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Latest revision as of 01:15, 6 April 2010

Lunar Exalted modifications

At the start of our campaign the great differences in power between Solars and Lunars were a bit difficult to handle. The biggest problems we found were the great differences in the powerlevel of the two groups.

Experience

The first change we made was to reduce the experience cost of the Charms so Lunar and Solar Exalted were closer together.
• Favored Charms 10 EXP
• Other Charms 12 EXP

This worked well, according to the weaker Charms the Lunar have and their many prerequisites.

The Tell

The next thing we changed were the Rules for the Tell.
The Tell a Lunar shows is determined by his Essence-Trait rather than by how many times he purchased DBT.

Difficulty to spot the Tell:
• True Shapes (6 - Essence)
• Shapechanged (10 - Essence)

Lunar Charms

In general there was not much we edited on the Charmtrees. However we made it a major rule that they are by no word the final set of things. If a player (mostly me ;-) had a good explanation why he wanted to change the Charmtree, so that it better fitted for his character, we did. This solved most of the problems which are topic of the Lunar-Charm-Discussion.

The Lunar Charms which add to Initiative were changed to give +2 Initiative per 1 mote, while no more motes than the Lunars Dexterity may be spend.
The Charms Body Weapon Technique and Steele Paw Style were merged into one Charm which gives both effects upon activation.


Lunar Shapechanging Charms

http://i39.photobucket.com/albums/e182/Madner/Shapechanging1.jpg

Call Upon the Beast Within

Cost:  3 motes per Trait
Duration:  One scene 
Type:  Simple 
Minimum Manipulation:  3 
Minimum Essence:  2 
Prerequisite Charms:  Finding the Spirits Shape 

With this Charm the Lunar may call on the traits of his Totem-Animal while he wears another shape. Upon activating this Charm the Lunar may emulate one of the traits of his Totem-Animal. For example a Lunar with the panther totem may use his feline eyes to see better in natural darkness or use his enhanced sense of smell to follow a trail. Once activated the effects of this Charm last for one scene. The Lunar may not emulate more traits of his Totem-Animal at a give time than his Essence. The animal traits actually manifest on the Lunar as he uses this Charm. This charm works similar to the Solar Charm Bestial Traits Technique (Exalted: the Solars on page 180), despite it is not as limited as the Solar Charm.


Theme: Larceny

http://i39.photobucket.com/albums/e182/Madner/Larceny.jpg

Nimble-Fingered Wayfarer Spirit

Cost:  1 mote per 2 dice
Duration:  Instant
Type:  Reflexive
Minimum Dexterity:  3 
Minimum Essence:  1 
Prerequisite Charms:  none 

By appling subtile shapeshifting and illusion to enhance his manual dexterity the Lunar may convert dice up to his Dexterity into automatic successes on all rolls involving sleight of hand or pick-pocketing.

Tricky Ivory Dice

Cost:  4 motes, 1 Willpower
Duration:  One scene 
Type:  Simple 
Minimum Manipulation:  4 
Minimum Essence:  3 
Prerequisite Charms:  Nimble-Fingered Wayfarer Spirit, Tool-Hand Technique 

The Lunar using this Charm may create a set of, up to his Essence, gambling dice or similar token (coins etc...). These appear to be made of fine ivory, inlayed with Moonsilver. The dice are actually grown out of the Lunars own bone and form in his hands. Despite the sumptuous look, the true power lies within the protean nature of the dice. As long as the Lunar is within Essence yards of the dice, he may change their appearance according to his whims. This includes touch and scent, as illusion and shapeshifting are both applied. Only supernatural means of perception may detect the fake and even those must score a number of successes equal to the Lunars Essence.

Theme: Stealth

Shadow-Predator Style

Cost:  4 motes, 1 Willpower
Duration:  One scene 
Type:  Simple 
Minimum Charisma:  4 
Minimum Essence:  3 
Prerequisite Charms:  Chamelion Skin Disguise

The Lunar using this Charm may adds a number of automatic successes up to his Essence on all rolls involving Stealth. The Charm functions like Chamelion Skin Disguise, but also covers movement & clothing.

Theme: Disguise

http://i39.photobucket.com/albums/e182/Madner/Disguise.jpg

Garment of Shadows

Cost: 3 motes
Type: Simple
Duration: Indefinite
Min. Appearance: 3
Min. Essence: 2
Prerequisite Charms: Hide of the Cunning Hunter

By tapping into his protean essence, the Lunar using this Charm may change the appearance and outlook of his clothing and trappings. Using illusion and shapechanging, the Lunar may change his clothing to appear as he likes, turning rags into fine garment of silk and velvet or vice versa, as he pleases. Imitating existing clothing, such as uniforms, requires that the Lunar has an sample to copy from or exact knowledge of the suit of clothing. This Charm includes cosmetic trappings, such as jewlery but does not affect items made of the five magical materials, armor and weapons or artifacts. Very close investigation or magical enhanced senses may be able to penetrate the disguise, but the difficulty is equal to the Lunars Essence. Cut of or donated clothing reverts to its original shape if it leaves the Lunars presence (approximately Essence yards). The effects of this Charm last until the Lunar ends it or the clothing is removed from the Lunars presence.

