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		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=183598</id>
		<title>SoF Exalted/New Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=183598"/>
		<updated>2011-06-15T15:34:14Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Alterations to Existing Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain all the new Advantages created in the process of this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Expert Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Initiation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favoured Ability==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Five-Fold Elemental Wheel== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shield Expertise==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heroic Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==x Essence==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
&lt;br /&gt;
When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect &#039;&#039;Guardian(P)&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signature Item==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strongman==&lt;br /&gt;
&lt;br /&gt;
You are extremely strong, gaining the Aspect &#039;&#039;Incredibly Strong&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wellspring==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;breeding&amp;quot;, for God-Blooded &amp;quot;inheritance&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Power Advantages=&lt;br /&gt;
&lt;br /&gt;
 For more details on Power Advantages, please see page 89 of SoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadly Beastman Transformation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrifying War-Form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When changing to your Beastman form, add up the number of ranks you have in all&lt;br /&gt;
of your Physical Abilities plus Essence +1. You may then redistribute&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (War-formed Totem)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Master of the Flesh)&#039;&#039;&#039;: See SoF entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Perfected Hybrid Interaction)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See page 184 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Endurance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +2 Stress boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: For other uses of Enhanced Endurance, you gain a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Endurance is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 177 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Endurance.&lt;br /&gt;
 This may not be stacked with Super Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Five Dragon Musculature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Enhanced Strength&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +1 Stress box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may not be stacked with Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhuman Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Brawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Inhuman Strength&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Inhuman Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is another &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may be stacked with either Enhanced Strength or Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunar Shifting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wildshaping Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 5AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point each time you change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: One Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Permanent until you change back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Morph (5AP), Morph Suite (+3), Tell (-1), Heart&#039;s Blood/No Unique Forms (-1), Anima Banner restriction (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If your anima banner is active, you may only shift into your totem animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Changeling)&#039;&#039;&#039;: You may take on the forms of other humans, once you have drunk of their heart&#039;s blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Monstrous Shifting)&#039;&#039;&#039;: You are not limited merely to the forms of natural animals, but can take on the forms of anything living.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Scale Shifting)&#039;&#039;&#039;: You may take the forms of animals up to two size categories larger than your natural form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Scale Mastery)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 (Restricted Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Additional Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See pages 149-150 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pasiap&#039;s Humility and the Moment of Daana&#039;d==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Astral Perception (1AP), Touch (+1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.&lt;br /&gt;
&lt;br /&gt;
This grants Dragonblooded characters access to Celestial Martial Arts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Parrying&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This power reflects your aggressive approach to defense, aiding you in actively parrying physical attacks against yourself and allies, rather than simply avoiding them.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Defense)&#039;&#039;&#039;: For every 1 AP spent, you gain an additional +1 on defense rolls when this Power is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Deflection)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Defend Another)&#039;&#039;&#039;: You may initiate a Block action, even if it isn&#039;t your turn, to defend an ally in the same Zone from an attack.  This consumes your next Simple Action.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Unit Defense)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Robust Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Tough as Oak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Resilience)&#039;&#039;&#039;: For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Root Initiation Form==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Perception==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: All-Encompassing Awareness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: See Below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source, and you have access to Metro-Class Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become super perceptive, gaining the Aspect &#039;&#039;Super Perception&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Class Super Perception (AP:4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assessment&#039;&#039;&#039;: Once per scene, you may perform an Assessment as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +5 to all Perception-based rolls, including defending against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Super Perception is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alterations to Existing Powers=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Armour is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base AR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Weaponry==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Body Weaponry is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base WR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Craft Power Item==&lt;br /&gt;
&lt;br /&gt;
This standard rules for using this Power are modified in the following manner:&lt;br /&gt;
*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.&lt;br /&gt;
*For all other Power Items, one roll is the equivalent of 1 season, or 3 months of effort.&lt;br /&gt;
*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.&lt;br /&gt;
*The Modifiers listed below replace those found in the SoF Corebook. &lt;br /&gt;
*Bonuses gained from Facilities may be used as a bonus towards crafting, for Funding rolls, or split between the two. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Craftsman Needs No Tools)&#039;&#039;&#039;: This modifier removes any penalties associated with Crafting without a proper set of tools.  &#039;&#039;&#039;You must have a Power TL of at least 3 to purchase this modifier.&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Exceptional Craftsman)&#039;&#039;&#039;: Your Crafting rolls receive a +2 bonus. &#039;&#039;&#039;Those with a Power TL of 5 may purchase this modifier once.  Power TL 6 characters may purchase it up to 3 times.&#039;&#039;&#039;  &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;+1 (Resourceful Craftsman)&#039;&#039;&#039;: Your Funding rolls receive a +2 bonus. &#039;&#039;&#039;Those with a Power TL of 5 may purchase this modifier once.  Power TL 6 characters may purchase it up to 3 times.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Swift Craftsman)&#039;&#039;&#039;: 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. &#039;&#039;&#039;Those with a Power TL of 5 may purchase this modifier once.  Power TL 6 characters may purchase it up to 3 times.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Craft: Magitech)&#039;&#039;&#039;: You are capable of crafting and repairing Magitech Artifacts. &amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
==Enhanced Reflexes==&lt;br /&gt;
&lt;br /&gt;
Power is re-written as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the &#039;&#039;Enhanced Reflexes(P)&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Enhanced Reflexes is &amp;quot;always on&amp;quot; and you do not need to activate it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (Aspect Downgrade):&#039;&#039;&#039; The Enhanced Reflexes Aspect is no longer Persistent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (No Substitution):&#039;&#039;&#039; Enhanced Reflexes no longer allows you to substitute one Ability for another.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+0 (Perceptive Evasion):&#039;&#039;&#039;  Instead of substituting Agility for Perception, you substitute Perception for Agility for the purposes of defending against melee attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Redirection)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Reflexes):&#039;&#039;&#039; You gain an additional +1 to your Defense rolls while this power is active.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Armour/Shield==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Attuned(P)&#039;&#039; Aspect allows you to ignore &#039;&#039;Restricting(P)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Soak Only)&#039;&#039;&#039;: The selected property gives no bonus to defense when invoked, instead adding +2AR.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Weapon==&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Damage Only)&#039;&#039;&#039;: The selected property gives no bonus to hit when invoked, instead adding +2WR.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Agility==&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Other Rolls&amp;quot;, Super Agility no longer provides a bonus to initiative rolls.&lt;br /&gt;
&lt;br /&gt;
 See page 176 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Antagonists&amp;diff=183529</id>
		<title>SoF Exalted/Antagonists</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Antagonists&amp;diff=183529"/>
		<updated>2011-06-14T20:29:17Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Beasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Beasts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siaka&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A type of gigantic shark that is found in the oceans of the West. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Siaka&lt;br /&gt;
*Enhanced Smell(P)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 14]&lt;br /&gt;
 &lt;br /&gt;
Agility: 4; Endurance: 5; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: -2; Willpower: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -2; Empathy: -3; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Immobile on Land(P)(Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
*Augmented Movement(Swimming): +2 on rolls to Run or during a Chase, can move one additional Zone during a hustle.&lt;br /&gt;
*Enhanced Smell(Passive)&lt;br /&gt;
*Enhanced Strength(Passive): +1 to Physical Stress, +3 WR to natural attacks, +3 to other Strength checks.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier&#039;&#039; (AR): +4(+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&lt;br /&gt;
&lt;br /&gt;
Bite +5(+8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simhata&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Simhata, also known as lion-horses, are beasts similar in size and build to enormous horses. They were bred as War-Mounts for the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Simhata&lt;br /&gt;
*Loyal to Master, Vicious to Everyone Else.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 11] &lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 5; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: 0; Willpower: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
Deception: -4; Empathy: 1; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Bred for War (Strength)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
*Enhanced Speed(Passive): +2 on rolls to Run or during a Chase, can move one additional Zone during a hustle.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier (AR)&#039;&#039;: +3(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&amp;lt;br&amp;gt;&lt;br /&gt;
Bite +5(+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Claw +5(+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Enormous forest owls said to be harbingers of doom, Strix have 15-foot wingspans and have been known to carry off lone travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Strix&lt;br /&gt;
*Night Vision(P)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 11] &lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 5; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: 0; Willpower: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -1; Empathy: -2; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Death From Above (Strength)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
*Dive and Grab (Ground and Pound): Spend a FP after generating Spin on Grapple roll to attack.&lt;br /&gt;
*Tracker: +2 to rolls to track someone or something.&lt;br /&gt;
*Flight (Passive): Slow but Agile. +4 bonus to Run, or during a chase.&lt;br /&gt;
*Night Vision(Adaptive). &lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier (AR)&#039;&#039;: +4(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&amp;lt;br&amp;gt;&lt;br /&gt;
Grab +5(+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Bite +5(+4)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrant Lizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 An enormous lizard that stalks the Southern Jungles, looking for prey. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Enormous Predatory Lizard&amp;lt;br&amp;gt;&lt;br /&gt;
*Terrified of Fire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 16] &lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 5; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: -2; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -4; Empathy: -4; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Faster Than It Looks (P) (Agility)&amp;lt;br&amp;gt;&lt;br /&gt;
*Too Stupid to Know Fear (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracker:&#039;&#039;&#039; +2 to rolls to track something on the move.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ground and Pound:&#039;&#039;&#039; Spend an FP when you generate Spin on Grapple roll to execute an attack.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Endurance(Passive):&#039;&#039;&#039; +2 to Physical Stress, +3 to Endurance checks.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Strength(Passive):&#039;&#039;&#039; +1 to Physical Stress, +3 WR to natural attacks, +3 to other Strength checks.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier&#039;&#039; (AR): +3(+5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&lt;br /&gt;
&lt;br /&gt;
Bite +5(+8)&amp;lt;br&amp;gt;&lt;br /&gt;
Claw +5(+7)&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Supernaturals=&lt;br /&gt;
&lt;br /&gt;
Even beyond mortals and the Exalted, there are other beings. These comprise those known collectively as the spirits; demons, elementals and gods; as well as ghosts and the Fae beings from the Wyld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elementals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ghosts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fae==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Backgrounds&amp;diff=183314</id>
		<title>SoF Exalted/Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Backgrounds&amp;diff=183314"/>
		<updated>2011-06-13T18:08:25Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: Created page with &amp;#039;=Mundane Backgrounds=  ==Allies==  ==Backing==  ==Class==  ==Command==  ===Abyssal Command===  ==Connections==  ==Contacts==  ==Face==  ==Family==  ==Followers==  ==Henchmen==  =…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mundane Backgrounds=&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==Backing==&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
&lt;br /&gt;
===Abyssal Command===&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
&lt;br /&gt;
==Face==&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&lt;br /&gt;
==Mentor==&lt;br /&gt;
&lt;br /&gt;
==Reputation==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
==Retainers==&lt;br /&gt;
&lt;br /&gt;
==Spies==&lt;br /&gt;
&lt;br /&gt;
=Supernatural Backgrounds=&lt;br /&gt;
&lt;br /&gt;
==Arsenal==&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
==Breeding==&lt;br /&gt;
&lt;br /&gt;
==Cult==&lt;br /&gt;
&lt;br /&gt;
==Destiny==&lt;br /&gt;
&lt;br /&gt;
==Familiar==&lt;br /&gt;
&lt;br /&gt;
==Heart&#039;s Blood==&lt;br /&gt;
&lt;br /&gt;
==Manse==&lt;br /&gt;
&lt;br /&gt;
===Celestial, Infernal, and Underworld Manse===&lt;br /&gt;
&lt;br /&gt;
==Past Life==&lt;br /&gt;
&lt;br /&gt;
==Savant==&lt;br /&gt;
&lt;br /&gt;
==Solar Bond==&lt;br /&gt;
&lt;br /&gt;
==Unwoven Coadjutor==&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted&amp;diff=183309</id>
		<title>SoF Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted&amp;diff=183309"/>
		<updated>2011-06-13T17:28:30Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=An Exalted Conversion Using Strands of Fate=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted/CC_Summary |Character Creation Summary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Anima_Effects |Anima Effects]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Backgrounds |Backgrounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Powers |Powers]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Sorcery |Sorcery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Example_Characters |Example Characters]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted/New_Advantages |New Advantages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Mass Combat |Mass Combat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Antagonists |Antagonists]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Artifacts |Artifacts and Items of Power]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
[http://www.2shared.com/document/19JbzMnM/SoF_CS.html A PDF character sheet]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands/Exalted thread on RPGnet]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.white-wolf.com/exalted/index.php?title=Main_Page The Exalted Wiki]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://voidstar.squarespace.com/strands-of-fate/ Void Star - Strands of Fate]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.voidstar.me/storage/Strands%20of%20Fate%20Preview.pdf Strands of Fate preview]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://forum.rpg.net/showthread.php?548867-FATE-Strands-of-Fate-Generic-FATE-Core-Rulebook The Strands mega-thread on RPGnet]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Antagonists&amp;diff=183288</id>
		<title>SoF Exalted/Antagonists</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Antagonists&amp;diff=183288"/>
		<updated>2011-06-13T13:26:12Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Beasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Beasts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siaka&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A type of gigantic shark that is found in the oceans of the West. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Siaka&lt;br /&gt;
*Enhanced Smell(P)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 16]&lt;br /&gt;
 &lt;br /&gt;
Agility: 4; Endurance: 7; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: -2; Willpower: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -2; Empathy: -3; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Immobile on Land(P)(Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
*Augmented Movement(Swimming): +2 on rolls to Run or during a Chase, can move one additional Zone during a hustle.&lt;br /&gt;
*Enhanced Smell(Passive)&lt;br /&gt;
*Enhanced Strength(Passive): +1 to Physical Stress, +3 WR to natural attacks, +3 to other Strength checks.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier&#039;&#039; (AR): +4(+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&lt;br /&gt;
&lt;br /&gt;
Bite +5(+7)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrant Lizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 An enormous lizard that stalks the Southern Jungles, looking for prey. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Enormous Predatory Lizard&amp;lt;br&amp;gt;&lt;br /&gt;
*Terrified of Fire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 18] &lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 7; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: -2; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -4; Empathy: -4; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Faster Than It Looks (P) (Agility)&amp;lt;br&amp;gt;&lt;br /&gt;
*Too Stupid to Know Fear (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracker:&#039;&#039;&#039; +2 to rolls to track something on the move.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ground and Pound:&#039;&#039;&#039; Spend an FP when you generate Spin on Grapple roll to execute an attack.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Endurance(Passive):&#039;&#039;&#039; +2 to Physical Stress, +3 to Endurance checks.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Strength(Passive):&#039;&#039;&#039; +1 to Physical Stress, +3 WR to natural attacks, +3 to other Strength checks.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier&#039;&#039; (AR): +3(+5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&lt;br /&gt;
&lt;br /&gt;
Bite +5(+7)&amp;lt;br&amp;gt;&lt;br /&gt;
Claw +5(+5)&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Supernaturals=&lt;br /&gt;
&lt;br /&gt;
Even beyond mortals and the Exalted, there are other beings. These comprise those known collectively as the spirits; demons, elementals and gods; as well as ghosts and the Fae beings from the Wyld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elementals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ghosts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fae==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Antagonists&amp;diff=183126</id>
		<title>SoF Exalted/Antagonists</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Antagonists&amp;diff=183126"/>
		<updated>2011-06-13T00:48:43Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Beasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Beasts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siaka&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A type of gigantic shark that is found in the oceans of the West. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Siaka&lt;br /&gt;
*Enhanced Smell(P)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 16]&lt;br /&gt;
 &lt;br /&gt;
Agility: 4; Endurance: 7; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: -2; Willpower: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -2; Empathy: -3; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Immobile on Land(P)(Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
*Augmented Movement(Swimming): +2 on rolls to Run or during a Chase, can move one additional Zone during a hustle.&lt;br /&gt;
*Enhanced Smell(Passive)&lt;br /&gt;
*Enhanced Strength(Passive): +1 to Physical Stress, +3 WR to natural attacks, +3 to other Strength checks.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier&#039;&#039; (AR): +4(+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&lt;br /&gt;
&lt;br /&gt;
Bite +4(+7)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrant Lizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 An enormous lizard that stalks the Southern Jungles, looking for prey. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Enormous Predatory Lizard&amp;lt;br&amp;gt;&lt;br /&gt;
*Terrified of Fire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 18] &lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 7; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: -2; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -4; Empathy: -4; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Faster Than It Looks (P) (Agility)&amp;lt;br&amp;gt;&lt;br /&gt;
*Too Stupid to Know Fear (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracker:&#039;&#039;&#039; +2 to rolls to track something on the move.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ground and Pound:&#039;&#039;&#039; Spend an FP when you generate Spin on Grapple roll to execute an attack.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Endurance(Passive):&#039;&#039;&#039; +2 to Physical Stress, +3 to Endurance checks.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Strength(Passive):&#039;&#039;&#039; +1 to Physical Stress, +3 WR to natural attacks, +3 to other Strength checks.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier&#039;&#039; (AR): +3(+5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&lt;br /&gt;
&lt;br /&gt;
Bite +7(+7)&amp;lt;br&amp;gt;&lt;br /&gt;
Claw +7(+5)&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Supernaturals=&lt;br /&gt;
&lt;br /&gt;
Even beyond mortals and the Exalted, there are other beings. These comprise those known collectively as the spirits; demons, elementals and gods; as well as ghosts and the Fae beings from the Wyld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elementals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ghosts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fae==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Antagonists&amp;diff=183052</id>
		<title>SoF Exalted/Antagonists</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Antagonists&amp;diff=183052"/>
