Lunars

Lunar Exaltation
The Children of Luna are Chosen from a different facet of humanity from those favored by Ignis Divine. There is no question that the Sun's power seems to favor individuals of tremendous spirit, reason-defying skill, overall exceptionalism, and powerful vision in various mixtures. While there is some overlap between the preferences of the Sun and Moon, there's a definite trend of certain traits among Luna's Chosen. A burning will to survive and endure despite harsh odds or crushing losses is a certainty, however latent. Iconoclast backgrounds are common, for Luna prizes the willingness to explore many paths of life - or definitions of right and wrong. Pragmatism, self-reliance, and extremely individualistic modes of thought are nearly universal. Lastly, there is a decisive urge to protect something and act in defense of something in Creation - a people, a place, an idea... it varies, but all have the urge. The Second Breath oft-arrives in a time of great need or stress where the would-be Exalt can prove their worth, and visions of Luna in one of her aspects if not her actual brief presence are universal.

Sidebar: But BARBARIANS!
The Silver Pact's (loudest and proudest) wise men and women claim that most Stewards have stalwart Barbarian origins, but 'civilization' frequently births a notable share of survivalists and outcasts with the mettle to impress Luna. Fact is, most Lunar-sorts have few qualms adopting Barbarian culture when it's useful, and life among animals for a few years will get anyone throwing off layers of social propriety and squeamishness. Nevertheless, most Lunars have cultivated, embraced - and resonate with - Barbarian imagery and culture for many reasons. First, the further one Exalts from the Blessed Isle's reach the higher the survival rate usually is. Second, Barbarian cultures actively venerate the virtues that Luna values (a self-fulfilling prophecy, as Lunars are often their patron god-kings) while cities generally... don't. Third, Lunars wage war with the biggest example of civilization-gone-rotten they can imagine and love the idea of tearing it down in a display of everything that it is not. Fourth, their safest territory is the edges of the world, where barbarians flourish and the Realm flounders. In short, the Silver Pact's options are pretty limited. To many Lunars though, a city is just one other environment to blend into as they carry out their business.

Silver and Gold
Moon follows Sun, Sun follows Moon. Silver and Gold span the heavens, and so it is that the Solar and Lunar Exalted find their fates curiously intertwined, their Essences strangely compatible and complementary - Yin to Yang, Female to Male, Darkness to Light. The First Age saw many marriages, partnerships, and rivalries between the Sun and Moon's Chosen, bonds forming that crossed worlds and even lifetimes. Most tales of this pairing focus on the romantic aspects, leading to the popularity of the term 'Solar Mate' among Lunars. Indeed, Lunars were expected to complement the Solars as companions, spouses, shadows.

Lunars of the Age of Sorrows have little desire to reprise those roles, even if the Solar Exalted have returned. Times have changed. Lunars have changed. They are still changing. Yet Moon still follows Sun, and Sun still follows Moon. Their fates remain intertwined, Essences inextricably complementary. Some Lunars and Solars - or even their Abyssal and Infernal counterparts of the modern day - find that bonds of ancient love (among other emotions) still tie them together. Others feel precious little, their past lives never crossing enough to leave a mark. In rarer cases still, new bonds are forged between Silver and Gold as the Celestial Exalted mingle once more.

The Eternal Vow Merit (below) is one expression of how Solar and Lunar Essence may intertwine, but it is not the only one.

Eternal Vow (Merit ***)
The most traditional and remembered expression of the bond between Solar and Lunar is a marriage ceremony overseen by a Zenith and No Moon. This Merit links the characters, such that either may briefly focus on their mate with a miscellaneous (Perception + Essence) Roll, intuiting their approximate direction, general state of health and emotion ('fine and hale', 'sick', 'lightly hurt', 'beyond pissed off', 'blissful', 'grievously injured', etc). This can come unbidden as flashes of insight when dramatically appropriate, such as when a partner is in mortal danger or in the emotional throes of Limit Break. The Mates may reflexively share motes while touching, maximum of their combined Essence ratings per turn. Finally, this Merit protects (not to mention requires) a Tie to one's Mate, preventing it from falling below Major. Its context may change, but the intensity cannot drop below Major - though for many Mates, it remains a solid Defining. This ceremony was a blessing to many Solar and Lunar pairings, but as Desus and Lilith's case proves... not all.

