Difference between revisions of "BogMod/LunarCharmEdits"

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(*An edit for the small mutation in my games)
(*A few little lunar edits.)
 
(One intermediate revision by the same user not shown)
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*Small Mutation Edit:  In DBT the Lunar is normal human size.  There is no strength or stamina modifier and she keeps all her health levels.  In cases where the Lunar has a Dodge or Parry DV that is an even number before halving add one to it.
 
*Small Mutation Edit:  In DBT the Lunar is normal human size.  There is no strength or stamina modifier and she keeps all her health levels.  In cases where the Lunar has a Dodge or Parry DV that is an even number before halving add one to it.
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=== New Character Creation Rules ===
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The Lunars may not put the time in like the Dynasty, or have the magical knowledge to brain powers of the Sidereals but they possess the most exaustive and intensive training one can hope for at the edge of the world where you must either excell or die.
 +
 +
Abilities: Lunars now get a 30 point spread to put into abilities.  Of those at least 1 point must be put into each Favored Ability.  Trained Lunars must have a minimum of 5 points(before bonus points) put into Survival and one combat ability.  Those not trained by the Pack but trained by paticular Lunars have their own requirements.
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Lunars get 11 Charms.  Of these at least 1 must be a Knack and at least 5 must come from favored attributes.
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Lunars get 10 background points.  No longer do Backing, Followers, Command(if allowed) or Influence cost double for the 4th and 5th points.  If the Solars aren't penalized by it and they are hunted just as much then neither should the Lunars be.
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=== Faction Rules ===
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The factions of the Silver Pact don't accept just anyone.  Those who follow their tenants must possess certain traits worthy of it.
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The Crossroads Society: As the premier organization involved in sorcery, artifact creation and such arts any Lunar hoping to join must have at least •• Occult, •• Lore and • Linguistics(Old Realm)
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The Seneschals of the Sun Kings:  These require the least talent from those who join and rather just a willingness to help the Solars rule once more.  Still the Solars will need to make sure they have wise advice this time to prevent the mistakes of the past.  Lore •• and Presence ••.
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The Swords of Luna: The Swords face one of the most dangerous challanges at the worlds rim and so demand traits capable of fighting the Fair Folk and the Wyld.  Integrity •••, Occult •, Lore • and any one combat skill at •••.
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The Wardens of Gaia: Their goals and means are complex and pull at young lunars in many ways.  Socialize ••, War •, Occult •, Lore • and Bureaucracy •.
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The Winding Path: To create a civilization capable of truely surviving and flourishing is no simple feat.  Socialize •••, Stealth •• and Larceny •.
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=== New Background ===
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Songlines: A lunar with this background is well educated in the lost lores of the tribal people and the lunar exalted. A songline is a guide on where not to go to be safe and where to go to seek treasure and ancient wisdom. This background is of no use in the more civilized parts of the world as the stories kept only refer to places now consumed by the wyld or within the lands where the Lunars call home still.
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0 You are either deaf or your elders felt it best to let you learn for yourself the dangers that lie out there. What did you do to anger the shamens so?
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• You have picked up scraps and pieces of the secrets at the edge of the world. You may take an additional 1 dot Artifact, a Terrestial Circle Spell or a 1 dot Manse and while travelling in the wilderness you add one die to all survival rolls.
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•• Perhaps you were a shamen in training before you exalted or perhaps you just knew how to listen when spoken to by the No Moons. You can take an additional 2 dots worth of artifact or manse or 2 terrestial circle spells or a mix thereof. You add 2 to your survival rolls when traveling the songlines.
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••• You are fully initiated into the lost lore of the world and have travelled the songlines on your own. You can take an additional 3 dots worth of artifact or manse or 3 terrestial circle spells or a mix thereof. You add 3 to your survival rolls when traveling the songlines.
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•••• You have walked through the abandoned streets of long ago ruins from before the Contagion and plumbed the depths of long forgotten places of power. A lunar may take 4 dots worth of artifact/manse or 4 terrestial circle spells or some mix thereof. You add 4 to your survival rolls when traveling the songlines.
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••••• Few are those who know more of what lies beyond the fields of civilization then you. You know where the ancient wonders of the first age lie and where to not tread if you wish to avoid the horrible lingering spells and curses that can exist forgotten. You can take an additional 5 dots worth of artifact or manse or 5 terrestial circle spells or a mix thereof. You add 5 to your survival rolls when traveling the songlines.

