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Stunt Supplement- Lunars

This is a series of Charm concepts that I’ve drawn up to help supplement my Exalted-FATE
conversion. It is intended to give ideas and baselines for Stunts (i.e. Charms). If you require
further information, the main document can be found ​here​.

Unless otherwise indicated, player rolls are made against the most appropriate skill of the target

Given that Approaches are designed to be used with all kinds of actions, each being more or
less omni-applicable, there are going to be comparatively fewer “use X instead of Y” Stunts,
especially within the physical/social/mental subdivisions.

A note on Aspects: sometimes you may create an Aspect or Boost while wearing someone
else’s skin. Should it become relevant, all such Aspects are assumed to be towards the person
your target currently thinks you are:
● If your circlemate, who knows your Tell and saw you shapeshift into your current form
earlier, is affected by one of your Stunts that automatically creates an Aspect:Terrified,
and later comes to talk with you back at your safehouse, that Aspect of Terror would still
apply. You could conceivably Invoke that Aspect to gain an edge in your conversation.
● If you’re wearing the shape of the Legate’s daughter and create an Aspect:
Embarrassed by My Daughter’s Antics, then later sit in on a meeting between the Legate
and his daughter wearing the skin of his majordomo, the Aspect would affect the
Legate’s view of his daughter, not you, supposedly his majordomo, because as far as he
knows it’s his daughter being embarrassing.
● When in doubt, follow what seems reasonable. The Fiction Comes First.

Unless otherwise specified relationships towards you required to activate Stunts also apply if the
target of your Stunt has that relationship with your current form. For example,

Approach List Raw


Strength
Dexterity
Stamina
Appearance
Charisma
Manipulation
Perception
Intelligence
Wits
Non-Approach/General Stunts
Life of the Hummingbird​: When you feast on the blood of a heavily wounded or recently-dead
target, you may adopt their form exactly once. You lose this form upon leaving it.
Quicksilver Second Face​: When you shift into a form, gain one Free Invoke on the Aspect
created by the shapeshift. In addition, you may Spend Essence to shapeshift instantly.
Hybrid Body Transformation​: Invent a humanoid “Hybrid Form,” that you may describe with
animal modifications as you like. You may transform into this Hybrid Form as you would any
other. In addition, you may Spend Essence to add parts of an animal whose form you know to
any form you shift into, rewriting the relevant Aspect as appropriate.
Many-Faced Moon Transformation​: You can modify small details about your form like height,
face details, scars, skin tone, and body proportions.
Changing Phases Transformation​: When you shift into a new form, you may Spend a FATE
Point to switch any two Approaches with a difference less than 2 for the rest of the scene.

Strength
Hometree-Heaving Practice​: As long as you can lift its weight, you can carry or wield it as
though it were well-proportioned. If it was designed as a weapon, you can lift and use it no
matter how heavy it is.

Dexterity

Form
Nest-Raiding Slyness​: You may take a form by infiltrating their home at the same time as the
target and escaping undetected while deliberately leaving evidence of your presence.
Tyrant Mouse Dominion​: You may take forms as small as an insect, or shrink another form
down to such a size.

Offense
Finding the Needle’s Eye​: Your limbs can bend, twist, and distort in unnatural ways, allowing
you to slip through small cracks, avoid injury from joint-locks, and strike from unusual angles.
Needle Quill Technique​: You cannot run out of ammunition, instead pulling it from your quills or
hairs. In addition, you may Spend Essence to prevent a target from recovering physical Stress
for a scene, as your living ammunition eats at them.
Deadly Wolf-Pack Onslaught​: Your allies add +2 on Teamwork instead of +1 when making a
closely coordinated attack.
Birds-Fall-From-Flock Targeting​: When you attack with a ranged weapon, you can declare
who you were attacking after you make the roll, but of course you can’t Invoke Aspects
associated with your target without knowing who they are.
Octopus Tentacle Barrage​: Spend Essence to be able to attack everything in your zone for the
rest of the scene.
Deadly Raptor’s Flight​: You may Change Zones and Creat Advantage in a single turn, as long
as at least one is free or Automatically Overcome (i.e. you exceed your target’s defense by 3 or
more).
Running Through the Herd​: When trying to keep you from Changing Zones or Attacking you,
enemies do not get to apply Teamwork against you, and groups of enemies do not apply Scale.
Unhesitant Scorpion Lash​: When you Take Out an opponent, you may apply any extra Stress
to an opponent in the same Zone as your target.

