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Charm List: Gilgamesh, Jackal, Karianna, Menedraile, Merayen, Seraph, Skyla, Spark
Charm Name | Page # | Type | Cost (duration) | Keywords |
---|---|---|---|---|
Strength Charms | ||||
First Strength Excellency | Ln.140 | Reflexive | 1m/die (instant) | Combo-OK |
Wind-Wings Carry Technique | Ln.142 | Supplemental | 1m or 2m (instant) | Combo-OK |
Tearing Claw Atemi | Ln.145 | Supplemental | 3m (instant) | Combo-OK |
Molted Feather-Weight Technique | Ln.145 | Supplemental | 1m (instant) | Combo-OK |
Yeddim's Back Method | Ln.146 | Simple | 4m (indefinite) | Combo-OK |
Dexterity Charms | ||||
Second Dexterity Excellency | Ln.140 | Reflexive | 1m/succ (instant) | Combo-OK |
Wasp-Sting Blur | Ln.154 | Reflexive | 2m/tick (instant) | Combo-OK, Fury-OK |
Stamina Charms | ||||
First Stamina Excellency | Ln.140 | Reflexive | 1m/die (instant) | Combo-OK |
Might-Bolstering Blow | Ln.158 | Supplemental | 2m (instant) | Combo-OK, Fury-OK |
Relentless Lunar Fury | Ln.158 | Reflexive | 1m, 1wp (6 turns) | None |
Armor-Forming Technique | Ln.160 | Reflexive | 1m/3 soak (scene) | Combo-OK, Gift, Obvious |
Ox-Body Technique | Ln.156 | Permanent | None | None |
Charisma Charms | ||||
Second Charisma Excellency | Ln.140 | Reflexive | 1m/succ (instant) | Combo-OK |
Cobra Hypnotic Method | Ln.165 | Simple | 7m (3 actions) | Combo-OK, Obvious, Social |
Knacks | ||||
Towering Beast Form | Ln.131 | You can perform the Sacred Hunt on very large animals. | ||
Deadly Beastman Transformation | Ln.136 | Mutations- Hooves, Tusks, Tentacles |
First Strength Excellency - Overwhelming (Lunars, page 140) ^
You can use this Charm to add extra dice to any Strength-based roll or effect, regardless of the Ability in use. Every mote used to activate this Charm adds one die, up to a limit of your Strength in extra dice. This Charm can also enhance unrolled uses of the relevant Attribute, such as Feats of Strength values.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK
Wind-Wings Carry Technique (Lunars, page 142) ^
Using this Charm multiplies the maximum distance of a ranged attack by [1 + motes spent]. It is also able to increase the range of hand-to-hand attacks by one yard for every two motes spent, but using this Charm in such a way makes its effect Obvious.
Cost: 1m or 2m per increase; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK
Tearing Claw Atemi (Lunars, page 145) ^
This Charm may supplement an attack or Feat of Strength. Its use doubles the raw damage of an attack, or the character's effective Strength for the feat. This applies equally to feats made to throw or break objects, even though they work on different time scales.
Cost: 3m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK
Molted Feather-Weight Technique (Lunars, page 145) ^
Using the power of your great Strength, you make an object you attack with as light as a feather and just as maneuverable. This Charm negates the Accuracy penalty of using any weapon, improvised or otherwise, for a single attack.
Cost: 1m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK
Yeddim's-Back Method (Lunars, page 146) ^
You may invoke this Charm to double your Strength+Athletics score for the purposes of lifting according to the Feats of Strength table, and ignore the fatigue gained from heavy lifting. You may commit motes of essence to this Charm for as long as you like.
Cost: 4m; Type: Simple; Duration: Indefinite (while committed) -- Keywords: Combo-OK
Second Dexterity Excellency- Triumphant (Lunars, page 140) ^
You can use this charm to add extra successes to any Dexterity-based roll, regardless of the skill being used. Every two motes used to activate this charm adds one one success, up to a limit of half your Dexterity in extra dice. This Charm can also enhance unrolled uses of the relevant attribute, such as Defense Values; simply adds two to the value for every success purchased. Thus each success purchased gains a +1 to your DV.
Cost: 2m per success; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK
Wasp Sting Blur (Lunars, 154) ^
The Lunar may use this charm to reduce the Speed of his action by one for every two motes spent. This charm cannot reduce the Speed of an action below 3. If used with Relentless Lunar Fury, this Charm reduces the Speed of all attacks by one (minimum 3) for the duration.
