SoF Exalted/Powers

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This section was very deliberately not called "Charms" which is what you might have expected. First and foremost, because it is not intended to be a one-for-one translation of Exalted's Charms into Powers. The aim is simply to be guidance for mimicking collections of Charms with Powers. Secondly, Powers are the term of reference Strands of Fate uses, and one of the motivations is to get us away from Exalted-think.


Exalted Powers[edit]

All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential "freebies" available to characters who are more-than-mortal, Power Packages and Anima Powers. Everything else is done with Power Advantages, which might be considered Mortal Thaumaturgy, Sorcery or Supernatural Martial Arts amongst other things. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it's done by an Exalt, Fae, Demon or God.

All Exalted receive the following Power Package:

Exalted Package (12 AP)

  • The Essence Affinity Ability at 2 (2 AP)
  • An Essence Stress track (2 AP)
  • Regeneration (2 AP)
  • Resistance [Disease - Immunity] (4 AP)
  • Resistance [Poison - Improved Resistance] (2 AP)


Dragonblooded characters have a base Essence Stress track equal to their Essence + Willpower.

All other Exalted have a base Essence Stress track equal to their Essence + Willpower +2.


Note that there is a cap on the maximum Weapon Rating (WR), Armour Rating (AR) or Explosive Rating (ExR) achieved with any Power equal to the character's Power Tech Level x2. Only Sorcery is exempt from this restriction.

Most Exalted Powers are temporary, Essence-fuelled effects, rather than more permanent, innate abilities. Use of the Passive modifier by Exalts should be rare, except for particular thematic or signature Powers for high-Essence Exalts.


Design note: Need consideration of crafting Powers


Dragon-Blooded Powers[edit]

Dragon-Blooded characters tend to have Powers along the lines of an elemental theme matching their Aspect. Note that this is not a restriction on their Power choices, merely that some Powers are most thematically appropriate for someone playing a character of that Aspect. They reflect the sorts of things a Dragon-Blood of that Aspect will tend to excel at and find the most natural to develop.

However, someone playing a Dragon-Blooded should feel free to take Powers from any of the Aspect lists. An Air-Aspect swordsman would be using Fire-Aspect Powers relating to martial skill. A Wood-Aspect martial artist would be using Water-Aspect Powers for unarmed combat.


Air

Air Aspects are the scholars and assassins of the Dragon-Blooded. Their thematic Powers include:

  • Astral Perception (not Touch)
  • Chameleon
  • Clairsentience
  • Echolocation
  • Enhanced Reflexes
  • Invisibility
  • Mindlink
  • Power Attack, Ranged (Thrown/conjured weapons)
  • Read Emotions
  • Read Thoughts
  • Sense
  • Telekinesis
  • Weapon Mastery (Thrown weapons)


Earth

Earth Aspects are the craftsmen and generals of the Dragon-Blooded. Their thematic Powers include:

  • Awe
  • Breathless
  • Clairsentience
  • Echolocation (target must be touching the earth)
  • Emotion Switch
  • Enhanced Endurance
  • Enhanced Strength
  • Imbue Armour
  • Imbue Zone (War effects)
  • Resistance
  • Sleepless
  • Transmute Matter or Energy


Fire

Fire Aspects are the socialites and soldiers of the Dragon-Blooded. Their thematic Powers include:

  • Astral Perception
  • Absorption
  • Augmented Movement
  • Awe
  • Enhanced Speed
  • Enhanced Reflexes
  • Flight
  • Imbue Weapon (Melee weapons)
  • Influence Thoughts
  • Power Attack, Melee
  • Wall-Walker
  • Weapon Mastery (Melee weapons)


Water

Water Aspects are the sailors and criminals of the Dragon-Blooded. Their thematic Powers include:

  • Augmented Movement
  • Breathless
  • Echolocation (target must be in water)
  • Environmental Protection
  • Imbue Armour
  • Imbue Weapon (Unarmed)
  • Insubstantial
  • Precognition
  • Sense
  • X-Ray Vision
  • Weapon Mastery (Unarmed)


Water Aspects also have numerous minor powers (such as mimicking someone's handwriting) which can be emulated with Power Tricks.