Defense
Bending Before the Storm​: When you successfully defend against an attack from another
Zone with Dexterity, you may Change Zones to close with the attacker, adding the difference
between your attacks to your Change Zones roll if opposed.
Ever-Evolving Defense​: Shapeshifting gives you Armor:1 on the next attack you receive.
Foe-Baiting Sidestep​: When an opponent’s miss causes you to gain a Boost or Advantage (i.e.
they Fail with Style or Tie) that Aspect gets an extra Free Invoke.
Sensing the Deadly Flow​: Once per scene Spend Essence to negate any Invokes on your
Consequences or other Disadvantages for a turn. Any FATE Points, Free Invokes, or Essence
spent is refunded.

Mobility
Cat-Footed Grace​: When you move across a ledge, rope, or other treacherous area, you may
do so comfortably, as though it were a mile wide. You are also immune to injury from falling, and
can make minor adjustments to your course, and can Spend Essence to traverse vertical or
inverted surfaces.
Instinct-Driven Beast Movement​: Spend Essence to Change Zones, ignoring any attempt at
interception. When you’ve taken more Consequences than your opponent, doing so is free.
Shifting Octopus Trick​: if you can fit your head through it, you can run through it full speed. In
addition, you may Spend Essence to defeat any restraint except a sealed container.

Subterfuge
Nightstalker Approach​: Spend Essence to prevent your castemark from appearing for the rest
of the Scene. Entering Anima Flare will still cause you to glow.
Midnight Phantom Movement​: When someone sees you and then you successfully evade
notice in the same scene, you cannot be detected again unless you approach them or stop
trying to be stealthy.
Thieving Magpie Prana​: When you steal something that is hard to conceal or obviously not
yours, people will still believe it’s yours as long as nobody actually saw you take it.
Argent Whisper Cunning​: You can speak without revealing yourself, and gain Weapon:2 to
intimidating people in this way.
Shadow Talon Execution​: Once per scene when you ambush or otherwise attack a target from
Stealth, you may Pay a FATE Point to force them to absorb the attack with Consequences
instead of Stress.
Cryptic Unknown Beast​: When you are being stealthy, you cannot be identified even if you are
seen.

Swarm
Note: for the love of Luna, only use one of these at a time unless you’re a sadistic bookkeeper.
Cunning Anglerfish Decoy​: Spend Essence to create a perfect, if brain-dead, duplicate of
yourself. It will perform a basic action that is enough to bamboozle a casual or rushed observer.
You may deploy multiple at once with different orders with a single use.
Ant-and-Starfish Trick​: Spend Essence to split oneself between two bodies. Both are coequal
entities, and share a mind, Stress Tracks, Consequences, Stunts, and so on. You may re-merge
at will by touching. Non-Consequence Aspects (including mental states) placed on one are not
shared.
Living Hive Transformation​: You can host other creatures inside yourself, and can Spend
Essence to call them forth to attack for you, granting Weapon:1 against unarmored targets.
Hungry All-Consuming Cloud​: You can turn into swarms of creatures approximately equal in
mass to your original human form. Spend Essence to coordinate delicate or technical tasks
among them (such as sewing, working complex machinery, or flying in a precise formation).

