Regras

Creating Your Hero

Step 1: Character Concept and Caste
Consult with other players and come up with na appealing, heroic concept. Pick out the Caste that fits best, and note down its Anima Gifts.

Step 2: Character Attibute Scores
Roll or assign your hero’s attribute scores to determine their innate strengths and weaknesses. If you want to roll them, roll 4d6 six times, dropping the lowest die each time and adding the other three together. The higher the roll, the stronger the hero in that quality. Assign these six scores to the attributes in this section in any order desired. If you’d rather just assign an array, put these numbers in any order: 16, 14, 13, 13, 10, and 8.

Step 3: Attribute Modifiers
Record your hero’s attribute modifiers. Usually, you don’t apply your whole score to a relevant die roll. Instead, you just apply a bonus or penalty. If your attribute score is 3, your modifier for the attribute is -3. For scores of 4–5, its -2, for 6–8 it’s -1, for 9–12 it’s +0, for 13–15 it’s +1, for 16–17 it’s +2, and for a mighty score of 18, it’s +3.

Step 4: Attribute Checks
Note down your hero’s attribute checks. For each attribute, subtract it from 21 to find that attribute’s check score. Whenever your character tries to accomplish something that would tax even the prowess of a legendary hero, you need to roll 1d20 and roll equal or higher than this check number. Particularly difficult tasks might apply a penalty, while a relevant background might grant you a bonus, or even make the effort an automatic success.

Step 5: Character Facts
Decide three Facts about your hero and record them here. A Fact is an important truth about your hero, one that shapes their past and abilities. One Fact should be about where they came from, one Fact should be about how they acquired the skills they used to survive before Exaltation, and one Fact should be about some sort of important relationship or organization they’re involved with. Each Fact doesn’t need to be more than a sentence or two long. Facts help you when you make relevant attribute checks.
Whenever you’re making an attribute check to do something your Facts would make you good at, you gain a +4 bonus to the attribute check roll. In some cases, you might not need to make a check at all where a less pertinently-experienced hero would need to roll.

Step 6: Character Skill Words
Pick three major Skill Words and two minor Skill Words. Every Exalted needs to pick at least three Skill Words from those skills natural to its Caste. These can be major or minor Skill Words. The other two Skill Words can be picked from any skills.

Step 7: Character Special Abilities
Choose three special abilities from any chosen Skill Word that fits your character concept. Every Word gives a special power to the Exalted who binds it. Some of these are magical abilities, while others let you boost certain attribute scores. Don’t forget to change your atribute modifiers and checks if you need to, or reshuffle stats if needed.

Step 8: Character Gifts
Spend your six gift points to buy gifts from any of the conventional Words (described in the Godbound book). You can buy any lesser gift that seems to fall under the rubric of one of your Skill Words. You may only buy greater gifts for your major Skill Words.
You can buy additional major Skill Words for three gift points, or minor ones for two. You may do this now or as you gain more gift points with experience and level advancement.

Step 9: Character Saving Throws
For your Hardiness saving throw, measuring your resistance to exhaustion, poison, and bodily transformation, subtract the higher of your Strength or Constitution modifiers from 15.
For your Evasion saving throw to dodge explosions, death rays, and other incoming hazards, subtract the higher of your Dexterity or Intelligence modifiers from 15.
For your Spirit saving throw to resist mind control, curses, and magical sendings, subtract the higher of your Wisdom or Charisma modifiers from 15.
Note that if both of your modifiers are penalties, your saving throws might actually be higher than 15.
When the GM tells you to make a saving throw, roll 1d20 and try to roll equal or higher than your saving throw score in that category. As na Exalted, you can always automatically succeed on an otherwise-failed saving throw if you have enough divine energy left to save yourself.