This Merit must be taken by both parties in a Union. Establishing it requires true devotion, and without such the prayers to the Sun and Moon required will fail. It has an uncanny tendency to persist across incarnations, though this is not always so. Some who were pairs in past lives find that it can flare up unexpectedly on meeting their Mate's current incarnation, having been latent for over a millenia.

Casteless and Chimaerism
Following the chaos of the Usurpation, the newly Chosen no longer assume Castes after Exaltation. Now they carve their legends into their flesh in shining Moonsilver, stabilizing their Essence and becoming a part of the Silver Pact.

Those who don't receive Tattoos - through a failure of the pact to retrieve them, or a personal choice (made despite VEHEMENT protests) - face the potential dangers of Chimaerism. Each time a Casteless Lunar changes shape, roll a number of dice equal to the number of times they've shapeshifted this scene. (This dice pool is reduced by one for each day the Lunar does not shapeshift.) If the resulting successes exceed their Resolve, Threshold successes are converted into Supernatural Merits representing animal features instantly gained - rarely of a helpful or beauteous sort. Derangements frequently follow. Sorcery, meditation, rituals, and careful shapeshifting efforts can sometimes undo such damage - Lunar Elders can smooth over a few mishaps when Tattoos are applied.

After a point (chosen by the Storyteller) there's nothing to do but live with the consequences though... eventually, Chimaerism results. Lunars reduced to primal hunters with no person-hood left, displaying monstrous out-of-control shapeshifting.

Even the most jaded, apathetic Lunar Elder prefers to avoid Chimaeras running around. Not only can they become dangerous to other Lunars but nobody knows what these ever-evolving super-predators might evolve INTO, given enough time. Worse, the worry that Luna's blessings could be further damaged and warped... possibly beyond repair. At present, all slain Chimaera have reincarnated as normal Lunar Casteless... but understandably nobody wants to find out how far this will hold up.

Form-Fixing and Moonsilver Tattoos
The Silver Pact tries very hard to induct new Lunars, giving them Tattoos and instructing them in their ways. Following initial tattooing the Lunar's Exaltation will soon settle into their proper Caste, a process only the Lunar's soul can guide. Traditionally the new Lunar is put through various trials to finish catalyzing the Caste-fixing... though the trials are also an opportunity for fellow Lunars to grade the neonate and ready further tutoring into life as a Lunar.

OFFICIALLY, once the Lunar has been given the stories of Lunar history, been properly briefed on the Silver Pact's rules and nature of their power, has settled into a Caste and so on... they are free to do whatever they please. Even if that means going off and never having anything to do with other Lunars ever again. (Although if a Lunar lost their life in retrieving the newcomer, this does become a blood debt the Lunar is expected to repay in the future.) UNOFFICIALLY, the newcomer is encouraged to join the more organized efforts of the Pact - or at least whatever the local Lunars are up to, anyways.

The Moonsilver Tattoos offer complete protection against the Wyld's physical warping effects, and against any power that would forcibly change the Lunar's shape. (For instance, one cannot use Sorcery to curse a Lunar into the form of a stone frog.) They offer no protection against insanity brought on by Wyld exposure (other powers are needed for that) or more esoteric powers, like the arcane fate-weaving practiced by Sidereals.

Moonsilver Tattoos are works of art, by nature telling a fantastic rendition of the Lunar's life story in the elegant swirls and strikes of Claw Speech, though pictograms can feature too. Through deep meditation a Lunar may expand the tattoos, adding new aspects of their personal legend and accomplishments to the story written across their flesh. This typically occurs whenever a Lunar's Essence rating increases. Tales written in the Tattoos can omit details, depict an event without context, or exaggerate, but never be untrue.

The Tattoos also function as debts-and-favors trackers, flowing out into circle markings that reflect dealings with other Lunars. Owed blood-debts are noted as open circles. These can be slashed through with a line when paid. Broken oaths are signified with filled-in moonsilver circles, which can only be changed with the debt-holder's express forgiveness. A greater life-debt is depicted as three concentric circles, behaving otherwise as blood-debts pictographically.

