Showing posts with label [Exalted Past] Lunars. Show all posts
Showing posts with label [Exalted Past] Lunars. Show all posts

Wednesday, February 9, 2011

Exalted Types and Their General Charms

All maxes, unless specifically noted are for starting out characters – in other words Essence 1-5.

Dragon-Blooded

  • Dice Cap are (Ability + Applicable Specialty), Max 8
  • Can use Reflexive Charms without need to Combo them
  • First Excellency adds 2 dice per 1 mote spent
  • Second Excellency adds 1 success per 1 motes
  • Terrestrial (Ability) Reinforcement: raise other's ability for the rest of the scene
  • Has Cooperative Effects, Dragon-Blooded using charms in conjunction with each other gain greater effects.
  • Sorcery Access: Terrestrial Circle
  • Necromancy Access: Shadowland Circle
  • One of a thousand or so Dragon-Blooded have oddity of blood, probably result of mixing bloodlines with Ghost-Blooded, and these can learn Shadowland Necromancy but not Terrestrial Sorcery.  The reverse is true as well.  Normal Dragon-Blooded cannot learn Necromancy at all.

Sidereal

  • Dice Cap is Essence, Max 5
  • Their Excellencies can keep buy off penalties without counting towards the cap.  E.g. they can add 5 dice to their dice pool, or 8 dice if the dice pool is suffering a –3 penalty.
  • First and Second Excellency is same bonuses and cost as Solar Version
  • Third Excellency is 3 motes
  • Fateful (Ability) Excellency - Essence Auspicious: Lower Difficulty values for the roll.  For 4m 1wp turn every dice in the dice pool into automatic success (if defending double DV)
  • Propitious(Ability) Alignment: Same as Infinite Mastery, but can only have 1 active at any time.  Each dot in the astrological college of the alignment lowers the cost by 1.  Min of 1
  • Can use Astrological College
  • Sorcery Access: Celestial Circle
  • Necromancy Access: Shadowland Circle

 

Lunar

  • Dice Cap is Attributes and not Abilities, Max 6 (With Legendary Attribute Merit)
    • [My Modifications] With the Modification that all applicable Specialties now raise Caps, the Max cap for Lunars, with the correct Attribute Specialty, are now 9
  • A few Charms specifically allow Attribute + Essence (maximum 11)
    • [My Modifications] With the Modification that all applicable Specialties now raise Caps, the Max cap for Lunars, with the correct Attribute Specialty, are now 14
  • First and Second Excellency is same bonuses and cost as Solar Version
  • 3rd Excellency is 4 motes
  • Instinctive (Attribute) Unity: Same effect as Solar’s Infinite Mastery
  • Flawless (Attribute) Focus: Allow the purchasing of Attribute Specialties for that attribute.  Similarly since Attributes are much broader than Abilities, so does their specialty.  Attribute Specialties share the same cap as ability specialties, any combination there of cannot exceed +3.
  • Can use Shape-shifting Knacks
  • Sorcery Access: Celestial Circle
  • Necromancy Access: Shadowland Circle

 

Solar

  • Dice Cap is Attribute + Ability, Max is 12 (with House Ruled Prodigy and Legendary Attribute Merits)
    • [My Modifications] With the Modification that all applicable Specialties now raise Caps, the Max cap for Solars, with the correct Specialty, are now 15
  • Cheapest Perfect and readily available prefect charms
  • Infinite (Ability) Mastery: lower the cost of invoking 1st, 2nd and 3rd Excellencies by 1 mote for every 2 motes committed.  Min cost is 0.
  • (Ability) Essence Flow: allow invoking of 1st, 2nd and 3rd Excellencies as natural abilities, thus no need to combo, but their costs cannot be discounted either.
  • Sorcery Access: Solar Circle
  • Necromancy Access: Labyrinth Circle

 