Step 10: Character Weapons and Fray
Choose your weapons from page 13 of the Godbound book, assuming you want to carry any. Weapons have a damage die and a relevant attribute, usually Strength for melee weapons and Dexterity for ranged ones. If a weapon is listed with two attributes, you can choose whichever is higher. Note down the weapons in the character sheet. For the “+hit” entry, mark down the relevant atribute bonus plus one. For the damage die, write down the weapon’s damage plus your atribute modifier. Thus, if you had a Strength modifier of + 2 and decided your hero carried a heavy two-handed hammer, you’d write down “+3” for the hit bonus and “1d10+2” for the damage.
Also note down your Fray die, which is 1d8 for most Exalted. Your Fray die is rolled each round to damage lesser foes, and you can usually count on taking out one or two ordinary human enemies each round even without an explicit attack action. Major enemies are immune to your Fray die’s damage, however, so you’ll need to deal with them in a more direct fashion.

Step 11: Character Armor
Pick a type of armor from page 13 of the Godbound book if your Exalted is the sort to wear it. Armor lowers your armor class, making it harder to hurt your hero. Unarmored humans of no special nimbleness have an AC of 9, while better armor lowers the score, as do certain divine gifts that grant a better base armor class.
Armor does hinder the wearer, though, and the heavier the armor, the worse the hindrance. If you wear medium armor, pick one saving throw category: Hardiness, Evasion, or Spirit. You suffer a -4 penalty on that type of saving throw roll as the armor tires you out, slows you down, or attracts negative spiritual powers.
If you wear heavy armor, pick two saving throw categories to penalize. Light armor and Shields don’t apply a penalty.
Once you’ve chosen your armor, if any, subtract your Dexterity modifier from your armor class. Even a Dexterity penalty can’t make it worse than AC 9, however.

Step 12: Character Hit Points
Write down your hero’s hit points here. Hit points are a measure of an Exalted’s nearness to defeat. If you run out of hit points, your hero is gravely wounded or incapacitated by their foes, and can no longer act. If you’re hurt again while at zero hit points, your hero will perish.
A new Exalted has eight hit points, modified by their Constitution modifier. You can recover lost hit points by resting. A full night’s sleep will restore any you’ve lost.

Step 13: Character Effort
Note down your hero’s Effort score, which is 2 unless you’ve taken gifts that increase it. Effort is the measure of your Exalted’s available divine energy. You commit it to use certain gifts or succeed on failed saving throws, and you get it back when the gifts are no longer needed or you have some time to rest. Effort is the fuel of an Exalted’s divine powers. If all your Effort has been committed, your hero is at their limit and may suffer a Consuming Temptation.

Step 14: Character Wealth
You start the game with 0 Wealth. Your Exalted usually has the money or abilities to get whatever minor goods and services they wish, but if you want to buy real estate, own ships, throw huge parties, or otherwise spend lavishly, you’re going to need to find properly gleaming mounds of Wealth.

Step 15: Character Experience and Dominion Points
You also start the game with 0 Experience and Dominion points. Your Experience total increases as your Exalted overcomes worthy challenges and works meaningful changes in the world. Once you get enough experience, your hero will gain new powers and hardihood.
Dominion measures the Exalted’s available divine authority over creation and their power to create largescale changes and wonders in the world. You’ll earn this through overcoming challenges, and spend it enacting your will.

Step 16: Character Influence Points
Your Exalted starts with 2 Influence points, unless you’ve taken gifts that increase this total. Influence measures your hero’s capacity to sustain projects and changes with their own personal attention. You can use Influence in place of Dominion to make a change, but as soon as you take back your Influence points to do something else, the situation falls back to its normal baseline.

Step 17: Character Name, Appearance and Goal
Write in your hero’s name here and decide what they look and act like. Take a moment to think about how it looks when they’re using their divine powers, and how they might act toward their Circle, the masses of ordinary people, or their own eventual worshipers. Avoid making heroes who are loners or troublemakers toward their own comrades. While a little intra-group tension can be an interesting spice, the best campaigns usually involve making na enormous amount of trouble for people who are not your fellow heroes.
Lastly, write down your Exalted’s current goal right here. They might want to use their new abilities to avenge themselves on a formerly-untouchable tormentor, or do some great work to benefit their people, or simply want to accumulate impractically large amounts of gold and companions of negotiable virtue. You can change your goal whenever it makes sense to you, but you should always have at least one of them to help direct your Exalted’s legendary deeds.

