Difference between revisions of "GoldenCat/LunarChanges"

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(* Answers that will certainly get me into trouble!)
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== Lunar Changes ==
 
== Lunar Changes ==
  
Lunars choose three attributes aside from their Caste ones to be their Farvored attributes.
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The changes [[GoldenCat/Lunars|have become too extense to show here]].
 
 
Lunars in the Dance Use the following streamlined [http://wiki.stryck.com/pmwiki.php/Exalted/LunarCharms Charm Trees]
 
 
 
Lunars receive 18 new charms, 9 dice-Adders, 9 success-converters, one for every attribute. They are all Instant and Reflexive, obeying all rules for such charms. The dice-adders require (attribute) 2 and Essence 1, the success-converters require (attribute) 3 and Essence 2. They can only add or convert dice up to the Lunar's attribute. They cost each 1 mote per die added or converted.
 
 
 
The Dice-Adders are named ''Silver-Soul's (Attribute)''.<br>
 
The Success-Converters are named ''(Attribute) of the Moon-Kissed''.
 
 
 
Silver-Soul's Strength can be used to increase damage in a strike. Strength of the Moon-Kissed can be used to convert damage dice into successes, up to the Lunar's strength as usual. Silver-Soul's Stamina may be used to gain an instant form of soak.
 
 
 
This makes for the following alterations on the Charmset.
 
 
 
* Crouching Tiger and Moonsilver Monkey Exercise are both eliminated due to those charms.
 
* Tyrant Lizard Strike is replaced with Silver-Soul's Dexterity.
 
* Deadly Claw Blow is replaced by Dexterity of the Moon-kissed, but a new charm uses its name and place in the tree, below.
 
* Bear Embrace Method is replaced with Silver-Soul's Strength.
 
* Sensing the Deadly Flow is replaced by Silver-Soul's Dexterity.
 
* Eagle Eye Advantage is replaced with Silver-Soul's Dexterity.
 
* Golden Tiger Block is replaced by Dexterity of the Moon-kissed.
 
* Bending Before the Storm is replaced by Dexterity of the Moon-kissed.
 
* Silver-Soul's Dexterity becomes prerequisite to Lunar Defensive 1 and 2 trees.
 
* Silver-Soul's Stamina becomes prerequisite to Lunar Defensive 3 tree, as well as Survival and Healing Charms.
 
* Silver-Soul's Perception becomes a Prerequisite for Sense-Sharpening Change, and takes its place as prerequisite to charms on the tree.
 
* Tale-Spinning Mastery and Unspeakable Aura of Dread are replaced with Silver-Soul's Charisma.
 
 
 
 
 
In addition, several charms are altered.
 
 
 
General Changes...
 
 
 
* All Shapeshifting Charms have no attribute minimums, only Essence minimums. They are farvored by all Castes.
 
* All the combat charms with restrictions on divided Initiative now ignore these restrictions.
 
* All defensive charms with restrictions based on an essence number of uses per turn now ignore this restriction.
 
* All defensive charms which can only be used before your initiative can now be used at all times.
 
* All Extra Action Charms cost 3m per action, with no willpower cost. Exception is made to unorthodox ones such as Foe-Driving Attack.
 
* Despite the names of some, all ranged attack charms may be used with both Melee and Thrown.
 
 
 
... And Detailed Changes!
 
 
 
* The Following Charms do not exist anymore : Body Weapon Technique, Steel Paw Style, Bowing Reed Method, Two-Target Method.
 
* Deadly Claw Blow now costs 4 motes, and adds the Lunar's essence to damage of an attack, as well as allowing him to hurt immaterial spirits, and deal lethal damage unarmed.
 
* Feline Guard Technique costs only 2m per use, and allows the Lunar to parry lethal damage when unarmed.
 
* Moonsilver Carapace is instant, lasts for a whole turn, gives perfect soak and Hardness of Essence x5, and has no drawbacks.
 
*Startling Tentacle Attack costs 4m per tentacle, making a maximum of tentacles equal to the Lunar's Essence. They work like the Lunar's natural weapons, and have a range of Ess x 10 yards. They may grasp objects as well as tentacles are able, attack, or clinch/hold - they remain for as long as the Lunar wishes, however they may only be used as an Extra Action charm on the first turn. Grasping Pseudopod and Tentacle Spear are eliminated; Weapon Snatching Coils work as is.
 