		<updated>2011-06-12T15:02:33Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Beasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Beasts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siaka&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A type of gigantic shark that is found in the oceans of the West. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Siaka&lt;br /&gt;
*Enhanced Smell(P)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 18]&lt;br /&gt;
 &lt;br /&gt;
Agility: 4; Endurance: 7; Perception: 3; Strength: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: -2; Willpower: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -2; Empathy: -3; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Immobile on Land(P)(Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
*Augmented Movement(Swimming): +2 on rolls to Run or during a Chase, can move one additional Zone during a hustle.&lt;br /&gt;
*Enhanced Smell(Passive)&lt;br /&gt;
*Enhanced Strength(Passive): +1 to Physical Stress, +3 WR to natural attacks, +3 to other Strength checks.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier&#039;&#039; (AR): +4(+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&lt;br /&gt;
&lt;br /&gt;
Bite +4(+7)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrant Lizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 An enormous lizard that stalks the Southern Jungles, looking for prey. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Enormous Predatory Lizard&amp;lt;br&amp;gt;&lt;br /&gt;
*Terrified of Fire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 20] &lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 7; Perception: 3; Strength: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 1] &lt;br /&gt;
&lt;br /&gt;
Craft: N/A; Knowledge: N/A; Reasoning: -2; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: N/A] &lt;br /&gt;
&lt;br /&gt;
Deception: -4; Empathy: -4; Persuasion: N/A; Resources: N/A&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Faster Than It Looks (P) (Agility)&amp;lt;br&amp;gt;&lt;br /&gt;
*Too Stupid to Know Fear (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tracker:&#039;&#039;&#039; +2 to rolls to track something on the move.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ground and Pound:&#039;&#039;&#039; Spend an FP when you generate Spin on Grapple roll to execute an attack.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Endurance(Passive):&#039;&#039;&#039; +2 to Physical Stress, +3 to Endurance checks.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Strength(Passive):&#039;&#039;&#039; +1 to Physical Stress, +3 WR to natural attacks, +3 to other Strength checks.&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total Physical Defense Modifier&#039;&#039; (AR): +3(+5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical Attack&#039;&#039; [Atk. Mod. (WR)]&lt;br /&gt;
&lt;br /&gt;
Bite +7(+7)&amp;lt;br&amp;gt;&lt;br /&gt;
Claw +7(+5)&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Supernaturals=&lt;br /&gt;
&lt;br /&gt;
Even beyond mortals and the Exalted, there are other beings. These comprise those known collectively as the spirits; demons, elementals and gods; as well as ghosts and the Fae beings from the Wyld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elementals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ghosts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fae==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182809</id>
		<title>SoF Exalted/New Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182809"/>
		<updated>2011-06-09T20:58:39Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Enhanced Reflexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain all the new Advantages created in the process of this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Expert Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Initiation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favoured Ability==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Five-Fold Elemental Wheel== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shield Expertise==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heroic Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==x Essence==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
&lt;br /&gt;
When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect &#039;&#039;Guardian(P)&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signature Item==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strongman==&lt;br /&gt;
&lt;br /&gt;
You are extremely strong, gaining the Aspect &#039;&#039;Incredibly Strong&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wellspring==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;breeding&amp;quot;, for God-Blooded &amp;quot;inheritance&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Power Advantages=&lt;br /&gt;
&lt;br /&gt;
 For more details on Power Advantages, please see page 89 of SoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadly Beastman Transformation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrifying War-Form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When changing to your Beastman form, add up the number of ranks you have in all&lt;br /&gt;
of your Physical Abilities plus Essence +1. You may then redistribute&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (War-formed Totem)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Master of the Flesh)&#039;&#039;&#039;: See SoF entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Perfected Hybrid Interaction)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See page 184 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Endurance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +2 Stress boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: For other uses of Enhanced Endurance, you gain a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Endurance is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 177 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Endurance.&lt;br /&gt;
 This may not be stacked with Super Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Five Dragon Musculature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Enhanced Strength&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +1 Stress box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may not be stacked with Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhuman Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Brawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Inhuman Strength&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Inhuman Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is another &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may be stacked with either Enhanced Strength or Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunar Shifting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wildshaping Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 5AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point each time you change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: One Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Permanent until you change back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Morph (5AP), Morph Suite (+3), Tell (-1), Heart&#039;s Blood/No Unique Forms (-1), Anima Banner restriction (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If your anima banner is active, you may only shift into your totem animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Changeling)&#039;&#039;&#039;: You may take on the forms of other humans, once you have drunk of their heart&#039;s blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Monstrous Shifting)&#039;&#039;&#039;: You are not limited merely to the forms of natural animals, but can take on the forms of anything living.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Scale Shifting)&#039;&#039;&#039;: You may take the forms of animals up to two size categories larger than your natural form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Scale Mastery)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 (Restricted Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Additional Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See pages 149-150 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pasiap&#039;s Humility and the Moment of Daana&#039;d==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Astral Perception (1AP), Touch (+1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.&lt;br /&gt;
&lt;br /&gt;
This grants Dragonblooded characters access to Celestial Martial Arts.&lt;br /&gt;
&lt;br /&gt;
==Power Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Parrying&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This power reflects your aggressive approach to defense, aiding you in actively parrying physical attacks against yourself and allies, rather than simply avoiding them.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Defense)&#039;&#039;&#039;: For every 1 AP spent, you gain an additional +1 on defense rolls when this Power is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Deflection)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Defend Another)&#039;&#039;&#039;: You may initiate a Block action, even if it isn&#039;t your turn, to defend an ally in the same Zone from an attack.  This consumes your next Simple Action.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Unit Defense)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
==Robust Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Tough as Oak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Resilience)&#039;&#039;&#039;: For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
==Root Initiation Form==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Perception==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: All-Encompassing Awareness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: See Below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source, and you have access to Metro-Class Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become super perceptive, gaining the Aspect &#039;&#039;Super Perception&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Class Super Perception (AP:4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assessment&#039;&#039;&#039;: Once per scene, you may perform an Assessment as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +5 to all Perception-based rolls, including defending against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Super Perception is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alterations to Existing Powers=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Armour is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base AR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Weaponry==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Body Weaponry is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base WR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Reflexes==&lt;br /&gt;
&lt;br /&gt;
Power is re-written as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the &#039;&#039;Enhanced Reflexes(P)&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Enhanced Reflexes is &amp;quot;always on&amp;quot; and you do not need to activate it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (Aspect Downgrade):&#039;&#039;&#039; The Enhanced Reflexes Aspect is no longer Persistent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (No Substitution):&#039;&#039;&#039; Enhanced Reflexes no longer allows you to substitute one Ability for another.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+0 (Perceptive Evasion):&#039;&#039;&#039;  Instead of substituting Agility for Perception, you substitute Perception for Agility for the purposes of defending against melee attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Redirection)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Reflexes):&#039;&#039;&#039; You gain an additional +1 to your Defense rolls while this power is active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 130 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
==Imbue Armour/Shield==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Attuned(P)&#039;&#039; Aspect allows you to ignore &#039;&#039;Restricting(P)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Soak Only)&#039;&#039;&#039;: The selected property gives no bonus to defense when invoked, instead adding +2AR.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Weapon==&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Damage Only)&#039;&#039;&#039;: The selected property gives no bonus to hit when invoked, instead adding +2WR.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Agility==&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Other Rolls&amp;quot;, Super Agility no longer provides a bonus to initiative rolls.&lt;br /&gt;
&lt;br /&gt;
 See page 176 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182807</id>
		<title>SoF Exalted/New Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182807"/>
		<updated>2011-06-09T19:51:58Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain all the new Advantages created in the process of this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Expert Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Initiation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favoured Ability==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Five-Fold Elemental Wheel== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shield Expertise==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heroic Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==x Essence==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
&lt;br /&gt;
When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect &#039;&#039;Guardian(P)&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signature Item==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strongman==&lt;br /&gt;
&lt;br /&gt;
You are extremely strong, gaining the Aspect &#039;&#039;Incredibly Strong&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wellspring==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;breeding&amp;quot;, for God-Blooded &amp;quot;inheritance&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Power Advantages=&lt;br /&gt;
&lt;br /&gt;
 For more details on Power Advantages, please see page 89 of SoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadly Beastman Transformation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrifying War-Form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When changing to your Beastman form, add up the number of ranks you have in all&lt;br /&gt;
of your Physical Abilities plus Essence +1. You may then redistribute&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (War-formed Totem)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Master of the Flesh)&#039;&#039;&#039;: See SoF entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Perfected Hybrid Interaction)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See page 184 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Endurance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +2 Stress boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: For other uses of Enhanced Endurance, you gain a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Endurance is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 177 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Endurance.&lt;br /&gt;
 This may not be stacked with Super Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Five Dragon Musculature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Enhanced Strength&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +1 Stress box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may not be stacked with Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhuman Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Brawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Inhuman Strength&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Inhuman Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is another &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may be stacked with either Enhanced Strength or Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunar Shifting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wildshaping Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 5AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point each time you change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: One Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Permanent until you change back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Morph (5AP), Morph Suite (+3), Tell (-1), Heart&#039;s Blood/No Unique Forms (-1), Anima Banner restriction (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If your anima banner is active, you may only shift into your totem animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Changeling)&#039;&#039;&#039;: You may take on the forms of other humans, once you have drunk of their heart&#039;s blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Monstrous Shifting)&#039;&#039;&#039;: You are not limited merely to the forms of natural animals, but can take on the forms of anything living.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Scale Shifting)&#039;&#039;&#039;: You may take the forms of animals up to two size categories larger than your natural form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Scale Mastery)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 (Restricted Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Additional Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See pages 149-150 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pasiap&#039;s Humility and the Moment of Daana&#039;d==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Astral Perception (1AP), Touch (+1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.&lt;br /&gt;
&lt;br /&gt;
This grants Dragonblooded characters access to Celestial Martial Arts.&lt;br /&gt;
&lt;br /&gt;
==Power Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Parrying&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This power reflects your aggressive approach to defense, aiding you in actively parrying physical attacks against yourself and allies, rather than simply avoiding them.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Defense)&#039;&#039;&#039;: For every 1 AP spent, you gain an additional +1 on defense rolls when this Power is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Deflection)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Defend Another)&#039;&#039;&#039;: You may initiate a Block action, even if it isn&#039;t your turn, to defend an ally in the same Zone from an attack.  This consumes your next Simple Action.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Unit Defense)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
==Robust Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Tough as Oak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Resilience)&#039;&#039;&#039;: For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
==Root Initiation Form==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Perception==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: All-Encompassing Awareness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: See Below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source, and you have access to Metro-Class Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become super perceptive, gaining the Aspect &#039;&#039;Super Perception&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Class Super Perception (AP:4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assessment&#039;&#039;&#039;: Once per scene, you may perform an Assessment as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +5 to all Perception-based rolls, including defending against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Super Perception is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alterations to Existing Powers=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Armour is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base AR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Weaponry==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Body Weaponry is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base WR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Reflexes==&lt;br /&gt;
&lt;br /&gt;
Power is re-written as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the &#039;&#039;Enhanced Reflexes(P)&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Enhanced Reflexes is &amp;quot;always on&amp;quot; and you do not need to activate it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (Aspect Downgrade):&#039;&#039;&#039; The Enhanced Reflexes Aspect is no longer Persistent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (No Substitution):&#039;&#039;&#039; Enhanced Reflexes no longer allows you to substitute one Ability for another.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+0 (Perceptive Evasion):&#039;&#039;&#039;  Instead of substituting Agility for Perception, you substitute Perception for Agility for the purposes of defending against melee attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Surprise-Negating)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Reflexes):&#039;&#039;&#039; You gain an additional +1 to your Defense rolls while this power is active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 130 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Armour/Shield==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Attuned(P)&#039;&#039; Aspect allows you to ignore &#039;&#039;Restricting(P)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Soak Only)&#039;&#039;&#039;: The selected property gives no bonus to defense when invoked, instead adding +2AR.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Weapon==&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Damage Only)&#039;&#039;&#039;: The selected property gives no bonus to hit when invoked, instead adding +2WR.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Agility==&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Other Rolls&amp;quot;, Super Agility no longer provides a bonus to initiative rolls.&lt;br /&gt;
&lt;br /&gt;
 See page 176 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182703</id>
		<title>SoF Exalted/New Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182703"/>
		<updated>2011-06-08T20:23:40Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Enhanced Reflexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain all the new Advantages created in the process of this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Expert Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Initiation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favoured Ability==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Five-Fold Elemental Wheel== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shield Expertise==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heroic Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==x Essence==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
&lt;br /&gt;
When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect &#039;&#039;Guardian(P)&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signature Item==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strongman==&lt;br /&gt;
&lt;br /&gt;
You are extremely strong, gaining the Aspect &#039;&#039;Incredibly Strong&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wellspring==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;breeding&amp;quot;, for God-Blooded &amp;quot;inheritance&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Power Advantages=&lt;br /&gt;
&lt;br /&gt;
 For more details on Power Advantages, please see page 89 of SoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadly Beastman Transformation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrifying War-Form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When changing to your Beastman form, add up the number of ranks you have in all&lt;br /&gt;
of your Physical Abilities plus Essence +1. You may then redistribute&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (War-formed Totem)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Master of the Flesh)&#039;&#039;&#039;: See SoF entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Perfected Hybrid Interaction)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See page 184 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Endurance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +2 Stress boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: For other uses of Enhanced Endurance, you gain a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Endurance is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 177 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Endurance.&lt;br /&gt;
 This may not be stacked with Super Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Five Dragon Musculature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Enhanced Strength&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +1 Stress box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may not be stacked with Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhuman Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Brawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Inhuman Strength&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Inhuman Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is another &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may be stacked with either Enhanced Strength or Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunar Shifting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wildshaping Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 5AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point each time you change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: One Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Permanent until you change back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Morph (5AP), Morph Suite (+3), Tell (-1), Heart&#039;s Blood/No Unique Forms (-1), Anima Banner restriction (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If your anima banner is active, you may only shift into your totem animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Changeling)&#039;&#039;&#039;: You may take on the forms of other humans, once you have drunk of their heart&#039;s blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Monstrous Shifting)&#039;&#039;&#039;: You are not limited merely to the forms of natural animals, but can take on the forms of anything living.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Scale Shifting)&#039;&#039;&#039;: You may take the forms of animals up to two size categories larger than your natural form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Scale Mastery)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 (Restricted Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Additional Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See pages 149-150 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pasiap&#039;s Humility and the Moment of Daana&#039;d==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Astral Perception (1AP), Touch (+1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.&lt;br /&gt;
