benefitted and they decided to try again tomorrow.
The secondary benefit of this charm, however, is that it can act in the place of similar (more limited) charms in the lunar book. As an example, see the section on Archery, below. Basically, the charm is not only flexible in use, it also allows more flexibility in picking charms.


They then made their way up to the fort, this time carefully skirting the edge and attempting to remain out of sight.  Their idea was a good one as they saw six Goblins guarding the front door. They went around back and discovered a ladder which would reach the battlements on the roof of the fort. They set the ladder against the keep's wall and climbed it to discover better armored and armed Goblins watching the road.  The party attacked this group from behind, pulling up the ladder behind them.  After slaying this band, Sick took her time picking off the remaining Goblins on the ground.
The second method that Guen has access to (that most lunars don't) are the [[Embodiment of Luna]] charms revealed by the [[Monsoon Needles]]. These are nine charms that permanently increase what the maximum rating of your Attributes can be. Normally, your attributes can only be as high as either five or your Essence rating, whichever is larger. So, to raise your Dex to, say, seven, you'd need to have Essence 7. With these charms, you can raise Dex that high without raising Essence first. Learning the Dexterity version of this charm, then raising Dex to the new max, would not only give you more dice, it would also raise the limit on how many dice you can add from charms. The whole thing would look like this:


After going back, selling the goods in town, and regaining hit and spell points, they entered the fort through the front door.  The main room was empty but upon opening a side door, they were set upon by a large host of Goblins. More of them came out of nearby rooms so the party was having a hard time. Tigger's new death cry was "Not Again?!!?" as he kept being "killed" and revived by Haku.  The party finally killed these Goblins and after a quick search discovered a key in the Elite Goblin's room, and in another room the Goblin King, who cursed at them and fled through a one-way trap door in the floor.  The party returned to sell more loot and rest for the day.
* ''Dexterity Affirmed'' (15xp, 12xp if using the Monsoon Needles, 16 hrs untrained): Before roll, convert up to Dexterity dice to successes for 1m/die.
* ''Embodiment of Full Moon's Dexterity'' (15xp, 12xp if using the Monsoon Needles, 24 hrs training using Needles as tutor): The maximum that you can raise Dexterity becomes seven.
* ''Dexterity to 6'' (19xp, -1xp if using the Monsoon Needles, would take 480 hours without training, but with the needles both acting as a trainer and accelerating the process, only takes 120 hours). Note that if this is still not fast enough, the Mark could be used to compress it into eight hours for two Willpower a point of Precision.
* ''Dexterity to 7'' (23xp, -1xp if using the Monsoon Needles, 144 hours with needles). Note that if this is still not fast enough, the Mark could be used to compress it into eight hours for two Willpower a point of Precision.


== Wednesday, January 3rd, 1153 ==
== Martial Arts ==


Waking up early, the party set off again.  They finished clearing out the main level, leaving a group of rabid giant rats in the trash room.  They headed down a ramp to the basement level and discovered a storage room.  In that room was a host of weapons and provisions.  Hidden in the corner was a locked box.  Using the key found yesterday, the party opened it and found the new combination to the vault.  However, it was a puzzle as the vault seemed to have sixteen buttons and six doors.  Pressing a button would open one door and close another.  They left it alone for now as it made Haku's head hurt just thinking about it.  Continuing on, they discovered the fort's temple and killed some Goblins guarding it.  They discovered a large button which Haku pushed because it looked pretty.  Two walls hiding hidden passages rose into the ceiling and from one of them, several dog-sized rats came running out.  Tigger started foaming at the mouth when he was bit by one of them, so the party quickly finished off the rest of them.  Tigger bravely continued and the party finally discovered the vault room.  After killing the Goblins guarding it, they tried to figure out the riddle.  After some time they discovered the answer to the riddle was GOBLIN spelled backwards to make "NILBOG".  After touching the buttons in this sequence the six doors of the vault opened up like the show "Get Smart".  Inside the vault was a long corridor which led to a cavern filled with rats and flying bat like horrors with razor-sharp teeth.  In the center of this room was an Obilisk.  The group shot at one of the monsters and fled back through the vault shutting the doors behind them.  Two of the bat creatures made it past them and the party quickly slew them as well.
=== Leopard Style ===


The party made several trips back and forth to the fort to get supplies, but they didn't decide to bring back the combination, as they thought the town would like what was behind the doors in the vault. They decided to wait and see what was hidden in the vault first before telling the town about it.  Tigger got healed at the temple, and they slept well that night.
Some time ago, I reworked the charms in [[Leopard Style]] based on some internet feedback and things I noticed in play. One of the issues of the original style was "speedbumps", where charms higher in the tree would be such you would never have a reason to use their prerequisites. So the newer versions change the prerequisites to be more functional. I will attempt to draw attention to some of these in the "combo" section below.