Wood

Wood Aspects are the healers and rangers of the Dragon-Blooded. Their thematic Powers include:

  • Affliction
  • Blessing
  • Environmental Protection
  • Heal
  • Imbue Weapon (Ranged weapons)
  • Invisiblity (Telepathic, while playing instruments)
  • Mindlink (through performance)
  • Poison
  • Power Attack, Ranged (Archery and musical manifestations)
  • Weapon Mastery (Ranged weapons)


One of the major themes of the Dragon-Blooded is teamwork, family ties and bloodlines and soldiers. Sworn Brotherhoods should take Five-Fold Elemental Wheel which enhances their Powers when working together.

As per the Power TL table, Dragon-Bloods may not take Super Powers. The only way they can access them is via Celestial Martial Arts. Their PTL is 4.


Solar Powers[edit]

Themes: light, emotions (particularly awe), holiness, leadership, trans-humanism

Solars excel at skilled endeavours, and as such they may stack Expert Advantages that cannot usually be purchased more than once.

Furthermore, as the chosen of the Unconquered Sun, they may invoke their Solar-oriented Aspect against creatures of darkness (demons, Fae, etc).


Dawn Caste

The Dawn Caste are the soldiers, generals and champions of the Unconquered Sun. Their thematic powers include:


Eclipse Caste

The Eclipse Caste are the bureaucrats, diplomats and courtiers of the Unconquered Sun. Their thematic powers include:


Night Caste

The Night Caste are the spies, thieves and assassins of the Unconquered Sun. Their thematic powers include:


Twilight Caste

The Twilight Caste are the scholars and artisans of the Unconquered Sun. Their thematic powers include:


Zenith Caste

The Zenith Caste are the priests, prophets and mystics of the Unconquered Sun. Their thematic powers include:


As per the PTL table, Solars are capped at World-Class Super Powers, though only an experienced Solar may take them at character creation. Their PTL is 6.


Lunar Powers[edit]

Lunar Powers are primarily focused on shapeshifting, physical boosts, adapatation to the environment, survival, illusions and the protection of others.

The keystone Lunar Power is Lunar Shifting, which covers all beast transformations. Every Lunar should have this Power. In addition, many take on Deadly Beastman Transformation. While these may seem superficially similar to Shapeshifting and Transmogrification, those Powers are the preserve of the hated chimera, those who stray too close to the Wyld.

Those Lunars with a Caste have Moonsilver Tattoos aligning them to their phase of the moon. These are best represented with the Resistance (Mutation) Power, which applies against any attempt to forcible morph or shift them, whether with Sorcery, Wyld shaping or anything else.

Futhermore, there are specific Powers which are thematically appropriate for Lunars based on their Caste. Lunars can pick Powers from any list, these are merely the most appropriate Powers.


Changing Moon

Changing Moons are the diplomats and escorts of the Lunar Exalted. Their thematic Powers tend towards deceit and trickery and include:

  • Awe
  • Binding (Mesmerism - up to Metro-Class)
  • Chameleon
  • Emotion Switch
  • Illusions
  • Invisibility
  • Influence Thoughts
  • Mind Wipe
  • Power Attack, Aura (Social/Mental)
  • Repel Creature (Creature of Darkness)
  • Terrify


Full Moon

Full Moons are the warriors and generals of the Lunar Exalted. Their thematic Powers tend towards might, speed, or untiring endurance and include:

  • Armour (up to Metro-Class)
  • Augmented Movement
  • Binding (Grappling - up to Metro-Class)
  • Body Weaponry
  • Breathless
  • Enhanced Reflexes
  • Enhanced Speed (up to Metro-Class)
  • Environmental Protection
  • Poison
  • Power Attack, Melee
  • Regeneration (up to Metro-Class)
  • Resistance
  • Super Agility (Metro-Class only)
  • Super Endurance (Metro-Class only)
  • Super Strength (Metro-Class only)
  • Weapon Mastery


