PDQ/Exalted Conversion Lunars

From RPGnet
Jump to: navigation, search

Lunar Castes

Full Moon

The Full Moon's anima power costs 4 motes and allows them to add their Type MOD to all rolls related to speed, jumping, and feats of strength and endurance (not attack rolls however). This caste favors Qualities related to innate physical aspects, such as strength, size, endurance, agility or durability.

Changing Moons

The changing moon anima ability costs 8 motes and allows the Lunar to appear as anyone they know, and grants the Type quality as a bonus to rolls to inspire trust. When their anima flares they must return to a true form, but they are surrounded by dazzling moonlight, making it difficult to determine their identity (use the type quality as the TN for this). 8 motes. Changing Moons favor innate qualities which relate to how others percieve them or react to them, such as charm, appearance (of any sort) and guile.

No Moons

The no moon anima power allows them to invest motes (up to Essence x2) and all occult based charms or sorcery have their cost reduced by that amount (to a minimum of 1/2 the full cost) for the rest of the scene. At the same time the No moon is surrounded by a nimbus of shadows which downshifts any rolls that would require vision (unless the attacker can see in darkness). No moons favor Qualities related to intellect, wisdom, and other innate mental qualities.

Casteless

The casteless change their caste depending on the current phase of the moon, and have no set type Quality (it shifts depending on phase). However, they also have a Poor [-2] Casteless Weakness which penalizes any rolls to resist the influence of the wyld.

Lunar Shapeshifting and Knacks

Lunars have two true forms (their human and spirit animal forms), switching to either of their true forms costs one mote.

Lunars may change to other forms only if they have hunted and sampled the heart's blood of the creature or individual. Changing to a heart's blood form takes 3 motes of Essence. A lunar initially knows as many as half-a-dozen additional forms at no cost, and every XP spent for that purpose grants an additional 10 forms. Normally only creatures as small as a cat to as large as a moose may be taken as heartsblood forms and only normal animals, not supernatural creatures, wyld mutants, or spirits.

Changing shape takes an action unless modified by a Knack.

When a lunar takes on a new shape they immediately gain a quality associated with that animal (such as Good [+2] Wolf) at the same rank as their Lunar Caste Quality. This quality grants it's bonus on any rolls which the animal would reasonably be good at (for instance Good [+2] Wolf adds +2 to all rolls where a keen sense of smell, swift legs, and powerful jaws would be useful) and also allows feats normally impossible for humans (such as tracking by scent, or communicating with other wolves). However, while in the assumed shape the lunar's own physical qualities are not usable (although they may still absorb damage like normal) and the Lunar gains a new Weakness associated with the shape (Poor [-2] Wolf, which hinders things where being a four legged animal is concerned) and may find some things completely impossible (such as speaking).

Lunars may take damage to qualities gained while shapeshifted, however, when these qualities are dismissed then the damage remains and must be redistributed.

Knacks

Knacks are not truly charms, so they do not follow the normal charm rules, and knacks and charms may be used freely together. Knacks may not be used with combos at all. Knacks serve as a modification of the Lunar's shapeshifting abilities, expanding the list of creatures which the lunar may hunt for their heart's blood, changing how quickly or how completely they may change shape, or otherwise aiding them in matters involvign their shapeshifting power.

Deadly Beastman Transformation

The Deadly Beastman transformation is a powerful knack that deserves special mention. This essentially gives the lunar a new form which is a hybrid of his two true forms into a terrifying humaniod combat beast. Transforming into the Beastman costs 6 motes and grants the lunar a Deadly Beastman Quality at the same rank as his Lunar Type Quality. This may be used for attack and defense rolls in combat, as well as for feats of physical prowess suitable for the hybrid form. In addition the lunar gains 4 additional Quality points which may be used to purchase additional 'features' to the transformation. These features should be appropraite to the form and allow the lunar to gain exceptional qualities such as Power Attack or Armor-Like Qualities. Average Qualities can also be gained at the cost of 1 Quality point.

Knacks may be spent to enhance this transformation, granting an additional 4 Quality Points, but this may only be purchased a number of times equal to Essence/2.

Like normal, while in Deadly Beastman form the Lunar recieves a new Weakness related to the form's disadvantages.

Charms

All lunar Charms are attached to qualities related to the Lunar's natural abilities, not qualities related to outside forces, or even skills or education. (so Good [+2] Rippling Muscles would be suitable, but not Good [+2] Swordsman).

The Lunar Excellency works by enhancing these qualities, and because of this it does allow significanlty greater 'superhuman' feats than the Solar Excellency, but it's still not as strong as charms specifically made for that purpose.

The lunar Excellency is powerful, but unpredictable. Rather than purchasing upshifts, lunars purchase additional dice. For 6 motes a Lunar may add +1d6 to a roll modified by the Quality the charm is attached too. No more dice may be purchased than 1/2 the MOD of the quality.