Latest revision as of 03:36, 18 October 2007

Lunar House Rules

  • Small Mutation Edit: In DBT the Lunar is normal human size. There is no strength or stamina modifier and she keeps all her health levels. In cases where the Lunar has a Dodge or Parry DV that is an even number before halving add one to it.

New Character Creation Rules

The Lunars may not put the time in like the Dynasty, or have the magical knowledge to brain powers of the Sidereals but they possess the most exaustive and intensive training one can hope for at the edge of the world where you must either excell or die.

Abilities: Lunars now get a 30 point spread to put into abilities. Of those at least 1 point must be put into each Favored Ability. Trained Lunars must have a minimum of 5 points(before bonus points) put into Survival and one combat ability. Those not trained by the Pack but trained by paticular Lunars have their own requirements.

Lunars get 11 Charms. Of these at least 1 must be a Knack and at least 5 must come from favored attributes.

Lunars get 10 background points. No longer do Backing, Followers, Command(if allowed) or Influence cost double for the 4th and 5th points. If the Solars aren't penalized by it and they are hunted just as much then neither should the Lunars be.

Faction Rules

The factions of the Silver Pact don't accept just anyone. Those who follow their tenants must possess certain traits worthy of it.

The Crossroads Society: As the premier organization involved in sorcery, artifact creation and such arts any Lunar hoping to join must have at least •• Occult, •• Lore and • Linguistics(Old Realm)

The Seneschals of the Sun Kings: These require the least talent from those who join and rather just a willingness to help the Solars rule once more. Still the Solars will need to make sure they have wise advice this time to prevent the mistakes of the past. Lore •• and Presence ••.

The Swords of Luna: The Swords face one of the most dangerous challanges at the worlds rim and so demand traits capable of fighting the Fair Folk and the Wyld. Integrity •••, Occult •, Lore • and any one combat skill at •••.

The Wardens of Gaia: Their goals and means are complex and pull at young lunars in many ways. Socialize ••, War •, Occult •, Lore • and Bureaucracy •.

The Winding Path: To create a civilization capable of truely surviving and flourishing is no simple feat. Socialize •••, Stealth •• and Larceny •.

New Background

Songlines: A lunar with this background is well educated in the lost lores of the tribal people and the lunar exalted. A songline is a guide on where not to go to be safe and where to go to seek treasure and ancient wisdom. This background is of no use in the more civilized parts of the world as the stories kept only refer to places now consumed by the wyld or within the lands where the Lunars call home still.

0 You are either deaf or your elders felt it best to let you learn for yourself the dangers that lie out there. What did you do to anger the shamens so?

• You have picked up scraps and pieces of the secrets at the edge of the world. You may take an additional 1 dot Artifact, a Terrestial Circle Spell or a 1 dot Manse and while travelling in the wilderness you add one die to all survival rolls.

•• Perhaps you were a shamen in training before you exalted or perhaps you just knew how to listen when spoken to by the No Moons. You can take an additional 2 dots worth of artifact or manse or 2 terrestial circle spells or a mix thereof. You add 2 to your survival rolls when traveling the songlines.

••• You are fully initiated into the lost lore of the world and have travelled the songlines on your own. You can take an additional 3 dots worth of artifact or manse or 3 terrestial circle spells or a mix thereof. You add 3 to your survival rolls when traveling the songlines.

•••• You have walked through the abandoned streets of long ago ruins from before the Contagion and plumbed the depths of long forgotten places of power. A lunar may take 4 dots worth of artifact/manse or 4 terrestial circle spells or some mix thereof. You add 4 to your survival rolls when traveling the songlines.

••••• Few are those who know more of what lies beyond the fields of civilization then you. You know where the ancient wonders of the first age lie and where to not tread if you wish to avoid the horrible lingering spells and curses that can exist forgotten. You can take an additional 5 dots worth of artifact or manse or 5 terrestial circle spells or a mix thereof. You add 5 to your survival rolls when traveling the songlines.