No Moon

No Moons are the sorcerers and savants of the Lunar Exalted. Their thematic Powers tend towards problem solving and uncanny insight and include:

  • Astral Doorway
  • Astral Passage
  • Astral Perception
  • Binding (Spirits - up to Metro-Class)
  • Blessing
  • Clairsentience
  • Echolocation
  • Enhanced Reflexes
  • Enhanced Senses
  • Enhanced Hearing/Sight/Smell
  • Invisibility
  • Night Vision
  • Read Emotions
  • Read Thoughts
  • Sense
  • X-ray Vision


As per the Power TL table, Lunars are capped at Metro-Class Super Powers and may not take World-Class Super Powers. The only way they can access them is with Celestial Martial Arts. Their PTL is 5.


Sidereal Powers[edit]

Wierd fate-bending stuff, outline what sorts of powers each Caste has. Special uses of Essence Affinity Ability.

Themes: probability control, fate and destiny, teleportation, spiritual awareness, deciet/memory alteration and (last but not least) kung fu


Chosen of Battle

The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. Their themes are: Banner, Gauntlet, Quiver, Shield, Spear. Thematic powers include:

  • Armor
  • Body Weaponry
  • Healing
  • Imbue Armour (Invisibility to arrows)
  • Imbue Weapon
  • Influence Thought
  • Poison
  • Power Attack, Melee
  • Power Attack, Ranged
  • Summon Creature
  • Weapon Mastery


Chosen of Endings

The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. Their themes are: Crow, Haywain, Rising Smoke, Sword, The Corpse. Thematic powers include:

  • Affliction
  • Augmented Movement
  • Body Weaponry
  • Enhanced Reflexes
  • Illusion
  • Imbue Armor
  • Influence Thought
  • Invisibility
  • Nullify (Undead)
  • Power Attack, Melee
  • Power Defense
  • Precognition
  • Regeneration
  • Sense
  • Sleepless
  • Summon Creature
  • Super Endurance
  • Super Perception
  • Super Strength
  • Weapon Mastery


Chosen of Journeys

The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. Their themes are: Gull, Mast, Messenger, Sail, Survival. Thematic powers include:

  • Armor
  • Astral Passage
  • Augmented Movement
  • Breathless
  • Enhanced Speed
  • Environmental Protection
  • Imbue Creature
  • Imbue Weapon
  • Influence Thoughts (Lunars)
  • Leach
  • Lifeless
  • Power Attack, Ranged
  • Precognition
  • Sense (Routes/Journeys)
  • Sleepless
  • Super Agility


Chosen of Secrets

The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. Their themes are: Guardians, Key, Mask, Sorcerer, Treasure Trove. Thematic powers include:

  • Astral Perception
  • Influence Thoughts
  • Invisibility
  • Leach
  • Mind Probe
  • Poison
  • Postcognition
  • Precognition
  • Power Attack, Ranged
  • Read Emotions
  • Read Thoughts
  • Sense (Secrets/Obscured/Hidden, Immaterial Spirits/Enchantments)
  • Shapeshifting
  • Summon Creature (Scholar)
  • Teleport Self


Chosen of Serenity

The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. Their themes are: Ewer, Lovers, Musician, Peacock, Pillar. Thematic powers include:

  • Awe (Lust)
  • Blessing
  • Craft Power Item
  • Healing
  • Influence Thought
  • Mindlink
  • Mind Wipe
  • Nullify
  • Summon Creature
  • Teleport Self


As per the Power TL table, Sidereals are capped at Metro-Class Super Powers and may not take World-Class Super Powers. The only way they can access them is with Celestial or Sidereal Martial Arts. Their PTL is 5.


