Telgar/Lunars

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Revision as of 00:37, 24 March 2005 by Telgar (talk) (fixing Lunars, again.)
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Telgar's Lunars =

I don't like Lunars. Simple. I love them in concept, but their execution is horrendous. They're all Conan on Crack with bulging muscles and big swords and they love to slay anything not wearing dirty skins and plundering villages. And that, rather basically, sucks. Their Charm Trees are brambles, their Castes are il-arranged and in general they are just not well planned systematically. Their Storytelling Chapter is all about "Yes, your Lunars will all be the same. Focus on tiny details to help you remember who's who!". This is sad.

So! I present a few changes to help remove the massive dick from the collective arse of Lunar Exalted.

Castes

Lunars are unique among the Exalted in that, unlike their cousins, they are not aspected to a single Celestine or Celestial Phase. Instead they are in tune with the shifting totality of Luna. All Lunars are considered Casteless, as canon rules run. Their Anima powers shift with the moon, running through New, Waxing, Half, Waning and Full Moon powers as Luna herself progresses. Because of this, Lunar tattoos simply fix form, not Caste. Lunar Castemarks are based on the Lunar's favored Caste, the one she is most in tune with. This affects only certain Charms and Spells and cosmetic appearances. For most purposes, Lunars have no Caste.

Animas

The Full Moon represents the shining warrior spirit of Luna and its light, when channeled through the body, enhances physical prowess. The Full Moon Anima doubles running speed, jumping distance and adds the Lunar's Essence to his Strength to lift or break items. This ability costs 10 motes and lasts the scene.

The Waxing Moon is the brilliant smile of the charismatic and ever-sociable Silver Maiden. Smiling along, a Lunar can bolster his innate ability to dominate and charm others. For the remainder of the scene, the Lunar can not botch any roll using a Social Attribute and, if the roll is not related to a Charm, it automatically succeeds with a single success. The magic of Charms overpowers this less-focused ability, defusing its effects. This ability costs 10 motes and lasts a scene.

Dealing in darkness and light in equal measure, the Half Moon weighs and balances choices. By expending 10 motes, Lunars under the Half Moon gain an automatic success on all Perception rolls and lower the difficulty of such rolls by 1. This effect lasts the scene.

The dying light of the Waning Moon shifts and changes, cloaking Luna's children in illusion. Under the Waning Moon, Lunars have the Anima of the Changing Moons.

The No Moon sheds no light, but the darkness still holds the secrets of ancient power. The canon No Moon power is used when Luna is dark. Under the dark moon, Lunars can also expend 10 motes to lower the cost of all Charms with a fixed cost by 1 mote, to a minimum of 1 mote for a scene.

Attributes

Because Lunars have no Caste, their Favored Attributes are not based on the phase of the Moon they resonante with. Instead, they base their Favored Attributes on their animal totem. Lunar players choose three Attributes fiting their Totems and consider these to be favored for the rest of the chronicle. Only by becoming Chimera can these Attributes be changed. Doing so incurs a 10 XP penalty for each Favored Attribute that is altered. The ST may feel free to veto any abusive Favor combinations.

Charms

Eventually I'll post an entire series of altered pre-reqs, aimed at slicing Lunar brambles into managable sections and fixing the random assortment of Attributes, which makes the brambles so hard to navigate. But, until then, only a few changes will be made.

Deadly Beastman Transformation

Because this is such a central Charm for most Lunars, it deserves special mention. The Charm itself can be found at LunarShapeshifting/Telgar. This version is undergoing playtesting and may change at any time.