Difference between revisions of "StarJaunter/NWODLunar"

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Favor Attributes. 3 Caste Attribute and 1 favored,add a bonus dot to a caste or favored attribute.<br>
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Chosen of the Shifting Moon, Lunars are demi-gods of shapeshifting and Illusion and are, generally, the most <br>
Peripheral Essence Pool is 4 x Essence + 2 x Willpower
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adaptable of the Exalts.
  
    Can learn 5 charms, 3 must be in caste or favored and one must be a knack
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'''Nickname:''' Stewards
    Anima Flaw: When Lunar Anima's Flare they lose the ability to shapeshift outside their true forms
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    Limit Break: Usually drive Lunar's away from the world of humans, abandoning the world
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'''Factions:''' Lunar's are most drawn to the Thousand Streams River, however many Full Moons go to the <br>
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Sword of Creation, and No Moons go to the Preservers of Lore.<br>
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'''Background:''' Lunar's are chosen for being the toughest and usually are chosen during a moment of decision<br>
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to survive at all costs.  As such those who become Lunars are usually leading tragic, painful lives<Br>
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already, at least by non-exalted standards.<br>
 +
 
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'''Castes:''' Lunar Castes are based on the Waxing and Waning of the Moon. They favor Attributes.<br>
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Full Moon: Incomparable Athletes, Warriors, and Body Guards of the Moon. <br>
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  Strength, Dexterity, and Stamina<br>
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Waxing Moon: The Priests, and Social savants and Masters of Illusion for the Moon.<br>
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  Presence, Manipulation, Composure<br>
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Half Moon: The Tacticians, Squad Leaders, and Beast Masters of the Shifting Moon. <br>
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  Crafts, Investigation, Medicine, Occult, and Science<br>
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Waning Moon: The spies and assassins of the Unconquered Sun.<br>
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  Athletics, Computer, Larceny, Stealth, and Streetwise<br>
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No Moon: The Diplomats and Bureaucrats of the Unconquered Sun.<br>
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  Animal ken, Drive, Politics, Socialize, and Subterfuge<br>
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'''Caste and Favored:''' Solars favor Abilities.  They gain five Caste Skills, and may choose five <br>
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favored skills.  They also gain a bonus of two dots to add to skills that are caste or favored. <br>
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'''Peripheral Essence Pool:'''  (Seven x Essence) + Willpower
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'''Charms:''' Lawgivers can learn five charms, three must be from caste or favored abilities.
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'''Anima Flaw:''' Solars with Flaring Anima's grow arrogant in their godlike power. The Solar must<br>
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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>
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character must choose a Limit Condition, something that is more likely to set a Solar off, and a <br>
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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.


Lunar Charms


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