Other Exalted Powers[edit]

Abyssal Powers[edit]

Themes:


Day Caste

The Day Caste are the spies, thieves and assassins of the Neverborn. Their thematic powers include:


Daybreak Caste

The Daybreak Caste are the scholars and artisans of the Neverborn. Their thematic powers include:


Dusk Caste

The Dusk Caste are the soldiers, generals and champions of the Neverborn. Their thematic powers include:


Moonshadow Caste

The Moonshadow Caste are the bureaucrats, diplomats and courtiers of the Neverborn. Their thematic powers include:


Midnight Caste

The Midnight Caste are the priests, prophets and mystics of the Neverborn. Their thematic powers include:


As per the PTL table, Abyssals are capped at World-Class Super Powers, though only an experienced Abyssal may take them at character creation. Their PTL is 6.


Alchemical Powers[edit]

Themes:

Alchemicals work differently to the other Exalted, and have their own Power Package.

As per the Power TL table, Alchemicals are capped at Metro-Class Super Powers and may not take World-Class Super Powers. Their PTL is 5.


Infernal Powers[edit]

Themes:

As per the PTL table, Infernals are capped at World-Class Super Powers, though only an experienced Infernal may take them at character creation. Their PTL is 6.


Non-Exalted Powers[edit]

These are mostly for the benefit of NPCs and God-Blooded characters with their parents' Powers.


God-Blooded[edit]

A God-Blooded character's supernatural powers are dependent on their parentage. This determines what Powers they have access to. All God-Blooded have a Power Package in common, which they receive for free:

God-Blooded Package (6 AP)

  • The Essence Affinity Ability at 1 (1 AP)
  • An Essence Stress track (2 AP)
  • Resistance [Disease - Improved Resistance] (2 AP)
  • Resistance [Poison - Resistance] (1 AP)


God-Blooded have a base Essence Stress track equal to their Essence +2.

They also receive heritage powers for free (see below). They may learn Terrestrial Martial Arts, Terrestrial Sorcery (or Shadowlands Necromancy), and the Powers of their supernatural parent. Though the latter are likely to be much weaker due to their lower Power TL and cap on AP expenditure on any single Power.

God-Blooded's bodies are mortal, and as such were not meant to contain the energies that their unique heritage imbues them with. This often manifests as both positive and negative characteristics, the number and potency of which depend on the God-Blooded in question. Mechanically, this is best represented by Powers with appropriate Limitations and the Weakness Meta-Power. Unlike the vast majority of character types in Exalted, the Passive Modifier is perfectly appropriate for Powers meant to represent Mutations. The scion of an Earth Elemental doesn't need to spend Essence to make his hands and skin hard as stone (Body Weaponry and Armor, respectively). As far as Weaknesses go, many God-Blooded inherit the vulnerabilities of their supernatural parent, such as the Fae-Touched who must fear the touch of Cold Iron.

The most important thing to keep in mind when constructing God-Blooded Powers is focus. A God-Blooded descended from a Dryad, for instance, would have Sense (People Within Her Forest) rather than Sense (People), and one descended from a Forest Walker might only be able to use the Shapeshifting Power to assume the form of creatures native to the forest, rather than any shape at all. If the latter character had the ability to cause his skin to be covered with the toughest of bark (Armour), it would provide no protection against fire (a -1 Limitation).

Half-Castes are the exception, as their Powers should seek to emulate those of their Exalted Parent, and would not have Limitations unless that is considered common for that Exalted type (such as with Sidereals). Some Powers, however, prove to be taxing for the Half-Caste to properly replicate (Limitations that add a FP cost or increase the Activation Difficulty are acceptable).


Demon-Blooded

Demon-Blooded characters may access both the Universal Spirit Powers and the Demon Powers described below.

Their heritage powers are as follows:

  • Astral Perception (Demonic) [1AP]
  • Environmental Protection (Malfeas) [1AP]
  • Weakness (Essence Stress track recovers at the same rate as the Social Stress track, unless in a place of great sin and suffering) [-1AP]


Demon-Blooded characters with an appropriate Infernal patron (one able to channel prayer-created Essence to them) can buy off their Weakness.


Fae-Blooded

Fae-Blooded characters may access the Fae Powers described below.