The Silver Way
Lunars are loosely held together by the oath of the Silver Way... which is really, very much more like guidelines than rules.


 * 1) Never Flee; Never Surrender: Referring to the fight for Creation's fate overall, rather than any one specific battle.
 * 2) Repay Your Debts: Specifically, 'to other Lunars.' Newly rescued Lunars owe a blood-debt to the leader of their retrieval pack. Debts might be accrued through mentoring, losing a duel. Blood-debts are settled by performing tasks for the debt-holder, with express refusal carrying great stigma and reflecting in one's tattoos. Rescue by another Lunar accrues a life-debt that persists across the debt-holder's incarnations, payable through a similar rescue (retrieving the latest incarnation counts) or three major tasks.
 * 3) Be Just and Generous to Those Beneath You: 'Beneath' typically refers to Mortals, but can also mean younger Lunars... or anything a Lunar wants it to mean that isn't capable of beating the shit out of them for saying so, really. Lunar definitions of 'just and generous' are also... veeeeeeeeeeery flexible and subject to interpretation.
 * 4) Slay Not Your Brothers and Sisters: Lunars should not kill other Lunars. When words fail, duels and challenges can decide a matter, but Lunars must not take it too far. The loser in such a competition accrues a blood-debt to the winner. Killing is not strictly forbidden, but purposeless and excessive fatal duels will draw appropriate ire.
 * 5) Defend What is Yours: The Lunar burden, nature, and destiny is Stewardship. All Lunars are expected to do whatever is necessary to protect what they wish. None may gainsay, none may contest - though if two Lunars claim stewardship of the same thing and disagree... anything goes. No debts, no obligations, no issues whatsoever are more important than protecting one's Wards.

Pact Factions
Silver Pact Lunars have established a number of branching traditions, interest groups, and cliques. Memberships are largely informal and non-exclusive. A Lunar's reputation, company, and deeds are proof of affiliation. The lines between factions blurs frequently, sometimes not existing at all. Such is the way of Lunars. Many are what they need to be at any given time, after all.

Crossroads Society
Profoundly secretive, Crossroads members are sorcerers, occultists, priests, shamans, philosophers and intellectuals... but mostly sorcerers.

Electrum Union
In the First Age, the Lunars were considered the shadows and helpers of their Solar Mates, expected to complement their endless expertise with the boundless flexibility of Luna's blessing. The Silver Pact of back then recognized a gathering called the Seneschals of the Sun Kings, dedicated to wholeheartedly pursuing this role as a matter of sheer devotion and divine duty. After the Usurpation, the Seneschals lost their purpose - and, some Lunars say, their validity. Tales of the Solars and flickering past life memories kept some interest in the Sun's Chosen alive, but not in serving. The actual return of the Solars has reinvigorated old memories, opened old wounds, asked many questions and created all-new headaches. Enough Lunars hope to understand their ancient counterparts and perhaps cooperate in this fallen age that cynical Elders touted the name 'Electrum Union' amidst some more derogatory words... but the phrase stuck. For the moment. Now a few dozen Lunars cooperate under the name, making Solar business their business and sharing their findings and ideas. A few of the surviving Elder Seneschals who still cleave to the old views are valued by these idealists for their knowledge, if not their philosophy.

Swords of Luna
Lunars have always held the duty of helping Luna combat the things that would invade Creation and ruin it. This has usually been interpreted to mean threats from the Wyld. It also means threats from the Underworld. 'Enemies of Creation' encompasses the Scarlet Empire too, most Lunars now say. The Swords of Luna are warriors, plain and simple. They find their enemies, hunt them, and kill them. The Swords of Luna draw resources from all factions and are heavily invested in keeping the Realm too scared and torn across different fronts to push meaningfully into the deep Threshold. They are a ring of fangs and claws surrounding the Realm's territories, and hope to close those jaws inch by inch. The Great Contagion and following crusades and other catastrophes claimed many silver-clad warriors, but in centuries since the Lunars have recovered their numbers and regained their momentum. Now they may continue THEIR crusade.