== Thursday, January 4th, 1153 ==
There are two charms in this style that Guen doesn't yet know; however, they are not particularly compelling given Guen's other abilities.


The party woke up and prepared to head back down to the fort.  As they ate breakfast, Lychee, a young Druid, finally arrived at the inn.  She had been not feeling well over the last few days and couldn't join everyone when they all started.  Now that she was feeling better, she joined them.  She was quickly brought up to speed on the goings on in town and Boom Boom took her to get her skilled in Leather and purchased her some Leather Armor.  Doomhammer, Sick, and Lychee attempted to increase their abilities at the north-west well and Doomhammer was able to increase her Constitution, and Lychee increased her Strength, while Sick failed again. They set off to the fort.
=== Tiger Style ===


On the way, everyone decided to check out what was in the vault and then decide if they were going to report it to the town or not.  Boom Boom and Tigger thought that it would be best to not mention anything, just give them the combination and then see if they ask for anything.  Re-opening the vault, they proceeded slowly down the corridor. Then suddenly Doomhammer came up with a brilliant idea.  She suggested that the party should take a goblin corpse and throw it into the room to distract the monsters inside so that everyone could get prepared and properly kill them.  Everyone agreed and it was done.  There were several more flying penis monsters (a name Sick coined and it just stuck), and six rats of various large sizes.  After a violent fight in which Boom Boom got a familiar foaming mouth disease, the monsters laid dead at the party's feet.  Upon entering the cave, the party discovered a pyramid in the center with an obilisk standing at the apex. There was an inscription laid upon the obilisk which said,
You have a number of charms to learn in tiger style. Since this style matches the notion of your totem form, by our [[Forgotten Suns: House Rules#Lunar Martial Arts|house rules]], you only need to pay 8xp per charm for these.


: Search about the land of the king,<br>To find the obilisks fifteen<br>Decipher the clues of which they sing<br>To discover a treasure of your dreams.
* Raging Tiger Pounce (8xp). Successful attacks automatically knock down opponent.
* Spine Shattering Bite (8xp, req. Raging Tiger Pounce). Attacks do 4L barehanded or +4L with tiger claws. Add up to Dexterity + Martial Arts dice to attack roll.
* Stalking Cat Movement Meditation (8xp). Add up to Essence dice to Stealth and Awareness when stalking target.
* Leap From Cloaking Shadows Attack (8xp, req. Stalking Cat Movement Meditation). Unaware targets have soak halved.
* Angry Predator Frenzy Style (8xp, req. Spine Shattering Bite, Leap From Cloaking Shadows Attack). Make two Martial Arts attacks at full pool each turn. In addition, may counterattack with pool equal to Martial Arts plus attackers extra successes. This charm ''requires'' a trainer.


"That doesn't rhyme," slobbered Boom Boom.  Well duhh, what do you expect from a beta test??
=== Hungry Ghost Style ===