Skill Words

Martial Arts – Martial Arts covers formal study of martial systems, such as the styles detailed in Chapter Seven. In addition to providing mastery of unarmed techniques, Martial Arts also facilitates the use of certain exotic weapons, such as the staff, the rope dart, sais, and hook swords.

Melee – Melee is the Skill Word of hand-to-hand weaponry, covering swords, knives, hammers, axes, lances, and any other weapon used in close quarters.

Ranged – Ranged is the discipline of using ranged weapons. The bow is the dominant form of ranged weapon in Creation in all its different varieties, from the simple wooden self bows used by subsistence hunters to the composite bows carried by the Realm’s archers. However, Archery also applies to the use of more exotic weapons. In the South, weapons fueled by a reagent called firedust shoot streamers of flame rather than arrows, and in the North, the nation-states of the Haslanti League favor the crossbow.

War – War is the Skill Word of understanding strategy and tactics. It is used both to direct the long term progress of a war, planning battles to gain the upper hand over enemy forces, as well as to command the soldiers or warriors that serve a character directly in battle.

Physique – Athletics is the discipline of physical fitness. It is also the learned ability of coping with pain, disease, fatigue, and other forms of physical weakness. In combat, it is useful for fighting through the deleterious effects of poisons used by dishonorable foes, or weathering the perils of fighting over hazardous terrain.

Performance – Performance is the Skill Word of influencing others through creative or artistic displays, covering both traditional forms of artistic expression such as music, dance, and poetry, as well as rhetorical speaking through prepared speeches or oratory. It can be used to influence the thoughts and feelings of other characters through social actions.

Presence – Presence is the Skill Word to effectively lead, intimidate, or persuade through force of personality. It can be used to influence the thoughts and feelings of other characters through social actions. When a hot-blooded general rallies her troops with an inspiring battle cry, a witty conversationalist charms those around her over the course of a party, or a thief blurts a convincing explanation for how she came into possession of a carved jade idol, all of these characters are using Presence.

Survival – Survival is the Skill Word used to traverse and survive in wilderness environments. It covers the basic rudiments of outdoor survival, such as finding shelter, finding fresh water, and gathering food, as well as tracking, navigation, and handling animals.

Craft – Craft is used to create or repair objects through skilled labor, whether forging a sword, cutting the gem for a Merchant prince’s brooch, or planning and overseeing the construction of a temple. The Exalted and other supernatural beings are capable of using this Skill Word to create artifacts, treasures of legendary quality that possess powerful magic of their own.

Investigation – Investigation is used to uncover hidden or obscured details through close surveillance or examination, whether it is searching a magistrate’s chamber for a hidden letter, unearthing clues at the scene of a murder, or reconstructing the details of a crime from the evidence presented before a magistrate at court.

Lore – Lore represents a character’s understanding of the world, covering academic disciplines of history, mathematics, geography, literature, science, philosophy, and similar scholarly pursuits. It can be used both to recall useful pieces of academic knowledge, as well as to perform scholarly research in a library or archive. Players must note the subject of their character’s education when selecting Lore, as this impacts the scope of what the Skill Word may cover for them. Lore is also used to diagnose and treat wounds, sickness, poisoning, and other ailments. In the Age of Sorrows, the state of Creation’s medical practice is primitive, with boné saws, sutures, and scalpels representing the most advanced medical technology a physician might have access to. In some of Creation’s cultures, methods of folk medicine such as herbal treatments, acupuncture, or therapeutic yoga take the place of traditional surgical implements, and can be just as effective, if not more so, in treating certain ailments.

Occult – Occult represents an instinctive facility for dealing with Creation’s mystical and otherworldly elements. It describes a rapport with the uncanny and things normally held beyond mortal ken. This includes understanding of the nature, powers, and ways of gods, ghosts, and demons, but also a sense of those things beyond the ken of Heaven and the gods. Occult is vital to the exorcist and the shaman, whose arts cannot be taught to those lacking proper sensitivity, and also to the sorcerer, whose senses pierce the veils of the universe.

Athletics – Athletics is the discipline of acrobatic maneuverability. It is used in performing feats of agility, and is also used for movement both in and out of combat—racing towards a distant enemy, jumping over a gaping chasm, climbing a brick wall, and swimming against a powerful tide are all uses of Athletics.