Spirited Battlegear Method

Cost: 3 motes per item
Type: Simple
Duration: Indefinite
Min. Appearance: 4
Min. Essence: 3
Prerequisite Charms: Garment of Shadows

As a Lunars equipment shifts Elsewhere when he changes into Animal Shape, this Charm allows to banish the Lunars equipment, including armor and weapons, Elsewhere when he is wearing a human-shape. Upon activating this Charm the Lunar spends 3 motes per item he want's to send Elsewhere. His suit of armor and his weapons each count as one item, as do his clothings. Artifacts allways count as an item for the purpose of sending them elsewhere. The Lunar may reflexively recall the items banished Elsewhere by de-commiting the motes spend on this Charm.

Theme: Healing

Note: We changed the structure of the Charmtree slightly: It begins with three Charms now: Snake-Eating Stomach, Contagion-Hardened Rat Method and Bruise-Relief Technique. Infection Resisting Methode is kicked.

http://i39.photobucket.com/albums/e182/Madner/Healing-ResKopie.jpg

Snake-Eating Stomach

Cost:  none
Duration:  Infinite
Type:  Special
Minimum Stamina:  2 
Minimum Essence:  1 
Prerequisite Charms:  none

This Charm is not my invention, I found it on the web. Credit to the Author (forgot his name). The Lunar becomes resistant to all toxins he has sufferd from and survived. The Lunar may turn this effect on/off to enjoy normal drugs like alcohol or similar toxins.

Contagion-Hardened Rat Methode

Cost:  1 mote per die
Duration:  Instant
Type:  Reflexive
Minimum Stamina:  2 
Minimum Essence:  1 
Prerequisite Charms:  none

The Lunar are masters of survival and thus even the hardest sickness may not defeat them. The Lunar may buy additional dice up to his Stamina to enhance a single roll to over come disease or infection.

Body-Purging Essence

Cost:  2 motes per dice
Duration:  Instant
Type:  Reflexive
Minimum Stamina:  3 
Minimum Essence:  2 
Prerequisite Charms:  Snake-Eating Stomach, Contagion-Hardened Rat Method

The Lunar may cleans his Body of even the foulest plagues, diseases and toxins. The Lunar may convert a number of dice up to his Stamina on a single roll to resist toxins or disease.

Lick Wound

Cost:  2 motes per die
Duration:  Instant
Type:  Simple
Minimum Intelligence:  3
Minimum Essence:  2 
Prerequisite Charms:  Body-Purging Essence

As in E:The Lunar, exept that the Charm allows to purchase successes up to the targets Stamina.

Lizzard Tail Technique

Cost:  4 motes, 1 Willpower
Duration:  Instant
Type:  Reflexive
Minimum Charisma:  4 
Minimum Essence:  3 
Prerequisite Charms:  Shaping the Ideal Form, Halting the Scarlet Flow

As the Lunar suffuses his body with essence he may throw of a limb, just like lizzards throw of their tail. The limb will regrow instantly and will be fully functional. Any damage or crippling the Lunar suffered on the limb is healed as well. (The Storyteller decides the number of health levels healed.) This Charm allows the Lunar to regenerate amputated limbs as well as any malfunctioning bodyparts. Since this Charm is reflexive, the Lunar may use it to escape holds or or other restrains by throwing of the trapped bodypart. This is a functional, but painfull way of escape. The Lunar may not regenerate his whole body at once, for there are still limitations to this Charm. There must still be some "body" left to regenerate bodyparts from. If the Lunar is reduced to ashes, crushed to red goo or cut into pieces, then there is no way this Charm may help him. This Charm negates crippling, aggravated damage, and Attribute-loss from damage. It does nothing against magical induced reduction in Attributes. The Lunar may not throw of his Head.


- FallingLeaf

Comments:

I personally made lunar charms 9 and 11 rather than 10/12... I tried 10/12, but since lunars usually HAVE to buy some out of caste charms, that pushes their costs up towards an average of 11 per charm again... And I decided that lunars are a celestial level exalt, and thus should never be charged more on average than a dragon-blooded buying charms... 9 and 11 gives an average that is probably somewhere around 10, equal with DBs, but not quite as good as sidereals on 9. Still, I agree that this change alone makes lunars so much more usable... fiddle the rest (tell/tattooes, a few backgrounds, a few charms) and they work quite well indeed.
-- Darloth

--- Yes, the 9/11 would be worth a try, but our Storyteller hasn't uttered if he want's to change that...now. Any comments about the Charm? In my humble opinion it workes great for younger Lunars giving them more of their Animal Powers without the need to purchase another cascade of Charms. This gives them a broader basis to start from and they have more Charms left to specialize in their interests.

-FallingLeaf

Finally new stuff! Nice Charms for Cityslicker-Lunars.

-FallingLeaf

Healing-Charms added.

-FallingLeaf

A very nice set of charms in general - I like the healing changes, might adopt those - one question though, what does Lizard Tail Tech actually do? Does it let you separate a currently attached arm, for escape/surprise/ick purposes, or let you heal an already severed one, or both? As to the healing, how do you tell how many HLs that is, if any, and does it work on aggravated (since many amputations are treated as aggravated)
-- Darloth

I clarified the Charm Lizzard Tail Technique. It was in a little hurry as I typed it in ;-) If you know Dragonballz, think of Piccolo. I got my inspiration there. More Stuff coming soon...

-FallingLeaf