After a quick search of the cave, the only way to continue was down a human sized hole leading down into the darkness. Boom Boom bravely (albeit stupidly) offered to be led down there on a rope.  After sliding down to the bottom of the hole, Boom Boom discovered a large room with a hewn passage leading out.  To the left of him were four large chests and in front of him were four well armed and armored Goblins.  "Goblins!!" Boom Boom sprayed, and he was yanked quickly back up.  Doomhammer came up with another superb idea of lighting the goblin corpse on fire and throwing it down to distract them while the rest of the party followed it down.  Score another point for fine tactical thinking!!  Everyone braced themselves, threw the rotting, bitten, and now flaming corpse down the hole, and quickly followed it.  The Goblins at the bottom were set up for an ambush, but the corpse landing first unnerved them.  A battle quickly ensured resulting in the death of the Goblins.  Everyone then checked out the chests, rather than let Sick use her unpracticed Disarm Trap skill. Boom Boom felt that setting off the traps they found would be a better and more fun means of opening them properly.  Using a hammer they found, he proceeded in smashing each of the four chests open.  The first two opened without doing much, but the next two shocked and then sliced Boom Boom up.  We had to patch him up after that.  Inside were a bunch of items that we couldn't identify, but many of the items were new and improved items like a shiny broadsword, a metal shield, a curvy bow, and a curiously phallic shaped blue wand. The newfound loot was rather bulky, so the party thought it time to find a way out.  The passage from that room led upwards.  On the way there was a left branch which upon peeking around the corner looked to be the last stand of the Goblins. Sick counted a total of seventeen(!!) Goblins, so everyone quickly grabbed up the rest of the stuff in the previous room and ran past.  At the end of the passageway was the trapdoor that the Goblin King used to escape from the party a few days ago.  This must have been his bolt hole.  Boom Boom tied the trapdoor open to the bed and everyone went back home to rest, recoup, and sell and identify items.
You are starting to learn Hungry Ghost Style. There is some good stuff there, particularly for lunars, who don't have other ways to do some of these tricks. You have a way to go if you want to master the whole thing. Charms that seem good for Guen


[[Category:Enroth]]
* Shrouded Claw Attack (12xp, 32 hours untrained). Targets attempting to dodge or parry halve their pool.
* Hungry Ghost Form (12xp, 64 hours untrained, req. Shrouded Claw Attack). Regain a mote for every point of damage you do. Lunars don't have many choices for regenerating essence, and this is a pretty good one. Only trouble is that a form, and you can only use one of those at a time.
* Consuming Entropy Strike (12xp, 80 hours untrained, req. Hungry Ghost Form). Reduce the target's soak for one attack at a rate of 2L/mote. Reducing soak is almost identical to gaining attack successes; assuming the attack hits, they both generate more damage dice. (The difference, of course, is that successes help you beat defenses like dodging, and reducing soak does not.) Still, this is pretty cheap for the effect.
* Power Reaping Prana (12xp, 64 hours untrained, req. Hungry Ghost Form). Regain essence when others activate charms around you. Not bad, but costs Willpower, which lunars have a hard time regenerating.
* Charm Smothering Technique (12xp, 80 hours untrained, Power Reaping Prana). This is one of the few charms in Exalted than can mess with other people's charms, making it quite powerful.
 
Other charms can be learned, but don't suit Guen's current abilities very well:
 
* Unnatural Shambling Deftness (12xp, req. Hungry Ghost Form). Take Essence extra actions this round. Can't be used with armor. Given Guen's abilities at multiple actions, this charm isn't with the activation cost.
* Lunging Phantom Method (12xp, req. Unnatural Shambling Deftness). Cool looking, but sort of pricey for the effect it gives, which is to allow you to "attack from behind". You also would need to learn the previous one, making it even less cool.
* Blood Freezing Technique (12xp, req. Consuming Entropy Strike). If an attack deals damage, it also reduces your target's Dex by a dot. This is a neat effect, but is way too expensive to see real use.
* Soul-Flaying Strike (12xp, req. Lunging Phantom Method, Blood Freezing Technique, Charm Smothering Technique). On an attack, roll Essence against the target's. If you win deal an additional Essence levels of aggravated damage. Victims who die from this rise as hungry ghosts. Spirits and Fair Folk who die from this are permanently destroyed. This is very costly, sort of opposite of Guen's personality, requires a bunch of gunky prerequisite charms (see above), requires a trainer and isn't all that impressive. The spirit destruction is the most compelling thing about it, but probably not worth it. On the plus side, if you did want to learn it, the health level cost of the charm would be less troubling to Guen than it would be for someone else.
 
