Difference between revisions of "StarJaunter/NWODLunar"
m |
|||
Line 2: | Line 2: | ||
− | + | Chosen of the Shifting Moon, Lunars are demi-gods of shapeshifting and Illusion and are, generally, the most <br> | |
− | + | adaptable of the Exalts. | |
− | + | '''Nickname:''' Stewards | |
− | + | ||
− | + | '''Factions:''' Lunar's are most drawn to the Thousand Streams River, however many Full Moons go to the <br> | |
+ | Sword of Creation, and No Moons go to the Preservers of Lore.<br> | ||
+ | |||
+ | '''Background:''' Lunar's are chosen for being the toughest and usually are chosen during a moment of decision<br> | ||
+ | to survive at all costs. As such those who become Lunars are usually leading tragic, painful lives<Br> | ||
+ | already, at least by non-exalted standards.<br> | ||
+ | |||
+ | '''Castes:''' Lunar Castes are based on the Waxing and Waning of the Moon. They favor Attributes.<br> | ||
+ | Full Moon: Incomparable Athletes, Warriors, and Body Guards of the Moon. <br> | ||
+ | Strength, Dexterity, and Stamina<br> | ||
+ | Waxing Moon: The Priests, and Social savants and Masters of Illusion for the Moon.<br> | ||
+ | Presence, Manipulation, Composure<br> | ||
+ | Half Moon: The Tacticians, Squad Leaders, and Beast Masters of the Shifting Moon. <br> | ||
+ | Crafts, Investigation, Medicine, Occult, and Science<br> | ||
+ | Waning Moon: The spies and assassins of the Unconquered Sun.<br> | ||
+ | Athletics, Computer, Larceny, Stealth, and Streetwise<br> | ||
+ | No Moon: The Diplomats and Bureaucrats of the Unconquered Sun.<br> | ||
+ | Animal ken, Drive, Politics, Socialize, and Subterfuge<br> | ||
+ | |||
+ | '''Caste and Favored:''' Solars favor Abilities. They gain five Caste Skills, and may choose five <br> | ||
+ | favored skills. They also gain a bonus of two dots to add to skills that are caste or favored. <br> | ||
+ | |||
+ | '''Peripheral Essence Pool:''' (Seven x Essence) + Willpower | ||
+ | |||
+ | '''Charms:''' Lawgivers can learn five charms, three must be from caste or favored abilities. | ||
+ | |||
+ | '''Anima Flaw:''' Solars with Flaring Anima's grow arrogant in their godlike power. The Solar must<br> | ||
+ | succeed on a Resolve + Composure roll to do something that doesn't let them bask in their power.<br> | ||
+ | |||
+ | '''Limit Break:''' Solar Limit Breaks are among the worst, to compensate for their power. A solar<Br> | ||
+ | character must choose a Limit Condition, something that is more likely to set a Solar off, and a <br> | ||
+ | Limit Behavior, which must be as extreme as the Vampire Frenzy or the Uratha Death Rage. The more<Br> | ||
+ | extreme the sooner it is over. Some limit Breaks can Last for a month, but usually these leave no<br> | ||
+ | one hurt but the Solar. Fulfilling a limit break leaves the Solar's willpower completely refreshed<br> | ||
+ | resisting it can accepting a partial limit break does not refresh willpower.<br> | ||
Revision as of 14:54, 15 July 2010
Lunar Exalted
Chosen of the Shifting Moon, Lunars are demi-gods of shapeshifting and Illusion and are, generally, the most
adaptable of the Exalts.
Nickname: Stewards
Factions: Lunar's are most drawn to the Thousand Streams River, however many Full Moons go to the
Sword of Creation, and No Moons go to the Preservers of Lore.
Background: Lunar's are chosen for being the toughest and usually are chosen during a moment of decision
to survive at all costs. As such those who become Lunars are usually leading tragic, painful lives
already, at least by non-exalted standards.
Castes: Lunar Castes are based on the Waxing and Waning of the Moon. They favor Attributes.
Full Moon: Incomparable Athletes, Warriors, and Body Guards of the Moon.
Strength, Dexterity, and Stamina
Waxing Moon: The Priests, and Social savants and Masters of Illusion for the Moon.
Presence, Manipulation, Composure
Half Moon: The Tacticians, Squad Leaders, and Beast Masters of the Shifting Moon.
Crafts, Investigation, Medicine, Occult, and Science
Waning Moon: The spies and assassins of the Unconquered Sun.
Athletics, Computer, Larceny, Stealth, and Streetwise
No Moon: The Diplomats and Bureaucrats of the Unconquered Sun.
Animal ken, Drive, Politics, Socialize, and Subterfuge
Caste and Favored: Solars favor Abilities. They gain five Caste Skills, and may choose five
favored skills. They also gain a bonus of two dots to add to skills that are caste or favored.
Peripheral Essence Pool: (Seven x Essence) + Willpower
Charms: Lawgivers can learn five charms, three must be from caste or favored abilities.
Anima Flaw: Solars with Flaring Anima's grow arrogant in their godlike power. The Solar must
succeed on a Resolve + Composure roll to do something that doesn't let them bask in their power.
Limit Break: Solar Limit Breaks are among the worst, to compensate for their power. A solar
character must choose a Limit Condition, something that is more likely to set a Solar off, and a
Limit Behavior, which must be as extreme as the Vampire Frenzy or the Uratha Death Rage. The more
extreme the sooner it is over. Some limit Breaks can Last for a month, but usually these leave no
one hurt but the Solar. Fulfilling a limit break leaves the Solar's willpower completely refreshed
resisting it can accepting a partial limit break does not refresh willpower.