Miedvied/Cyberpunk
I was going to start by writing a setting. Then I remembered something; I can't do that sober. So I'm going to start by writing rules modifications first. Anyone that cares to write an addendum is welcome to; I'll be archiving all subsequent posts, and when it's all done with, I'll probably send it in to the Exalted Compendium or something. Maybe make a web supplement for Back to The Exalted Future. Addendums are DEFINITELY wanted for Dragon-Bloods; I lack the book, so they're entirely ignored here.
Cybernetics are handled as Autocthonian Charms. but we don't have the Alchemical book yet, and I don't have ToT, so that section is remaining blank. To just gloss over it, any mortal can get the Autocthonian Charms up to Essence Requirement 2. Essence Requirement 1 Charms cost Resources 3, and Essence Requirement 2 Charms cost Resources 4. All Charms cost double Essence to activate. Resources 3 can buy an Essence Battery that stores up to 20 motes, Resources 4 can store up to 30 motes, and Resources 5 can store up to 40 motes.
Exalted beings can learn any Autocthonian charms, so long as they meet the requirements of the Charms. However, they still pay double essence. Night Castes still have the advantage here - they pay 1.5x the Essence cost, rounded down.
Weapons (Note: Even people WITH true close-range shooting, find it VERY difficult to hit in a firefight. Classic WW rules don't cover this; these do. However, given Exalted's MASSIVE dice pools, Exalted still pull off John Woo-style cinematics, but mortals suck with guns. as is appropriate, I think):
Smith & Wesson M640
Accuracy: -4
Damage: +2
Rate: 2
Range: 12 yrds
Resources 1
Minimums: Dex 1
Clip: 5
Colt Anaconda
Accuracy: -4
Damage: +3
Rate: 2
Range: 35 yrds
Resources 1
Minimums: Dex 1
Clip: 6
H&K USP Accuracy: -3 Damage: +3 Rate: 3 Range: 25 yrds Resources 2 Minimums: Dex 2 Clip: 15
H&K P7M10 Accuracy: -3 Damage: +4 Rate: 3 Range: 25 yrds Resources 2 Minimums: Dex 2 Clip: 10
Casull .454 Accuracy: -2 Damage: +5 Rate: 6 Range: 40 yrds Resources 2 Minimums: Dex 2 Clip: 5
Ingram MAC-10 Accuracy: -5 Damage: +2 Rate: 18 Range: 25 yrds Resources 2, Contacts (Underground) 1 Minimums: Dex 2 Clip: 30
Uzi Accuracy: -6 Damage: +3 Rate: 21 Range: 50 Resources 2, Contacts (Underground) 1
H&K VP-70z Semi-auto Pistol Accuracy: -4 Damage: +4 Rate: 19 Clip: 19 Range: 20 Resources 2, Contacts (Underground) 1
Modes of Fire:
Single - Shot: As normal
Three-Round Burst (capable only with fully automatic weapons): -1 accuracy, +5 damage. Subtract 3 from remaining Rate for the round. Subtract three rounds of ammo.
Full-Auto (capable only with fully automatic weapons): -2 accuracy, +10 raw damage. Remaining rate for round exhausted, clip emptied.
Double-Tap (capable only with semi-auto pistols, requires two actions): +2 accuracy, +1 damage. (Effectively, this turns two attacks at -2 and -3 pools into one attack at normal pool, and -1. Only capable against one foe, and takes effect in the same init slot).
Now, then, the meaty parts. Charms.
Our Solar friends stay essentially the same, so I'm just listing adjusted charms.
Archery now equates to Firearms
Wise Arrow - now adds to Dexterity + Archery dice pool
There Is No Wind - When used, any bad ammunition works (Wet magazines, scratched barrels, etc. will not adversely affect the shot)
Trance of Unhesitating Speed - May be used beyond a gun's Rate rating, but can not exceed Clip (ammo doesn't just mysteriously appear).
Arrow Storm Technique - cannot be used with Full-Auto fire.
Dazzling Flare Attack: Can be fired straight upwards to act as a flare, but it is small and moves very quickly; doesn't make much of a flare. Further, due to the charm's tendency to make the shot /very/ straight, one would recommend stepping aside after shooting it straight up.
Phantom Arrow Technique - Remains the same. Requires motes = gun's clip rating, to mimic Full- Auto.
Solar Spike - Unchanged. If gun's range is greater than Solar Spike's range, Solar Spike loses its magical bonuses after that range, and hits as a normal bullet.
Immaculate Golden Bow - Conjures a heavy pistol instead of a bow. Does damage equal to Dexterity + Essence, and has a range of 60 yards. May expend double the cost of motes to form two guns at once, for dual-hand use.