Awareness – Awareness is the practiced discipline of alertness and wariness of one’s surroundings.

Larceny – Larceny covers a range of talents that fall under the general penumbra of criminal activity. Pickpocketing, lock picking, and sleight of hand are all uses of Larceny that rely on physical deftness, but it also applies to more intelectual tasks such as creating an effective disguise, hiding evidence at the scene of a crim e, or navigating a society’s criminal underworld.

Stealth – Stealth is used to avoid being noticed, evading the sight of one’s pursuers through physical deftness and cunning. In combat, it can be used to catch foes unawares with sneak attacks or to hide from threatening enemies. Outside of combat, it can be used for covert surveillance, silently infiltrating a guarded building, or blending into a crowd after committing a crime.

Bureaucracy – Bureaucracy represents a character’s acumen in organizational, mercantile, and legal endeavors. Bureaucracy is used to assess and evaluate the resources—both wealth and manpower—available to one’s self or one’s rivals, as well as to understand the legal codes of a society or the bureaucratic structure of an organization.

Linguistics – Linguistics is the Skill Word used to compose works of writing—literary epics, poetic verse, propaganda pamphlets, or even a simple conversational letter. It can be used to influence the thoughts and feelings of characters who read the work using social actions.

Navigate – Navigate is used to ride on a horse, ox, or more exotic mount, as well as to maneuver in vehicles such as chariots or carts that. Navigate is also used to captain a seafaring vessel through the great oceans and rivers that make up much of Creation. It is used for both for maneuvering a vessel and for plotting a course using sea charts and navigational instruments. While the vast majority of vehicles in the Second Age are ocean-faring ships, the Navigate Skill Word can also be used to pilot more exotic vessels, such as the hot-air balloon skyships used by the Haslanti League or many of the ancient, wondrous vehicles lost with the First Age. are led by horses or beasts of burden.

Socialize – Socialize is a character’s understanding of the social context in which she acts, encompassing both knowledge of decorum and etiquette as well as how to use them to one’s advantage in persuasion or manipulation. In formal social situations such as an aristocratic court or a ritualized ceremony, a character can use Socialize to influence the thoughts and feelings of other characters with social actions. Socialize is also used both to read the emotional tells or body language of other characters to discern their inner thoughts, and to conceal such tells on one’s self.

SOLARS

Solar Castes

Dawn

Peerless warriors, armsmasters, and generals, who long ago led and championed the armies of the Exalted Host. Dawns are forged in the crucible of conflict, and were often soldiers, warriors, or tacticians before their Exaltation.

Caste Words: Martial Arts, Melee, Ranged, War

Anima Gift: their Anima gift is that of might in war; their weapon or unarmed attacks automatically hit lesser foes.

Zenith

Priest-kings, prophets, and orators, who long ago ruled and inspired the people of the Old Realm. Zeniths are natural leaders, who shared a love of justice and righteousness whatever their calling.

Caste Words: Physique, Performance, Presence, Survival

Anima Gift: Their Anima gift is a tongue of ruling; once per scene, they can give a command to any single lesser foe and have it obeyed instantly, provided it is not utterly contrary to the subject’s nature and can be completed within the scene. This power may instead be used to compel a Mob or crowd of lesser foes, albeit the Autocrat can only command them to do something not particularly objectionable to them.

Twilight

Scholars, craftspeople, and occultists, who long ago built great wonders and pushed back the edges of the unknown. Twilights are makers, thinkers, and doers, often endlessly curious about the world around them.

Caste Words: Craft, Investigation, Lore, Occult

Anima Gift: Their Anima gift is a command of magic. Once per scene, they may either dispel a theurgic invocation or low magic spell as an instant action, or use their action to immediately cast a theurgic invocation known to them without the usual cost for quick casting. They can sense magic in an object or area with a round’s attention.

Night

Investigators, spies, and assassins who long ago kept the Old Realm safe from threats within and without. Nights are often masters of going unseen, and moving in the shadowy circles outside respectable society.