Stamina

Appearance

Influence
Glance-Oration Technique​: you can communicate anything short of highly abstract concepts
or complex technical information through body language. In addition, when you wordlessly work
together with someone, they can communicate back and you add +2 to teamwork rolls with
them instead of +1.
Reflection Gazes Back​: When someone makes a social attack against you and succeeds you
may Spend Essence to gain one of the following Boosts on the attacker: Threatened by You;
Infatuated by You; Intrigued by You.
Outburst-Provoking Posture​: When you Take Out or force Concession from someone in a
social setting, you also gain a Boost related to frustration or anger on any onlookers you
choose.
Terrifying Bestial Visage​: When you successfully terrify someone, they must Invoke an Aspect
before attacking you, or join in on someone else’s attack.
Divine Paramour’s Embrace​: When you Create Advantage with acts of physical intimacy or
reassurance, the person you reassured gains +3 from Invoking the resulting Advantage instead
of +2.
Hunted Stag Majesty​: When you are ambushed, you may Spend Essence to defend with
Appearance even if you couldn’t see the attack coming.
Inchoate Horror Embodiment​: When you succeed in threatening someone, you may Spend
Essence to immediately learn what their greatest fear is.
Moon Beckons Tide​: Spend Essence to cause an individual infatuated by you, lusting after
you, or in love with you within about a day’s travel to seek you out. Once per session you may
also spend a FATE Point to draw an arbitrary (but not specific) potential paramour to you with
non-supernatural descriptors that you specify.
Resplendent Soul Reflection​: When you can see both a target and their reflection, Spend
Essence to speak to the target through their reflection. The target will treat this as their own
subconscious speaking to them.

Subterfuge
Shifting Penumbra Stance​: When in Anima Flare, nobody can concretely determine details of
your identity, though your actions might still give it away. You may Spend Essence to modify
your Anima to appear as though you were another kind of supernatural entity, or spend a FATE
Point to modify it to appear as a specific kind of Exalted.
One of the Herd​: When you hide among a crowd without drawing attention to yourself, you can
escape notice.
Scent-of-All-Nations Attitude​: You always appear to be a member of the viewer's nation, tribe,
or other ethnocultural ingroup. Alternately, you may Spend Essence to appear as a member of a
specific ethnic group or nation.
Enticing Butterfly Trick​: When you intentionally leave behind or modify evidence of your
passage, such as when being tracked or covering up evidence of a crime, you may Spend
Essence to also make a Create Advantage roll to create a tie between you and any investigator.
Mirror Slip Trick​: Pay a FATE Point to hide inside any reflective surface you can touch. Spend
Essence once inside to hop to a nearby reflective surface you can see. You can leave at will,
and are ejected forcibly if the mirror is destroyed.
Fickle Lady’s Shifting Star​: When you disguise yourself, it also fools Fate, magical scrying,
and other supernatural effects.
Dreams-and-Expectations Stance​: Once per Scene, Pay a FATE Point to make someone
think you are the person they most desire or expect to see. You don’t automatically know what
they perceive.
Clover Can’t be Found​: Those who most wish to find you cannot, while those who are
apathetic always notice you. This allows you to benefit from Aspects that might normally be
detrimental, such as ​On Watch​or ​Paranoid about Lunar Infiltrators​, but also makes you
harder to find for your allies.

Warfare
Victorious Beast-King Spirit​: When you Succeed with Style on an attack, you may also apply
a Boost to any group of allies who can see you.
Rank-Sundering Chaos​: When you attack a group in formation,
Argent Battle Exemplar​: When you attack alongside a formation of troops, they add their Scale
to your attack instead of +1.