&lt;br /&gt;
This grants Dragonblooded characters access to Celestial Martial Arts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Robust Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Tough as Oak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Resilience)&#039;&#039;&#039;: For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Root Initiation Form==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Perception==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: All-Encompassing Awareness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: See Below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source, and you have access to Metro-Class Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become super perceptive, gaining the Aspect &#039;&#039;Super Perception&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Class Super Perception (AP:4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assessment&#039;&#039;&#039;: Once per scene, you may perform an Assessment as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +5 to all Perception-based rolls, including defending against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Super Perception is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
=Alterations to Existing Powers=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Armour is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base AR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Weaponry==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Body Weaponry is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base WR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Reflexes==&lt;br /&gt;
&lt;br /&gt;
Power is re-written as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Enhanced Reflexes is &amp;quot;always on&amp;quot; and you do not need to activate it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (Aspect Downgrade):&#039;&#039;&#039; The Enhanced Reflexes Aspect is no longer Persistent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (No Substitution):&#039;&#039;&#039; Enhanced Reflexes no longer allows you to substitute one Ability for another.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+0 (Perceptive Evasion):&#039;&#039;&#039;  Instead of substituting Agility for Perception, you substitute Perception for Agility for the purposes of defending against melee attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Reflexes):&#039;&#039;&#039; You gain an additional +1 to your Defense rolls while this power is active.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
==Imbue Armour/Shield==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Attuned(P)&#039;&#039; Aspect allows you to ignore &#039;&#039;Restricting(P)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Soak Only)&#039;&#039;&#039;: The selected property gives no bonus to defense when invoked, instead adding +2AR.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Weapon==&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Damage Only)&#039;&#039;&#039;: The selected property gives no bonus to hit when invoked, instead adding +2WR.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Agility==&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Other Rolls&amp;quot;, Super Agility no longer provides a bonus to initiative rolls.&lt;br /&gt;
&lt;br /&gt;
 See page 176 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182702</id>
		<title>SoF Exalted/New Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182702"/>
		<updated>2011-06-08T20:21:02Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Enhanced Reflexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain all the new Advantages created in the process of this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Expert Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Initiation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favoured Ability==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Five-Fold Elemental Wheel== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shield Expertise==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heroic Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==x Essence==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
&lt;br /&gt;
When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect &#039;&#039;Guardian(P)&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signature Item==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strongman==&lt;br /&gt;
&lt;br /&gt;
You are extremely strong, gaining the Aspect &#039;&#039;Incredibly Strong&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wellspring==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;breeding&amp;quot;, for God-Blooded &amp;quot;inheritance&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Power Advantages=&lt;br /&gt;
&lt;br /&gt;
 For more details on Power Advantages, please see page 89 of SoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadly Beastman Transformation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrifying War-Form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When changing to your Beastman form, add up the number of ranks you have in all&lt;br /&gt;
of your Physical Abilities plus Essence +1. You may then redistribute&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (War-formed Totem)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Master of the Flesh)&#039;&#039;&#039;: See SoF entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Perfected Hybrid Interaction)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See page 184 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Endurance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +2 Stress boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: For other uses of Enhanced Endurance, you gain a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Endurance is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 177 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Endurance.&lt;br /&gt;
 This may not be stacked with Super Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Five Dragon Musculature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Enhanced Strength&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +1 Stress box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may not be stacked with Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhuman Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Brawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Inhuman Strength&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Inhuman Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is another &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may be stacked with either Enhanced Strength or Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunar Shifting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wildshaping Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 5AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point each time you change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: One Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Permanent until you change back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Morph (5AP), Morph Suite (+3), Tell (-1), Heart&#039;s Blood/No Unique Forms (-1), Anima Banner restriction (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If your anima banner is active, you may only shift into your totem animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Changeling)&#039;&#039;&#039;: You may take on the forms of other humans, once you have drunk of their heart&#039;s blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Monstrous Shifting)&#039;&#039;&#039;: You are not limited merely to the forms of natural animals, but can take on the forms of anything living.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Scale Shifting)&#039;&#039;&#039;: You may take the forms of animals up to two size categories larger than your natural form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Scale Mastery)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 (Restricted Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Additional Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See pages 149-150 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pasiap&#039;s Humility and the Moment of Daana&#039;d==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Astral Perception (1AP), Touch (+1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.&lt;br /&gt;
&lt;br /&gt;
This grants Dragonblooded characters access to Celestial Martial Arts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Robust Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Tough as Oak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Resilience)&#039;&#039;&#039;: For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Root Initiation Form==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Perception==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: All-Encompassing Awareness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: See Below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source, and you have access to Metro-Class Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become super perceptive, gaining the Aspect &#039;&#039;Super Perception&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Class Super Perception (AP:4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assessment&#039;&#039;&#039;: Once per scene, you may perform an Assessment as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +5 to all Perception-based rolls, including defending against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Super Perception is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
=Alterations to Existing Powers=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Armour is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base AR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Weaponry==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Body Weaponry is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base WR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Reflexes==&lt;br /&gt;
&lt;br /&gt;
Power is re-written as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Enhanced Reflexes is &amp;quot;always on&amp;quot; and you do not need to activate it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (Aspect Downgrade):&#039;&#039;&#039; The Enhanced Reflexes Aspect is no longer Persistent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-1 (No Substitution):&#039;&#039;&#039; Enhanced Reflexes no longer allows you to substitute one Ability for another.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+0 (Perceptive Evasion):&#039;&#039;&#039;  Instead of substituting Agility for Perception, you substitute Perception for Agility for the purposes of defending against melee attacks. &lt;br /&gt;
&lt;br /&gt;
 See page 130 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
==Imbue Armour/Shield==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Attuned(P)&#039;&#039; Aspect allows you to ignore &#039;&#039;Restricting(P)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Soak Only)&#039;&#039;&#039;: The selected property gives no bonus to defense when invoked, instead adding +2AR.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Weapon==&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Damage Only)&#039;&#039;&#039;: The selected property gives no bonus to hit when invoked, instead adding +2WR.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Agility==&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Other Rolls&amp;quot;, Super Agility no longer provides a bonus to initiative rolls.&lt;br /&gt;
&lt;br /&gt;
 See page 176 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182689</id>
		<title>SoF Exalted/New Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182689"/>
		<updated>2011-06-08T18:28:32Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Super Perception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain all the new Advantages created in the process of this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Expert Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Initiation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favoured Ability==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Five-Fold Elemental Wheel== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shield Expertise==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heroic Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==x Essence==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
&lt;br /&gt;
When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect &#039;&#039;Guardian(P)&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signature Item==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strongman==&lt;br /&gt;
&lt;br /&gt;
You are extremely strong, gaining the Aspect &#039;&#039;Incredibly Strong&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wellspring==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;breeding&amp;quot;, for God-Blooded &amp;quot;inheritance&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Power Advantages=&lt;br /&gt;
&lt;br /&gt;
 For more details on Power Advantages, please see page 89 of SoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadly Beastman Transformation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrifying War-Form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When changing to your Beastman form, add up the number of ranks you have in all&lt;br /&gt;
of your Physical Abilities plus Essence +1. You may then redistribute&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (War-formed Totem)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Master of the Flesh)&#039;&#039;&#039;: See SoF entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Perfected Hybrid Interaction)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See page 184 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Endurance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +2 Stress boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: For other uses of Enhanced Endurance, you gain a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Endurance is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 177 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Endurance.&lt;br /&gt;
 This may not be stacked with Super Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Five Dragon Musculature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Enhanced Strength&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +1 Stress box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may not be stacked with Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhuman Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Brawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Inhuman Strength&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Inhuman Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is another &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may be stacked with either Enhanced Strength or Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunar Shifting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wildshaping Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 5AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point each time you change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: One Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Permanent until you change back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Morph (5AP), Morph Suite (+3), Tell (-1), Heart&#039;s Blood/No Unique Forms (-1), Anima Banner restriction (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If your anima banner is active, you may only shift into your totem animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Changeling)&#039;&#039;&#039;: You may take on the forms of other humans, once you have drunk of their heart&#039;s blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Monstrous Shifting)&#039;&#039;&#039;: You are not limited merely to the forms of natural animals, but can take on the forms of anything living.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Scale Shifting)&#039;&#039;&#039;: You may take the forms of animals up to two size categories larger than your natural form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Scale Mastery)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 (Restricted Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Additional Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See pages 149-150 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pasiap&#039;s Humility and the Moment of Daana&#039;d==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Astral Perception (1AP), Touch (+1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.&lt;br /&gt;
&lt;br /&gt;
This grants Dragonblooded characters access to Celestial Martial Arts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Robust Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Tough as Oak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Resilience)&#039;&#039;&#039;: For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Root Initiation Form==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Perception==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: All-Encompassing Awareness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: See Below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source, and you have access to Metro-Class Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become super perceptive, gaining the Aspect &#039;&#039;Super Perception&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Class Super Perception (AP:4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assessment&#039;&#039;&#039;: Once per scene, you may perform an Assessment as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +5 to all Perception-based rolls, including defending against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Super Perception is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
=Alterations to Existing Powers=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Armour is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base AR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Weaponry==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Body Weaponry is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base WR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Reflexes==&lt;br /&gt;
&lt;br /&gt;
Power is re-written as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 130 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Armour/Shield==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Attuned(P)&#039;&#039; Aspect allows you to ignore &#039;&#039;Restricting(P)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Soak Only)&#039;&#039;&#039;: The selected property gives no bonus to defense when invoked, instead adding +2AR.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Weapon==&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Damage Only)&#039;&#039;&#039;: The selected property gives no bonus to hit when invoked, instead adding +2WR.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Agility==&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Other Rolls&amp;quot;, Super Agility no longer provides a bonus to initiative rolls.&lt;br /&gt;
&lt;br /&gt;
 See page 176 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182688</id>
		<title>SoF Exalted/New Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182688"/>
		<updated>2011-06-08T18:27:54Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Super Perception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain all the new Advantages created in the process of this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Expert Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Initiation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favoured Ability==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Five-Fold Elemental Wheel== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shield Expertise==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heroic Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==x Essence==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
&lt;br /&gt;
When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect &#039;&#039;Guardian(P)&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signature Item==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strongman==&lt;br /&gt;
&lt;br /&gt;
You are extremely strong, gaining the Aspect &#039;&#039;Incredibly Strong&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wellspring==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;breeding&amp;quot;, for God-Blooded &amp;quot;inheritance&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Power Advantages=&lt;br /&gt;
&lt;br /&gt;
 For more details on Power Advantages, please see page 89 of SoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadly Beastman Transformation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrifying War-Form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When changing to your Beastman form, add up the number of ranks you have in all&lt;br /&gt;
of your Physical Abilities plus Essence +1. You may then redistribute&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (War-formed Totem)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Master of the Flesh)&#039;&#039;&#039;: See SoF entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Perfected Hybrid Interaction)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See page 184 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Endurance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +2 Stress boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: For other uses of Enhanced Endurance, you gain a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Endurance is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 177 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Endurance.&lt;br /&gt;
 This may not be stacked with Super Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Five Dragon Musculature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Enhanced Strength&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +1 Stress box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may not be stacked with Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhuman Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Brawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Inhuman Strength&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Inhuman Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is another &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may be stacked with either Enhanced Strength or Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunar Shifting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wildshaping Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 5AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point each time you change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: One Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Permanent until you change back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Morph (5AP), Morph Suite (+3), Tell (-1), Heart&#039;s Blood/No Unique Forms (-1), Anima Banner restriction (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If your anima banner is active, you may only shift into your totem animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Changeling)&#039;&#039;&#039;: You may take on the forms of other humans, once you have drunk of their heart&#039;s blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Monstrous Shifting)&#039;&#039;&#039;: You are not limited merely to the forms of natural animals, but can take on the forms of anything living.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Scale Shifting)&#039;&#039;&#039;: You may take the forms of animals up to two size categories larger than your natural form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Scale Mastery)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 (Restricted Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Additional Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See pages 149-150 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pasiap&#039;s Humility and the Moment of Daana&#039;d==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Astral Perception (1AP), Touch (+1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.&lt;br /&gt;
&lt;br /&gt;
This grants Dragonblooded characters access to Celestial Martial Arts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Robust Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Tough as Oak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Resilience)&#039;&#039;&#039;: For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Root Initiation Form==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Perception==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: All-Encompassing Awareness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: See Below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source, and you have access to Metro-Class Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become super perceptive, gaining the Aspect &#039;&#039;Super Perception&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metro-Class Super Perception (AP:4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assessment&#039;&#039;&#039;: Once per scene, you may perform an Assessment as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +5 to all Perception-based rolls, including defending against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Super Perception is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
=Alterations to Existing Powers=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Armour is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base AR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Weaponry==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Body Weaponry is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base WR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Reflexes==&lt;br /&gt;
&lt;br /&gt;
Power is re-written as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 130 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Armour/Shield==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Attuned(P)&#039;&#039; Aspect allows you to ignore &#039;&#039;Restricting(P)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Soak Only)&#039;&#039;&#039;: The selected property gives no bonus to defense when invoked, instead adding +2AR.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Weapon==&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Damage Only)&#039;&#039;&#039;: The selected property gives no bonus to hit when invoked, instead adding +2WR.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Agility==&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Other Rolls&amp;quot;, Super Agility no longer provides a bonus to initiative rolls.&lt;br /&gt;
&lt;br /&gt;
 See page 176 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182687</id>
		<title>SoF Exalted/New Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/New_Advantages&amp;diff=182687"/>
