SoF Exalted/New Advantages

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This page will contain all the new Advantages created in the process of this adaptation.


Expert Advantages

As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.


Celestial Initiation

You are exempted from the normal cap on Powers for your type, able to purchase Metro-Class Super Powers. Only Half-Castes may purchase this Advantage.


Favoured Ability

One of your Abilities is not constrained by the usual CamPL limits for your tier. You may increase the cap on that specific Ability by one (to a maximum of 5).


Five-Fold Elemental Wheel

When you tag an Aspect placed by an ally who also has this Advantage and a different elemental affinity than your own you gain +3 (or +5WR) instead of the usual +2. Additionally whenever you generate Spin while attacking a target with aspects placed by your allies with this Advantage you add +1 to the WR of your attack for each Aspect placed by an ally with a different elemental affinity than your own (ie max 4). You may go beyond the normal PTL cap on WR/AR/ExR. You must be a Dragon-Blooded to purchase this Advantage.


Shield Expertise

Gain +1 to defense rolls when using a shield. This does not apply if you are ambushed or otherwise unable to bring your shield up to defend yourself.


Heroic Advantages

As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.


x Essence

Any time you take Essence stress that forces you to suffer a Consequence, and it overflows into the next set of stress boxes, reduce the amount of stress that overflows by 2.


Guardian

When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect Guardian(P). This Aspect could be invoked for a bonus or reroll on defense rolls, but compelled any time you might need both hands to perform an action.


Signature Item

Select an item you have obtained by taking a Resource Specialty Aspect (see SoF pg. 86). This item no longer costs a Fate Point to bring into the scene. In addition, it does not cost you a Fate Point the first time you invoke the Aspect associated with this item in a scene.


Strongman

You are extremely strong, gaining the Aspect Incredibly Strong. You also gain a +2 bonus on all Strength-based Maneuvers and special actions as well as non-conflict related Strength rolls. In addition you are considered one size category larger for the purposes of determining your lifting capacity.


Wellspring

You gain two more stress boxes for each set of stress boxes on your Essence Stress Track. You may take this Advantage multiple times, each time adding one additional stress box. Note that the exact form may vary depending on your character type; for Dragon Blooded this is "breeding", for God-Blooded "inheritance" and so on.


Power Advantages

For more details on Power Advantages, please see page 89 of SoF.


Deadly Beastman Transformation

Sample Power Aspect: Terrifying War-Form

Base AP Cost: 4AP

Activation Difficulty: 4

Activation Time: Free Action

Base Template: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)

Duration: Scene

Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.


This is an augmentation of the Transmogrification Power to fit the specifics of how Lunars use it. Only Lunars may take this Power. All other types must take regular Transmogrification.

When changing to your Beastman form, add up the number of ranks you have in all of your Physical Abilities plus Essence +1. You may then redistribute these ranks however you choose as you take your new form (though the maximum rank you can have in a single Ability cannot exceed the higher of 6 your Essence x2).

You may also trade these ranks for transformation points to purchase Advantages or gain Persistent Specialty Aspects that represent physical traits such as Body Weaponry, Striking Looks, Flight (Wings), Armor, etc. You lose these temporary Advantages when you change form.

All such purchases using transformation points must be thematically tied to your Totem animal (The Armor Power is hardly appropriate if your Totem is a hawk).

Modifiers:

+0 (War-formed Totem): Instead of using your human form and normal Abilities, you take the base of your totem form and add your Essence in transformation points with which you can buy additional Physical Ability points, Advantages or Aspects. You cannot redistribute your Physical Ability points as you can when using your human form as the base.
+1 (Master of the Flesh): See SoF entry.
+1 (Perfected Hybrid Interaction): You are no longer bound by the theme of your Totem Animal when activating Trasmogrification. The possession of this Modifier is frowned upon by many Lunars, who consider it a step along the path to Chimerism.

See page 184 of the SoF rulebook for more details.


Enhanced Endurance

Sample Power Aspect: Iron Constitution Technique

Base AP Cost: 2AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Requires a Power Source


You gain the ability to become inhumanly durable, gaining the Aspect Enhanced Endurance when this power is activated, as well as the following benefits:

Stress Boxes: +2 Stress boxes.

Other Rolls: For other uses of Enhanced Endurance, you gain a +3 bonus.

Modifiers:

+0 (Strenuous): Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.
+2 (Passive): Your Enhanced Endurance is "always on" and you do not need to activate it.

See page 177 of the SoF rulebook for more details. This is a "half-powered" Super Endurance.
This may not be stacked with Super Endurance.


Enhanced Strength

Sample Power Aspect: Five Dragon Musculature

Base AP Cost: 2AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Requires a Power Source


You gain the ability to become inhumanly strong, gaining the Aspect Enhanced Strength when this power is activated, as well as the following benefits:

Stress Boxes: +1 Stress box.

Other Rolls: +3 WR to uanrmed punches and kicks or adds +3 to the WR of melee weapons. For other uses of Enhanced Strength, you gain a +3 bonus.

