SabisHouseRules/Lunars

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Exalted: the Lunars

Different Types of Lunars

Tattooed Lunars
May be tattooed into any caste, including the three new castes that are replacing Changing Moon.
Casteless Lunars
Have 1 favored attribute, of their choice.
City Lunars
City Lunars have developed methods of fixing their caste as well. This only makes sense, as they would be, more or less, identical to 1st age lunars.

City Lunars Charm

Caste Affixing Vision Quest
Cost: None
Duration: Permanent
Minimum Essence: 1
Minimum Charisma: 1
The Lunar enters a trance state and ventures out into the Wyld. During this time she does not need food or water, and becomes acutely aware of the world around her, and her connection to it. In this trance she communes with the spirits of shape changing, illusion, power, and sorcery. At the end of one lunar month, she emerges from this trance, proudly states her Lunar name, leaves the Wyld, and is forevermore affixed as a Lunar of her chosen Caste. This is no easy trek, and this charm does not protect form the effects of Wyld mutation, and other dangers of the Wyld. All city Lunars start with this charm, just as all tattooed Lunars start with Finding the Spirits Shape.

Caste Alterations:

Casted Lunars have two Caste attributes, and one Favored attribute. They may pick any attribute as their Favored attribute, but Caste and Favored attributes may not be "stacked" to gain double the benefits.
Full Moon
Strength + Stamina + favored
Waxing Moon
Manipulation + Appearance + favored
Half-Moon
Perception + Wits + favored
Waning Moon
Dexterity + Charisma + favored
No Moon
Intelligence + Wits + favored

Anima Ability Changes

Waxing Moon
Waxing Moons have the same anima ability as the Changing Moon Anima Ability.
Half-Moon
Half moons may spend 5 motes to add half their essence (round down) as automatic successes to all Perception rolls for the scene. Additionally they may reflexively spend 5 motes to become aware of any one attack against them.
Waning Moon
5 motes, and may freely use any charm on the Shape changing or Body Enhancement charm trees as if they were combed with any/all other charms that they use in a turn. This effect lasts one scene.

Chapter 5:

Charms

Deadly Beastman Transformation
These new gifts were added by GCG.
Fluttering Wings
Prerequiste Gifts: None
The character has weak wings good only for fluttering flight or flaps of skin that allow gliding. The primary effects are to double the character's vertical jumping distance and triple the character's horizontal jumping distance. This stacks with other modifiers. In addition, the character can fall any distance without injury. This can also simulate characters with incredibly athletic legs, for example a Lunar with a springbok or rabbit totem.
Soaring Pinions
Prerequisite Gifts: Fluttering Wings
The character has mighty wings, which allow her to fly at speeds of up to 35 mph. The character's wingspan is at least twice as wide as the character is tall, and the Exalt cannot fly if he cannot spread his wings. The character must make a fatigue roll every 4 hours of soaring flight or every hour of flapping flight. Soaring flight is possible only when there are enough thermals present, and circling to gain altitude form thermals may slow down the overall distance traveled in an hour. The speed of flight can be modified by Charms and effects that increase the character's running speed. For purposes of scene long speed increasers and this charm’s overland travel time, a scene is considered to be one hour.
By using the characters wings, they may ascend, or descend in a controlled manner up to twice their normal running distance vertically each turn. They may move half this distance and still take actions. A characters maximum running distance is increased to (Dexterity + 20) yards per turn when utilizing this gift.
Aspect of the Gillman
Prerequisite Gifts: None
The character is totally at home underwater. He can swim at normal running speed, make attacks without penalty (even ranged attacks) and breathe water as easily as air. The character is perfectly amphibious and needs no transition time between air and water.
Coiled Cobra Stance
This charm is broken. But not broken good, broken bad. They were expecting this to be much more powerful than it turned out to be, and is now an essentially useless charm due to all of the restrictions.
This charm may now be taken in one of two forms. The first is 2 motes to activate, and is as written. The second form is 5 motes, but the duration is 1 turn, meaning that the bonus dice will apply to all attack rolls you make for the remainder of that turn, although you may not split you die action. You may combo this version with Extra Action type charms.
Startling Tentacle Attack
This attack inflicts lethal damage or bashing damage, chosen when this charm is purchased.
Snake Head Defense
The difficulty to resist these attacks is the Lunars essence, not half the Lunars essence.
Lightening Sword Method
The character may make their essence in additional attacks or parries. The minimum essence requirement of this charm is 4.

Chapter 6:

Starting as Beastmen:

Any PC at the ST’s discretion may start as a beastman of some form. To determine this, the character must have a balanced number of positive bonuses and negative effects. For example, a Pox is worth 1 point, and a Deficiency is worth -1 point, because it is detrimental to the character. A character with an Affliction and a Blight (6 points of bonuses) may have any number of Abominations, Deformities, Debilities, and Deficiencies that add up to 6 points. As usual, the rules for Wyld touched exalts still apply.

See the LunarCommentary thread for the incredible usefulness of Coiled Cobra Stance! ^_^ - BrokenShade