		<updated>2011-06-08T18:26:44Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Super Perception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will contain all the new Advantages created in the process of this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Expert Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Initiation==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Favoured Ability==&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Five-Fold Elemental Wheel== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shield Expertise==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heroic Advantages=&lt;br /&gt;
&lt;br /&gt;
 As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==x Essence==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
&lt;br /&gt;
When wielding a melee weapon in one hand and shield in the other, you gain the persistent Aspect &#039;&#039;Guardian(P)&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signature Item==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strongman==&lt;br /&gt;
&lt;br /&gt;
You are extremely strong, gaining the Aspect &#039;&#039;Incredibly Strong&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wellspring==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;breeding&amp;quot;, for God-Blooded &amp;quot;inheritance&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Power Advantages=&lt;br /&gt;
&lt;br /&gt;
 For more details on Power Advantages, please see page 89 of SoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deadly Beastman Transformation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrifying War-Form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Transmogrification (4AP), Ability Augmentation (+1), Themed Trasmogrification (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar or Moon-Born.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When changing to your Beastman form, add up the number of ranks you have in all&lt;br /&gt;
of your Physical Abilities plus Essence +1. You may then redistribute&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (War-formed Totem)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Master of the Flesh)&#039;&#039;&#039;: See SoF entry.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Perfected Hybrid Interaction)&#039;&#039;&#039;: 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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See page 184 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Endurance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +2 Stress boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: For other uses of Enhanced Endurance, you gain a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Endurance is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 177 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Endurance.&lt;br /&gt;
 This may not be stacked with Super Endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Five Dragon Musculature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Enhanced Strength&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress Boxes&#039;&#039;&#039;: +1 Stress box.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a simple action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Enhanced Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is a &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may not be stacked with Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhuman Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Supernatural Brawn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly strong, gaining the Aspect &#039;&#039;Inhuman Strength&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Inhuman Strength is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
 See page 178 of the SoF rulebook for more details. This is another &amp;quot;half-powered&amp;quot; Super Strength.&lt;br /&gt;
 This may be stacked with either Enhanced Strength or Super Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunar Shifting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wildshaping Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 5AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point each time you change&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: One Turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Permanent until you change back&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Morph (5AP), Morph Suite (+3), Tell (-1), Heart&#039;s Blood/No Unique Forms (-1), Anima Banner restriction (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be a Lunar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
When in your alternative forms, you take on the Physical Abilities, senses and any physical Advantages or Aspects from that form, replacing your own.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If your anima banner is active, you may only shift into your totem animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Changeling)&#039;&#039;&#039;: You may take on the forms of other humans, once you have drunk of their heart&#039;s blood. As with animal forms, you take on their Physical Abilities, Advantages and Aspects in place of your own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Monstrous Shifting)&#039;&#039;&#039;: You are not limited merely to the forms of natural animals, but can take on the forms of anything living.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Scale Shifting)&#039;&#039;&#039;: You may take the forms of animals up to two size categories larger than your natural form.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Scale Mastery)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 (Restricted Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 (Additional Forms)&#039;&#039;&#039;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 See pages 149-150 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pasiap&#039;s Humility and the Moment of Daana&#039;d==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Astral Perception (1AP), Touch (+1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be Dragonblooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have been taught a series of Initiation techniques to enlighten and refine your Essence, allowing you to perceive and interact with immaterial spirits.&lt;br /&gt;
&lt;br /&gt;
This grants Dragonblooded characters access to Celestial Martial Arts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Robust Defense==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Tough as Oak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+1 (Improved Resilience)&#039;&#039;&#039;: For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Root Initiation Form==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Essence-Enlightening Techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and the Essence Affinity Ability. Must be an Enlightened Mortal or God-Blooded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Perception==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: All-Encompassing Awareness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: See Below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source, and you have access to Metro-Class Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become super perceptive, gaining the Aspect &#039;&#039;Super Perception&#039;&#039; when this power is activated, as well as the following benefits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assessment&#039;&#039;&#039;: Once per scene, you may perform an Assessment as a Simple Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Rolls&#039;&#039;&#039;: +5 to all Perception-based rolls, including defending against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Metro-Class Super Perception (AP:4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+0 (Strenuous)&#039;&#039;&#039;: Instead of spending a Fate Point, as a Free Action roll your Essence against an activation difficulty of 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+2 (Passive)&#039;&#039;&#039;: Your Super Perception is &amp;quot;always on&amp;quot; and you do not need to activate it.&lt;br /&gt;
&lt;br /&gt;
=Alterations to Existing Powers=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Armour is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base AR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Weaponry==&lt;br /&gt;
&lt;br /&gt;
The base AP cost for Body Weaponry is now 2AP, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the base WR is equal to Power Tech Level.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enhanced Reflexes==&lt;br /&gt;
&lt;br /&gt;
Power is re-written as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 130 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Armour/Shield==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Attuned(P)&#039;&#039; Aspect allows you to ignore &#039;&#039;Restricting(P)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Soak Only)&#039;&#039;&#039;: The selected property gives no bonus to defense when invoked, instead adding +2AR.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Imbue Weapon==&lt;br /&gt;
&lt;br /&gt;
Add the following Modifier:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Damage Only)&#039;&#039;&#039;: The selected property gives no bonus to hit when invoked, instead adding +2WR.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of SoF for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Agility==&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Other Rolls&amp;quot;, Super Agility no longer provides a bonus to initiative rolls.&lt;br /&gt;
&lt;br /&gt;
 See page 176 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182563</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182563"/>
		<updated>2011-06-07T20:47:22Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Lunars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+6AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Shroud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;:  Cloaked (+2), Reflexive (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The area around the lunar is bathed in ever-shifting shadows and silver light, making it difficult to discern the Lunar&#039;s exact location, or his identity.  The Lunar gains +4 on rolls to remain unseen if he isn&#039;t moving, and +2 to rolls if he is.&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Second Aspect (+1), Simultaneous Activation (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The No Moon who activates this Power is enveloped in shadows and finds their ability to work Sorcery enhanced.  They gain the Penumbra (P) and Occult Blessing (P) aspects for the rest of the scene, the former makes the Lunar harder to hit, while the latter is an aid to Sorcerous actions.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+6AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure.&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+6AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182499</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182499"/>
		<updated>2011-06-06T22:53:41Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Other Powerful Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+6AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+6AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure.&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+6AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182498</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182498"/>
		<updated>2011-06-06T22:42:35Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Solars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+6AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure.&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182491</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182491"/>
		<updated>2011-06-06T20:39:51Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Alchemicals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure.&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182490</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182490"/>
		<updated>2011-06-06T20:16:28Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Abyssals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure.&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182489</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182489"/>
		<updated>2011-06-06T20:07:48Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Celestial Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2), Triggers Anima Banner (-1) Muted Anima*(+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182461</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182461"/>
		<updated>2011-06-06T16:57:26Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Celestial Exalted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2), Triggers Anima Banner (-1), Muted Anima*(+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2), Triggers Anima Banner (-1) Muted Anima*(+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182455</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182455"/>
		<updated>2011-06-06T16:35:31Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Solars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2), Triggers Anima Banner (-1), Muted Anima*(+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2), Triggers Anima Banner (-1) Muted Anima*(+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182453</id>
		<title>SoF Exalted/Anima Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Anima_Effects&amp;diff=182453"/>
		<updated>2011-06-06T16:17:41Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Infernals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.&lt;br /&gt;
&lt;br /&gt;
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Celestial Exalted =&lt;br /&gt;
&lt;br /&gt;
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Morning&#039;s Awful Majesty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Eclipses, being the diplomats and messengers of  the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Shadowy Veil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2), Triggers Anima Banner (-1), Muted Anima*(+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Undead, Demons)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Sunshine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lunars==&lt;br /&gt;
&lt;br /&gt;
Known also as the Stewards, these mighty savages are the champions of Luna.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lunar Vigour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed x2 (+2), Strenuous (-1), &#039;&#039;Inhuman Strength&#039;&#039;: none, Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect &#039;&#039;Inhumanly Strong&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 See pages 117 and 178 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Moon Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sidereals==&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the &#039;&#039;Mars&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Endings Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Saturn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the &#039;&#039;Saturn&#039;s Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.&lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Journeys Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Speed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Mercury&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.&lt;br /&gt;
&lt;br /&gt;
 See page 129 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Secrets Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Jupiter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.&lt;br /&gt;
&lt;br /&gt;
 See page 171 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Serenity Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Lesser Sign of Venus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the &#039;&#039;Venus&#039; Blessing(P)&#039;&#039; Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.&lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Terrestrial Exalted=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anima Flux==&lt;br /&gt;
&lt;br /&gt;
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Anima Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Anima Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Air Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.&lt;br /&gt;
&lt;br /&gt;
 See page 117 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Earth Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Imbue Armour&#039;&#039;: none &#039;&#039;Robust Defense&#039;&#039;: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect &#039;&#039;Skin of Stone(P)&#039;&#039; which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.&lt;br /&gt;
&lt;br /&gt;
 See page 138 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Weaponry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point (1st time used in the scene)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
 See page 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternate Power:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attack, Pulse&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Fire Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Anima Effect of a Fire-Aspect has no room for refinement.  When activated the Exalt&#039;s Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that).  Unfortunately, this power is also a significant risk to anything combustible in the area.  Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.  &lt;br /&gt;
&lt;br /&gt;
 See page 163 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Movement + Breathless&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Water Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &#039;&#039;Augmented Movement&#039;&#039;: Improved Speed (+2), Strenuous (-1). &#039;&#039;Breathless&#039;&#039;: Water-breather (-1), Package: Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.&lt;br /&gt;
&lt;br /&gt;
 See page 117 and 121 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wood Attunement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
Channeling the power of Wood, you become poisonous to the touch.&lt;br /&gt;
&lt;br /&gt;
 See pages 155 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Powerful Exalted=&lt;br /&gt;
&lt;br /&gt;
There are other forms of Exalted who are equivalent in power to the Celestials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abyssals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals&#039;s powers are merely sinister analogs of the Solar Exalted powers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Hidden in Plain Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Cloaked(+2), Triggers Anima Banner (-1) Muted Anima*(+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. &lt;br /&gt;
&lt;br /&gt;
 See page 122 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Cloak of Daybreak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dusk Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Grim Visage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Life Transfer Technique, Vile Display of Darkness &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Cost&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The unveiling of the Exalt&#039;s banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in (and takes Stress if it fails to do so).&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshadow Cast Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemicals==&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When triggered, you gain the persistent Aspect &#039;&#039;Aura of Secrecy(P)&#039;&#039;, which can be invoked to make people forget you. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Iron Constitution Technique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the ability to become inhumanly durable, gaining the Aspect &#039;&#039;Enhanced Endurance&#039;&#039; when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enhanced Reflexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain the persistent Aspect &#039;&#039;Enhanced Reflexes(P)&#039;&#039;. You may also roll your Agility to defend against ranged attacks from bows and firewands.&lt;br /&gt;
&lt;br /&gt;
 See page 130 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orichalcum Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Damage-only (-1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 1AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Awe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source and Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain the persistent Aspect &#039;&#039;Aura of Dread(P)&#039;&#039;, which can be used to elicit fear. &lt;br /&gt;
&lt;br /&gt;
 See page 118 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspects&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requires a Power Source&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.&lt;br /&gt;
&lt;br /&gt;
 See page 139 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infernals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terrify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Terrible Countenance of Malfeas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 4AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.&lt;br /&gt;
&lt;br /&gt;
 See page 183 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Repel Creature&#039;&#039; (Gods, Solar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Wrath of Cecelyne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can trigger its anima banner to fend off Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. In addition they take Stress equal to the amount they fail to resist the block by.&lt;br /&gt;
&lt;br /&gt;
 See page 169 of the SoF rulebook for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Aegis of She Who Lives In Her Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 1 AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)&lt;br /&gt;
&lt;br /&gt;
Total AP: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection.&lt;br /&gt;
&lt;br /&gt;
 See page 113 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Power&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 + Affinity Rating x 3 hours or until dismissed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Hardened Barrier (+1, Triggers Anima banner (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.&lt;br /&gt;
&lt;br /&gt;
 See page 119 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imbue Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Blessing of Adorjan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Simple Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Scene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: Centered on Self (+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total AP&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. &lt;br /&gt;
&lt;br /&gt;
 See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste Anima Effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oath Binding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Arcane Contracts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 3AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation&#039;&#039;&#039;: Fate Point&lt;br /&gt;
&lt;br /&gt;
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect &#039;&#039;Sacred Oath(P)&#039;&#039;, which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect &#039;&#039;Cursed(P)&#039;&#039;. How long the &#039;&#039;Cursed(P)&#039;&#039; Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.&lt;br /&gt;
&lt;br /&gt;
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182443</id>
		<title>SoF Exalted/Example Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182443"/>
		<updated>2011-06-06T14:37:31Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Beneficent Zu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains several completed characters to demonstrate the conclusion of the chargen process.&lt;br /&gt;
&lt;br /&gt;
=Heroic Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chotan==&lt;br /&gt;
&lt;br /&gt;
 A former royal bodyguard from Tekasso in the Hundred Kingdoms.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic Mortal [Refresh: 5; Abilities: 27/4; Advantages: 6/3 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Disgraced Former Royal Bodyguard&lt;br /&gt;
* To be free from past mistakes (Ambition/Motivation)&lt;br /&gt;
* Civilised hill tribesman (Background)&lt;br /&gt;
* Everyone has their place (Convictions/Virtues)&lt;br /&gt;
* Quick-tempered (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:8]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 4; Perception: 3; Strength: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 1; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 1; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Stalwart of the Shield Wall (Strength)&lt;br /&gt;
* Wanted in Tekasso (Persuasion)&lt;br /&gt;
* Trusty Axe (Resources)&lt;br /&gt;
* The Guild Got Me Out (Persuasion)&lt;br /&gt;
* No Scholar (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fearless [+2 to Willpower against fear; 1AP]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* Juggernaught [+2AR with Bulky armour; 2AP]&lt;br /&gt;
* Soft Style [+1 defense in melee; 1AP]&lt;br /&gt;
* Survivalist [+2 to find food/water; 1AP]&lt;br /&gt;
* Weapon Specialist: Axes [+1 to hit with axes; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lamellar armour, large shield, battleaxe, shortsword,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wren==&lt;br /&gt;
&lt;br /&gt;
 A young thief working the underworld of Nexus.&lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Heroic Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Youthful Master Thief&lt;br /&gt;
* Become the most renowned house-breaker in Nexus (Ambition/Motivation)&lt;br /&gt;
* Grew up on the streets (Background)&lt;br /&gt;
* Everything has a price (Convictions/Virtues)&lt;br /&gt;
* More audacity than sense (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 3; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 4; Persuasion: 3; Resources: 1&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Innocent Face (Deception)&lt;br /&gt;
* Deadly Rivalry with Silken Red (Persuasion)&lt;br /&gt;
* Old Jusei&#039;s Lockpicks (Resources)&lt;br /&gt;
* Hraltos the Fence (Persuasion)&lt;br /&gt;
* &amp;quot;This is my last score, I swear&amp;quot; (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 spent)&lt;br /&gt;
* Acrobatic [+2 to survive falls and negotiate difficult environments; 1AP]&lt;br /&gt;
* Deadly Grace [Use agility in place of Strength in melee; 1AP]&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Eye for Crime [+2 to Perception to notice crime being done; 1AP]&lt;br /&gt;
* Fast Talker [+2 to convince someone of what you say; 1AP]&lt;br /&gt;
* Fleet of Foot [+2 to run; 1AP]&lt;br /&gt;
* Hide in Plain Sight [+2 to hide in stationary position; 1AP]&lt;br /&gt;
* Locksplitter [+2 to pick locks/crack safes ;1AP]&lt;br /&gt;
* Shadow [+2 to sneak up on another person unseen; 1AP]&lt;br /&gt;
* Spatial Memory [+2 to recall info about place been before; 1AP]&lt;br /&gt;