Modifiers:

+0 (Strenuous): Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.
+2 (Passive): Your Enhanced Strength is "always on" and you do not need to activate it.

See page 178 of the SoF rulebook for more details. This is a "half-powered" Super Strength.
This may not be stacked with Super Strength.


Inhuman Strength

Sample Power Aspect: Supernatural Brawn

Base AP Cost: 2AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Requires a Power Source


You gain the ability to become inhumanly strong, gaining the Aspect Inhuman Strength when this power is activated. You also gain a +5 bonus on all Strength-based Maneuvers and special actions as well as non-conflict related Strength rolls. In addition you are considered one size category larger for the purposes of determining your lifting capacity.

Modifiers:

+2 (Passive): Your Inhuman Strength is "always on" and you do not need to activate it.

See page 178 of the SoF rulebook for more details. This is another "half-powered" Super Strength.
This may be stacked with either Enhanced Strength or Super Strength.


Lunar Shifting

Sample Power Aspect: Wildshaping Trickster

Base AP Cost: 5AP

Activation: Fate Point each time you change

Activation Time: One Turn

Duration: Permanent until you change back

Base Template: Morph (5AP), Morph Suite (+3), Tell (-1), Heart's Blood/No Unique Forms (-1), Anima Banner restriction (-1)

Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.


This is an augmentation of the Morph Power to fit the specifics of how Lunars use it. Only Lunars may take this Power. All other types must take regular Morph and/or Shapeshifting.

Lunar shifting only allows transformation in natural animals (ranging from size categories -2 to 1). They cannot, for example, turn into a cloak, anvil or tree. Nor can they (without paying for the Modifier below) turn into a fire elemental. You shift into an exact likeness of any creature from which you have drunk the heart's blood.

When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.

The Tell is a visible facet in every form that marks out the particular Lunar. It might be a blaze of colour or a forked tongue that appears in all their forms and cannot be hidden. Someone who knows to look for your Tell gains a +2 on their Perception roll to identify you in an alternative form.

If your anima banner is active, you may only shift into your totem animal.

Modifiers:

+1 (Changeling): You may take on the forms of other humans, once you have drunk of their heart's blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.
+2 (Monstrous Shifting): You are not limited merely to the forms of natural animals, but can take on the forms of anything living.
+1 (Scale Shifting): You may take the forms of animals up to two size categories larger than your natural form.
+2 (Scale Mastery): You may take the forms of animals up to three size categories bigger or smaller (ie from -3 to 3). Insects and dinosaurs are now within your range. Note this replaces Scale Shifting.
-2 (Restricted Forms): If you want to restrict the number of forms available to a Lunar, they start with their totem form plus Essence additional forms. Adding new forms beyond this costs 2XP for animal forms and 1XP for human forms.
+1 (Additional Forms): If you are using the Restricted Forms option, this adds five more animal forms to your suite (or two humans in place of each animal). You may take this modifier more than once.

See pages 149-150 of the SoF rulebook for more details.


Pasiap's Humility and the Moment of Daana'd

Sample Power Aspect: Essence-Enlightening Techniques.

Base AP Cost: 2AP

Activation Difficulty: 4

Activation Time: Free Action

Base Template: Astral Perception (1AP), Touch (+1).

Duration: Scene

Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.


You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.

This grants Dragonblooded characters access to Celestial Martial Arts.


Power Defense

Sample Power Aspect: Supernatural Parrying

Base AP Cost: 2

Activation: None

Requires a Power Source


This power reflects your aggressive approach to defense, aiding you in actively parrying physical attacks against yourself and allies, rather than simply avoiding them.

Choose Strength or Agility when purchasing this power. While this Power is active, you may defend against attacks in Physical Conflict with the selected Ability.

Modifiers:

+1 (Improved Defense): For every 1 AP spent, you gain an additional +1 on defense rolls when this Power is active.
+1 (Deflection): If you generate Spin when using this Power to defend, you may, as a Free Action with an Activation Difficulty of 4, deflect the attack back on the attacker.
+1 (Surprise-Negating): You may, as a Free Action with an Activation Difficulty of 4, use Power Defense when you would normally be denied your Ability Modifier, such as during an Ambush.
+1 (Defend Another): You may initiate a Block action, even if it isn't your turn, to defend an ally in the same Zone from an attack. This consumes your next Simple Action.
+1 (Unit Defense): This Modifier requires Defend Another, and you must be a Celestial Exalted. It works exactly like Defend Another, only the Block applies to all allies in the same Zone as you.


Robust Defense

Sample Power Aspect: Tough as Oak

Base AP Cost: 2

Activation: Fate Point

Requires a Power Source


You are incredibly solid, so much so that you can trust to your natural toughness to ward off blows. Use Endurance to defend against physical attacks.

Modifiers:

+1 (Improved Resilience): For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.
+1 (Surprise-Negating): You may, as a Free Action with an Activation Difficulty of 4, use Robust Defense when you would normally be denied your Ability Modifier, such as during an Ambush.


Root Initiation Form

Sample Power Aspect: Essence-Enlightening Techniques.