Cost: 2m per tick; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK, Fury-OK
First Stamina Excellency - Overwhelming (Lunars, page 140) ^
You can use this Charm to add extra dice to any Stamina-based roll or effect, regardless of the Ability in use. Every mote used to activate this Charm adds one die, up to a limit of your Stamina in extra dice. This Charm can also enhance unrolled uses of the relevant Attribute, such as soak values.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK
Might-Bolstering Blow (Lunars, page 158) ^
You can use this Charm to supplement an attack. If that attack hits its target, you gain one mote for every success on the attack, up to your Stamina in motes. If this attack also inflicts damage, you again gain a number of motes equal to the levels of damage it inflicts, again up to the limit of your Stamina. This attack is an exultation in the display of your power - you may not achieve the same mote-infusing thrill in your own power through attacking something which is not a challenge for you to face.
Cost: 2m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK, Fury-OK
Relentless Lunar Fury (Lunars, page 158) ^
You enter a devastating battle-fury. While in this fury, you add one success to all combat actions. You do not suffer wound penalties until they are greater than -1, and you completely ignore fatigue for the duration. You may also add your Essence to all Excellency cap limitations. Finally, you may activate any Fury-OK Charm without requiring a Combo when you activate Relentless Lunar Fury by spending an extra 2m per Charm. They remain active for the Duration of the Fury, but you may not activate more Fury-OK charms through this method than you have dots in permanent Essence.
Charms (and their Effects when activated this way) you can Activate:
Wasp-Sting Blur: Reduces the speed of all actions by 1 tick, to a minimum of 3 ticks. Might-Bolstering Blow: You recover 1m for every attack action you make, and 1m for every daage roll you deal.
Cost: 1m, 1wp; Type: Reflexive; Duration: 6 [Essence x2] actions -- Keywords: None
Armor-Forming Technique (Lunars, page 160) ^
You grow bony plates across your body, giving you +3L/+3B soak for every mote spent activating this Charm. You may spend as many motes as you have dots of permanent Essence. Soak from this Charm counts as armor for the purposes of Charms and piercing weapons. This Charm renders other armor unwearable, except for Moon-Faced Mail and moonsilver armor. When you assume your war-form, you may commit motes to this Charm as long as you keep the war-form active.
Cost: 1m per 3 soak; Type: Reflexive; Duration: One scene -- Keywords: Combo-OK, Gift, Obvious
Ox-Body Technique (Lunars, page 156) ^
Purchasing this Charm enhances your base capabilities in the following manner: You gain four -2 health levels, and two Dying health levels, for every purchase of this Charm. You may purchase this Charm once for every dot of Stamina you possess.
Cost: -; Type: Permanent; Duration: Permanent -- Keywords: Stackable (purchased once)
Second Charisma Excellency- Triumphant (Lunars, page 140) ^
You can use this charm to add extra successes to any Charisma-based roll, regardless of the skill being used. Every two motes used to activate this charm adds one one success, up to a limit of half your Charisma in extra dice.
Cost: 2m per success; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK
Cobra-Hypnotic Method (Lunars, page 165) ^
You may use this Charm to beguile others, whether in Physical or Social Combat. You roll Charisma + Presence for single targets, or Charisma + Performance for crowds. Anyone with an MDV less than the successes you roll is stopped, and rendered Inactive for a number of actions equal to your permanent Essence. This unnatural mental influence may be overcome by spending two points of Willpower.
Cost: 7m; Type: Simple; Duration: 3 [Essence] actions -- Keywords: Combo-OK, Obvious, Social
Basic Shapeshifting- Changing from any form to another other takes a single miscelleanous action (Speed 5, -1 DV). It costs 1 mote to assume a true form, and 3 motes for most other types of shapeshifting; this does not count as a charm activation. You can gain additional forms by undertaking a Sacred Hunt, an activity that takes about 6 hours, requires a (Wits + Survival) roll, and a point of Willpower.
Towering Beast Form (Lunars, 131) ^
Deadly Beastman Transformation (Lunars, 131) ^
You may assume a collossal elephant-woman hybrid shape as your war-form. This form has special unique features which have resulted from the combination of your human shape and your elephant shape. You gain +1 to all Physical Attributes in War-form, and get enhanced healing ability. Your war-form also has the following special traits unique to your specific form: Hooves (+2 to damage with your feet, Talons (+2 to hand-to-hand damage), Tentacles (two powerful tusks; prehensile, five yard reach, ranged grapple, constrict for Strength + 3B damage. They are at -3 Dexterity for actions requiring coordination).
Lastly, you can use charms with the Gift keyword to special effect (listed in the charm description) while in your Warform.
Cost: 5m
Unfilled (Unpurchased - 0/0xp left to acquire)
(Charm1, Charm2, etc.)
Description.
Base Cost – ?m, ?wp
Optional – Optional components of Combo here.
Effect – Overall summary of game effects here.