* Sticky Fingers [+2 to pick pockets/palm unattended items; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self bow, quiver and arrows, numerous knives, thieves tools, Old Jusei&#039;s picks, climbing harness and ropes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enlightened Mortals=&lt;br /&gt;
&lt;br /&gt;
==Beneficent Zu==&lt;br /&gt;
&lt;br /&gt;
 A wandering Exorcist fighting a losing battle against the Underworld.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Wandering Exorcist of the Scavenger Lands&lt;br /&gt;
*Protect The People From Shadowlands (Ambition/Motivation)&lt;br /&gt;
*Former Resident of Thorns (Background)&lt;br /&gt;
*Right Action Through Restraint (Convictions/Virtues)&lt;br /&gt;
*Distainful of the Wicked (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities (30 Spent; 1 Free)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Agility: 2; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 4; Reasoning: 2; Willpower: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Knowledge of the Occult (Knowledge)&lt;br /&gt;
*Denizens of the Underworld (Persuasion)&lt;br /&gt;
*Staff of Intangible Mastery (Resources)&lt;br /&gt;
*The Salinan Society (Persuasion)&lt;br /&gt;
*Terrible With Money (Resources)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages (12 spent)&#039;&#039;&#039;&lt;br /&gt;
*Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
*Doctorate: Thaumaturgical Theory [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Book Worm [+2 to research rolls using a library; 1 AP]&lt;br /&gt;
*Doctorate: The Underworld [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Experienced [+2 to Essence, (+1 to Essence); 2 AP; 1 AP(Free)]&lt;br /&gt;
*Genius at Work [Substitute Knowledge in certain situations: 2 AP]&lt;br /&gt;
*Opportunist [Spend FP to perform Assessment as Free action; 2 AP]&lt;br /&gt;
*&#039;&#039;Ritual Meta-Power (15)&#039;&#039; [3AP]&lt;br /&gt;
*Astral Perception Ritual [Spirit Sight; Accelerated Ritual x2, Delayed Power; Strenuous, Sight and Sound, ; 5 RP]&lt;br /&gt;
*Repel Creature Ritual [Exorcism Procedure; Accelerated Ritual x2, Delayed Power; Strenuous, Destructive Repel, Potent Repel; 6 RP]&lt;br /&gt;
*Sense Ritual [Spirit Sense; Accelerated Ritual x2, Delayed Power; Strenuous; 4 RP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exorcist Robes, Buff Jacket, Staff of Intangible Mastery, Thaumaturgical Kit, Battered Travelling Sack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff of Intangible Mastery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Staff of Intangible Mastery grants you the ability to see and interact with Spirits, Ghosts, and the like (granting use of the Astral Perception Power with the Touch Modifier). It also boosts the effectiveness of any Wards you have in place (Granting the Potent Repel modifier to any use of Repel Creature).&lt;br /&gt;
&lt;br /&gt;
==Harbinger of Stillness==&lt;br /&gt;
&lt;br /&gt;
 A deranged lunatic with an Awakened Essence. Believes he has to bring &amp;quot;peace&amp;quot; the world, but the only peace he brings is death. &lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Enlightened Mortal [Refresh: 5; Abilities: 29/4; Advantages: 12/5 +3 Expert; Expert, Heroic and non-super Powers only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Prophet of Silence&lt;br /&gt;
* Quieten the world, one life at a time (Ambition/Motivation)&lt;br /&gt;
* My past is lost to me (Background)&lt;br /&gt;
* I am righteous enough to see truth (Convictions/Virtues)&lt;br /&gt;
* Unhinged by Enlightenment (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:6]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 3; Perception: 3; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Empathy: 3; Deception: 0; Persuasion: 4; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress:3]&lt;br /&gt;
&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Fanatical Zeal (Willpower)&lt;br /&gt;
* Hunted by the Immaculate Order (Persuasion)&lt;br /&gt;
* Tougher than he looks (Endurance)&lt;br /&gt;
* Unnerving Presence (Persuasion)&lt;br /&gt;
* Sees only what he wants to see (Perception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (15 APs spent)&lt;br /&gt;
&lt;br /&gt;
* Bonus Ability Point: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Custom Stress track: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Soft Style x2 [+2 defense in melee; 2AP]&lt;br /&gt;
* Weapon Specialist: Unarmed [+1 to hit unarmed; 1AP]&lt;br /&gt;
* Wrestler [+1 to rolls to pull/push/throw; 1AP]&lt;br /&gt;
* Counter Attack [On defensive Spin, spend FP to get free attack; 2AP]&lt;br /&gt;
* Weapon Expertise: Unarmed [+2 to hit unarmed; stacks with WS; 2AP]&lt;br /&gt;
* Augmented Movement [1AP - TMA]&lt;br /&gt;
* Enhanced Speed [1AP - TMA]&lt;br /&gt;
* Enhanced Strength [2AP - TMA]&lt;br /&gt;
* Imbue Armour [Armour or Clothing Only, Soak Only; 1AP - TMA]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battered old clothes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Indomitable Edge==&lt;br /&gt;
&lt;br /&gt;
 A swordsman trained in the Even Blade Style, seeking to become strong enough to avenge his sister.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Avenging Enlightened Swordsman&lt;br /&gt;
* Kill the Dynasts Responsible For Sister&#039;s Death (Ambition/Motivation)&lt;br /&gt;
* Patrician Who Left Realm In Disgust (Background)&lt;br /&gt;
* Never Show Fear, But Always Show Kindness (Convictions/Virtues)&lt;br /&gt;
* Heart Before Head (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
Deception: 2; Empathy: 3; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Even Blade Style (Agility)&lt;br /&gt;
* The Realm (Persuasion)&lt;br /&gt;
* Heirloom Sword (Resources)&lt;br /&gt;
* Even Blade Style Practitioners (Persuasion)&lt;br /&gt;
* Average Shot (Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 AP spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [May substitute Agility for Strength when fighting Unarmed or using weapon; 1 AP]&lt;br /&gt;
* Experienced [+1 to Essence, (+1 to Essence); 1 AP; 1 AP(Free)]&lt;br /&gt;
* Quick Step [May move before or after action without penalty; 1 AP]&lt;br /&gt;
* Weapon Specialist: Light Blades [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Augmented Movement [Even Blade Footwork; Strenuous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Enhanced Reflexes [Speed of the Even Blade; Strenuous(-1), Improved Reflexes(+1); 3 AP]&lt;br /&gt;
* Imbue Weapon [Even Blade Form; Even Blade(P); Melee Weapons Only (-1); 2 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clothes (Daywear), Buff Jacket, Heirloom Sword, Very Broad Hat, Short bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirloom Sword (Slashing Sword)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quality:&#039;&#039; Perfect (Cost 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Heirloom Sword&#039;s stats are identical to a Slashing Swords (+3 WR, Quick), but the Quick Aspect is Persistent.&lt;br /&gt;
&lt;br /&gt;
=God-Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragon Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tepet Avuka==&lt;br /&gt;
&lt;br /&gt;
CamPL: Dragon-Blooded/Immaculate [Refresh: 7; Abilities: 30/5; Advantages: 15/6 +3 Expert; All Advantages, Metro Class Super Power only(Through Immaculate Training).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Monk of the Wyld Hunt&lt;br /&gt;
* Kill the Anathema Who Possessed His Brother (Ambition/Motivation)&lt;br /&gt;
* Black Sheep of House Tepet (Background)&lt;br /&gt;
* Rise Above It All (Convictions/Virtues)&lt;br /&gt;
* Simple Worldview (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Agility: 5; Endurance: 3; Perception: 4; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Craft: 0; Knowledge: 3; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 3]&lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Conditioning (Agility)&lt;br /&gt;
* Anathema (Persuasion)&lt;br /&gt;
* Jade Panoply (Resources)&lt;br /&gt;
* Immaculate Order (Persuasion)&lt;br /&gt;
* Immaculately-Censored Education (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;(18 + 3APs from Refresh)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [Substitute Agility for Strength when fighting unarmed or with melee weapons; 1 AP]&lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence); 2 AP; 2 AP(Free)]&lt;br /&gt;
* Hard Style [Unarmed Attacks gain +2 WR; 1 AP]&lt;br /&gt;
* Quick Step [no penalty for moving before or after attack; 1 AP]&lt;br /&gt;
* Weapon Specialist: Thrown Weapons [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Astral Perception [Pasiap&#039;s Humility and the Moment of Daana&#039;d; Touch (+1); 2 AP]&lt;br /&gt;
* Augmented Movement [Air Attunement; Improved Speed (+1) Effortless (-1), Provided(+2), Triggers Anima Banner (-1); 2 AP(Free)]&lt;br /&gt;
* Echolocation [Air Dragon&#039;s Sight; Strenuous (+0); 1 AP]&lt;br /&gt;
* Imbue Weapon [Air Dragon&#039;s Touch; Lightning (P); 3 AP]&lt;br /&gt;
* Invisiblity [Air Dragon&#039;s Shroud; 3 AP]&lt;br /&gt;
* Power Attack, Pulse [Anima Flux; Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2); 1 AP (Free)]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Super Agility [Air Dragon&#039;s Grace; 6 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immaculate Garb; Map of Creation; Infinite Jade Chakram; Jade Hearthstone Bracers; Immaculate Texts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Immaculate Jade Panoply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Jade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of one of the types of Jade favored by the Dragon-Blooded.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Dragon-Blooded)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infinite Jade Chakram&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect&#039;&#039;: The Infinite Jade Chakram, once suffused with essence, allows its wielder to unleash a flurry of Chakrams, the artifact moving so fast it seems to be in multiple places at once. This is a +5 WR Power Attack, Ranged effect that lasts an entire scene, deals Initial Stress-3 each round after the first on a successful damaging attack, and is capable of striking multiple opponents in a single turn of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Power Attack, Ranged (Beam or Full Auto, Repetitive, Persistent; 6 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 6 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Solars=&lt;br /&gt;
&lt;br /&gt;
==Radiant Fang==&lt;br /&gt;
&lt;br /&gt;
CamPL: Celestial Exalted [Refresh: 8; Abilities: 32/6; Advantages: 20/10 +3 Expert; All Advantages, Metro Class Super Power only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Wandering Solar of the South&lt;br /&gt;
* Keep the Southern Tribes Free from Oppression (Ambition/Motivation)&lt;br /&gt;
* Warrior Who Was Fated to Die (Background)&lt;br /&gt;
* Never Back Down, From Enemies or Hard Choices (Convictions/Virtues)&lt;br /&gt;
* Foolhardy Contempt (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + + &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 10] &lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 5; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 8]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Terrifying Martial Prowess (Strength)&lt;br /&gt;
* The Guild (Persuasion)&lt;br /&gt;
* Host-Scattering Spear (Resources)&lt;br /&gt;
* Harmonious Jade (Persuasion)&lt;br /&gt;
* Terrible Liar (Deception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages(22 of 23 spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)] &lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence), +1 to Strength, +1 to Endurance; 4 AP; 2 AP(Free)]&lt;br /&gt;
* Fearless [+2 to rolls against fear; 1 AP]&lt;br /&gt;
* Lesser Manse [Placeholder; 1 AP]&lt;br /&gt;
* Inspiring Leadership [Spend 1 FP to gain a number of FP equal to Persuasion that can be granted to allies; 2 AP]&lt;br /&gt;
* Striking Looks [+2 to Persuasion when dealing with opposite sex; 1 AP]&lt;br /&gt;
* Weapon Specialist: Polearms [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Armor [Metro Class; Solar Resistance Charms; +11 AR; 4 AP]&lt;br /&gt;
* Augmented Movement [Solar Athletics Charms; Streneous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Awe [Solar Presence Charms; Aura of Command (P); Streneous(+0); 2 AP]&lt;br /&gt;
* Power Defense [Solar Parry Charms; 2 AP)]&lt;br /&gt;
* Power Attack, Melee [Solar Melee Charms; +11 WR; Improved Weapon Rating(+1), Variable(+1); 3 AP]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Terrify [Dawn Caste Anima Power ;Strenuous; Horrific, Aura of Terror, Triggers Anima Banner(-1); 3 AP(Free)]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment&lt;br /&gt;
&lt;br /&gt;
Short Spear; Desert Garb; Host-Scattering Spear; Short Bow; Tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host-Scattering Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
The Primordials had command of many a terrible Host, and there were times that a Solar Exalted was forced to face such a host without the help of their Dragon-Blooded Legions. This spear, capable of emitting a powerful burst of concussive essence in all directions, was created to aid a Solar in such a situation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Host-Scattering Spear&#039;s mundane stats are those of a Long Spear with +1 WR (+5 WR) and the Large rather than Huge(P) Aspect. It enhances a Solar Exalt&#039;s Power Attack, Melee damage by +2, and grants the Power the Reach Modifier. In addition, it grants access to the Power Attack, Pulse Power with a +16 ExR and a radius of the wielder&#039;s Zone, and up to 2 Zones in every direction. The Host-Scattering Spear has one hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating, Reach; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Power Attack, Pulse (World-Class; 6 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 7&lt;br /&gt;
&lt;br /&gt;
Weapon Mastery (Master of the Spear (P))&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Huge (P) to Large)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a long spear&lt;br /&gt;
&lt;br /&gt;
Potency Increase: +0&lt;br /&gt;
&lt;br /&gt;
Weakness (Hearthstone setting removal)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 0 (functions as long spear) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Downgrade) + 7 (Highest Value) + 2 (average of additional effects) + 2 (number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182404</id>
		<title>SoF Exalted/Example Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182404"/>
		<updated>2011-06-06T05:21:11Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains several completed characters to demonstrate the conclusion of the chargen process.&lt;br /&gt;
&lt;br /&gt;
=Heroic Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chotan==&lt;br /&gt;
&lt;br /&gt;
 A former royal bodyguard from Tekasso in the Hundred Kingdoms.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic Mortal [Refresh: 5; Abilities: 27/4; Advantages: 6/3 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Disgraced Former Royal Bodyguard&lt;br /&gt;
* To be free from past mistakes (Ambition/Motivation)&lt;br /&gt;
* Civilised hill tribesman (Background)&lt;br /&gt;
* Everyone has their place (Convictions/Virtues)&lt;br /&gt;
* Quick-tempered (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:8]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 4; Perception: 3; Strength: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 1; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 1; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Stalwart of the Shield Wall (Strength)&lt;br /&gt;
* Wanted in Tekasso (Persuasion)&lt;br /&gt;
* Trusty Axe (Resources)&lt;br /&gt;
* The Guild Got Me Out (Persuasion)&lt;br /&gt;
* No Scholar (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fearless [+2 to Willpower against fear; 1AP]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* Juggernaught [+2AR with Bulky armour; 2AP]&lt;br /&gt;
* Soft Style [+1 defense in melee; 1AP]&lt;br /&gt;
* Survivalist [+2 to find food/water; 1AP]&lt;br /&gt;
* Weapon Specialist: Axes [+1 to hit with axes; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lamellar armour, large shield, battleaxe, shortsword,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wren==&lt;br /&gt;
&lt;br /&gt;
 A young thief working the underworld of Nexus.&lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Heroic Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Youthful Master Thief&lt;br /&gt;
* Become the most renowned house-breaker in Nexus (Ambition/Motivation)&lt;br /&gt;
* Grew up on the streets (Background)&lt;br /&gt;
* Everything has a price (Convictions/Virtues)&lt;br /&gt;
* More audacity than sense (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 3; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 4; Persuasion: 3; Resources: 1&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Innocent Face (Deception)&lt;br /&gt;
* Deadly Rivalry with Silken Red (Persuasion)&lt;br /&gt;
* Old Jusei&#039;s Lockpicks (Resources)&lt;br /&gt;
* Hraltos the Fence (Persuasion)&lt;br /&gt;
* &amp;quot;This is my last score, I swear&amp;quot; (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 spent)&lt;br /&gt;
* Acrobatic [+2 to survive falls and negotiate difficult environments; 1AP]&lt;br /&gt;
* Deadly Grace [Use agility in place of Strength in melee; 1AP]&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Eye for Crime [+2 to Perception to notice crime being done; 1AP]&lt;br /&gt;
* Fast Talker [+2 to convince someone of what you say; 1AP]&lt;br /&gt;
* Fleet of Foot [+2 to run; 1AP]&lt;br /&gt;
* Hide in Plain Sight [+2 to hide in stationary position; 1AP]&lt;br /&gt;
* Locksplitter [+2 to pick locks/crack safes ;1AP]&lt;br /&gt;
* Shadow [+2 to sneak up on another person unseen; 1AP]&lt;br /&gt;
* Spatial Memory [+2 to recall info about place been before; 1AP]&lt;br /&gt;
* Sticky Fingers [+2 to pick pockets/palm unattended items; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self bow, quiver and arrows, numerous knives, thieves tools, Old Jusei&#039;s picks, climbing harness and ropes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enlightened Mortals=&lt;br /&gt;
&lt;br /&gt;
==Beneficent Zu==&lt;br /&gt;
&lt;br /&gt;
 A wandering Exorcist fighting a losing battle against the Underworld.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Wandering Exorcist of the Scavenger Lands&lt;br /&gt;
*Protect The People From Shadowlands (Ambition/Motivation)&lt;br /&gt;
*Former Resident of Thorns (Background)&lt;br /&gt;
*Right Action Through Restraint (Convictions/Virtues)&lt;br /&gt;
*Distainful of the Wicked (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities (30 Spent; 1 Free)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Agility: 2; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 4; Reasoning: 2; Willpower: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Knowledge of the Occult (Knowledge)&lt;br /&gt;
*Denizens of the Underworld (Persuasion)&lt;br /&gt;
*Staff of Intangible Mastery (Resources)&lt;br /&gt;
*The Salinan Society (Persuasion)&lt;br /&gt;
*Terrible With Money (Resources)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages (9 spent)&#039;&#039;&#039;&lt;br /&gt;
*Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
*Doctorate: Thaumaturgical Theory [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Experienced [+2 to Essence, (+1 to Essence); 2 AP; 1 AP(Free)]&lt;br /&gt;
*Genius at Work [Substitute Knowledge in certain situations: 2 AP]&lt;br /&gt;
*Opportunist [Spend FP to perform Assessment as Free action; 2 AP]&lt;br /&gt;
*&#039;&#039;Ritual Meta-Power (10)&#039;&#039; [2AP]&lt;br /&gt;
*Astral Perception Ritual [Spirit Sight; Accelerated Ritualx2, Strenuous, Sight and Sound, ; 4 RP]&lt;br /&gt;
*Repel Creature Ritual [Exorcism Procedure; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
*Sense Ritual [Spirit Sense; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exorcist Robes, Buff Jacket, Staff of Intangible Mastery, Thaumaturgical Kit, Battered Travelling Sack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff of Intangible Mastery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Staff of Intangible Mastery grants you the ability to see and interact with Spirits, Ghosts, and the like (granting use of the Astral Perception Power with the Touch Modifier). It also boosts the effectiveness of any Wards you have in place (Granting the Distructive Repel modifier to any use of Repel Creature).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harbinger of Stillness==&lt;br /&gt;
&lt;br /&gt;
 A deranged lunatic with an Awakened Essence. Believes he has to bring &amp;quot;peace&amp;quot; the world, but the only peace he brings is death. &lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Enlightened Mortal [Refresh: 5; Abilities: 29/4; Advantages: 12/5 +3 Expert; Expert, Heroic and non-super Powers only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Prophet of Silence&lt;br /&gt;
* Quieten the world, one life at a time (Ambition/Motivation)&lt;br /&gt;
* My past is lost to me (Background)&lt;br /&gt;
* I am righteous enough to see truth (Convictions/Virtues)&lt;br /&gt;
* Unhinged by Enlightenment (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:6]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 3; Perception: 3; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Empathy: 3; Deception: 0; Persuasion: 4; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress:3]&lt;br /&gt;
&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Fanatical Zeal (Willpower)&lt;br /&gt;
* Hunted by the Immaculate Order (Persuasion)&lt;br /&gt;
* Tougher than he looks (Endurance)&lt;br /&gt;
* Unnerving Presence (Persuasion)&lt;br /&gt;
* Sees only what he wants to see (Perception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (15 APs spent)&lt;br /&gt;
&lt;br /&gt;
* Bonus Ability Point: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Custom Stress track: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Soft Style x2 [+2 defense in melee; 2AP]&lt;br /&gt;
* Weapon Specialist: Unarmed [+1 to hit unarmed; 1AP]&lt;br /&gt;
* Wrestler [+1 to rolls to pull/push/throw; 1AP]&lt;br /&gt;
* Counter Attack [On defensive Spin, spend FP to get free attack; 2AP]&lt;br /&gt;
* Weapon Expertise: Unarmed [+2 to hit unarmed; stacks with WS; 2AP]&lt;br /&gt;
* Augmented Movement [1AP - TMA]&lt;br /&gt;
* Enhanced Speed [1AP - TMA]&lt;br /&gt;
* Enhanced Strength [2AP - TMA]&lt;br /&gt;
* Imbue Armour [Armour or Clothing Only, Soak Only; 1AP - TMA]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battered old clothes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Indomitable Edge==&lt;br /&gt;
&lt;br /&gt;
 A swordsman trained in the Even Blade Style, seeking to become strong enough to avenge his sister.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Avenging Enlightened Swordsman&lt;br /&gt;
* Kill the Dynasts Responsible For Sister&#039;s Death (Ambition/Motivation)&lt;br /&gt;
* Patrician Who Left Realm In Disgust (Background)&lt;br /&gt;
* Never Show Fear, But Always Show Kindness (Convictions/Virtues)&lt;br /&gt;
* Heart Before Head (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
Deception: 2; Empathy: 3; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Even Blade Style (Agility)&lt;br /&gt;
* The Realm (Persuasion)&lt;br /&gt;
* Heirloom Sword (Resources)&lt;br /&gt;
* Even Blade Style Practitioners (Persuasion)&lt;br /&gt;
* Average Shot (Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 AP spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [May substitute Agility for Strength when fighting Unarmed or using weapon; 1 AP]&lt;br /&gt;
* Experienced [+1 to Essence, (+1 to Essence); 1 AP; 1 AP(Free)]&lt;br /&gt;
* Quick Step [May move before or after action without penalty; 1 AP]&lt;br /&gt;
* Weapon Specialist: Light Blades [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Augmented Movement [Even Blade Footwork; Strenuous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Enhanced Reflexes [Speed of the Even Blade; Strenuous(-1), Improved Reflexes(+1); 3 AP]&lt;br /&gt;
* Imbue Weapon [Even Blade Form; Even Blade(P); Melee Weapons Only (-1); 2 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clothes (Daywear), Buff Jacket, Heirloom Sword, Very Broad Hat, Short bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirloom Sword (Slashing Sword)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quality:&#039;&#039; Perfect (Cost 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Heirloom Sword&#039;s stats are identical to a Slashing Swords (+3 WR, Quick), but the Quick Aspect is Persistent.&lt;br /&gt;
&lt;br /&gt;
=God-Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragon Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tepet Avuka==&lt;br /&gt;
&lt;br /&gt;
CamPL: Dragon-Blooded/Immaculate [Refresh: 7; Abilities: 30/5; Advantages: 15/6 +3 Expert; All Advantages, Metro Class Super Power only(Through Immaculate Training).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Monk of the Wyld Hunt&lt;br /&gt;
* Kill the Anathema Who Possessed His Brother (Ambition/Motivation)&lt;br /&gt;
* Black Sheep of House Tepet (Background)&lt;br /&gt;
* Rise Above It All (Convictions/Virtues)&lt;br /&gt;
* Simple Worldview (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Agility: 5; Endurance: 3; Perception: 4; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Craft: 0; Knowledge: 3; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 3]&lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Conditioning (Agility)&lt;br /&gt;
* Anathema (Persuasion)&lt;br /&gt;
* Jade Panoply (Resources)&lt;br /&gt;
* Immaculate Order (Persuasion)&lt;br /&gt;
* Immaculately-Censored Education (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;(18 + 3APs from Refresh)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [Substitute Agility for Strength when fighting unarmed or with melee weapons; 1 AP]&lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence); 2 AP; 2 AP(Free)]&lt;br /&gt;
* Hard Style [Unarmed Attacks gain +2 WR; 1 AP]&lt;br /&gt;
* Quick Step [no penalty for moving before or after attack; 1 AP]&lt;br /&gt;
* Weapon Specialist: Thrown Weapons [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Astral Perception [Pasiap&#039;s Humility and the Moment of Daana&#039;d; Touch (+1); 2 AP]&lt;br /&gt;
* Augmented Movement [Air Attunement; Improved Speed (+1) Effortless (-1), Provided(+2), Triggers Anima Banner (-1); 2 AP(Free)]&lt;br /&gt;
* Echolocation [Air Dragon&#039;s Sight; Strenuous (+0); 1 AP]&lt;br /&gt;
* Imbue Weapon [Air Dragon&#039;s Touch; Lightning (P); 3 AP]&lt;br /&gt;
* Invisiblity [Air Dragon&#039;s Shroud; 3 AP]&lt;br /&gt;