Wardens of Gaia
The territories of Lunars encompass great swathes of wildlands where barbarians roam. The Wardens of Gaia are those most in-tune with the Barbarian lifestyle - many could be thought of as Barbarian supremacists, including unfortunate radicals like the infamous Ma-Ha-Suchi. The Wardens of Gaia venerate nature, seeking to protect the living world just as Luna holds great love for Gaia. Barbarian/hunter-gatherer cultures are held in high regard, while vast cities that decimate nature and wildly upset nature's balance are heavily frowned upon. Creation's environment is hardly in need of serious defending - lands roamed by Ox-Dragons, Tyrant Lizards and Siaka are quite good at taking care of themselves for the most part - and so most Wardens of Gaia consider their roles as guardians and stewards of the barbarian and beastmen tribes - and, increasingly often, their progenitors. Breeding Beastmen, talking beasts, and other oddities who can exemplify and champion nature is getting to be a bit of a habit.

Winding Path
Some Lunars are concerned most with the survival of Creation and humanity as a whole. The Winding Path seeks to ensure that - come what may - Creation will survive, no one catastrophe will be the end. The Winding Path spearheads the project known as the Thousand Streams River, a great experiment to develop new societal models and strengthen all of mankind so that a catastrophe like the Great Contagion or the chaos following the Usurpation will never be so devastating again. While both the Winding Path and the Wardens of Gaia seek to champion, guide, and nurture mortal civilization, the Winding Path lacks the Wardens' rustic sensibilities and is willing to radically challenge traditions. Of all the factions, the Winding Path has the most influence and attention spread across Threshold 'civilized' nations, and its abundance of city-going Lunars makes its movers and shakers the de facto go-tos for any Lunars needing the lowdown on situations across Creation. The Winding Path is very concerned with politics, economics, and events in all reaches of Creation and forms much of the Pact's information network.

The Great Curse
Just as their Solar counterparts do, the Lunar Exalted labor under an insidious curse. Lunar Limit works exactly like Solar Limit does, save that Lunars do not have a specific Limit Trigger. Instead, they roll 3 dice from the light of the Full Moon - not necessarily from gazing at it. This can only happen once per night. Lunar Limit Breaks are known for their primalism. Primal rages, frenzied gluttony, and unconcerned slothfulness with all the instinctual implacability of beasts are common. Use Solar Limit Breaks as a base, but keep in mind that Lunar urges and stress responses are never high-minded. Lunars are aware of their tendencies towards such outbursts and that Full Moon-light quickens it, but most view it as an intrinsic part of Lunar Essence if not a strange form of communion with Luna.

Shapeshifting
See Exalted Third Edition, page 545.

All newly-chosen Lunars may acquire new forms by hunting down the creature they wish to become, slaying it, and tasting its Heart's Blood - put more plainly, a taste of its blood just as or right after it dies. Some Lunars go so far as to devour the heart outright, but this isn't strictly necessary. Most Lunars can only become shapes ranging from a housecat to a moose size-wise, requiring further enlightenment and experience (IE: Charms) to expand their prowess.

A Lunar may freely and reflexively shapeshift to their True Human and True Animal (Totem) animal forms. Other forms require a Simple action that costs 4 motes, which cannot be flurried along with an attack.

Clothes, weapons, and other belongings are typically absorbed and shapeshifted along with the Lunar when they assume an animal form - for what need has a wolf of a spear or kimono? Lunars may choose to exempt specific belongings from this if so desired, but cannot change this after the fact without shapeshifting again. The belongings return when they assume an appropriate form.

Lunars cannot shapeshift if there is no space to accommodate them - the attempt fails and they revert to the form they were trying to leave. One cannot be swallowed alive by a giant whale and burst free by transforming into an even bigger whale for instance.

Lunars who learn the Charm 'Deadly Beastman Transformation' gain a third 'True Form', often called a Warform.

A Lunar who dies in a false shape reverts to either their True Human or True Animal form, assuming there's a corpse left to revert. Lunars who die in Warform typically remain in it.

Totem Animals
Each Lunar resonates with a particular animal reflective of his or her personality. This is the first animal shape they take - which frequently happens subconsciously as part of Lunar Exaltation. This form is special, often referred to as a 'True Form.' A Lunar need not hunt an example of this creature upon Exaltation, for the shape emerges from their own soul. The terms 'Totem Animal' and 'Spirit Shape' are both used to refer to this.