Caste Words: Athletics, Awareness, Larceny, Stealth

Anima Gift: Their Anima gift is the power to go where they are not permitted; locks and seals open instantly for them, whether mundane or magical. Even magical barriers can be penetrated by Committing Effort for the scene. Unseen have no chance to fail humanly-possible atribute checks related to stealth or agile movement unless actively opposed by a worthy foe.

Eclipse

Far-rangers, diplomats and bureaucrats, who long ago built the institutions of the Old Realm, and ensnared its enemies with nets of intrigue and cunning words. Eclipses are social creatures by nature, who take pride in forging bonds between groups of people.

Caste Words: Bureaucracy, Linguistics, Navigate, Socialize

Anima Gift: Their Anima gift is a sense of true bargaining: they know instantly if, how, and why someone means to break a freely-made bargain they made with the Eclipse, even if they are a dozen realms distant when the culprit chooses or plans to renege. If that person does indeed break the bargain, the Eclipse can use one power or attack on them as if the Eclipse was present, with the victim having no chance to resist or dodge the effect and any damage or effect rolls being maximized.

Solar Perks

Word of the Sun
All Solars are automatically justified to create miracles or take gifts involving the Word of the Sun, simply by nature of what they are. Additionally, Solars can buy any lesser gift involving the Word of the Sun, from the Godbound book.

Anima Banner

Using the Solar’s abilities results in some obvious penumbra or insignia. A certain amount of the Solar’s Effort is “subtle” and may be Committed without causing any obvious effects, beyond whatever gift or miracle is being used. At first level, this is one point, increasing by one point at levels 3, 6, and 9. All the rest of the Solar’s Effort is overt. Committing this Effort to a gift, automatic saving throw, or miracle will cause some sort of visible effect.
The first overt point Committed will cause some minor but perceptible change. The Solar’s eyes will start faintly glowing, or wisps of smoke will start wafting from them, or the low rasp of grinding stone will be heard around them. These changes are usually only perceptible to someone within melee range or someone who’s already watching the PC.
The second overt point Committed will amplify the effect: the Solar’s whole body will start glowing, or their hair will transform into a mane of fire, or the rasp will become a loud rumbling. This insígnia has no mechanical effect, but it’s obvious to anyone in the Solar’s immediate vicinity and makes non-magical stealth largely impossible.
The third and further overt points Committed increase the insígnia to its biggest, brightest, loudest level. The coruscating beacons and burning banners created at this level are not just obvious to those around the Solar, but are bright or loud enough to attract attention several hundred feet away.
These insignia die away at the end of a scene, even if the Effort is still Committed. Committing and de-Committing the same point of Effort counts toward the total, so a PC who activates a gift with a point of overt Effort, deactivates it, and then activates it again with the same point has stacked up two points worth of insignia. The specific nature of the insignia usually depends on the type of Solar, though it often has a personal touch unique to the specific hero’s powers and nature.
Solars with the gifts of Stealth or other divine powers of concealment can stifle these insígnia as part of their powers. Thus, a Solar who uses their powers to go invisible will not be given away by a blaze of light. Once they drop their abilities, however, any current insignia are extremely perceptible.

Anima Gift
The Solar of a given Caste has one particular power that’s universal to their kind or characteristic of their abilities. This gift should be about as strong as a lesser gift, and might not require any Effort to trigger.
Inflexible Words
The Solar can only use the gifts of the Words they have bound. They can’t use miracles to create arbitrary effects or mimic the powers of other gifts of that Word. If the GM is particularly stern, they might not even be able to use the Word to dispel or conter appropriate hostile powers, but this is inadvisable, as it can leave them extremely vulnerable to powerful supernaturals. Solar of castes closely tied to particular Words might still be permitted to use miracles of that specific Word.
Their powers are also focused on human concepts and ideals, and so they are not able to bind or learn gifts from the Fire, Sea, Sky, Earth, Time, Shapeshifting or Fertility Words, or other custom Words that focus on some primordial elemental force unmediated by human action. They may still learn Strifes that draw on these concepts, however.
Solars can still learn the conventional Words as a form of sorcery; thus, they can take “Fire Sorcery” as a Skill Word to gain access to the gifts of the Fire Word, assuming their concept supports the idea. It’s up to the PC to describe the particular form of magic they’re using and how their PC relates to it.