* Power Attack, Pulse [Anima Flux; Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2); 1 AP (Free)]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Super Agility [Air Dragon&#039;s Grace; 6 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immaculate Garb; Map of Creation; Infinite Jade Chakram; Jade Hearthstone Bracers; Immaculate Texts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Immaculate Jade Panoply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Jade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of one of the types of Jade favored by the Dragon-Blooded.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Dragon-Blooded)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infinite Jade Chakram&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect&#039;&#039;: The Infinite Jade Chakram, once suffused with essence, allows its wielder to unleash a flurry of Chakrams, the artifact moving so fast it seems to be in multiple places at once. This is a +5 WR Power Attack, Ranged effect that lasts an entire scene, deals Initial Stress-3 each round after the first on a successful damaging attack, and is capable of striking multiple opponents in a single turn of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Power Attack, Ranged (Beam or Full Auto, Repetitive, Persistent; 6 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 6 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Solars=&lt;br /&gt;
&lt;br /&gt;
==Radiant Fang==&lt;br /&gt;
&lt;br /&gt;
CamPL: Celestial Exalted [Refresh: 8; Abilities: 32/6; Advantages: 20/10 +3 Expert; All Advantages, Metro Class Super Power only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Wandering Solar of the South&lt;br /&gt;
* Keep the Southern Tribes Free from Oppression (Ambition/Motivation)&lt;br /&gt;
* Warrior Who Was Fated to Die (Background)&lt;br /&gt;
* Never Back Down, From Enemies or Hard Choices (Convictions/Virtues)&lt;br /&gt;
* Foolhardy Contempt (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + + &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 10] &lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 5; Perception: 3; Strength: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 8]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Terrifying Martial Prowess (Strength)&lt;br /&gt;
* The Guild (Persuasion)&lt;br /&gt;
* Host-Scattering Spear (Resources)&lt;br /&gt;
* Harmonious Jade (Persuasion)&lt;br /&gt;
* Terrible Liar (Deception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages(22 of 23 spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)] &lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence), +1 to Strength, +1 to Endurance; 4 AP; 2 AP(Free)]&lt;br /&gt;
* Fearless [+2 to rolls against fear; 1 AP]&lt;br /&gt;
* Lesser Manse [Placeholder; 1 AP]&lt;br /&gt;
* Inspiring Leadership [Spend 1 FP to gain a number of FP equal to Persuasion that can be granted to allies; 2 AP]&lt;br /&gt;
* Striking Looks [+2 to Persuasion when dealing with opposite sex; 1 AP]&lt;br /&gt;
* Weapon Specialist: Polearms [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Armor [Metro Class; Solar Resistance Charms; +11 AR; 4 AP]&lt;br /&gt;
* Augmented Movement [Solar Athletics Charms; Streneous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Awe [Solar Presence Charms; Aura of Command (P); Streneous(+0); 2 AP]&lt;br /&gt;
* Power Defense [Solar Parry Charms; 2 AP)]&lt;br /&gt;
* Power Attack, Melee [Solar Melee Charms; +11 WR; Improved Weapon Rating(+1), Variable(+1); 3 AP]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Terrify [Dawn Caste Anima Power ;Strenuous; Horrific, Aura of Terror, Triggers Anima Banner(-1); 3 AP(Free)]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment&lt;br /&gt;
&lt;br /&gt;
Short Spear; Desert Garb; Host-Scattering Spear; Short Bow; Tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host-Scattering Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
The Primordials had command of many a terrible Host, and there were times that a Solar Exalted was forced to face such a host without the help of their Dragon-Blooded Legions. This spear, capable of emitting a powerful burst of concussive essence in all directions, was created to aid a Solar in such a situation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Host-Scattering Spear&#039;s mundane stats are those of a Long Spear with +1 WR (+5 WR) and the Large rather than Huge(P) Aspect. It enhances a Solar Exalt&#039;s Power Attack, Melee damage by +2, and grants the Power the Reach Modifier. In addition, it grants access to the Power Attack, Pulse Power with a +16 ExR and a radius of the wielder&#039;s Zone, and up to 2 Zones in every direction. The Host-Scattering Spear has one hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating, Reach; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Power Attack, Pulse (World-Class; 6 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 7&lt;br /&gt;
&lt;br /&gt;
Weapon Mastery (Master of the Spear (P))&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Huge (P) to Large)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a long spear&lt;br /&gt;
&lt;br /&gt;
Potency Increase: +0&lt;br /&gt;
&lt;br /&gt;
Weakness (Hearthstone setting removal)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 0 (functions as long spear) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Downgrade) + 7 (Highest Value) + 2 (average of additional effects) + 2 (number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182339</id>
		<title>SoF Exalted/Example Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182339"/>
		<updated>2011-06-05T13:02:54Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Tepet Avuka */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains several completed characters to demonstrate the conclusion of the chargen process.&lt;br /&gt;
&lt;br /&gt;
=Heroic Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chotan==&lt;br /&gt;
&lt;br /&gt;
 A former royal bodyguard from Tekasso in the Hundred Kingdoms.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic Mortal [Refresh: 5; Abilities: 27/4; Advantages: 6/3 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Disgraced Former Royal Bodyguard&lt;br /&gt;
* To be free from past mistakes (Ambition/Motivation)&lt;br /&gt;
* Civilised hill tribesman (Background)&lt;br /&gt;
* Everyone has their place (Convictions/Virtues)&lt;br /&gt;
* Quick-tempered (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:8]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 4; Perception: 3; Strength: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 1; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 1; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Stalwart of the Shield Wall (Strength)&lt;br /&gt;
* Wanted in Tekasso (Persuasion)&lt;br /&gt;
* Trusty Axe (Resources)&lt;br /&gt;
* The Guild Got Me Out (Persuasion)&lt;br /&gt;
* No Scholar (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fearless [+2 to Willpower against fear; 1AP]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* Juggernaught [+2AR with Bulky armour; 2AP]&lt;br /&gt;
* Soft Style [+1 defense in melee; 1AP]&lt;br /&gt;
* Survivalist [+2 to find food/water; 1AP]&lt;br /&gt;
* Weapon Specialist: Axes [+1 to hit with axes; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lamellar armour, large shield, battleaxe, shortsword,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wren==&lt;br /&gt;
&lt;br /&gt;
 A young thief working the underworld of Nexus.&lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Heroic Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Youthful Master Thief&lt;br /&gt;
* Become the most renowned house-breaker in Nexus (Ambition/Motivation)&lt;br /&gt;
* Grew up on the streets (Background)&lt;br /&gt;
* Everything has a price (Convictions/Virtues)&lt;br /&gt;
* More audacity than sense (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 3; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 4; Persuasion: 3; Resources: 1&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Innocent Face (Deception)&lt;br /&gt;
* Deadly Rivalry with Silken Red (Persuasion)&lt;br /&gt;
* Old Jusei&#039;s Lockpicks (Resources)&lt;br /&gt;
* Hraltos the Fence (Persuasion)&lt;br /&gt;
* &amp;quot;This is my last score, I swear&amp;quot; (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 spent)&lt;br /&gt;
* Acrobatic [+2 to survive falls and negotiate difficult environments; 1AP]&lt;br /&gt;
* Deadly Grace [Use agility in place of Strength in melee; 1AP]&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Eye for Crime [+2 to Perception to notice crime being done; 1AP]&lt;br /&gt;
* Fast Talker [+2 to convince someone of what you say; 1AP]&lt;br /&gt;
* Fleet of Foot [+2 to run; 1AP]&lt;br /&gt;
* Hide in Plain Sight [+2 to hide in stationary position; 1AP]&lt;br /&gt;
* Locksplitter [+2 to pick locks/crack safes ;1AP]&lt;br /&gt;
* Shadow [+2 to sneak up on another person unseen; 1AP]&lt;br /&gt;
* Spatial Memory [+2 to recall info about place been before; 1AP]&lt;br /&gt;
* Sticky Fingers [+2 to pick pockets/palm unattended items; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self bow, quiver and arrows, numerous knives, thieves tools, Old Jusei&#039;s picks, climbing harness and ropes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enlightened Mortals=&lt;br /&gt;
&lt;br /&gt;
==Beneficent Zu==&lt;br /&gt;
&lt;br /&gt;
 A wandering Exorcist fighting a losing battle against the Underworld.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Wandering Exorcist of the Scavenger Lands&lt;br /&gt;
*Protect The People From Shadowlands (Ambition/Motivation)&lt;br /&gt;
*Former Resident of Thorns (Background)&lt;br /&gt;
*Right Action Through Restraint (Convictions/Virtues)&lt;br /&gt;
*Distainful of the Wicked (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities (30 Spent; 1 Free)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Agility: 2; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 4; Reasoning: 2; Willpower: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Knowledge of the Occult (Knowledge)&lt;br /&gt;
*Denizens of the Underworld (Persuasion)&lt;br /&gt;
*Staff of Intangible Mastery (Resources)&lt;br /&gt;
*The Salinan Society (Persuasion)&lt;br /&gt;
*Terrible With Money (Resources)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages (9 spent)&#039;&#039;&#039;&lt;br /&gt;
*Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
*Doctorate: Thaumaturgical Theory [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Experienced [+2 to Essence, (+1 to Essence); 2 AP; 1 AP(Free)]&lt;br /&gt;
*Genius at Work [Substitute Knowledge in certain situations: 2 AP]&lt;br /&gt;
*Opportunist [Spend FP to perform Assessment as Free action; 2 AP]&lt;br /&gt;
*&#039;&#039;Ritual Meta-Power (10)&#039;&#039; [2AP]&lt;br /&gt;
*Astral Perception Ritual [Spirit Sight; Accelerated Ritualx2, Strenuous, Sight and Sound, ; 4 RP]&lt;br /&gt;
*Repel Creature Ritual [Exorcism Procedure; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
*Sense Ritual [Spirit Sense; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exorcist Robes, Buff Jacket, Staff of Intangible Mastery, Thaumaturgical Kit, Battered Travelling Sack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff of Intangible Mastery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Staff of Intangible Mastery grants you the ability to see and interact with Spirits, Ghosts, and the like (granting use of the Astral Perception Power with the Touch Modifier). It also boosts the effectiveness of any Wards you have in place (Granting the Distructive Repel modifier to any use of Repel Creature).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harbinger of Stillness==&lt;br /&gt;
&lt;br /&gt;
 A deranged lunatic with an Awakened Essence. Believes he has to bring &amp;quot;peace&amp;quot; the world, but the only peace he brings is death. &lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Enlightened Mortal [Refresh: 5; Abilities: 29/4; Advantages: 12/5 +3 Expert; Expert, Heroic and non-super Powers only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Prophet of Silence&lt;br /&gt;
* Quieten the world, one life at a time (Ambition/Motivation)&lt;br /&gt;
* My past is lost to me (Background)&lt;br /&gt;
* I am righteous enough to see truth (Convictions/Virtues)&lt;br /&gt;
* Unhinged by Enlightenment (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:6]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 3; Perception: 3; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Empathy: 3; Deception: 0; Persuasion: 4; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress:3]&lt;br /&gt;
&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Fanatical Zeal (Willpower)&lt;br /&gt;
* Hunted by the Immaculate Order (Persuasion)&lt;br /&gt;
* Tougher than he looks (Endurance)&lt;br /&gt;
* Unnerving Presence (Persuasion)&lt;br /&gt;
* Sees only what he wants to see (Perception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (15 APs spent)&lt;br /&gt;
&lt;br /&gt;
* Bonus Ability Point: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Custom Stress track: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Soft Style x2 [+2 defense in melee; 2AP]&lt;br /&gt;
* Weapon Specialist: Unarmed [+1 to hit unarmed; 1AP]&lt;br /&gt;
* Wrestler [+1 to rolls to pull/push/throw; 1AP]&lt;br /&gt;
* Counter Attack [On defensive Spin, spend FP to get free attack; 2AP]&lt;br /&gt;
* Weapon Expertise: Unarmed [+2 to hit unarmed; stacks with WS; 2AP]&lt;br /&gt;
* Augmented Movement [1AP - TMA]&lt;br /&gt;
* Enhanced Speed [1AP - TMA]&lt;br /&gt;
* Enhanced Strength [2AP - TMA]&lt;br /&gt;
* Imbue Armour [Armour or Clothing Only, Soak Only; 1AP - TMA]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battered old clothes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Indomitable Edge==&lt;br /&gt;
&lt;br /&gt;
 A swordsman trained in the Even Blade Style, seeking to become strong enough to avenge his sister.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Avenging Enlightened Swordsman&lt;br /&gt;
* Kill the Dynasts Responsible For Sister&#039;s Death (Ambition/Motivation)&lt;br /&gt;
* Patrician Who Left Realm In Disgust (Background)&lt;br /&gt;
* Never Show Fear, But Always Show Kindness (Convictions/Virtues)&lt;br /&gt;
* Heart Before Head (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
Deception: 2; Empathy: 3; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Even Blade Style (Agility)&lt;br /&gt;
* The Realm (Persuasion)&lt;br /&gt;
* Heirloom Sword (Resources)&lt;br /&gt;
* Even Blade Style Practitioners (Persuasion)&lt;br /&gt;
* Average Shot (Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 AP spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [May substitute Agility for Strength when fighting Unarmed or using weapon; 1 AP]&lt;br /&gt;
* Experienced [+1 to Essence, (+1 to Essence); 1 AP; 1 AP(Free)]&lt;br /&gt;
* Quick Step [May move before or after action without penalty; 1 AP]&lt;br /&gt;
* Weapon Specialist: Light Blades [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Augmented Movement [Even Blade Footwork; Strenuous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Enhanced Reflexes [Speed of the Even Blade; Strenuous(-1), Improved Reflexes(+1); 3 AP]&lt;br /&gt;
* Imbue Weapon [Even Blade Form; Even Blade(P); Melee Weapons Only (-1); 2 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clothes (Daywear), Buff Jacket, Heirloom Sword, Very Broad Hat, Short bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirloom Sword (Slashing Sword)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quality:&#039;&#039; Perfect (Cost 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Heirloom Sword&#039;s stats are identical to a Slashing Swords (+3 WR, Quick), but the Quick Aspect is Persistent.&lt;br /&gt;
&lt;br /&gt;
=God-Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragon Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tepet Avuka==&lt;br /&gt;
&lt;br /&gt;
CamPL: Dragon-Blooded/Immaculate [Refresh: 7; Abilities: 30/5; Advantages: 15/6 +3 Expert; All Advantages, Metro Class Super Power only(Through Immaculate Training).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Monk of the Wyld Hunt&lt;br /&gt;
* Kill the Anathema Who Possessed His Brother (Ambition/Motivation)&lt;br /&gt;
* Black Sheep of House Tepet (Background)&lt;br /&gt;
* Rise Above It All (Convictions/Virtues)&lt;br /&gt;
* Simple Worldview (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Agility: 5; Endurance: 3; Perception: 4; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Craft: 0; Knowledge: 3; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 3]&lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Conditioning (Agility)&lt;br /&gt;
* Anathema (Persuasion)&lt;br /&gt;
* Jade Panoply (Resources)&lt;br /&gt;
* Immaculate Order (Persuasion)&lt;br /&gt;
* Immaculately-Censored Education (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;(18 + 3APs from Refresh)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [Substitute Agility for Strength when fighting unarmed or with melee weapons; 1 AP]&lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence); 2 AP; 2 AP(Free)]&lt;br /&gt;
* Hard Style [Unarmed Attacks gain +2 WR; 1 AP]&lt;br /&gt;
* Quick Step [no penalty for moving before or after attack; 1 AP]&lt;br /&gt;
* Weapon Specialist: Thrown Weapons [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Astral Perception [Pasiap&#039;s Humility and the Moment of Daana&#039;d; Touch (+1); 2 AP]&lt;br /&gt;
* Augmented Movement [Air Attunement; Improved Speed (+1) Effortless (-1), Provided(+2), Triggers Anima Banner (-1); 2 AP(Free)]&lt;br /&gt;
* Echolocation [Air Dragon&#039;s Sight; Strenuous (+0); 1 AP]&lt;br /&gt;
* Imbue Weapon [Air Dragon&#039;s Touch; Lightning (P); 3 AP]&lt;br /&gt;
* Invisiblity [Air Dragon&#039;s Shroud; 3 AP]&lt;br /&gt;
* Power Attack, Pulse [Anima Flux; Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2); 1 AP (Free)]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Super Agility [Air Dragon&#039;s Grace; 6 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immaculate Garb; Map of Creation; Infinite Jade Chakram; Jade Hearthstone Bracers; Immaculate Texts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Immaculate Jade Panoply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Jade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of one of the types of Jade favored by the Dragon-Blooded.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Dragon-Blooded)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infinite Jade Chakram&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect&#039;&#039;: The Infinite Jade Chakram, once suffused with essence, allows its wielder to unleash a flurry of Chakrams, the artifact moving so fast it seems to be in multiple places at once. This is a +5 WR Power Attack, Ranged effect that lasts an entire scene, deals Initial Stress-3 each round after the first on a successful damaging attack, and is capable of striking multiple opponents in a single turn of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Power Attack, Ranged (Beam or Full Auto, Repetitive, Persistent; 6 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 6 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Solars=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182330</id>
		<title>SoF Exalted/Example Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182330"/>
		<updated>2011-06-05T12:08:55Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Tepet Avuka */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains several completed characters to demonstrate the conclusion of the chargen process.&lt;br /&gt;
&lt;br /&gt;
=Heroic Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chotan==&lt;br /&gt;
&lt;br /&gt;
 A former royal bodyguard from Tekasso in the Hundred Kingdoms.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic Mortal [Refresh: 5; Abilities: 27/4; Advantages: 6/3 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Disgraced Former Royal Bodyguard&lt;br /&gt;
* To be free from past mistakes (Ambition/Motivation)&lt;br /&gt;
* Civilised hill tribesman (Background)&lt;br /&gt;
* Everyone has their place (Convictions/Virtues)&lt;br /&gt;
* Quick-tempered (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:8]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 4; Perception: 3; Strength: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 1; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 1; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Stalwart of the Shield Wall (Strength)&lt;br /&gt;
* Wanted in Tekasso (Persuasion)&lt;br /&gt;
* Trusty Axe (Resources)&lt;br /&gt;
* The Guild Got Me Out (Persuasion)&lt;br /&gt;
* No Scholar (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fearless [+2 to Willpower against fear; 1AP]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* Juggernaught [+2AR with Bulky armour; 2AP]&lt;br /&gt;
* Soft Style [+1 defense in melee; 1AP]&lt;br /&gt;
* Survivalist [+2 to find food/water; 1AP]&lt;br /&gt;
* Weapon Specialist: Axes [+1 to hit with axes; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lamellar armour, large shield, battleaxe, shortsword,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wren==&lt;br /&gt;
&lt;br /&gt;
 A young thief working the underworld of Nexus.&lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Heroic Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Youthful Master Thief&lt;br /&gt;
* Become the most renowned house-breaker in Nexus (Ambition/Motivation)&lt;br /&gt;
* Grew up on the streets (Background)&lt;br /&gt;
* Everything has a price (Convictions/Virtues)&lt;br /&gt;
* More audacity than sense (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 3; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 4; Persuasion: 3; Resources: 1&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Innocent Face (Deception)&lt;br /&gt;
* Deadly Rivalry with Silken Red (Persuasion)&lt;br /&gt;
* Old Jusei&#039;s Lockpicks (Resources)&lt;br /&gt;
* Hraltos the Fence (Persuasion)&lt;br /&gt;
* &amp;quot;This is my last score, I swear&amp;quot; (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 spent)&lt;br /&gt;
* Acrobatic [+2 to survive falls and negotiate difficult environments; 1AP]&lt;br /&gt;
* Deadly Grace [Use agility in place of Strength in melee; 1AP]&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Eye for Crime [+2 to Perception to notice crime being done; 1AP]&lt;br /&gt;
* Fast Talker [+2 to convince someone of what you say; 1AP]&lt;br /&gt;
* Fleet of Foot [+2 to run; 1AP]&lt;br /&gt;
* Hide in Plain Sight [+2 to hide in stationary position; 1AP]&lt;br /&gt;
* Locksplitter [+2 to pick locks/crack safes ;1AP]&lt;br /&gt;
* Shadow [+2 to sneak up on another person unseen; 1AP]&lt;br /&gt;
* Spatial Memory [+2 to recall info about place been before; 1AP]&lt;br /&gt;
* Sticky Fingers [+2 to pick pockets/palm unattended items; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self bow, quiver and arrows, numerous knives, thieves tools, Old Jusei&#039;s picks, climbing harness and ropes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enlightened Mortals=&lt;br /&gt;
&lt;br /&gt;
==Beneficent Zu==&lt;br /&gt;
&lt;br /&gt;
 A wandering Exorcist fighting a losing battle against the Underworld.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Wandering Exorcist of the Scavenger Lands&lt;br /&gt;
*Protect The People From Shadowlands (Ambition/Motivation)&lt;br /&gt;
*Former Resident of Thorns (Background)&lt;br /&gt;
*Right Action Through Restraint (Convictions/Virtues)&lt;br /&gt;
*Distainful of the Wicked (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities (30 Spent; 1 Free)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Agility: 2; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 4; Reasoning: 2; Willpower: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Knowledge of the Occult (Knowledge)&lt;br /&gt;
*Denizens of the Underworld (Persuasion)&lt;br /&gt;
*Staff of Intangible Mastery (Resources)&lt;br /&gt;
*The Salinan Society (Persuasion)&lt;br /&gt;
*Terrible With Money (Resources)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages (9 spent)&#039;&#039;&#039;&lt;br /&gt;
*Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
*Doctorate: Thaumaturgical Theory [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Experienced [+2 to Essence, (+1 to Essence); 2 AP; 1 AP(Free)]&lt;br /&gt;
*Genius at Work [Substitute Knowledge in certain situations: 2 AP]&lt;br /&gt;
*Opportunist [Spend FP to perform Assessment as Free action; 2 AP]&lt;br /&gt;
*&#039;&#039;Ritual Meta-Power (10)&#039;&#039; [2AP]&lt;br /&gt;
*Astral Perception Ritual [Spirit Sight; Accelerated Ritualx2, Strenuous, Sight and Sound, ; 4 RP]&lt;br /&gt;
*Repel Creature Ritual [Exorcism Procedure; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
*Sense Ritual [Spirit Sense; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exorcist Robes, Buff Jacket, Staff of Intangible Mastery, Thaumaturgical Kit, Battered Travelling Sack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff of Intangible Mastery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Staff of Intangible Mastery grants you the ability to see and interact with Spirits, Ghosts, and the like (granting use of the Astral Perception Power with the Touch Modifier). It also boosts the effectiveness of any Wards you have in place (Granting the Distructive Repel modifier to any use of Repel Creature).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harbinger of Stillness==&lt;br /&gt;
&lt;br /&gt;
 A deranged lunatic with an Awakened Essence. Believes he has to bring &amp;quot;peace&amp;quot; the world, but the only peace he brings is death. &lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Enlightened Mortal [Refresh: 5; Abilities: 29/4; Advantages: 12/5 +3 Expert; Expert, Heroic and non-super Powers only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Prophet of Silence&lt;br /&gt;
* Quieten the world, one life at a time (Ambition/Motivation)&lt;br /&gt;
* My past is lost to me (Background)&lt;br /&gt;
* I am righteous enough to see truth (Convictions/Virtues)&lt;br /&gt;
* Unhinged by Enlightenment (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:6]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 3; Perception: 3; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Empathy: 3; Deception: 0; Persuasion: 4; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress:3]&lt;br /&gt;
&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Fanatical Zeal (Willpower)&lt;br /&gt;
* Hunted by the Immaculate Order (Persuasion)&lt;br /&gt;
* Tougher than he looks (Endurance)&lt;br /&gt;
* Unnerving Presence (Persuasion)&lt;br /&gt;
* Sees only what he wants to see (Perception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (15 APs spent)&lt;br /&gt;
&lt;br /&gt;
* Bonus Ability Point: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Custom Stress track: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Soft Style x2 [+2 defense in melee; 2AP]&lt;br /&gt;
* Weapon Specialist: Unarmed [+1 to hit unarmed; 1AP]&lt;br /&gt;
* Wrestler [+1 to rolls to pull/push/throw; 1AP]&lt;br /&gt;
* Counter Attack [On defensive Spin, spend FP to get free attack; 2AP]&lt;br /&gt;
* Weapon Expertise: Unarmed [+2 to hit unarmed; stacks with WS; 2AP]&lt;br /&gt;
* Augmented Movement [1AP - TMA]&lt;br /&gt;
* Enhanced Speed [1AP - TMA]&lt;br /&gt;
* Enhanced Strength [2AP - TMA]&lt;br /&gt;
* Imbue Armour [Armour or Clothing Only, Soak Only; 1AP - TMA]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battered old clothes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Indomitable Edge==&lt;br /&gt;
&lt;br /&gt;
 A swordsman trained in the Even Blade Style, seeking to become strong enough to avenge his sister.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Avenging Enlightened Swordsman&lt;br /&gt;