    Abyssal

    • Dice Cap is Attribute + Ability, Max is 12 (with House Ruled Prodigy and Legendary Attribute Merits)
      • [My Modifications] With the Modification that all applicable Specialties now raise Caps, the Max cap for Abyssals, with the correct Attribute Specialty, are now 15
    • Masters of Killing
    • Treat mirror charms’ "mortals" as including deceased (ghosts, etc.)
    • Abyssal Charms that mentally or socially affect "living mortals" also affects ghosts.  Charms that affect "animals" also affect Ghost Animals and Plasmic Entities.  Need specialized charms to affect undeads with no minds.
    • Mostly mirrors of Solar Charms.  The potent ones are generally cheaper, but has the surcharge of 1wp when used outside of Shadowlands or the Underworld.
    • Excellencies are generally the same
    • Ravening Mouth of (Ability) - Reflexive: One version for Archery, Melee, Thrown, Martial Arts.  regains 1 mote for every level of damage dealt to sentient being (Subjected to cannot gain more than 20m per action rule).  Including indirect damage (such as health level paid by the target to activate defensive charms) but not ongoing damage such as poison.
    • Sorcery Access: Celestial Circle
    • Necromancy Access: Void Circle

     

      Infernal

      • Looks too complicated, didn’t bother trying to understand it enough to summarize
      • Pretty sure their dice cap is the same as Solars
        • See “Solar” section for actual numbers
      • Sorcery Access: Solar Circle  (Speculation)
      • Necromancy Access: Labyrinth Circle (Speculation)

       

        Alchemical

        • Dice Pool are equal to Attribute, Max  6 (With Legendary Merit) but can go as high as 9 with 3 installation of Fourth (Attribute) Augmentation Charm
        • Charms are Equipment, and each Alchemical have General and Dedicated Slots.
          • General Slots hold any charm, Starts with 4
          • Dedicated Slots hold only Caste and Favorite Attribute Charms, Starts with 4
        • Being Equipment Charms can be modified with "Submodules" which are like Permanent Charms that alter other Charms but without requiring a slot of their own – since they are modifications to existing charms.
        • Combos are charms combined into new gear called Arrays
        • Has the broadest ability to combine charms into combos - as long as they have the right keyword (combo-basic, simple, etc.), follow Combo Rules (Simple only goes with reflexive, etc.), and can supplement the action.  They are not strictly segregated by Ability or Attribute like other Exalts.
        • Their Combo Arrays provides access to any and all legal combos of the combination of Charms in the Array
        • Cheaper to Add Charms to existing Combos
        • Some of their Duration Charms have no commitment costs
        • Excellencies are called Augmentation for Alchemicals
        • First and Second Augmentation is the same cost and effect as Solar Versions
        • Third Excellency is 3m in Healthy Autochthonia, 5m everywhere else.
        • Fourth (Attribute) Augmentation - Essence Integrated: 1m commitment (for 1st Charm, it is a permanent charm)  Can install up to Essence/2 Rounded up times per attribute.  Each time adds 1 to that attribute, considered natural additions - including raising the cap for charms.  Always Obvious.
        • Fifth (Attribute) Augmentation - Scene long Attribute adder.  3m, gain a +1 bonus to that attribute for the scene, count as bonus dice from charms.  1 wp surcharge the first time it is activated in a scene.
          • Submodule: Unbound Essence Booster (Essence 5, 1xp) changes it to 3m/+1.
        • Sixth (Attribute) Augmentation - Permanent (1m), Purchased for a particular Attribute+Ability Rating.  Ability (outside of the purpose for valid actions) are considered at its maximum rating.  E.g. If purchased for Strength + Martial Arts, Martial Arts will be considered 5.  If his Essence is raised to 7 (and thus his max natural rating is now 7) MA will be treated as 7.  Valid actions are things like minimum requirement to learn a charm, etc.
        • Transpuissant (Attribute) Upgrade - Purchased for an Attribute.  When activated it turns any specialty bonus into automatic successes.  if used for attack, it also convert post soak dice of equal amount into automatic successes against creatures of the void.  If it is used for mental influences it provides double the normal bonus (+3 becomes +6) as a bonus Axiomatic effect.
          • Submodule: Machine Logic Subroutine (Essence 4):  When performing an action in relations to high-Clarity (their "Great Curse") stunt dice are converted to successes as well.  Gain 1 point of Clarity.
        • Clockwork (Attribute) Perfection Nodes - forgo a roll to simply get the total dice pool/2 rounded up as successes for the action.  Can still roll if he wants, and just use the higher of 2 results.  Apply this effect after all modifiers to dice pool are applied.
          • Submodule: Metaconductive Circuitry (Essence 4): Spend 5m 1wp, add Essence as automatic successes to the converted result.  Cannot raise successes higher than the total dice pool.
        • Sorcery Access: Celestial Circle
        • Necromancy Access: Labyrinth Circle
        • Can use Man-Machine Protocol (Sort of Sorcery more powerful than Terrestrial Spells but less powerful than Celestial Spells)

         

          Monday, November 22, 2010

          Half-Castes and Exaltation

          The Scroll of Heroes book stated that the Blood/Essence of the Half-Caste already committed their existence to the service of their patron god.