=== Mixing Styles ===
 
All of the styles you know use tiger claws and have forms that prevent the use of armor. (You get around the armor restriction in beastman form thanks to [[Shaping the Silver Skin]].) One of the benefits of learning different styles is that you can combo charms of compatible styles together. Even better, lunars do not have to match the ability or attributes of charms within a combo like other exalts do, so they can combo their own charms with martial arts charms. Assuming you eventually follow the advice above, the comboable charms from the styles you'll know are:
 
* Leopard:
** [[Flawless Sweep Attack]] (Supplemental)
** [[Feline Grace Meditation]] (Reflexive)
** [[Low Stance Counterthrow]] (Reflexive)
** [[Cat-in-a-Box Kata]] (Reflexive)
** [[High Stance Counterattack]] (Reflexive)
* Tiger:
** Striking Fury Claws (Supplemental)
** Spine-Shattering Bite (Supplemental)
** Leap From Cloaking Shadows Attack (Supplemental)
* Hungry Ghost:
** Shrouded Claw Attack (Supplemental)
** Power Reaping Prana (Reflexive)
** Charm Smothering Technique (Reflexive)
** Consuming Entropy Strike (Reflexive)
 
More on how these might work combined in the "Combo" section below.
 
== Defenses ==
 
Guen is pretty tough, but something like a 60L attack would probably kill him if it hit. Lunars, unfortunately, don't have completely perfect defenses, but they have some that come close. This would take you down the path to get them.
 
* Unmoving Bear Defense (12xp -2xp if using the Monsoon Needles, 48 hrs untrained, pg. 165). Dodge without moving, adding Essence dice. Can also provide a dodge of Essence dice if you don't have one reserved.
* Flowing Body Evasion (12xp -2xp if using the Monsoon Needles, 64 hrs untrained, requires Unmoving Bear Defense, pg. 165). An almost perfect dodge. It has a flaws, though: you can't have acted yet in the round to use it. So, what this means is that you need to do a little strategizing against tough foes. Still, would allow you to stand toe to toe with a deathlord, briefly. Note that [[Forgotten Suns: House Rules|our house rules]] make this charm Reflexive, not Simple, and one of the annoyances in the book has been removed.
* Sinuous Striking Grace (12xp -2xp if using the Monsoon Needles, 16 hrs untrained, pg. 136). Note that, thanks to the Monsoon Needles, this charm has no prerequisite. It lets you increase your initiative. Nothing to write home about, but...
* Snake Body Technique (12xp -2xp if using the Monsoon Needles, 64 hrs untrained, requires Sinuous Striking Grace, pg. 165). Probably one of the best charms in the lunar book, providing you a full Dex + Dodge pool to dodge a hand-to-hand attack in such a way that if you avoid it, the attack is reflected back onto the attacker.
 
== Shapeshifting ==
 
*[[Thousand Forms as One]]
 
== Archery ==
 
Of the two root charms in the lunar ranged combat tree, one is Eagle Eye Advantage. Even though this is a Perception charm, what it actually does is convert Dexterity dice into successes. But, that's what the new [[Attribute Affirmed|Dexterity Affirmed]] charm does (and it is half the cost). So, any charm that requires Eagle Eye Advantage can instead use Dexterity Affirmed as a prerequisite.
 
== Familiar ==
 
*[[Binding Companion Connection]]
*[[Favored Companion Feeding]]
*[[Rushing River of Return]]
*[[Sympathetic Companion Transformation]]
 
== Increase Something ==
 
If you want to use the mark's Deep Resonance, you could spend four Willpower and gain a dot of Precision to go into a training trance the compresses the 384 hours of untrained learning into an eight-hour vision quest. If you want to describe this vision quest to the rest of the ''players'' (not necessarily the ''characters''), you gain an immediate test to regain Willpower at the end of it (i.e. roll Conviction, gain willpower for each success).
 
Alternatively, you could burn a point of Source to provide training. If you do this ''and'' use Deep Resonance to compress the time, trance only needs to compress 192 hours, so only costs two Willpower instead of four.
 
== Combos ==
 
Combos allow you to activate more than one charm a turn. They are powerful, but they have four basic drawbacks. The first is that they take a while to learn. Fortunately, the Mark of Autochthon lets you learn them instantly. The second issue is that they are expensive to activate, especially in terms of Willpower. the third is that they are expensive to learn in terms of xp (though the Mark helps out here as well). Lastly, there are many restrictions about which charms can be comboed together. As a lunar, you can ignore a number of these restrictions, but not others.
 
