Red Shadow Claws
Six Thousand Club
Once, the Lunars were mostly relegated to the edges of Creation, driven there by the Wyld Hunt. But the Empress is now gone, and the Great Houses are more concerned with their own shifting alliances, and securing their power back home.
In addition, the sudden influx of Solars has diverted much of the remaining Wyld Hunt away from the Lunars. And they have seized on this fact to move forward with their plans.
In the west, few nations exist, and while it populated, it is also filled with many small islands, most too small to be worth the notice of their larger neighbors.
It is on one such island that a group of Lunars have arrived, and here their own tales begin.
What will they do with this small place? Even the Five-Score Fellowship cannot predict that. Not when so much Essence will obscure the fates of mortals.
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Character Creation:
Attributes: Choose Two Favored Attributes from among Caste Attributes, and then choose two more from any of the remaining seven.
9/7/5
Abilities: Survival plus one other are Favored.
28 Ability dots. Max 3 before Bonus Points.
Minimum of 2 dots in Survival, and one dot in Archery, Melee, Martial Arts or Thrown.
Craft gives you one element per dot.
You need Craft 4, and know both Fire and Air to use Magitech, if you also have Lore 4.
You need Craft 4, and both Water and Air to use Genesis, if you also have Medicine 4.
You need Craft 4, and both Water and Fire to use Necrotech, if you also have Medicine 4.
You need Craft 4, and both Water and Earth to use Vitriol, if you also have Occult 4.
Specialties: 4 free dots
Backgrounds: 7
Virtues: 5
Willpower: Starts at 5. 1 BP per dot.
Essence: 2 (Unless seriously needed for character concept, best not to increase with BP)
Bonus Points: 18
Charms: 7 starting.
Hardy Keyword: Each purchase of a Charm bearing this keyword works like a purchase of the Exalt's native version of Ox-Body Technique. This entirely replaces the Charm by that name; players lose those Charms and spend the refunded XP on Charms with the Hardy keyword. You may not benefit from this Keyword more than (Stamina) times (for Lunars).
Charms with the Hardy Keyword: Bruise-Relief Method
Halting the Scarlet Flow
Purging the Tarnish Silver
Indestructible Recursive Design
Steadfast Yeddim Meditation
Luna's Fortitude
Unstoppable Juggernaut Incarnation
Scorpion and Toad Absolution
Scorpion and Toad Immunity
Scorpion and Toad Mastery
Hide-Toughening Essence
Frenzied Bear Fortification
Armor-Forming Technique
Weapon-Trapping Body Dominion
Stone Rhino's Skin
Invulnerable Moonsilver Carapace
Native Son's Grace
(Direction) Mastery Technique
External Hide Perfection
Knacks: 3 starting
Knacks costs 9 XP.
Thaumaturgy: 6 xp (if Occult favored) or 8 xp (if Occult not favored), per Degree.
Sorcery and necromancy will give one free Spell when learned.
You get one free Excellency in each Attribute you have Favored.
Possible Players:
Arynne
Snake Obsidian
Madmal
Iron Penguin
Millershipper
In addition, the sudden influx of Solars has diverted much of the remaining Wyld Hunt away from the Lunars. And they have seized on this fact to move forward with their plans.
In the west, few nations exist, and while it populated, it is also filled with many small islands, most too small to be worth the notice of their larger neighbors.
It is on one such island that a group of Lunars have arrived, and here their own tales begin.
What will they do with this small place? Even the Five-Score Fellowship cannot predict that. Not when so much Essence will obscure the fates of mortals.
-----------------------------------------------------------------------------------------------------------
Character Creation:
Attributes: Choose Two Favored Attributes from among Caste Attributes, and then choose two more from any of the remaining seven.
9/7/5
Abilities: Survival plus one other are Favored.
28 Ability dots. Max 3 before Bonus Points.
Minimum of 2 dots in Survival, and one dot in Archery, Melee, Martial Arts or Thrown.
Craft gives you one element per dot.
You need Craft 4, and know both Fire and Air to use Magitech, if you also have Lore 4.
You need Craft 4, and both Water and Air to use Genesis, if you also have Medicine 4.
You need Craft 4, and both Water and Fire to use Necrotech, if you also have Medicine 4.
You need Craft 4, and both Water and Earth to use Vitriol, if you also have Occult 4.
Specialties: 4 free dots
Backgrounds: 7
Virtues: 5
Willpower: Starts at 5. 1 BP per dot.
Essence: 2 (Unless seriously needed for character concept, best not to increase with BP)
Bonus Points: 18
Charms: 7 starting.
Hardy Keyword: Each purchase of a Charm bearing this keyword works like a purchase of the Exalt's native version of Ox-Body Technique. This entirely replaces the Charm by that name; players lose those Charms and spend the refunded XP on Charms with the Hardy keyword. You may not benefit from this Keyword more than (Stamina) times (for Lunars).
Charms with the Hardy Keyword: Bruise-Relief Method
Halting the Scarlet Flow
Purging the Tarnish Silver
Indestructible Recursive Design
Steadfast Yeddim Meditation
Luna's Fortitude
Unstoppable Juggernaut Incarnation
Scorpion and Toad Absolution
Scorpion and Toad Immunity
Scorpion and Toad Mastery
Hide-Toughening Essence
Frenzied Bear Fortification
Armor-Forming Technique
Weapon-Trapping Body Dominion
Stone Rhino's Skin
Invulnerable Moonsilver Carapace
Native Son's Grace
(Direction) Mastery Technique
External Hide Perfection
Knacks: 3 starting
Knacks costs 9 XP.
Thaumaturgy: 6 xp (if Occult favored) or 8 xp (if Occult not favored), per Degree.
Sorcery and necromancy will give one free Spell when learned.
You get one free Excellency in each Attribute you have Favored.
Possible Players:
Arynne
Snake Obsidian
Madmal
Iron Penguin
Millershipper
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