          This fly flat in the face of the Impersonal Nature of Exaltation and their Relationship to their Patron Gods.

          So either the Celestial Incarna can block someone form Exaltation or they cannot.  You cannot have it both ways.

          Thus Half-Castes can Exalt as something other than their parents.  The Essence in their being is meaningless.

          This also means a Solar Enlightened Mortal can still Exalt as another Exalted Type.  So you cannot forever eliminate Sidereals by simply enlightening the world by using Solar Essence powered processes.

          Half-Lunar Shape-changers

          Lunars God-Blooded, be they Beastmen or Half-Castes, will allowed access to Knacks (as their Essence allows).  This however should be a uncommon event, but I am going to allow it.

          They however, can only purchase Knacks during Character Creation, and the cost the same as parental Charm.  This would mean only the truly powerful Half-Lunars (those with high Inheritance) will have any real chance of getting powerful knacks.

          They can also only pick up knacks their lunar sire possesses.  Thus a Lunar who cannot take the shape of a Horse cannot spawn a Child who can turn into a Horse.  This limitation applies to their Spirit shapes as well.  They can only pick Spirit Shapes of their Lunar Sires.

          They also have the same Lunar Tell as their Lunar Sire – perhaps with very minor variation.  Should there be two Lunar sires, they possess the tell of the Lunar from whom they inherited their Spirit Shape.

          Once past the character creation stage the Half-Lunar can no longer acquire new knacks or even new Hart-Blood.  Their shape changing capability are forever locked at birth and is not something that can be improved upon.

          As a further clarification

          The “human” form of a Half-Lunar with knacks is their normal form.  So Half-Lunar Castes are simply their human form, and Beastmen’s are their Beastmen form.  Thus the “human” form of Simian Beastmen of Raksi’s is their Beastmen form.

          Monday, August 3, 2009

          Lunar Forms and Attribute Bonuses

          All Lunars have 2 forms, with some having a 3rd called the War Form. The first is their human form. The Second is their Spirit Shape (often called True Form). The Third optional form is the War Form, granted by “Deadly Beast Transformation.”

          A Lunar character at the time of creation will be granted half their character creation charm as “native charms.” It is highly suggested the focus of these native charms be Knacks.

          The other half will be considered “discovery charms.” They represent Charms that the character mastered as part of accustoming themselves to their new nature.

          A Lunar can chose a totem shape from any shape his native charms allow him to take. This means a Lunar can theoretically be a species of ancient primordial monster as his True Form – but keep in mind Animal True Form is totemic to the character. It speaks volumes about a Lunar when his/her True Form is an alien monster beyond the realms of mortal men.

          When a Lunar takes upon his normal 2 forms he gains the physical attribute of the form he takes. With Humans Form being his normal attributes and his Animal Form having the stats of that animal. When he raises his Human Form’s attribute beyond 5, his animal form’s physical attribute is similarly increased. E.g. when Mea-chan raised her Strength to 6 her Simhata animal form’s strength also raised by 1 to 8.

          War Form, however, is a synergy of the 2 previous forms. Being as such it takes on the property of both. Normally it will use the higher physical attribute of the 2. This will be the baseline of the form’s attribute and then add in any modification via mutations and the +1/+2 dot from the War Form Knack.

          This modification however does not override logic and reasonability. If the War Form of a Tyrant Lizard Lunar has is the size of a human child then he is not going to gain all 14 dots of his Animal Form’s Strength. By the same logic, if the War Form of the aforementioned Lunar is as large as a Tyrant Lizard then his Dexterity might suffer a 1-3 dot penalty.

          Other qualities such as the ability to see at night, breath in water, armored skin, etc. are reflected via Mutations. They are not automatically gained. Kali’s War Form for example, cannot breath in water, even though her animal form is a Siaka.