Their heritage powers are as follows:

  • Environmental Protection (Wyld) [1AP]
  • Leach (Ranged; deals Mental Stress and heals Essence Consequences) [4AP]
  • Resistance (Wyld/Glamours) [1AP]
  • Weakness (Cannot heal Essence Consequences outside of Wyld-tainted areas) [-2AP]
  • Weakness (Weapons wrought from cold iron deal +2WR) [-1AP]


Ghost-Blooded

Ghost-Blooded characters may access the Ghost Powers described below. They may not learn Terrestrial Circle Sorcery, but may learn Shadowlands Necromancy instead.

Their heritage powers are as follows:

  • Astral Perception (Ghosts/Underworld) [1AP]
  • Environmental Protection (Underworld) [1AP]
  • Leach (Limitation: Blood-drinking; heals Essence Consequences) [2AP]
  • Weakness (Cannot heal Essence Consequences outside of Shadowlands or the Underworld) [-2AP]


God-Blooded

God-Blooded characters may access the Universal Spirit Powers and God Powers described below.

Their heritage powers are as follows:

  • Astral Perception (Spirits/Gates) [1AP]
  • Heal (Self-Healing, Once per scene; Essence Consequences only) [3AP]


Half-Castes

Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent's power. They do not receive an Anima power like their Exalted parent. Instead they receive heritage powers as follows:

  • Experienced (+1 Ability point) [1AP]
  • The cap on Abilities is raised to 5 [2AP]
  • Persistent Speciality Aspect [2AP]
  • Celestial Initiation (grants access to Metro-Class Super Powers) [1AP]


Unlike other kinds of God-Blooded, Half-Castes tend not to have Limitations on their Powers or Weaknesses associated with their nature, but rather their more tenuous control of their Powers.

There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted:

  • Golden Children are the offspring of the Solar Exalted. While they may access some Solar Powers, this does not include Supernatural Martial Arts or Sorcery higher than Terrestrial.
  • Moon-Born are sired by the Lunars. They do not have the broad scope of shifting that their parent does, and cannot purchase Lunar Shifting. Instead they may purchase Morph for their totem animal, and Deadly Beastman Transformation.
  • Star-Blessed are the children of the Sidereals.
  • Shadowwalkers are the children of the Abyssals. They may learn Terrestrial Martial Arts, but not Terrestrial Circle Sorcery. Instead they may learn Shadowland Necromancy.
  • Grandchosen of the Yozis are the get of the Infernals.


As per the Power TL table, unless otherwise noted, God-Blooded are capped at non-Super Powers and may not take Metro-Class Super Powers or higher. Their PTL is 3.


Spirits[edit]

Spirits cover a wide range of beings; demons, elementals and gods; who share some common abilities despite their differing origins. The most important thing to keep in mind when developing a Spirit's Powers is the purview of their concept. A God of Murder might have the Blessing Power, but only be able to aid murderers. Even if he wanted to help the virtuous maiden, his powers simply don't work that way. This is true of all but the most universal of Spirit abilities, though some powerful Spirits have a handful of powers that are unrestricted in their function.

Another thing to keep in mind is that Spirits are born with the Powers they have, rather than developing them like Exalted and other similar beings. As such, they tend not to develop unless the Spirit itself is promoted in a Terrestrial Court/Yu Shan/Malfeas. While Spirits are capable of learning some Sorcery and Necromancy, this is actually more commonly found among their God-Blooded offspring, as many Spirits dislike actually having to work to develop Powers.

There are few practical differences between Gods, Elementals, and Demons for the purposes of selecting Powers. The most important thing is developing appropiate limitations. Every spirit revolves around a concept. One God's might be the Caravan, one of the many Gods of Travel. A Thunderbird, as an Elemental of Air, would have Powers related to storms and the like. Demons are a bit harder to sum up in single-word concepts, but most Demons (and their powers) were created to perform a certain duty that will further a Yozi's agenda.


