HumbleLunars/Traits

From Exalted - Unofficial Wiki
Jump to: navigation, search

Anima Banners

  • 1-3: The Lunar's castemark discolors slightly. The light part bleaches a lighter color than the surrounding skin, like a scar. The dark part darkens, like a burn. This effect is subtle and can be easily hidden, although it is visible to anyone looking carefully.
  • 4-7: The character's caste mark smolders, burning through anyting placed over it. The light part is bleached almost albino, while the dark part is a rough and cracking black. Stealth magic fails. It is possible to hide, but the smell of burning flesh is unmistakable. (if the character covers his head with an absolutely inflammible object, it will discolor instead of burning.)
  • 8-10: The character's castemark literally burns on the character's forehead with a silver flame. Light dances around the character. Stealth is impossible.
  • 11-15: The castemark is an etching of dark and silver on the character's forehead. Wavering bright light bends several feet around the character, who is visible for miles. (Its kinda a cross between a simple silver anima and a guy raving with glowsticks, if that makes any sense.) Objects kept near the Lunar may have strange patterns etched into them.
  • 16+: The character's anima rises up and dances behind the character, forming illusions visible for miles away. The illusions die down if the character ceases to spend essence, but rise again when she next burns periphereal essence.

The Great Curse

Lunars are loyal and true, always and forever. Their loyalties are as diverse as the Lunars, but they are absolute. During character creation, choose a cause and the Virtue that calls you to the cause. A Lunar's Charge is always to something concrete and definable. "protecting poor farmers" or "freeing and protecting slaves everywhere" are reasonable causes. "Ending poverty" or "Freedom!" are not. Such abstractions might be fine for a Solar or Sidereal, but the Lunars are bound to their Charges in a more immediate way.

Whenever your Charge needs you, you must try and do something to help it. If you do not, roll your primary Virtue and gain Limit. Lunars also gain Limit for supressing their Virtues.

No excuses for circumstances, no compromise. If you can't help your family because you're in prison, you still accumulate Limit. If you can't help your son in Nexus because you're helping your daughter in Great Forks, you still accumulate Limit. "I gotta sleep sometime" is a reasonble excuse, but that's about it.

When a Lunar Limit Breaks, their emotions take over. They'll continue to protect their Charges, but their friends, reputations, and whoever happens to be standing around is in serious danger. Their first thought will be to try to get back to their Charges. In their quest to do so, they may spend ridiculous sums, make agreements with people they find repugnant, or just go berserk. If they absolutely can not serve their Charges, they'll vent their anger on the nearest plausible target. A Lunar stranded in Nexus might decide to attack the Nexus council, despite the fact that A) its not really the council's fault and B) this isn't going to end well.


comments

I suggest that the Limit Break be tied to the virtue. Valor? You'll fight those perceived as in your way. Temperance? You'll deny yourself everything to do what you must. Compassion? You'll spend your fortune to buy the favor of someone who might help your charge. Conviction? You'll lay waste to the entire city to get the one individual who threatens your charge... -szilard

I like the idea, I think it would work. My original thought was "all of the above as the situation demands." But I dunno, maybe Limit Breaks should have more guidance.