Firearms Charm: John Woo Special Cost: 8 motes, 1 willpower Duration: One Scene Type: Simple Minimum Firearms: 5 Minimum Essence: 3 Prerequisite Charms: Trance of Unhesitating Speed
The character's Essence becomes symmetrical, and then splits into two new waves of energy; the gunman can now fire a weapon independently in each hand, without penalization.
This charm violates the laws of Combos; it allows for up to two Extra Action charms to be activated in one round. However, each Extra Action charm affects /only one gun/. Each Action considers each gun to be a separate entity. For instance, while Trance of Unhesitating Speed charges twice the total number of attacks the character has made, using John Woo Special, the Trance will only count the total number of attacks made /using the gun it affects/. The other gun can not make any additional attacks beyond it's base 1, unless the character again pays the activation cost for Trance of Unhesitating Speed for that gun.
Resistance
Poison-Resisting Meditation - affects street drugs. The character is essentially invulnerable to any sorts of OD's (may roll reflexively if the high gets out of control), though he does not have to roll at the beginning, and so may still get wasted.
Larceny
Lock-Opening Touch - also disables house alarms.
Ride
Master Horseman's Eye - Also works on cars and other vehicular transportation (including planes).
Horse Summoning Whistle - This charm allows the user to build a device into his car (commit 3 motes). As normal, he can summon his car to his location at any time(For the additional cost of the normal 3 motes). There need not be any committed motes if the car has an AI, the Charm can be used (normal mote expenditure) to summon the car silently.
Phantom Steed - summons up a Corvette.
Spirit-Steadying Assurances - The car no longer suffers adverse affects from things like oil slicks, fires, etc.
Steed-Sustaining Method - The car becomes heavily resistant against mechanical problems, oils does not need to be replaced, and gas consumption is reduced to a fourth of what it usually is, for the duration of the Charm.
Horse-Healing Technique - Spending a scene repairing his car, the character can take care of most mechanical problems, and restore health levels as normal for the charm.
Flawless Partnership Meditation - Essence bonus to jump, rear, and other performance tricks remains. Other bonuses are not applicable.
Flashing Thunderbolt Steed - the car never needs to have oil changed, gas refilled, wiper fluid refilled, etc. while the charm is in effect.
Twilight Caste, new Ability: Computers
.Someone else feel free to come up with this one. I suck at making up charms.
Lunar Exalted Changes
The poison that chokes the world is one born of darkness and uncontrollable mutation; both of which are forces that the ancient mates of the Solar Exalted have always been adept at handling.
While those that have had their Caste fixed need not worry about the poison polluting the air, the fact is that there are very no Lunar Exalted left still capable of fixing another's Caste appropriately, for all Exalted have been erased millions of years past.
Only two thousand eons ago, not at all a long time in the history of the Lunar Exalted, the tide of the world changed against them. And so, one great Lunar and his reborn Solar mate - both of whom had great master of the Solar Circle of Sorcery, the former through the use of an artifact, the latter through natural facility - cast a great spell, that would last upon all the lineages of Lunar Exalted, until the end of time. And that spell said that the sign of the moon under which the Lunar was born, would dictate his caste, forever after. A few of the Lunar Exalted are born with shreds of memory within them, a few even with the lost secrets of the lesser Sorceries.
Now that they've begun reincarnating, they do what they always have - adapt and thrive. The world, in its wallowing pit of darkness and disorder is a welcome home to them, and they've little doubt that they can restore light to the world.
Quite a bit of arrogance, given that none of them knows how few are truly left. Few even know what they are, save for nightmares that occasionally slip through their minds.
~~ The fun part: CRUNCHY BITS ~~
The Lunar Exalted don't really like them there cybernetic
implants. Implants are simply too static for their protean ways. Any Lunar
that tries to get an implant put in inflicts upon the doctor a +3
difficulty.
Further, if at any time the Lunar attempts to shift, the implant is destroyed, and the body suffers 1 HL Lethal damage (unsoakable, save with Charms).
The only to avoid this is to get implants forged of Moon silver. These are - obviously - rare, even if one has friends on Autochthon. If, however, the Lunar manages to get a hold of such a thing, and commits the necessary Essence, he will not have any problems with shifting with an implant.
--Charm Changes and Addendums-
Ranged Combat (all Bow-specific charms now aid in firearms, as adjudicated with /common sense/)
Finding The Needle's Eye - at +3 mote cost, when used against bullets.
Arrow-Breaking Shot - see above.
Arrow-Shaping Method - This can not be done with guns that utilize a clip exclusively, but works just fine with revolvers, or weapons that allow bullets to be loaded directly into the chamber.
Bow-Bending Method - not applicable