Universal Spirit Powers[edit]

These are a collection of Powers that all spirits can access:

  • Astral Perception (to see immaterial beings)
  • Enhanced Reflexes (representing stored up emergency actions)
  • Insubstantial (actually Materialise for those who are naturally insubstantial)
  • Invisibility (while immaterial)
  • Lifeless (Immortal - most are not physical beings with mortal concerns like eating, sleeping and breathing)
  • Sense (Essence and their own particular sort of supernatural energy)
  • Shapeshifting (often Themed)
  • Teleport Self (only to its domain, sanctum, a gate to Yu-Shan or the point where the spirit entered creation)


They will also tend to have Wellspring and buy up their Refresh.

In addition spirits may learn Mortal Thaumaturgy and Sorcery. Least or lesser spirits may have learned Terrestrial Circle Sorcery or Shadowlands Circle Necromancy. More powerful beings may have learned Celestial Circle Sorcery or Labyrinth Circle Necromancy. A rare few of the most powerful spirits may even have learned Solar Circle Sorcery or Void Circle Necromancy.

Spirits may also learn supernatural martial arts, though many lack the patience and discipline that their study requires. Least or lesser spirits might learn Terrestrial Martial arts. More powerful beings Celestial Martial Arts, and a rare few Sidereal Martial Arts.

Spirits usually have a PTL in the 4-6 range, but 6 is reserved for the most powerful, such as the Incarna. Unlike the Exalted, it is entirely appropriate for spirits to have Powers with the Passive modifier, representing innate properties that are always present.


Demon Powers[edit]

Demons exist to further the agendas of the Yozis, and thus the prime determinant of a demon's Powers is the purpose for which it was forged. At the very least, demons will have Lifeless (Immortal) and Insubstantial from the list of Universal Powers, and more powerful demons will have others. In addition, demons will have Powers associated with their purpose.

Demons often have Limitations on their Powers relating to their intended purpose and Weaknesses reflecting their nature. This includes susceptibility to summoning for the weaker demons.

All but the most powerful share the following:

  • Weakness (Susceptibility to Summon Creature)
  • Weakness (Creature of Darkness: Holy powers and artifacts give +4WR)


Elemental Powers[edit]

All of an Elemental's Powers are aspected to their particular element, that applies both to their Universal Powers (Insubstantial is required for them to become immaterial, Sense also includes their element, Shapeshifting is restricted by aspect) and the following natural Powers specific to elementals:

  • Absorption (of their aspected element)
  • Augmented Movement (a form appropriate to their element)
  • Breathless (able to breathe in their native element)
  • Environmental Protection (again immune to their native environment, able to survive in their respective Pole)
  • Power Attack (could be Melee, Ranged or Pulse, depending)
  • Resistance (Immunity to their element)
  • Additionally, they have access to Control (Air/Earth/Fire/Water/Wood with Conjure from Nothing).


Finally, specific elementals have whatever other Powers which are appropriate to their place in the order of Creation. A wood spider might have Binding to represent magically conjured webs and Poison for its deadly bite, for example.

Limitations on their Powers and Weaknesses upon their persons related to their elemental-aspecting are common to elementals. All elementals share the following:

  • Weakness (Susceptibility to Summon Creature)
  • Weakness (Elemental vulnerability - +4WR from opposing element - see below)
  • Weakness (Elemental dependency - take Stress on all tracks when removed from their native element for long periods)

Elemental vulnerabilties are as follows:

  • Fire consumes wood.
  • Wood covers earth.
  • Earth blocks air.
  • Air freezes water.
  • Water drowns fire.
  • So do the elements destroy.


All but the most powerful elementals weaken and eventually die when removed from their associated element.


God Powers[edit]

As a general rule, most gods, even the lowliest Terrestrial god, have all of the Universal Powers common to spirits. At the very least, they will have Lifeless (Immortal) and Insubstantial.

Gods will generally have Control (Reality Sub-domain) related to their portfolio as a minimum. More powerful gods will often have mental Powers that allow them to compel, control and manipulate mortals.

Just like Elementals, gods often have Limitations on their Powers relating to their assigned portfolio and Weaknesses reflecting their nature.


Fae Powers[edit]

The Fae or Fair Folk are the beings dwelling beyond the elemental poles. The unshaped Fair Folk who remain beyond the edges of Creation are hostile to all things of constant shape and form; they are Creatures of Darkness.