The main restriction is that all charms in a combo must be Instants. Another restriction is that more or less all of the charms in a combo have to be activated, so they are "all or nothing". The huge exception to this are Reflexive charms, which you can choose not to activate. Consequently, there are usually three types of combos:
 
# Combos based around a Simple and/or Extra action charm (only one of each allowed), with lots of supplementals and maybe one Reflexive for a defensive "safety". These tend to be "finishing moves", where you burn lots of essence to make sure a guy dies, since you can't split your pool when you use Simples.
# Combos entirely (or nearly so) made of Reflexives. These give a bunch of flexibility, allowing you to handle a wide range of situations. Usually, these are set up so the combo is more reactive, letting you do a "normal" action, but with some other options to use against incoming attacks.
# Combos that use a few compatible Supplementals and some Reflexives. This is more of a hybrid approach, the main benefit being that the supplementals usually provide some attacking ability, but still allow you to split your pools. The drawback is that you still ''must'' use the supplementals on any action where they could be used during the turn the combo is up.
 
It's tempting to build a combo with every reflexive you know in it. With the Mark, that's almost viable. Still might be overkill.
 
Snake Body Technique
Flowing Body Evasion
Dexterity Affirmed
Cat-in-a-Box Kata
High Stance Counterattack
Deadly Beastman Transformation

Revision as of 04:23, 4 October 2009

Some possibilities for Guen. These make use of the costs and training table, the Monsoon Needles and the Mark of Autochthon.

Guen has a lot of unspent experience. He should be able to use the Mark to train for things quite quickly.

The Supremacy of Dexterity

One of the big advantages of lunars is that their charms are based on nine Attributes instead of 25 Abilties. So, things that boost these attributes have a much wider reach. Guen also now has access to two additional types of charm that make pumping up attributes even easier.

One of the things the Mark revealed to use is the existence of excellency charms. The lunar version of excellencies, a set of nine Attribute Affirmed charms, provide some advantages that may not be obvious at first. The basic charm effect is decent: it lets you convert die in your pool to successes prior to rolling, one mote per die. While this isn't as strong as some of the other excellency charms, it is very wide reaching. For example, learning Dexterity Affirmed would let you do this when dodging, making martial arts attacks, leaping, firing an arrow, and so on.

The secondary benefit of this charm, however, is that it can act in the place of similar (more limited) charms in the lunar book. As an example, see the section on Archery, below. Basically, the charm is not only flexible in use, it also allows more flexibility in picking charms.

The second method that Guen has access to (that most lunars don't) are the Embodiment of Luna charms revealed by the Monsoon Needles. These are nine charms that permanently increase what the maximum rating of your Attributes can be. Normally, your attributes can only be as high as either five or your Essence rating, whichever is larger. So, to raise your Dex to, say, seven, you'd need to have Essence 7. With these charms, you can raise Dex that high without raising Essence first. Learning the Dexterity version of this charm, then raising Dex to the new max, would not only give you more dice, it would also raise the limit on how many dice you can add from charms. The whole thing would look like this:

  • Dexterity Affirmed (15xp, 12xp if using the Monsoon Needles, 16 hrs untrained): Before roll, convert up to Dexterity dice to successes for 1m/die.
  • Embodiment of Full Moon's Dexterity (15xp, 12xp if using the Monsoon Needles, 24 hrs training using Needles as tutor): The maximum that you can raise Dexterity becomes seven.
  • Dexterity to 6 (19xp, -1xp if using the Monsoon Needles, would take 480 hours without training, but with the needles both acting as a trainer and accelerating the process, only takes 120 hours). Note that if this is still not fast enough, the Mark could be used to compress it into eight hours for two Willpower a point of Precision.
  • Dexterity to 7 (23xp, -1xp if using the Monsoon Needles, 144 hours with needles). Note that if this is still not fast enough, the Mark could be used to compress it into eight hours for two Willpower a point of Precision.

Martial Arts

Leopard Style

Some time ago, I reworked the charms in Leopard Style based on some internet feedback and things I noticed in play. One of the issues of the original style was "speedbumps", where charms higher in the tree would be such you would never have a reason to use their prerequisites. So the newer versions change the prerequisites to be more functional. I will attempt to draw attention to some of these in the "combo" section below.

