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Lunar Stamina

Wounded-Flesh Mastery

  Cost: 5m; Mins: Stamina 5, Essence 3; Type: Reflexive (Step 10)
  Keywords: Combo-OK, Flaw(Innate), Obvious
  Duration: Instant
  Prerequisite Charms: Halting the Scarlet Flow

Anything that doesn't kill a Lunar might not make him stronger, but it sure as hell doesn't hurt. The Lunar invokes this Charm immediately after the damage for an attack is rolled, and compares that damage to his remaining Health Levels. So long as that damage wouldn't fill any of his Dying Health Levels, the Lunar doesn't apply it to his damage chart. The attack hits, seems to inflict damage, but said damage heals right before the attackers eyes with a flash silver light. Only if the attack inflicts enough damage to push the Lunar past Incapacitated does this charm fail to stop it.

Lunar Charm Cascade Errata (Stamina)

  • Steadfast Yeddim Meditation (page 156) changes its duration to One Day.
  • Luna's Fortitude (page 157), as a clarification, literally postpones dying. If you use this charm to avoid dying, once you stop paying the charm's cost every action you quite literally die. This charm is still quite useful to avoid unconsciousness, however, and it can be combined with Unstoppable Juggernaut Incarnation from that point on to prevent an already bad situation (full bashing) from turning into something worse (that bashing upgrading to Lethal).
  • External Hide Perfection (page 158). This charm makes the character immune to charms with the Environmental Keyword, provided they fit into the rough categories outlined by the (Directional) Mastery charm's the Lunar knows.
  • Relentless Lunar Fury (page 158) changes its Keywords to Combo-Basic.
  • Halting the Scarlet Flow (page 160) works similarly to Bruise-Relief Method. The Lunar can heal one lethal health level as a reflexive action, costing 2m, but may only do this once per action. The Lunar may use this Charm even when unconscious. When used as a Gift, this Charm requires the commitment of 3m and permits the Lunar to reflexively regenerate one lethal health level at the beginning of each action.
  • Hide-Toughening Essence, and Armor-Forming Technique (both, page 160) changes their durations to One Day.