Help with Lunar Mental Defenses

Persell

Ten Thousand Club
So my PCs (3 Solars, 1 Sidereal and 1 Lunar) have set for themselves the long term goal of capturing and restoring Denansor. That means pretty good mental defenses are a must, unfortunately I've always heard that Lunars pretty much got the shaft in the mental defense department.


I've not got any first hand experience with the Lunar Mental Charms (most of my players would rather hit things with sticks than actually *gasp!* think or talk a problem through) so I need a bit of help from those wise in the ways of the Lunar Charmset.


What are the major problems that I've heard so much rumbling about? Are there any upsides that balance these problems? Does anyone have examples of custom Charms they've used to cover these gaps? Etc etc


Thanks in advance!
 
The main weakness is that they can't use any Excellencies to boost their Dodge MDV, as it's not based on an Attribute.
 
So my PCs (3 Solars, 1 Sidereal and 1 Lunar) have set for themselves the long term goal of capturing and restoring Denansor. That means pretty good mental defenses are a must, unfortunately I've always heard that Lunars pretty much got the shaft in the mental defense department.
I've not got any first hand experience with the Lunar Mental Charms (most of my players would rather hit things with sticks than actually *gasp!* think or talk a problem through) so I need a bit of help from those wise in the ways of the Lunar Charmset.


What are the major problems that I've heard so much rumbling about? Are there any upsides that balance these problems? Does anyone have examples of custom Charms they've used to cover these gaps? Etc etc


Thanks in advance!
My own take on this:


Flagg is totally right about Lunar Excellencies being useless against Denandsor's aura of dread. Dodge MDV gets no love.


Other Lunar social defense Charms are problematic because they have specialized uses compared to Solar Integrity Charms not to mention only a few defend against unnatural mental influence. If the circumstances aren't right than you might as well not even have any defense Charms. But in those limited areas Lunar defenses can be quite powerful. Here is what I think might be useful to a Lunar character in Denandsor...


Commanded To Fly. To use this Charm the defending Lunar throws his defense and lets Denandsor's aura of terror have full effect. By activating this Charm though you can amend Denandsor's basic command ("Flee the city in terror!") with outrageous and impossible to accomplish modifiers ("Flee the city in terror by turning into a fountain of bright blue cats!"). As long as this Charm is maintained the order becomes impossible to accomplish and can be ignored. Since the Lunar has already succumbed to the full effects of the city's aura (amended or not) no further attacks will have any more effect while this Charm is in use.


Intimacy Of The Hunter And The Prey. If there is a foe that must be captured or killed who flees into Denandsor this Charm can be activated. While the chase is on any compulsion that would cause the Lunar to forsake the hunt becomes an unacceptable order. The aura of the city is more or less nullified as long as the Lunar continues the hunt in Denandsor (and the prey remains in hiding there). Outside of these limited circumstances its useless.


True-To-The-Pack Dedication. This Charm prevents the Lunar from betraying a packmate, Solar mate, or Luna. If a packmate is being attacked in Denandsor but the city's aura of fear would cause the Lunar to flee he could use this Charm to perfectly defend against it. Other similar circumstance could allow its use but without them this Charm can't be activated against the fear. Its a shorterm fix at best.


Out of these Charms Commanded to Fly is your best bet for a prolonged visit.
 
So my PCs (3 Solars' date=' 1 Sidereal and 1 Lunar) have set for themselves the long term goal of capturing and restoring Denansor.[/quote']Tell them they can't have it.
My PCs are taking it soon and they are currently in the approximate year of RY -250.


So they've got dibs.


Even though they haven't exalted yet, but probably will in the next couple of centuries.


Now I just get to work out how to stop them. :twisted:
 
So my PCs (3 Solars' date=' 1 Sidereal and 1 Lunar) have set for themselves the long term goal of capturing and restoring Denandsor.[/quote']Tell them they can't have it.
My PCs are taking it soon and they are currently in the approximate year of RY -250.


So they've got dibs.


Even though they haven't exalted yet, but probably will in the next couple of centuries.


Now I just get to work out how to stop them. :twisted:
That is how some STs do things. Some aim to stop their characters whenever possible, some let the players go and let creation react to the character's actions. I too have a game (4 solars, and 1 lunar) intending upon making Denandsor theirs.


As for breaking into Denandsor, it really is easiest for the solars, they invest time and effort, get Integrity 5 essence 4 and they can get the day-pass charm. (see also Transcendent Hero's Meditation p.201) Lunars and otherwise are hosed, and have to instead beef up their MDV. Sidereals can't make Charms, so they're out unless they have good enough charms to make their MDV last against 15 social attack dice every 15 minutes. (This is as per the scavenger lands book, if you're running it different, ignore me.) But Lunars can make charms. So I say, Make one up that is similar to Spirit-Maintaining Maneuver (p.201), and say it will have the same effect with the city's miasma.
 
If the party has a competent artificer in the group they could forge a Artifact capable of stopping Denandsor's aura. Depending on how you do it (according to Oadenal's Codex) it could be a rating 2 or 3 Artifact.


Both Lunars and Siderials have access to Celestial Circles of sorcery. Terrestrial Circle can provide pretty decent defenses against unnatural influence (see Fugue of Truth) but Denandsor might require something a bit heftier. A specialized Celestial Circle spell can immunize a character (or entire group) against the aura handily.


PS: I pretty forgiving about characters finding various ways to circumvent the city's aura so my suggestions reflect that. IMO the aura is just a stumbling block, that has to be beaten before they can get to the good stuff (and the real dangers) of the city.
 

Users who are viewing this thread

Back
Top