Skill Dodge
The chosen Skill Words of a Solar can also be used for defensive dispelling, if the player can explain how they’re using their word to dodge some impending supernatural calamity. The GM should be generous about this; it can be hard to explain how a strictly human skill can be used to evade a torrent of living flame, for example, but the game is going to be very hard for PCs who can’t dispel incoming trouble at least some of the time. As a general rule of thumb, the GM should be charitable about interpretations, but don’t let the player use the same dispelling justification twice in one fight. Skill Words are rarely applicable for offensive dispelling.

The Great Curse and The Consuming Temptation
When the Exalted slew the enemies of the gods, those ancient monsters pronounced a terrible death-curse against the traitorous Incarnae. The Unconquered Sun and his compatriots had anticipated this, however, and crafted mighty magic to protect themselves. What they failed to notice was that the death-curse of the fallen ancients, thwarted by the gods, took root in the hearts of their Chosen.That Great Curse still haunts the Solar Exalted to this day, leaving a seed of darkness in each hero Chosen by the Unconquered Sun. The Curse expresses itself in moments of great stress and hardship, inflating the Solar’s passions into gross displays of unrestrained and destructive excess.
Every Solar is prey to some titanic passion or dark compulsion that tends to surface at moments of strain. When the character is created, the player chooses one ambition, craving, or drive for the PC, perhaps as a tremendous hunger for beauty, a hatred of a type of foe, or a craving for being glorified by others. This ambition can change during play with the GM’s permission and a suitable rationale. If the Solar ever has all their Effort Committed in a moment of great strain or danger where they are facing the loss of something precious to them or have been brought below half their maximum hit points, the stress and passions of the moment are subverted by the temptation. While they can control themselves long enough to deal with the immediate combat or crisis that provoked the temptation if their lives are at stake, they immediately afterwards are driven to throw themselves into indulging their craving.
After the crisis, until they somehow extravagantly satisfy the temptation or spend at least a day pursuing it with utter disregard for their own best interests or prudence, they cannot Commit Effort or Influence to anything not related to pursuing that temptation. Existing Influence Commitments will rapidly collapse unless the Solar satisfies their passions soon enough to return to overseeing their projects.
A Consuming Temptation can flare up no more than once per month, no matter how many moments of crisis the Solar faces.

LUNARS

Lunar Castes

Full Moon

These Lunars rely on raw physical prowess to answer the challenges and enemies given them by the world. They are warriors among warriors, certainly, but they are also athletes, rugged survivors, and capable of thriving in otherwise unlivable environments.

Caste Words: Athletics, Physique, Survival, Martial Arts, Melee, Ranged

Changing Moon

Changing Moons rely on guile, cunning, charisma, and overwhelming animal magnetism to overcome their foes and take what they want from life. What they cannot overawe with their sheer majesty, they can trick and blind with lies and misdirection.

Caste Words: Performance, Presence, Awareness, Larceny, Stealth, Socialize

No Moon

These mystics rely on cleverness and wisdom to outwit their opponents and solve the world’s challenges like the riddles they are. No Moons tease power out of the spirit and meaning of things, and are the greatest sorcerers of the Lunar Exalted.

Caste Words: Craft, Investigation, Lore, Occult, Bureaucracy, Linguistics

Lunar Perks

The Prowess of the Perfect Form
Even the most intellectual Lunar has tremendous physical prowess
in at least one regard. All three Lunar Castes may choose gifts from the following Words, even if this Words don’t correspond with their chosen Skill Words: Alacrity, Endurance, Might and Shapeshifting.
Lunars are the only Exalted who can pick gifts from the Shapeshifting Word, including greater gifts.
If any of their Strength, Dexterity, or Constitution attributes are below 13, they are automatically raised to 13. Lunars gain an extra hit point at first level and each level thereafter. Thus, even the frailest Lunar will start with at least 10 hit points at first level.

Lunars have the following extra special ability:
. Lunars have an invincible defense against any unwanted effect that would alter their shape, not including simple damage, but including maiming, tattoos, branding, or mutilation. Once per day they can smooth away their own wounds, healing hit points equal to their level as na Instant action. All Lunars are physically capable and extremely hardy.