Charisma

Influence
Beast-King Dictates​: When you wear a form in authority over a listener, the listeners must
Invoke an Aspect to disobey.
Pack-Calling Cry​: Spend Essence to summon an animal whose form you know, or the nearest
local equivalent. This animal will perform a task for you or become a companion to someone
else present for a session.
Shining Moon-Child Mark​: When you physically mark someone, such as with warpaint, tattoo,
vestments, or injury, others automatically understand that it came from a powerful source and
why you put it on them. You may Spend Essence to inflict any combination of the following
additional effects: the mark cannot be removed except through magic; the mark will disappear if
a specified condition is met; the mark conveys instructions on how you expect this person to be
treated; the mark can only be recognized by groups you specify.
Lightning-Calling Challenge​: When you insult someone with the intention of drawing their ire,
you may defend with Charisma against physical attacks from them for the scene. You also gain
Armor:2 against the first attack they make against you, whether it is mental or physical.
Creation-Spanning Passion​: When you and another share an intense, reciprocal relationship
(positive or negative) you receive prophetic and/or informative dreams about each other.
Moonstruck Reverie Trick​: Spend Essence and whisper into a sleeper’s ear to make them fall
in love with the first person they meet who matches a descriptor you give.
Endless Nightmare Hunt​: You can Create Advantages of fear towards you without ever
showing yourself, and
Unceasing Hunger Affliction​: When you successfully inspire interest in or obsession over
something, your target will be driven to seek it out despite all but obvious danger, and will seek
to spread interest to others. Only “patient zero” will spread the obsession this way.
Taboo-Enforcing Beast​: When you witness someone violating a cultural norm you share with
them, you can force them to desist unless they Invoke an Aspect.
Captivating Siren Voice​: Spend Essence to draw everyone who can hear, friend or foe,
towards you. This does not prevent foes from attacking you, but they will approach as close as
they believe they safely can. You may Invoke an Aspect to make one target approach heedless
of danger.
Goddess Crowned by Horns​: When you spectacularly announce your Lunar nature where it
was previously unknown or in doubt, such as by flaring your castemark, gain +3 on a
subsequent roll to influence witnesses.
Lion’s Roar Rebuke​: Spend Essence unleash an ear-splitting roar, attacking multiple enemies
in the same zone and one zone in front of you with the same roll.
Thousand Throat Howl​: When you are in a form that someone fears specifically (and not
simply because such an animal is inherently or immediately threatening), they will run unless
they Invoke a countervailing Aspect.
Shattered Yoke Fury​: When you give someone Teamwork in rejecting another’s entreaty, the
person you helped immediately becomes enraged towards the person who asked.

Warfare
Fearless Beast-Warrior Exhortation​: When you directly lead troops in battle, they shall know
no fear.
Unified Pack Tactic​: When an ally starts a fight at an immediate and obvious tactical
disadvantage and you are able to support them, they gain a free Invoke on any single beneficial
Aspect.
Rampage-Unleashing Provocation​ : When you psych up an ally for battle, Invoking an Aspect
related to rage or battle frenzy gains +3 instead of +2, and they may activate any Stunts that
cause altered mind state for increased combat prowess automatically and for free.
Wolf-Pack Training Technique​: When you train coordinated, highly organized, or
formation-based combatants, they will always be able to communicate with you and each other
if they can see the target of their communication, and they will fight to the death if ordered.
Raiton’s Banquet Assault​: Once per scene when you give a speech ordering troops to their
likely deaths, they gain Weapon:2 for the scene.
Wild Fury Awakening​: Once per session Spend Essence to summon a large herd of wild
animals to fight or otherwise act for you.

Territory
Boundary-Marking Meditation​: When you are an acknowledged permanent resident of an
area, you may claim it by pacing its boundaries over the course of a day and night and Paying a
FATE Point. You and allies you chose may Invoke Aspects of said area with Essence instead of
a FATE Point, and it benefits from minor supernatural blessings.
Dream-Shrouded Wilderness​: When someone sleeps in an area you have prepared,
cultivated, or claimed, you may influence them in their dreams.
Songline Legend Runes​: Spend Essence and a few days to mark a territory as your own with
physical markers, communicating your relationship with the land and making it reasonably safe
for any inhabitants. In addition, if you know Shining Moon-Child Mark, residents of a territory can
automatically receive and give the benefits of that Stunt if you allow it.
Omnipresent Monster’s Lair​: When you are in your territory, you can travel and observe
anywhere within it almost-instantly so long as you are unobserved.
Nature’s Seductive Lure​: One part or feature of your territory inevitably draws newcomers
towards it through clearly supernatural means.
Living World Embodiment​: Territory that you permanently claim gains 4 and 6 Consequence
slots, and can take Extreme Consequences. You can absorb Shifts for your territory, and it for
you, but you also heal together.

Manipulation

Perception

Intelligence

Wits

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