 
 
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Thanks [[DarkheartOne]] for the names! *Nods*
 
 
 
  
 
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:::On the one hand, they're twice as expensive as Solar defensive die-adders, but that is only relevant for Dexterity; I'd consider leaving the cost there, but capping them at Essence rather than Attribute. That prevents Lunars from surpassing Solars, but without disrupting their mote-efficiency, which helps preserve their position above Terrestrials. - [[willows]]
 
:::On the one hand, they're twice as expensive as Solar defensive die-adders, but that is only relevant for Dexterity; I'd consider leaving the cost there, but capping them at Essence rather than Attribute. That prevents Lunars from surpassing Solars, but without disrupting their mote-efficiency, which helps preserve their position above Terrestrials. - [[willows]]
 
How is it a problem if someone wishes to spend 10 motes to add 10 to their DBT Dexterity... more power to them! Someone will certainly be perfecting that for much less anyway! Alchemicals are just as efficient and get to 6 on an attribute easily. Essence works for Sidereal, but they have TN reducers, which are... awesome. And even Dragon-Blooded can easily manage constant 8 dice for 4m with the right specialty. Solars get to buy successes and use easy perfection to level the playing field anyway ^^ - [[GoldenCat]]
 
How is it a problem if someone wishes to spend 10 motes to add 10 to their DBT Dexterity... more power to them! Someone will certainly be perfecting that for much less anyway! Alchemicals are just as efficient and get to 6 on an attribute easily. Essence works for Sidereal, but they have TN reducers, which are... awesome. And even Dragon-Blooded can easily manage constant 8 dice for 4m with the right specialty. Solars get to buy successes and use easy perfection to level the playing field anyway ^^ - [[GoldenCat]]
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:*shrugs* If you say so. You should consider, though, that making these charms Reflexive, Instant, and lacking any weird limitations (unlike Sidereal and DB effects) is, like, a really significant improvement. I would say that leaving these at Attribute makes your hypothetical lunars better than Solars, which doesn't really make sense to me. - [[willows]]
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:: Yep. They are not. It makes them more adaptable, malleable, and able to have weird combos, yes. But it just makes them good at survival, and the mirror of Sidereals - always ready for any and all circumstances. Solars, with better combat dice and successes, and stuff like Masterful Performance - and the charms to simply say 'I win' - still beat them in anything they care to focus. This does not make them any closer to Solars than Sids.<br><br>Again, those are the very same costs Alchies get, and they also get virtual specialties and  easy attributes '6' and the like! - [[GoldenCat]]
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... after converting to the Church of the Atomic Space [[Kraken]], I have decided to make them Supplemental. All hail Skwid! - [[GoldenCat]]

Revision as of 11:59, 22 February 2006

Lunar Changes

The changes have become too extense to show here.



Comments

How much do the die-adder and die-converter cost? (in motes)? -- GregLink

... I can't believe I forgot to add that^^; Sei had asked me before, but I didn't realise I had, being that I talk with my two Lunar PCs all the time... and it is 1m per die both the adding and the converter, no other cost! -- GoldenCat
That is Solar-level efficiency. Without time nor effort, I'm not sure that's how efficient non-Solar adders (and converters especially) should be. Anyone? -- GregLink
On the one hand, they're twice as expensive as Solar defensive die-adders, but that is only relevant for Dexterity; I'd consider leaving the cost there, but capping them at Essence rather than Attribute. That prevents Lunars from surpassing Solars, but without disrupting their mote-efficiency, which helps preserve their position above Terrestrials. - willows

How is it a problem if someone wishes to spend 10 motes to add 10 to their DBT Dexterity... more power to them! Someone will certainly be perfecting that for much less anyway! Alchemicals are just as efficient and get to 6 on an attribute easily. Essence works for Sidereal, but they have TN reducers, which are... awesome. And even Dragon-Blooded can easily manage constant 8 dice for 4m with the right specialty. Solars get to buy successes and use easy perfection to level the playing field anyway ^^ - GoldenCat

  • shrugs* If you say so. You should consider, though, that making these charms Reflexive, Instant, and lacking any weird limitations (unlike Sidereal and DB effects) is, like, a really significant improvement. I would say that leaving these at Attribute makes your hypothetical lunars better than Solars, which doesn't really make sense to me. - willows
Yep. They are not. It makes them more adaptable, malleable, and able to have weird combos, yes. But it just makes them good at survival, and the mirror of Sidereals - always ready for any and all circumstances. Solars, with better combat dice and successes, and stuff like Masterful Performance - and the charms to simply say 'I win' - still beat them in anything they care to focus. This does not make them any closer to Solars than Sids.

Again, those are the very same costs Alchies get, and they also get virtual specialties and easy attributes '6' and the like! - GoldenCat

... after converting to the Church of the Atomic Space Kraken, I have decided to make them Supplemental. All hail Skwid! - GoldenCat