* Kill the Dynasts Responsible For Sister&#039;s Death (Ambition/Motivation)&lt;br /&gt;
* Patrician Who Left Realm In Disgust (Background)&lt;br /&gt;
* Never Show Fear, But Always Show Kindness (Convictions/Virtues)&lt;br /&gt;
* Heart Before Head (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
Deception: 2; Empathy: 3; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Even Blade Style (Agility)&lt;br /&gt;
* The Realm (Persuasion)&lt;br /&gt;
* Heirloom Sword (Resources)&lt;br /&gt;
* Even Blade Style Practitioners (Persuasion)&lt;br /&gt;
* Average Shot (Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 AP spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [May substitute Agility for Strength when fighting Unarmed or using weapon; 1 AP]&lt;br /&gt;
* Experienced [+1 to Essence, (+1 to Essence); 1 AP; 1 AP(Free)]&lt;br /&gt;
* Quick Step [May move before or after action without penalty; 1 AP]&lt;br /&gt;
* Weapon Specialist: Light Blades [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Augmented Movement [Even Blade Footwork; Strenuous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Enhanced Reflexes [Speed of the Even Blade; Strenuous(-1), Improved Reflexes(+1); 3 AP]&lt;br /&gt;
* Imbue Weapon [Even Blade Form; Even Blade(P); Melee Weapons Only (-1); 2 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clothes (Daywear), Buff Jacket, Heirloom Sword, Very Broad Hat, Short bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirloom Sword (Slashing Sword)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quality:&#039;&#039; Perfect (Cost 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Heirloom Sword&#039;s stats are identical to a Slashing Swords (+3 WR, Quick), but the Quick Aspect is Persistent.&lt;br /&gt;
&lt;br /&gt;
=God-Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragon Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tepet Avuka==&lt;br /&gt;
&lt;br /&gt;
CamPL: Dragon-Blooded/Immaculate [Refresh: 7; Abilities: 30/5; Advantages: 15/6 +3 Expert; All Advantages, Metro Class Super Power only(Through Immaculate Training).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Monk of the Wyld Hunt&lt;br /&gt;
* Kill the Anathema Who Possessed His Brother (Ambition/Motivation)&lt;br /&gt;
* Black Sheep of House Tepet (Background)&lt;br /&gt;
* Rise Above It All (Convictions/Virtues)&lt;br /&gt;
* Simple Worldview (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Agility: 5; Endurance: 3; Perception: 4; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Craft: 0; Knowledge: 3; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 3]&lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Conditioning (Agility)&lt;br /&gt;
* Anathema (Persuasion)&lt;br /&gt;
* Jade Panoply (Resources)&lt;br /&gt;
* Immaculate Order (Persuasion)&lt;br /&gt;
* Immaculately-Censored Education (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;(15 + 6APs from Refresh)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [Substitute Agility for Strength when fighting unarmed or with melee weapons; 1 AP]&lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence); 2 AP; 2 AP(Free)]&lt;br /&gt;
* Hard Style [Unarmed Attacks gain +2 WR; 1 AP]&lt;br /&gt;
* Quick Step [no penalty for moving before or after attack; 1 AP]&lt;br /&gt;
* Weapon Specialist: Thrown Weapons [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Astral Perception [Pasiap&#039;s Humility and the Moment of Daana&#039;d; Touch (+1); 2 AP]&lt;br /&gt;
* Augmented Movement [Air Attunement; Improved Speed (+1) Effortless (-1), Provided(+2), Triggers Anima Banner (-1); 2 AP(Free)]&lt;br /&gt;
* Echolocation [Air Dragon&#039;s Sight; Strenuous (+0); 1 AP]&lt;br /&gt;
* Imbue Weapon [Air Dragon&#039;s Touch; Lightning (P); 3 AP]&lt;br /&gt;
* Invisiblity [Air Dragon&#039;s Shroud; 3 AP]&lt;br /&gt;
* Power Attack, Pulse [Anima Flux; Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2); 1 AP (Free)]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Super Agility [Air Dragon&#039;s Grace; 6 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immaculate Garb; Map of Creation; Infinite Jade Chakram; Jade Hearthstone Bracers; Immaculate Texts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Immaculate Jade Panoply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Jade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of one of the types of Jade favored by the Dragon-Blooded.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Dragon-Blooded)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infinite Jade Chakram&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect&#039;&#039;: The Infinite Jade Chakram, once suffused with essence, allows its wielder to unleash a flurry of Chakrams, the artifact moving so fast it seems to be in multiple places at once. This is a +5 WR Power Attack, Ranged effect that lasts an entire scene, deals Initial Stress-3 each round after the first on a successful damaging attack, and is capable of striking multiple opponents in a single turn of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Power Attack, Ranged (Beam or Full Auto, Repetitive, Persistent; 6 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 6 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Solars=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182329</id>
		<title>SoF Exalted/Example Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182329"/>
		<updated>2011-06-05T11:56:31Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Indomitable Edge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains several completed characters to demonstrate the conclusion of the chargen process.&lt;br /&gt;
&lt;br /&gt;
=Heroic Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chotan==&lt;br /&gt;
&lt;br /&gt;
 A former royal bodyguard from Tekasso in the Hundred Kingdoms.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic Mortal [Refresh: 5; Abilities: 27/4; Advantages: 6/3 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Disgraced Former Royal Bodyguard&lt;br /&gt;
* To be free from past mistakes (Ambition/Motivation)&lt;br /&gt;
* Civilised hill tribesman (Background)&lt;br /&gt;
* Everyone has their place (Convictions/Virtues)&lt;br /&gt;
* Quick-tempered (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:8]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 4; Perception: 3; Strength: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 1; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 1; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Stalwart of the Shield Wall (Strength)&lt;br /&gt;
* Wanted in Tekasso (Persuasion)&lt;br /&gt;
* Trusty Axe (Resources)&lt;br /&gt;
* The Guild Got Me Out (Persuasion)&lt;br /&gt;
* No Scholar (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fearless [+2 to Willpower against fear; 1AP]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* Juggernaught [+2AR with Bulky armour; 2AP]&lt;br /&gt;
* Soft Style [+1 defense in melee; 1AP]&lt;br /&gt;
* Survivalist [+2 to find food/water; 1AP]&lt;br /&gt;
* Weapon Specialist: Axes [+1 to hit with axes; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lamellar armour, large shield, battleaxe, shortsword,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wren==&lt;br /&gt;
&lt;br /&gt;
 A young thief working the underworld of Nexus.&lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Heroic Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Youthful Master Thief&lt;br /&gt;
* Become the most renowned house-breaker in Nexus (Ambition/Motivation)&lt;br /&gt;
* Grew up on the streets (Background)&lt;br /&gt;
* Everything has a price (Convictions/Virtues)&lt;br /&gt;
* More audacity than sense (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 3; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 4; Persuasion: 3; Resources: 1&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Innocent Face (Deception)&lt;br /&gt;
* Deadly Rivalry with Silken Red (Persuasion)&lt;br /&gt;
* Old Jusei&#039;s Lockpicks (Resources)&lt;br /&gt;
* Hraltos the Fence (Persuasion)&lt;br /&gt;
* &amp;quot;This is my last score, I swear&amp;quot; (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 spent)&lt;br /&gt;
* Acrobatic [+2 to survive falls and negotiate difficult environments; 1AP]&lt;br /&gt;
* Deadly Grace [Use agility in place of Strength in melee; 1AP]&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Eye for Crime [+2 to Perception to notice crime being done; 1AP]&lt;br /&gt;
* Fast Talker [+2 to convince someone of what you say; 1AP]&lt;br /&gt;
* Fleet of Foot [+2 to run; 1AP]&lt;br /&gt;
* Hide in Plain Sight [+2 to hide in stationary position; 1AP]&lt;br /&gt;
* Locksplitter [+2 to pick locks/crack safes ;1AP]&lt;br /&gt;
* Shadow [+2 to sneak up on another person unseen; 1AP]&lt;br /&gt;
* Spatial Memory [+2 to recall info about place been before; 1AP]&lt;br /&gt;
* Sticky Fingers [+2 to pick pockets/palm unattended items; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self bow, quiver and arrows, numerous knives, thieves tools, Old Jusei&#039;s picks, climbing harness and ropes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enlightened Mortals=&lt;br /&gt;
&lt;br /&gt;
==Beneficent Zu==&lt;br /&gt;
&lt;br /&gt;
 A wandering Exorcist fighting a losing battle against the Underworld.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Wandering Exorcist of the Scavenger Lands&lt;br /&gt;
*Protect The People From Shadowlands (Ambition/Motivation)&lt;br /&gt;
*Former Resident of Thorns (Background)&lt;br /&gt;
*Right Action Through Restraint (Convictions/Virtues)&lt;br /&gt;
*Distainful of the Wicked (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities (30 Spent; 1 Free)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Agility: 2; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 4; Reasoning: 2; Willpower: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Knowledge of the Occult (Knowledge)&lt;br /&gt;
*Denizens of the Underworld (Persuasion)&lt;br /&gt;
*Staff of Intangible Mastery (Resources)&lt;br /&gt;
*The Salinan Society (Persuasion)&lt;br /&gt;
*Terrible With Money (Resources)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages (9 spent)&#039;&#039;&#039;&lt;br /&gt;
*Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
*Doctorate: Thaumaturgical Theory [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Experienced [+2 to Essence, (+1 to Essence); 2 AP; 1 AP(Free)]&lt;br /&gt;
*Genius at Work [Substitute Knowledge in certain situations: 2 AP]&lt;br /&gt;
*Opportunist [Spend FP to perform Assessment as Free action; 2 AP]&lt;br /&gt;
*&#039;&#039;Ritual Meta-Power (10)&#039;&#039; [2AP]&lt;br /&gt;
*Astral Perception Ritual [Spirit Sight; Accelerated Ritualx2, Strenuous, Sight and Sound, ; 4 RP]&lt;br /&gt;
*Repel Creature Ritual [Exorcism Procedure; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
*Sense Ritual [Spirit Sense; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exorcist Robes, Buff Jacket, Staff of Intangible Mastery, Thaumaturgical Kit, Battered Travelling Sack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff of Intangible Mastery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Staff of Intangible Mastery grants you the ability to see and interact with Spirits, Ghosts, and the like (granting use of the Astral Perception Power with the Touch Modifier). It also boosts the effectiveness of any Wards you have in place (Granting the Distructive Repel modifier to any use of Repel Creature).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harbinger of Stillness==&lt;br /&gt;
&lt;br /&gt;
 A deranged lunatic with an Awakened Essence. Believes he has to bring &amp;quot;peace&amp;quot; the world, but the only peace he brings is death. &lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Enlightened Mortal [Refresh: 5; Abilities: 29/4; Advantages: 12/5 +3 Expert; Expert, Heroic and non-super Powers only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Prophet of Silence&lt;br /&gt;
* Quieten the world, one life at a time (Ambition/Motivation)&lt;br /&gt;
* My past is lost to me (Background)&lt;br /&gt;
* I am righteous enough to see truth (Convictions/Virtues)&lt;br /&gt;
* Unhinged by Enlightenment (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:6]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 3; Perception: 3; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Empathy: 3; Deception: 0; Persuasion: 4; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress:3]&lt;br /&gt;
&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Fanatical Zeal (Willpower)&lt;br /&gt;
* Hunted by the Immaculate Order (Persuasion)&lt;br /&gt;
* Tougher than he looks (Endurance)&lt;br /&gt;
* Unnerving Presence (Persuasion)&lt;br /&gt;
* Sees only what he wants to see (Perception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (15 APs spent)&lt;br /&gt;
&lt;br /&gt;
* Bonus Ability Point: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Custom Stress track: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Soft Style x2 [+2 defense in melee; 2AP]&lt;br /&gt;
* Weapon Specialist: Unarmed [+1 to hit unarmed; 1AP]&lt;br /&gt;
* Wrestler [+1 to rolls to pull/push/throw; 1AP]&lt;br /&gt;
* Counter Attack [On defensive Spin, spend FP to get free attack; 2AP]&lt;br /&gt;
* Weapon Expertise: Unarmed [+2 to hit unarmed; stacks with WS; 2AP]&lt;br /&gt;
* Augmented Movement [1AP - TMA]&lt;br /&gt;
* Enhanced Speed [1AP - TMA]&lt;br /&gt;
* Enhanced Strength [2AP - TMA]&lt;br /&gt;
* Imbue Armour [Armour or Clothing Only, Soak Only; 1AP - TMA]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battered old clothes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Indomitable Edge==&lt;br /&gt;
&lt;br /&gt;
 A swordsman trained in the Even Blade Style, seeking to become strong enough to avenge his sister.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Avenging Enlightened Swordsman&lt;br /&gt;
* Kill the Dynasts Responsible For Sister&#039;s Death (Ambition/Motivation)&lt;br /&gt;
* Patrician Who Left Realm In Disgust (Background)&lt;br /&gt;
* Never Show Fear, But Always Show Kindness (Convictions/Virtues)&lt;br /&gt;
* Heart Before Head (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
Deception: 2; Empathy: 3; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Even Blade Style (Agility)&lt;br /&gt;
* The Realm (Persuasion)&lt;br /&gt;
* Heirloom Sword (Resources)&lt;br /&gt;
* Even Blade Style Practitioners (Persuasion)&lt;br /&gt;
* Average Shot (Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 AP spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [May substitute Agility for Strength when fighting Unarmed or using weapon; 1 AP]&lt;br /&gt;
* Experienced [+1 to Essence, (+1 to Essence); 1 AP; 1 AP(Free)]&lt;br /&gt;
* Quick Step [May move before or after action without penalty; 1 AP]&lt;br /&gt;
* Weapon Specialist: Light Blades [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Augmented Movement [Even Blade Footwork; Strenuous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Enhanced Reflexes [Speed of the Even Blade; Strenuous(-1), Improved Reflexes(+1); 3 AP]&lt;br /&gt;
* Imbue Weapon [Even Blade Form; Even Blade(P); Melee Weapons Only (-1); 2 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clothes (Daywear), Buff Jacket, Heirloom Sword, Very Broad Hat, Short bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirloom Sword (Slashing Sword)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quality:&#039;&#039; Perfect (Cost 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Heirloom Sword&#039;s stats are identical to a Slashing Swords (+3 WR, Quick), but the Quick Aspect is Persistent.&lt;br /&gt;
&lt;br /&gt;
=God-Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragon Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tepet Avuka==&lt;br /&gt;
&lt;br /&gt;
CamPL: Dragon-Blooded/Immaculate [Refresh: 9; Abilities: 30/5; Advantages: 15/6 All Advantages, Metro Class Super Power only(Through Immaculate Training).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Monk of the Wyld Hunt&lt;br /&gt;
* Kill the Anathema Who Possessed His Brother (Ambition/Motivation)&lt;br /&gt;
* Black Sheep of House Tepet (Background)&lt;br /&gt;
* Rise Above It All (Convictions/Virtues)&lt;br /&gt;
* Simple Worldview (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Agility: 5; Endurance: 3; Perception: 4; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Craft: 0; Knowledge: 3; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 3]&lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Conditioning (Agility)&lt;br /&gt;
* Anathema (Persuasion)&lt;br /&gt;
* Jade Panoply (Resources)&lt;br /&gt;
* Immaculate Order (Persuasion)&lt;br /&gt;
* Immaculately-Censored Education (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;(15 + 6APs from Refresh)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [Substitute Agility for Strength when fighting unarmed or with melee weapons; 1 AP]&lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence); 2 AP; 2 AP(Free)]&lt;br /&gt;
* Hard Style [Unarmed Attacks gain +2 WR; 1 AP]&lt;br /&gt;
* Quick Step [no penalty for moving before or after attack; 1 AP]&lt;br /&gt;
* Weapon Specialist: Thrown Weapons [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Astral Perception [Pasiap&#039;s Humility and the Moment of Daana&#039;d; Touch (+1); 2 AP]&lt;br /&gt;
* Augmented Movement [Air Attunement; Improved Speed (+1) Effortless (-1), Provided(+2), Triggers Anima Banner (-1); 2 AP(Free)]&lt;br /&gt;
* Echolocation [Air Dragon&#039;s Sight; Strenuous (+0); 1 AP]&lt;br /&gt;
* Imbue Weapon [Air Dragon&#039;s Touch; Lightning (P); 3 AP]&lt;br /&gt;
* Invisiblity [Air Dragon&#039;s Shroud; 3 AP]&lt;br /&gt;
* Power Attack, Pulse [Anima Flux; Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2); 1 AP (Free)]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Super Agility [Air Dragon&#039;s Grace; 6 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short Spear; Immaculate Garb; Map of Creation; Infinite Jade Chakram; Jade Hearthstone Bracers; Immaculate Texts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immaculate Jade Panoply (Infinite Jade Chakram and Jade Hearthstone Bracers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency&#039;&#039;: 10&lt;br /&gt;
&lt;br /&gt;
This Infinite Jade Chakram and Jade Hearthstone Bracers are always passed down together, having been in the care of the Immaculate Order for centuries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect&#039;&#039;: The Jade Hearthstone Bracers cause their wearer to always be under the effects of the Enhanced Reflexes Power, as well as granting a +2 bonus to initiative.&lt;br /&gt;
&lt;br /&gt;
The Infinite Jade Chakram, once suffused with essence, allows its wielder to unleash a flurry of Chakrams, the artifact moving so fast it seems to be in multiple places at once. This is a +5 WR Power Attack, Ranged effect that lasts an entire scene, deals Initial Stress-3 each round after the first on a successful damaging attack, and is capable of striking multiple opponents in a single turn of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Power Attack, Ranged (Beam or Full Auto, Repetitive, Persistent; 6 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 6&lt;br /&gt;
&lt;br /&gt;
Total: 6 (Highest Value) + 2 (average of additional effects) + 2 (number of additional effects) = 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Solars=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182259</id>
		<title>SoF Exalted/Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182259"/>
		<updated>2011-06-05T02:37:54Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts and Items of Power=&lt;br /&gt;
&lt;br /&gt;
==Hearthstones==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In games involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes you want several items of lesser potency. A daiklave and set of articulated Plate forged from Jade, for instance. If so, you may simply divide up the Potency allowed by your GM accordingly.  Some GM&#039;s may wish to require this, as the average Potency 10 Power Item (5-Dot Artifact) can have a major effect on a game&#039;s landscape.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook. Non-consumable items cannot have a Cost lower than 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement, Magical Materials, and Hearthstone Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Artifacts that are meant to function in a mundane capacity receive benefits based on the process of Attunement and the Magical Materials used in their construction.  In addition, most Artifacts are built with at least one hearthstone setting. &lt;br /&gt;
&lt;br /&gt;
Attunement is the process by which an Artifact and an Exalt&#039;s anima synchronize.  An Artifact Chain Shirt becomes as pliable as silk to its owner&#039;s touch, and a Daiklave that would be impossible for a mere mortal to swing can be effortlessly hefted with one hand.  The Attunement Bonus is a free effect with a Potency Value of 2.  It most commonly downgrades a Persistent negative Aspect on Artifact weapons or armor, or removes it entirely in the case of normal aspects.  Only Artifacts that function as a mundane item receive this bonus.&lt;br /&gt;
&lt;br /&gt;
The foundations upon which nearly all Artifacts are built are the Magical Materials, substances that both have a natural affinity for Exalted and are able to hold the potent enchantments that are a necessity for Artifacts.  The Magical Material Bonus is a free effect with a Potency Value of 2.  It should always be used to make the Artifact perform better than its mundane equivalent in the most direct fashion possible.  Generally, this is an increase to WR or AR.  Only Artifacts that function as a mundane item receive this bonus.  &lt;br /&gt;
&lt;br /&gt;
Hearthstones are invaluable for any Essence user, and most artifacts are built with at least one Hearthstone Setting.  Artifacts with a Potency of 5 and below have a single setting, while Potency 6 and above have 2.  You may purchase additional sockets for a Potency value of 1 per socket, or remove them with a Weakness (-1 per socket).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste have returned to Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example Artifacts===&lt;br /&gt;
&lt;br /&gt;
The following are some Artifacts built using the Power Item rules found on pg. 337 of the SoF Corebook.  They are separated into Lesser Wonders, Greater Wonders, and Earthshaking Wonders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lesser Wonders(Potency 2-6):&#039;&#039; Items that are superior to their mundane equivalents, but not unique. Most Artifacts forged for Terrestrial Exalted or God-Blooded are at this level.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Greater Wonders(Potency 6-8):&#039;&#039; Artifacts at this level are rare, powerful, and often close to unique.  The panoply of a Celestial Exalted was generally assumed to be at least this level.  The creation of Greater Wonders is the best that Dragon-Blooded Artificers can manage in the Age of Sorrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Earthshaking Wonders(Potency 9-10):&#039;&#039; All Artifacts have a story, but Artifacts of this level are truly legendary.  Nearly every single one was forged with a specific individual in mind, and many are one-of-a-kind.  The possession of a single Artifact of this caliber can alter the fate of nations.&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Utility)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Amulet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
An amulet forged from one of the Magical Materials, designed to hold a single Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Hearthstone Amulet provides a single setting for a Hearthstone to be placed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hearthstone setting&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Jade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of one of the types of Jade favored by the Dragon-Blooded.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Dragon-Blooded)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Moonsilver)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of Moonsilver, favored by the Lunar Exalted.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Moonsilver Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +1 bonus to Defense rolls against melee attacks.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Lunar Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Soft Style (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Lunar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The traditional weapon of the Exalted. Daiklaves are massive straight swords over four feet long and 6 inches wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Daiklave&#039;s mundane stats are those of a straight sword with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as straight sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaper Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Built for speed rather than power, the Reaper Daiklave is the opposite of the Reaver. Reaper Daiklaves are massive slashing swords four feet long, four inches wide, and forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaper Daiklave&#039;s mundane stats are those of a slashing sword with +1 WR (+4 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaper Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Upgrade (Quick to Quick (P) )&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a slashing sword&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as slashing sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Upgrade) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
A compromise between the elegance of the Daiklave and the raw killing power of the Grand Daiklave. Reaver Daiklaves are massive single-edged blades over four feet long and at times a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaver Daiklave&#039;s mundane stats are those of a Chopping sword with +2 WR (+6 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaver Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a chopping sword&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as a chopping sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
The ultimate in raw killing power. Grand Daiklaves are massive great swords six feet long feet long and over a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Grand Daiklave&#039;s mundane stats are those of a great sword with +2 WR (+7 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +6. Unlike most artifact weapons, it has three hearthstone sockets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x3; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a great sword&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Settings&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as great sword) + 1 (additional Hearthstone settings) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The only type of Daiklave that mortals can (clumsily) wield. Short Daiklaves are about 3 feet long and tend to be wielded in pairs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Short Daiklave&#039;s mundane stats are those of a straight sword with +1 WR (+4 WR) and the Concealable Aspect (being one of the few Artifact weapons that could be mistaken for a mundane weapon while sheathed). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. Short Daiklaves do not typically possess hearthstone settings, and are typically found in pairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect (Concealable)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Weakness (no hearthstone setting)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword x2&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as straight sword x2) + 0 (Magic Material: WR Increase) + 0 (Attunement: Concealable Aspect) + 2 (Highest Value) - 1 (Weakness) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wavecleaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