There are two charms in this style that Guen doesn't yet know; however, they are not particularly compelling given Guen's other abilities.

Tiger Style

You have a number of charms to learn in tiger style. Since this style matches the notion of your totem form, by our house rules, you only need to pay 8xp per charm for these.

  • Raging Tiger Pounce (8xp). Successful attacks automatically knock down opponent.
  • Spine Shattering Bite (8xp, req. Raging Tiger Pounce). Attacks do 4L barehanded or +4L with tiger claws. Add up to Dexterity + Martial Arts dice to attack roll.
  • Stalking Cat Movement Meditation (8xp). Add up to Essence dice to Stealth and Awareness when stalking target.
  • Leap From Cloaking Shadows Attack (8xp, req. Stalking Cat Movement Meditation). Unaware targets have soak halved.
  • Angry Predator Frenzy Style (8xp, req. Spine Shattering Bite, Leap From Cloaking Shadows Attack). Make two Martial Arts attacks at full pool each turn. In addition, may counterattack with pool equal to Martial Arts plus attackers extra successes. This charm requires a trainer.

Hungry Ghost Style

You are starting to learn Hungry Ghost Style. There is some good stuff there, particularly for lunars, who don't have other ways to do some of these tricks. You have a way to go if you want to master the whole thing. Charms that seem good for Guen

  • Shrouded Claw Attack (12xp, 32 hours untrained). Targets attempting to dodge or parry halve their pool.
  • Hungry Ghost Form (12xp, 64 hours untrained, req. Shrouded Claw Attack). Regain a mote for every point of damage you do. Lunars don't have many choices for regenerating essence, and this is a pretty good one. Only trouble is that a form, and you can only use one of those at a time.
  • Consuming Entropy Strike (12xp, 80 hours untrained, req. Hungry Ghost Form). Reduce the target's soak for one attack at a rate of 2L/mote. Reducing soak is almost identical to gaining attack successes; assuming the attack hits, they both generate more damage dice. (The difference, of course, is that successes help you beat defenses like dodging, and reducing soak does not.) Still, this is pretty cheap for the effect.
  • Power Reaping Prana (12xp, 64 hours untrained, req. Hungry Ghost Form). Regain essence when others activate charms around you. Not bad, but costs Willpower, which lunars have a hard time regenerating.
  • Charm Smothering Technique (12xp, 80 hours untrained, Power Reaping Prana). This is one of the few charms in Exalted than can mess with other people's charms, making it quite powerful.

Other charms can be learned, but don't suit Guen's current abilities very well:

  • Unnatural Shambling Deftness (12xp, req. Hungry Ghost Form). Take Essence extra actions this round. Can't be used with armor. Given Guen's abilities at multiple actions, this charm isn't with the activation cost.
  • Lunging Phantom Method (12xp, req. Unnatural Shambling Deftness). Cool looking, but sort of pricey for the effect it gives, which is to allow you to "attack from behind". You also would need to learn the previous one, making it even less cool.
  • Blood Freezing Technique (12xp, req. Consuming Entropy Strike). If an attack deals damage, it also reduces your target's Dex by a dot. This is a neat effect, but is way too expensive to see real use.
  • Soul-Flaying Strike (12xp, req. Lunging Phantom Method, Blood Freezing Technique, Charm Smothering Technique). On an attack, roll Essence against the target's. If you win deal an additional Essence levels of aggravated damage. Victims who die from this rise as hungry ghosts. Spirits and Fair Folk who die from this are permanently destroyed. This is very costly, sort of opposite of Guen's personality, requires a bunch of gunky prerequisite charms (see above), requires a trainer and isn't all that impressive. The spirit destruction is the most compelling thing about it, but probably not worth it. On the plus side, if you did want to learn it, the health level cost of the charm would be less troubling to Guen than it would be for someone else.

Mixing Styles

All of the styles you know use tiger claws and have forms that prevent the use of armor. (You get around the armor restriction in beastman form thanks to Shaping the Silver Skin.) One of the benefits of learning different styles is that you can combo charms of compatible styles together. Even better, lunars do not have to match the ability or attributes of charms within a combo like other exalts do, so they can combo their own charms with martial arts charms. Assuming you eventually follow the advice above, the comboable charms from the styles you'll know are:

More on how these might work combined in the "Combo" section below.

