Difference between revisions of "StarJaunter/NWODLunar"

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   Presence, Manipulation, Composure<br>
 
   Presence, Manipulation, Composure<br>
 
  Half Moon: The Tacticians, Squad Leaders, and Beast Masters of the Shifting Moon. <br>
 
  Half Moon: The Tacticians, Squad Leaders, and Beast Masters of the Shifting Moon. <br>
   Crafts, Investigation, Medicine, Occult, and Science<br>
+
   Stamina, Presence, and Intelligence<br>
  Waning Moon: The spies and assassins of the Unconquered Sun.<br>
+
  Waning Moon: The spies, intriguers, and Shapechanging savants of the Moon.<br>
   Athletics, Computer, Larceny, Stealth, and Streetwise<br>
+
   Dexterity, Manipulation, and Wits<br>
  No Moon: The Diplomats and Bureaucrats of the Unconquered Sun.<br>
+
  No Moon: The Mystics, loremasters, sorcerers, and WyldLords of the Shifting Moon.<br>
   Animal ken, Drive, Politics, Socialize, and Subterfuge<br>
+
   Intelligence, Wits, Resolve<br>
  
'''Caste and Favored:''' Solars favor Abilities.  They gain five Caste Skills, and may choose five <br>
+
'''Caste and Favored:''' Lunars favor Attributes.  They gain Three Caste Attributes, and may choose one <br>
favored skills.  They also gain a bonus of two dots to add to skills that are caste or favored. <br>
+
favored attribute.  They also gain a bonus of one dot to add to one of their attributes that are caste or favored. <br>
  
'''Peripheral Essence Pool:'''  (Seven x Essence) + Willpower
+
'''Peripheral Essence Pool:'''  (Four x Essence) + (Two x Willpower)
  
'''Charms:''' Lawgivers can learn five charms, three must be from caste or favored abilities.
+
'''Charms:''' Lawgivers can learn five charms, three must be from caste or favored Attributes, one must be a knack.
 
   
 
   
'''Anima Flaw:''' Solars with Flaring Anima's grow arrogant in their godlike power. The Solar must<br>
+
'''Anima Flaw:''' Lunars with Flaring Anima's grow exult in their beastly power. The Lunar must<br>
succeed on a Resolve + Composure roll to do something that doesn't let them bask in their power.<br>  
+
succeed on a Resolve + Composure roll to do something that doesn't let them act animalistic.<br>  
  
'''Limit Break:''' Solar Limit Breaks are among the worst, to compensate for their power. A solar<Br>
+
'''Limit Break:''' A Lunar character must choose a Limit Condition, something that is more likely to set a Lunar<br>
character must choose a Limit Condition, something that is more likely to set a Solar off, and a <br>
+
off, and a Limit Behavior, which must reflect dissolving into an inhuman bestial mind. The more extreme the <br>
Limit Behavior, which must be as extreme as the Vampire Frenzy or the Uratha Death Rage. The more<Br>
+
Behavior the sooner it is over. Some limit Breaks can Last for a month, but usually these leave no<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 Lunar. Fulfilling a limit break leaves the Lunar's willpower completely refreshed<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>
 
resisting it can accepting a partial limit break does not refresh willpower.<br>
  

Latest revision as of 16:07, 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.
Stamina, Presence, and Intelligence
Waning Moon: The spies, intriguers, and Shapechanging savants of the Moon.
Dexterity, Manipulation, and Wits
No Moon: The Mystics, loremasters, sorcerers, and WyldLords of the Shifting Moon.
Intelligence, Wits, Resolve

Caste and Favored: Lunars favor Attributes. They gain Three Caste Attributes, and may choose one
favored attribute. They also gain a bonus of one dot to add to one of their attributes that are caste or favored.

Peripheral Essence Pool: (Four x Essence) + (Two x Willpower)

Charms: Lawgivers can learn five charms, three must be from caste or favored Attributes, one must be a knack.

Anima Flaw: Lunars with Flaring Anima's grow exult in their beastly power. The Lunar must
succeed on a Resolve + Composure roll to do something that doesn't let them act animalistic.

Limit Break: A Lunar character must choose a Limit Condition, something that is more likely to set a Lunar
off, and a Limit Behavior, which must reflect dissolving into an inhuman bestial mind. The more extreme the
Behavior the sooner it is over. Some limit Breaks can Last for a month, but usually these leave no
one hurt but the Lunar. Fulfilling a limit break leaves the Lunar's willpower completely refreshed
resisting it can accepting a partial limit break does not refresh willpower.


Lunar Charms


Return to Exalted Types

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