A great number of Fair Folk, however, have entered the world and taken on shape; they are no longer Creatures of Darkness by default. The vast majority of these beings are inimical to the beings of Creation — hunting down humans and feeding on their hopes and dreams — but some few choose to live among men as either lords or simple citizens. Fair Folk come in two classes: the ruling Nobles, and the subservient Commoners.

The Raksha are divided into four castes:

  • Diplomats, who favor the Staff Grace and the virtue of Conviction
  • Entertainers, who favor the Cup Grace and the virtue of Compassion
  • Warriors, who favor the Sword Grace and the virtue of Valor
  • Workers, who favor the Ring Grace and the virtue of Temperance


Noble Raksha belong to two of the four castes, favoring the graces and virtues of both. There is also a fifth Grace, the Heart Grace, which is associated with identity and the trait of Willpower. Graces are differing outlets for the use of Essence and are similar to the suits of tarot. The relevant caste(s) should help inform the sorts of Powers that are appropriate for any given Raksha.

The following Powers are common to all Raksha:

  • Environmental Protection (Wyld)
  • Leach (Ranged; deals Mental Stress and heals Essence Consequences)
  • Lifeless (Immortal - they are not physical beings with mortal concerns like eating, sleeping and breathing)
  • Resistance (Wyld/Glamours)
  • Resistance (Immunity: Elemental - choose one of Air, Earth, Fire, Water and Wood)
  • Sense (Essence and Wyld energy)


They will also tend to manifest a number of other Powers specific to their chosen form, such as Body Weaponry, Flight, Imbue Armour and so on. They may not take Super-Powers. Raksha may learn Terrestrial Martial Arts, but cannot use any form of Sorcery. Instead they may use Wyld Shaping for a similar effect.

All Fae share the following vulnerabilities:

  • Weakness (Cannot heal Essence Consequences outside of Wyld-tainted areas)
  • Weakness (Weapons wrought from cold iron deal +4WR)


Furthermore, Raksha are alien to Creation, their minds and motives unfathomable even to the Primordials, for they are not the work of the Titans. Upon cementing a static form they incorporate certain tendencies into their personal narrative, tendencies in accord with those Virtues upon which Creation is founded. These take the form of Weaknesses specific to their Virtues.

The most powerful of the Fair Folk are the Unshaped. Unlike the Raksha, the Unshaped are unable to survive within Creation for extended periods of time, each Unshaped is actually a symbiotic cluster of Fair Folk consisting of a single "guiding intelligence" and one or more "subsidiary intelligences" with no true form. They should be treated in a similar way to Spirits.

Fae Commoners have a PTL of 3, with Nobles having a PTL of 4. The Unshaped may have a PTL up to 6.


Ghost Powers[edit]

Ghosts are the souls of human beings that linger on after death because of some attachment they have to their prior existence rather than reentering the natural cycle of reincarnation. The denizens of the Underworld are aberrations to the proper course of existence, and they have existed only since the deaths of the Neverborn. It is from the souls of restless Solars that the Neverborn crafted their most greatest and most terrible servants - the Deathlords.

All ghosts have the following core Powers:

  • Astral Perception (to see immaterial beings)
  • Insubstantial (Materialise)
  • Invisibility (while immaterial)
  • Leach (Limitation: Blood-drinking; heals Essence Consequences)
  • Lifeless (Dead - they are not physical beings with mortal concerns like eating, sleeping and breathing)
  • Sense (Essence and their own particular sort of supernatural energy)


In addition they have the following vulnerabilities:

  • Weakness (Cannot cross a line of salt)
  • Weakness (Cannot heal Essence Consequences outside of Shadowlands or the Underworld)

As with Spirits, particularly powerful ghosts may have other thematically appropriate Powers. Some rare few can also learn Terrestrial or even Celestial Martial Arts and Necromancy is not uncommon.

Ghosts generally have a PTL of 3, but there are exceptions, such as Nephwracks and Deathlords.


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