A Lunar's Totem Animal must be a form they are capable of shapeshifting into, and a natural animal recognized by Heaven. In other words, a Lunar who will have a form not accessible by default due to extreme size must take the appropriate Charms to express it at Character Creation. IE: If a Lunar's Spirit Shape is a Mouse, they are required to start with the Stamina Charm 'Humble Mouse Form' to 'contain' it.

The Tell
Luna's Blessing leaves its mark on her Children. All Lunars bear some kind of mark, animal trait, or strange quirk throughout all their forms - one telling of their Totem Animal. Perhaps they have a voice which reminds the listener inexplicably of birdsong, smell strongly of dog or boar, leave hoofprints instead of footprints, or have a forked tongue like a snake. Actual animal features such as ears and tails which operate as cosmetic mutations are also common. The touch of Luna is not terribly obvious, however. Supernaturally subtle, those viewing a Lunar's True Human form find they must either be told by someone who has already seen it or succeed at a Difficulty 5 roll to penetrate disguises to notice it. The mind simply refuses to acknowledge it otherwise, allowing Lunars to mingle unnoticed amidst mortals. In a false shape the Difficulty rises to 7, and can only be attempted if the observer has seen (or at least heard of) the Tell they now look for.

At Glowing anima or brighter, a Lunar's Tell becomes overt no matter their current form. A Lunar wearing their True Animal form or Warform also puts his or her Tell on overt display. The conscious mind might take little notice of such at the time, but is quick to relate upon encountering the Lunar in another form.

Charms
See the writeups at: https://drive.google.com/file/d/0BwZiXCIz14oCYlhwV1dEOWdmVVE/view?usp=sharing

Credits to Irked and his helpers for this most excellent writeup. Much kudos!

Tool-Emulating Transformation / Clay-Wetting Practice
Cost: 5m Mins: Dexterity 3, Essence 1 Type: Simple Duration: Indefinite Keywords: None Prerequisite Charms: None The Lunar's hands transform into whatever tool she needs. This allows the Lunar to perform one type of Craft without the use of actual tools for the duration of the Charm, and grants a +1 equipment bonus to all such rolls. This provides the equivalent of a master's workshop for Artifact crafting.

Some Lunars accomplish a similar effect without transforming, by rendering the object they're working with strangely malleable. For such Lunars, Clay-Wetting Practice would be a better name for this Charm.

Instant Construction Technique
Cost: 4m Mins: Dexterity 3, Essence 1 Type: Supplemental Duration: Instant Keywords: None Prerequisite Charms: Tool-Emulating Transformation This Charm supplements a roll to craft something mundane, making it blazingly fast. Most human-scale projects can be completed in a few seconds or minutes.

Wyld-As-Workshop Method
Cost: -- Mins:: Dexterity 3, Essence 2 Type: Permanent Duration: Permanent Keywords: Wyld Prerequisite Charms: Tool-Emulating Transformation A Lunar with this Charm treats the Bordermarches of the Wyld as a supernaturally excellent workshop while using Tool-Emulating Transformation. The Deep Wyld is treated as the equivalent of a First Age factory-cathedral.

Wonders Of The Moon
Cost: -- Mins:: Dexterity 3, Essence 2 Type: Permanent Duration: Permanent Keywords: None Prerequisite Charms: Instant Construction Technique The Lunar calculates the intervals of their Artifact-crafting rolls as though the rating of the Artifact was one lower. Artifacts reduced below rating 2 allow one roll every week or four rolls per session.

A Lunar with Wyld-As-Workshop Method may repurchase this Charm, adding the Wyld keyword and reducing the ratings of Artifacts by an additional 1 when determining the interval of an attempt to craft them in the Wyld.

Lunar Blade Reconfiguration
Cost: 5m, 1wp Mins:: Dexterity 5, Essence 3 Type: Simple Duration: Instant Keywords: None Prerequisite Charms: Wyld-As-Workshop Method This Charm allows the Lunar to attempt to transform one non-Legendary Artifact into another Artifact of the same or lower rating made from the same materials. If the Artifact is not made from moonsilver, the Lunar must first break it. The breaking must be done carefully; an already-broken Artifact is of no use to the Lunar unless repaired.