Base AP Cost: 1AP

Activation Difficulty: 4

Activation Time: Free Action

Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.


Those with Awakened Essences can use that connection to fuel their martial arts abilities. Whenever you are called upon to spend a Fate Point to activate a martial arts-related Advantage, you may instead choose to activate it with your Essence Affinity Ability. Only Enlightened Mortals and God-Blooded need to purchase this Advantage, Exalted and other natural Essence-wielders can do this instinctively.


Super Perception

Sample Power Aspect: All-Encompassing Awareness

Base AP Cost: See Below

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Requires a Power Source, and you have access to Metro-Class Powers


You gain the ability to become super perceptive, gaining the Aspect Super Perception when this power is activated, as well as the following benefits:

Metro-Class Super Perception (AP:4)

Assessment: Once per scene, you may perform an Assessment as a Simple Action.

Other Rolls: +5 to all Perception-based rolls, including defending against ranged attacks.

Modifiers:

+0 (Strenuous): Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.
+2 (Passive): Your Super Perception is "always on" and you do not need to activate it.


Alterations to Existing Powers

There are some minor changes to Powers in the Strands book to more closely align with the way they are intended to work for this adaptation.


Armour

The base AP cost for Armour is now 2AP, instead of 1.

Furthermore, the base AR is equal to Power Tech Level.

See page 113 of SoF for more information.


Body Weaponry

The base AP cost for Body Weaponry is now 2AP, instead of 1.

Furthermore, the base WR is equal to Power Tech Level.

See page 121 of SoF for more information.


Craft Power Item

This standard rules for using this Power are modified in the following manner:

  • Consumable Power Items and Power Items with a Potency 2 or less (that are not forged from one of the Magical Materials) take the standard amount of time per roll.
  • For all other Power Items, one roll is the equivalent of 1 season, or 3 months of effort.
  • The target difficulty is determined normally, but you cannot create a Power Item with a Potency greater than your Power TL x 2. Therefore, a Dragon-Blooded cannot create a Power Item with a Potency greater than 8, while a non-enlightened Mortal is limited to Potency 2 or less.
  • The Modifiers listed below replace those found in the SoF Corebook.
  • Bonuses gained from Facilities may be used as a bonus towards crafting, for Funding rolls, or split between the two.

Modifiers

+1 (Craftsman Needs No Tools): This modifier removes any penalties associated with Crafting without a proper set of tools. You must have a Power TL of at least 3 to purchase this modifier.
+1 (Exceptional Craftsman): Your Crafting rolls receive a +2 bonus. Those with a Power TL of 5 may purchase this modifier once. Power TL 6 characters may purchase it up to 3 times.
+1 (Resourceful Craftsman): Your Funding rolls receive a +2 bonus. Those with a Power TL of 5 may purchase this modifier once. Power TL 6 characters may purchase it up to 3 times.
+1 (Swift Craftsman): You reduce the time required for each Crafting roll one step on the time increment table (pg. 295). This cannot reduce the time below one Scene for Consumable Power Items and the like, or below one Day for all other Power Items. Those with a Power TL of 5 may purchase this modifier once. Power TL 6 characters may purchase it up to 3 times.
+1 (Craft: Magitech): You are capable of crafting and repairing Magitech Artifacts.

See page 197 of the SoF rulebook for more information


Enhanced Reflexes

Power is re-written as follows:

Base AP Cost: 3AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Requires a Power Source


You gain the Enhanced Reflexes(P) Aspect, which can be used for times when your superior reflexes would be of use. In addition, you may substitute Agility for Perception for the purposes of defending against ranged attacks.

Modifiers:

+0 (Strenuous): Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.
+2 (Passive): Enhanced Reflexes is "always on" and you do not need to activate it.
-1 (Aspect Downgrade): The Enhanced Reflexes Aspect is no longer Persistent.
-1 (No Substitution): Enhanced Reflexes no longer allows you to substitute one Ability for another.
+0 (Perceptive Evasion): Instead of substituting Agility for Perception, you substitute Perception for Agility for the purposes of defending against melee attacks.
+1 (Redirection): If you generate Spin on a Defense roll while this Power is active you may, as a Free Action with an Activation Difficulty of 4, redirect the attack at another target in the same Zone.
+1 (Surprise-Negating): You may, as a Free Action with an Activation Difficulty of 4, use Enhanced Reflexes when you would normally be denied your Ability Modifier, such as during an Ambush.
+1 (Improved Reflexes): You gain an additional +1 to your Defense rolls while this power is active.

See page 130 of SoF for more information.


Imbue Armour/Shield

The Attuned(P) Aspect allows you to ignore Restricting(P).

Add the following Modifier:

-1 (Soak Only): The selected property gives no bonus to defense when invoked, instead adding +2AR.

See page 138 of SoF for more information.


Imbue Weapon

Add the following Modifier:

-1 (Damage Only): The selected property gives no bonus to hit when invoked, instead adding +2WR.

See page 139 of SoF for more information.


Super Agility

Under "Other Rolls", Super Agility no longer provides a bonus to initiative rolls.

See page 176 for more information.


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