Defenses

Guen is pretty tough, but something like a 60L attack would probably kill him if it hit. Lunars, unfortunately, don't have completely perfect defenses, but they have some that come close. This would take you down the path to get them.

  • Unmoving Bear Defense (12xp -2xp if using the Monsoon Needles, 48 hrs untrained, pg. 165). Dodge without moving, adding Essence dice. Can also provide a dodge of Essence dice if you don't have one reserved.
  • Flowing Body Evasion (12xp -2xp if using the Monsoon Needles, 64 hrs untrained, requires Unmoving Bear Defense, pg. 165). An almost perfect dodge. It has a flaws, though: you can't have acted yet in the round to use it. So, what this means is that you need to do a little strategizing against tough foes. Still, would allow you to stand toe to toe with a deathlord, briefly. Note that our house rules make this charm Reflexive, not Simple, and one of the annoyances in the book has been removed.
  • Sinuous Striking Grace (12xp -2xp if using the Monsoon Needles, 16 hrs untrained, pg. 136). Note that, thanks to the Monsoon Needles, this charm has no prerequisite. It lets you increase your initiative. Nothing to write home about, but...
  • Snake Body Technique (12xp -2xp if using the Monsoon Needles, 64 hrs untrained, requires Sinuous Striking Grace, pg. 165). Probably one of the best charms in the lunar book, providing you a full Dex + Dodge pool to dodge a hand-to-hand attack in such a way that if you avoid it, the attack is reflected back onto the attacker.

Shapeshifting

Archery

Of the two root charms in the lunar ranged combat tree, one is Eagle Eye Advantage. Even though this is a Perception charm, what it actually does is convert Dexterity dice into successes. But, that's what the new Dexterity Affirmed charm does (and it is half the cost). So, any charm that requires Eagle Eye Advantage can instead use Dexterity Affirmed as a prerequisite.

Familiar

Increase Something

If you want to use the mark's Deep Resonance, you could spend four Willpower and gain a dot of Precision to go into a training trance the compresses the 384 hours of untrained learning into an eight-hour vision quest. If you want to describe this vision quest to the rest of the players (not necessarily the characters), you gain an immediate test to regain Willpower at the end of it (i.e. roll Conviction, gain willpower for each success).

Alternatively, you could burn a point of Source to provide training. If you do this and use Deep Resonance to compress the time, trance only needs to compress 192 hours, so only costs two Willpower instead of four.

Combos

Combos allow you to activate more than one charm a turn. They are powerful, but they have four basic drawbacks. The first is that they take a while to learn. Fortunately, the Mark of Autochthon lets you learn them instantly. The second issue is that they are expensive to activate, especially in terms of Willpower. the third is that they are expensive to learn in terms of xp (though the Mark helps out here as well). Lastly, there are many restrictions about which charms can be comboed together. As a lunar, you can ignore a number of these restrictions, but not others.

The main restriction is that all charms in a combo must be Instants. Another restriction is that more or less all of the charms in a combo have to be activated, so they are "all or nothing". The huge exception to this are Reflexive charms, which you can choose not to activate. Consequently, there are usually three types of combos:

  1. Combos based around a Simple and/or Extra action charm (only one of each allowed), with lots of supplementals and maybe one Reflexive for a defensive "safety". These tend to be "finishing moves", where you burn lots of essence to make sure a guy dies, since you can't split your pool when you use Simples.
  2. Combos entirely (or nearly so) made of Reflexives. These give a bunch of flexibility, allowing you to handle a wide range of situations. Usually, these are set up so the combo is more reactive, letting you do a "normal" action, but with some other options to use against incoming attacks.
  3. Combos that use a few compatible Supplementals and some Reflexives. This is more of a hybrid approach, the main benefit being that the supplementals usually provide some attacking ability, but still allow you to split your pools. The drawback is that you still must use the supplementals on any action where they could be used during the turn the combo is up.

It's tempting to build a combo with every reflexive you know in it. With the Mark, that's almost viable. Still might be overkill.

Snake Body Technique Flowing Body Evasion Dexterity Affirmed Cat-in-a-Box Kata High Stance Counterattack Deadly Beastman Transformation