Transforming an Artifact uses the same rules as building a new Artifact. However, the difficulty is reduced to 0. The Lunar may roll once immediately, and may roll again twice a session or every two weeks. The old artifact is worth 5 rolls as materials.

If the new Artifact is extremely similar to the old one, like two melee weapons with similar enchantments, divide the goal number by 3. If the new Artifact is somewhat similar to the old one, like a bird-themed powerbow to a suit of winged artifact armour, reduce the goal number by one third instead.

This Charm must be activated once for each roll. The characteristics of a half-transformed Artifact are up to the ST.

Weaver To Weaponsmith Transformation
Cost: 3m, 1wp Mins:: Intelligence 2, Essence 1 Type: Simple Duration: Instant Keywords: None Prerequisite Charms: None The Lunar meditates for twenty minutes or so, and in the process re-assigns their Craft specialties. The new specialties need not be similar to the old ones, and this transformation is permanent. Many Lunars prefer to return to their original specialties eventually, though; it's disorienting to remember being a blacksmith without knowing how to shoe a horse.

Luna's Blessed Hands
Cost: 5m Mins:: Intelligence 3, Essence 1 Type: Supplemental Duration: Instant Keywords: None Prerequisite Charms: Weaver To Weaponsmith Transformation This Charm supplements an Artifact-crafting roll, giving it exploding 10s. If the Artifact is mostly moonsilver, the roll gains disappearing 1s as well.

An Intelligence 4, Essence 2+ repurchase lets the Lunar spend an additional 1wp to gain exploding 9s. If the Artifact is mostly moonsilver, the roll gains disappearing 2s as well.

An Intelligence 5, Essence 3+ repurchase gives the Lunar double 9s whenever they spend willpower to activate the enhanced version of this Charm.

Endlessly Shifting Expertise
Cost: -- Mins:: Intelligence 3, Essence 1, three Craft specialties Type: Permanent Duration: Permanent Keywords: None Prerequisite Charms: Weaver To Weaponsmith Transformation Upon purchasing this Charm, the Lunar loses all Craft specialties. If they lose more than 3 specialties this way, they gain 3xp for each extra specialty lost.

A Lunar with this Charm benefits from a universal specialty on the Craft skill.

Material Substitution Technique
Cost: 5m Mins:: Intelligence 4, Essence 2 Type: Supplemental Duration: Indefinite Keywords: Wyld, Stackable Prerequisite Charms: Weaver To Weaponsmith Transformation This Charm supplements an attempt to build or repair something, allowing the Lunar to use ludicrously unsuitable materials. Making a set of cutlery out of paper or repairing a cracked wall with rotting meat are both completely possible. For as long as the Lunar keeps their motes committed, the substituted materials are just as effective as the proper materials would be. They don't become more or less edible than they were, though, and they don't change their appearance or chemical properties.

One activation of this Charm allows the Lunar to substitute about fifty pounds of material. Multiple activations may be required for large projects.

In the Wyld, the Lunar need not commit motes to this Charm. Substituted materials remain effective until the object comes into contact with reality.

Temporary Artifact Technique
Cost: 10m, 1wp Mins:: Intelligence 4, Essence 2 Type: Supplemental Duration: Instant Keywords: None Prerequisite Charms: Material Substitution Technique This Charm supplements a roll to create a non-Legendary Artifact, reducing the difficulty to 0, doubling the successes after rolling, dividing the interval by 3, and allowing the Lunar to work without magical materials. If this Charm was used on any of the rolls to create an Artifact, it falls apart eventually; after (Essence x 2) days if it was made without magical materials, after (Essence x 2) weeks if it was made with moonsilver, and after (Essence) weeks if it was made with other magical materials. Working without materials gives the Lunar no benefit to the Terminus from materials.

Flaw-Finding Examination
Cost: 4m Mins:: Perception 3, Essence 1 Type: Reflexive Duration: Instant Keywords: None Prerequisite Charms: None This Charm allows the Lunar to assess something reflexively with (Perception + Craft). This roll is the same as a standard Craft assessment action, but it can be applied to any physical object and, if the Lunar tries to break the object with a feat of strength in the same scene, it grants a dice bonus equal to the number of successes gained on the (Perception + Craft) roll.