Weakness of the Lunars
The vibrant physical power contained in a Lunar tends to react violently with certain inanimate materials, causing unusual damage to the Exalted. While casual contact with this substance is painful or distracting, it is only a serious threat if used as part of a weapon. The Lunar of a particular realm are usually vulnerable to one type of metal or substance; silver is a common bane, as is obsidian, bone, specially-wrought iron, or specifically-blessed weapons. A unifying thread seems to be the substance’s metaphorical embodiment of death, lifelessness, or inanimate immutability in the surrounding cultures.
The Lunar of a realm are usually only susceptible to one of these substances, but most well educated observers of their kind will know about this vulnerability and will exploit it when practical.
Damage inflicted on a Lunar by this substance is rolled twice, with the most injurious result taken. Specially-empowered or enchanted items of this substance might always do maximum damage against Lunars, but creating such powerful enchantments is very difficult, and only potent Deathlord, hostile Exalted, or similar artificers can hope to do so. Such empowered weaponry would have to be built as an artifact with a greater gift dedicated toward doing maximum damage to Lunars of that realm.

Anima Banner
The Lunar’s Animas flare with divine might when they use their abilities. This corona can make impersonation difficult, but when the Lunars needs discretion after unleashing too much of their divine might, they can Commit Effort for the day to stifle its manifestation for the next hour, though it requires a round’s concentration to do so. Apart from this, the rules are the same from the corresponding Solar perk.
The Great Curse and The Consuming Temptation
Just as the Solars, the Chosen of the Moon suffer from the Great Curse placed upon them by the slain Primordials. For the Lunars, the Curse arises from their connection to Luna and their shapeshifting powers. The dying Primordials cursed the Lunars to become the very beasts they emulated. The rules are the same from the corresponding Solar perk.

Special Abilities
(choose three that makes sense with your chosen Skill Words)

. Heroes cannot be surprised. They may increase their Dexterity to 16, or to 18 if it’s already 16 or higher.
. Heroes can create any non-magical object a normal man can carry as a round’s action, using whatever materials are to hand. While the ensuing creation may look odd, and any “foodstuffs” are inedible, it functions and lasts as well as a normal object of its type and usual substance. The hero’s crafting efforts for a day count as 100 laborers per character level when an estimate is needed.
. Heroes can speak to animals. Unintelligent beasts will always comply with requests that aren’t unnatural to them.
. Heroes never run out of normal ammunition. They may instantly call ranged or throwing weapons they’ve used to their hands over any distance, and their ranged weapon attacks never harm any target they did not intend to hurt. Their ranged attacks always count as magical for purposes of overcoming defenses.
. Heroes may set their Charisma score to 16, or 18 if it’s already 16 or higher. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.
. Heroes may command undead in their presence as an action, ordering up to ten per character level. Greater undead get a Spirit saving throw to resist, and cannot be commanded to self-destruction. Such heroes also know the details of what, where, and how anything dies or is dying within 100 feet of them.
. Heroes may raise either their Dexterity or Charisma to 16, depending on whether they favor stealth or lies. If either score is already 16 or higher, they may set it to 18 instead.
. Heroes need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it’s already 16 or higher.
. Heroes have an invincible defense against diseases and poisons of all kinds. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.
. Heroes always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal.
. Heroes may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead.
. Heroes may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day.
. Heroes are tremendously powerful, gaining a Strength score of 19 and a +4 attribute modifier for Strength. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.
. Heroes can see perfectly in darkness. They need not sleep, and their actions will never involuntarily cause the awakening of any sleepers around them.
. Heroes are blessed with grace and an understanding of the heart. They may set either their Charisma or Wisdom attribute scores to 16, or 18 if the score is already that high.
. Heroes affiliated with the Sorcery Word brush aside the incantations of lesser mages. As an Instant ability, the PC can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic constructo or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells.
. Heroes may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision is sufficiently powerful to pierce blindfolds or survive even the physical removal of their eyes.
. Heroes treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.
. Heroes are never short of money, and can always afford anything that costs 1 Wealth or less. They always have sufficient food, drink, and clothing for themselves and their companions, drawing it from nothingness if necessary.

Regras

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