An uncommon type of Daiklave that was designed for use on the high seas. Wavecleaver Daiklaves are about three feet in length, but unlike Short Daiklaves are too wide to be mistaken for anything other than an Artifact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Wavecleaver Daiklave&#039;s mundane stats are those of a machete with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Wavecleaver Daiklave possesses two hearthstone settings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Setting&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Functions as a machete&lt;br /&gt;
&lt;br /&gt;
Potency Value: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 0 (functions as machete) + 1 (Additional Hearthstone Setting) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Armor)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Shirt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; An Artifact Chain Shirt&#039;s stats are those of a mundane chain shirt with +1 AR, +2 Stress Boxes, and the Concealable Aspect (+3 AR, 5 Stress boxes, Concealable).  It does not possess a hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aspect (Concealable)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a chain shirt&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (No Hearthstone setting)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as chain shirt) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) - 1 (Weakness) = &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breastplate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; An Artifact Breastplate&#039;s stats are those of a mundane breastplate with +1 AR and +2 Stress Boxes (+3 AR, 6 Stress boxes).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Removal (Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a breastplate&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as breastplate) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforced Buff Jacket&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; An Artifact Reinforced Buff Jacket&#039;s stats are those of a Mundane Reinforced Buff Jacket with +2 AR and +2 Stress Boxes (+4 AR, 6 Stress boxes).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes, +1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Aspect Removal (Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2 (Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a reinforced buff jacket&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as reinforced buff jacket) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lamellar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Artifact Lamellar&#039;s stats are those of Lamellar with +1 AR and +2 Stress Boxes (+4 AR, 7 Stress boxes).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Removal (Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a lamellar&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as lamellar) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforced Breastplate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; An Artifact Reinforced Breastplate&#039;s stats are those of a mundane reinforced breastplate with +2 AR and +2 Stress Boxes (+5 AR, 7 Stress boxes).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes, +1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Aspect Removal (Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a lamellar&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as lamellar) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Articulated Plate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
Placeholder &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Artifact Articulated Plate&#039;s stats are those of mundane Articulated Plate with +2 AR and +2 Stress Boxes (+6, 8 Stress boxes, Bulky).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes, +1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Restricting(P) to Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as articulated plate&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as articulated plate) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Plate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
Placeholder &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Artifact Superheavy Plate&#039;s stats are those of mundane Superheavy Plate with +2 AR and +2 Stress Boxes (+7, 9 Stress boxes, Bulky, Fatiguing).  It has two hearthstone settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes, +1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Restricting(P) to Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as superheavy plate&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 3 (functions as superheavy plate) + 0 (Magic Material: AR Increase) + 0 (Attunement: Aspect Downgrade) + 3 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Armor)====&lt;br /&gt;
&lt;br /&gt;
====Earthshaking Wonders====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host-Scattering Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
The Primordials had command of many a terrible Host, and there were times that a Solar Exalted was forced to face such a host without the help of their Dragon-Blooded Legions. This spear, capable of emitting a powerful burst of concussive essence in all directions, was created to aid a Solar in such a situation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Host-Scattering Spear&#039;s mundane stats are those of a Long Spear with +1 WR (+5 WR) and the Large rather than Huge(P) Aspect. It enhances a Solar Exalt&#039;s Power Attack, Melee damage by +2, and grants the Power the Reach Modifier. In addition, it grants access to the Power Attack, Pulse Power with a +16 ExR and a radius of the wielder&#039;s Zone, and up to 2 Zones in every direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating, Reach; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Power Attack, Pulse (World-Class; 6 AP)&lt;br /&gt;
Potency Value: 7&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Huge (P) to Large)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a long spear&lt;br /&gt;
Potency Increase: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 0 (functions as long spear) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Downgrade) + 7 (Highest Value) + 2 (average of additional effects) + 1 (number of additional effects) = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182255</id>
		<title>SoF Exalted/Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182255"/>
		<updated>2011-06-05T00:08:43Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Example Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts and Items of Power=&lt;br /&gt;
&lt;br /&gt;
==Hearthstones==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste have returned to Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example Artifacts===&lt;br /&gt;
&lt;br /&gt;
The following are some Artifacts built using the Power Item rules found on pg. 337 of the SoF Corebook.  They are separated into Lesser Wonders, Greater Wonders, and Earthshaking Wonders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lesser Wonders(Potency 2-6):&#039;&#039; Items that are superior to their mundane equivalents, but not unique. Most Artifacts forged for Terrestrial Exalted or God-Blooded are at this level.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Greater Wonders(Potency 6-8):&#039;&#039; Artifacts at this level are rare, powerful, and often close to unique.  The panoply of a Celestial Exalted was generally assumed to be at least this level.  The creation of Greater Wonders is the best that Dragon-Blooded Artificers can manage in the Age of Sorrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Earthshaking Wonders(Potency 9-10):&#039;&#039; All Artifacts have a story, but Artifacts of this level are truly legendary.  Nearly every single one was forged with a specific individual in mind, and many are one-of-a-kind.  The possession of a single Artifact of this caliber can alter the fate of nations.&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Utility)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Amulet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
An amulet forged from one of the Magical Materials, designed to hold a single Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Hearthstone Amulet provides a single setting for a Hearthstone to be placed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hearthstone setting&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Jade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of one of the types of Jade favored by the Dragon-Blooded.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Dragon-Blooded)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Moonsilver)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of Moonsilver, favored by the Lunar Exalted.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Moonsilver Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +1 bonus to Defense rolls against melee attacks.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Lunar Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Soft Style (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Lunar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The traditional weapon of the Exalted. Daiklaves are massive straight swords over four feet long and 6 inches wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Daiklave&#039;s mundane stats are those of a straight sword with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as straight sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaper Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Built for speed rather than power, the Reaper Daiklave is the opposite of the Reaver. Reaper Daiklaves are massive slashing swords four feet long, four inches wide, and forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaper Daiklave&#039;s mundane stats are those of a slashing sword with +1 WR (+4 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaper Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Upgrade (Quick to Quick (P) )&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a slashing sword&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as slashing sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Upgrade) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
A compromise between the elegance of the Daiklave and the raw killing power of the Grand Daiklave. Reaver Daiklaves are massive single-edged blades over four feet long and at times a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaver Daiklave&#039;s mundane stats are those of a Chopping sword with +2 WR (+6 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaver Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a chopping sword&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as a chopping sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
The ultimate in raw killing power. Grand Daiklaves are massive great swords six feet long feet long and over a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Grand Daiklave&#039;s mundane stats are those of a great sword with +2 WR (+7 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +6. Unlike most artifact weapons, it has three hearthstone sockets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x3; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a great sword&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Settings&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as great sword) + 1 (additional Hearthstone settings) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The only type of Daiklave that mortals can (clumsily) wield. Short Daiklaves are about 3 feet long and tend to be wielded in pairs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Short Daiklave&#039;s mundane stats are those of a straight sword with +1 WR (+4 WR) and the Concealable Aspect (being one of the few Artifact weapons that could be mistaken for a mundane weapon while sheathed). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. Short Daiklaves do not typically possess hearthstone settings, and are typically found in pairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect (Concealable)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Weakness (no hearthstone setting)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword x2&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as straight sword x2) + 0 (Magic Material: WR Increase) + 0 (Attunement: Concealable Aspect) + 2 (Highest Value) - 1 (Weakness) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wavecleaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
An uncommon type of Daiklave that was designed for use on the high seas. Wavecleaver Daiklaves are about three feet in length, but unlike Short Daiklaves are too wide to be mistaken for anything other than an Artifact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Wavecleaver Daiklave&#039;s mundane stats are those of a machete with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Wavecleaver Daiklave possesses two hearthstone settings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Setting&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Functions as a machete&lt;br /&gt;
&lt;br /&gt;
Potency Value: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 0 (functions as machete) + 1 (Additional Hearthstone Setting) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Armor)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Shirt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; An Artifact Chain Shirt&#039;s stats are those of a mundane chain shirt with +1 AR, +2 Stress Boxes, and the Concealable Aspect (+3 AR, 5 Stress boxes, Concealable).  It does not possess a hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aspect (Concealable)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a chain shirt&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (No Hearthstone setting)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as chain shirt) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) - 1 (Weakness) = &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breastplate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; An Artifact Breastplate&#039;s stats are those of a mundane breastplate with +1 AR and +2 Stress Boxes (+3 AR, 6 Stress boxes).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Removal (Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a breastplate&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as breastplate) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforced Buff Jacket&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; An Artifact Reinforced Buff Jacket&#039;s stats are those of a Mundane Reinforced Buff Jacket with +2 AR and +2 Stress Boxes (+4 AR, 6 Stress boxes).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes, +1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Aspect Removal (Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2 (Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a reinforced buff jacket&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 1 (functions as reinforced buff jacket) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lamellar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Artifact Lamellar&#039;s stats are those of Lamellar with +1 AR and +2 Stress Boxes (+4 AR, 7 Stress boxes).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Removal (Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a lamellar&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as lamellar) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforced Breastplate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; An Artifact Reinforced Breastplate&#039;s stats are those of a mundane reinforced breastplate with +2 AR and +2 Stress Boxes (+5 AR, 7 Stress boxes).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes, +1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Aspect Removal (Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a lamellar&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as lamellar) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Articulated Plate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
Placeholder &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Artifact Articulated Plate&#039;s stats are those of mundane Articulated Plate with +2 AR and +2 Stress Boxes (+6, 8 Stress boxes, Bulky).  It has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes, +1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Restricting(P) to Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as articulated plate&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 2 (functions as articulated plate) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Superheavy Plate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
Placeholder &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Artifact Superheavy Plate&#039;s stats are those of mundane Superheavy Plate with +2 AR and +2 Stress Boxes (+7, 9 Stress boxes, Bulky, Fatiguing).  It has two hearthstone settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AR Increase (+2 Stress Boxes, +1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Restricting(P) to Bulky)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
AR Increase (+1 AR)&lt;br /&gt;
&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as superheavy plate&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 3 (functions as superheavy plate) + 0 (Magic Material: AR Increase) + 0 (Attunement: Aspect Downgrade) + 3 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Armor)====&lt;br /&gt;
&lt;br /&gt;
====Earthshaking Wonders====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host-Scattering Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
The Primordials had command of many a terrible Host, and there were times that a Solar Exalted was forced to face such a host without the help of their Dragon-Blooded Legions. This spear, capable of emitting a powerful burst of concussive essence in all directions, was created to aid a Solar in such a situation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Host-Scattering Spear&#039;s mundane stats are those of a Long Spear with +1 WR (+5 WR) and the Large rather than Huge(P) Aspect. It enhances a Solar Exalt&#039;s Power Attack, Melee damage by +2, and grants the Power the Reach Modifier. In addition, it grants access to the Power Attack, Pulse Power with a +16 ExR and a radius of the wielder&#039;s Zone, and up to 2 Zones in every direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating, Reach; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Power Attack, Pulse (World-Class; 6 AP)&lt;br /&gt;
Potency Value: 7&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Huge (P) to Large)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a long spear&lt;br /&gt;
Potency Increase: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 0 (functions as long spear) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Downgrade) + 7 (Highest Value) + 2 (average of additional effects) + 1 (number of additional effects) = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182252</id>
		<title>SoF Exalted/Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182252"/>
		<updated>2011-06-04T21:20:49Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Example Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts and Items of Power=&lt;br /&gt;
&lt;br /&gt;
==Hearthstones==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste have returned to Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example Artifacts===&lt;br /&gt;
&lt;br /&gt;
The following are some Artifacts built using the Power Item rules found on pg. 337 of the SoF Corebook.  They are separated into Lesser Wonders, Greater Wonders, and Earthshaking Wonders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lesser Wonders(Potency 2-6):&#039;&#039; Items that are superior to their mundane equivalents, but not unique. Most Artifacts forged for Terrestrial Exalted or God-Blooded are at this level.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Greater Wonders(Potency 5-8):&#039;&#039; Artifacts at this level are rare, powerful, and often close to unique.  The panoply of a Celestial Exalted was generally assumed to be at least this level.  The creation of Greater Wonders is the best that Dragon-Blooded Artificers can manage in the Age of Sorrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Earthshaking Wonders(Potency 9-10):&#039;&#039; All Artifacts have a story, but Artifacts of this level are truly legendary.  Nearly every single one was forged with a specific individual in mind, and many are one-of-a-kind.  The possession of a single Artifact of this caliber can alter the fate of nations.&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Utility)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Amulet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
An amulet forged from one of the Magical Materials, designed to hold a single Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Hearthstone Amulet provides a single setting for a Hearthstone to be placed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hearthstone setting&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Jade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of one of the types of Jade favored by the Dragon-Blooded.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Dragon-Blooded)&lt;br /&gt;
&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Moonsilver)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of Moonsilver, favored by the Lunar Exalted.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Moonsilver Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +1 bonus to Defense rolls against melee attacks.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Lunar Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Soft Style (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Lunar Exalted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The traditional weapon of the Exalted. Daiklaves are massive straight swords over four feet long and 6 inches wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Daiklave&#039;s mundane stats are those of a straight sword with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Ratingx2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as straight sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaper Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Built for speed rather than power, the Reaper Daiklave is the opposite of the Reaver. Reaper Daiklaves are massive slashing swords four feet long, four inches wide, and forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaper Daiklave&#039;s mundane stats are those of a slashing sword with +1 WR (+4 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaper Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Upgrade (Quick to Quick (P) )&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a slashing sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as slashing sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Upgrade) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
A compromise between the elegance of the Daiklave and the raw killing power of the Grand Daiklave. Reaver Daiklaves are massive single-edged blades over four feet long and at times a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaver Daiklave&#039;s mundane stats are those of a Chopping sword with +2 WR (+6 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaver Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a chopping sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as a chopping sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
The ultimate in raw killing power. Grand Daiklaves are massive great swords six feet long feet long and over a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Grand Daiklave&#039;s mundane stats are those of a great sword with +2 WR (+7 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +6. Unlike most artifact weapons, it has three hearthstone sockets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x3; 2 AP)&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a great sword&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Settings&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 2 (functions as great sword) + 1 (additional Hearthstone settings) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The only type of Daiklave that mortals can (clumsily) wield. Short Daiklaves are about 3 feet long and tend to be wielded in pairs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Short Daiklave&#039;s mundane stats are those of a straight sword with +1 WR (+4 WR) and the Concealable Aspect (being one of the few Artifact weapons that could be mistaken for a mundane weapon while sheathed). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. Short Daiklaves do not typically possess hearthstone settings, and are typically found in pairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect (Concealable)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Weakness (no hearthstone setting)&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword x2&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 2 (functions as straight sword x2) + 0 (Magic Material: WR Increase) + 0 (Attunement: Concealable Aspect) + 2 (Highest Value) - 1 (Weakness) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wavecleaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
An uncommon type of Daiklave that was designed for use on the high seas. Wavecleaver Daiklaves are about three feet in length, but unlike Short Daiklaves are too wide to be mistaken for anything other than an Artifact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Wavecleaver Daiklave&#039;s mundane stats are those of a machete with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Wavecleaver Daiklave possesses two hearthstone settings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Setting&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Functions as a machete&lt;br /&gt;
Potency Value: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 0 (functions as machete) + 1 (Additional Hearthstone Setting) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Armor)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Armor)====&lt;br /&gt;
&lt;br /&gt;
====Earthshaking Wonders====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host-Scattering Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
The Primordials had command of many a terrible Host, and there were times that a Solar Exalted was forced to face such a host without the help of their Dragon-Blooded Legions. This spear, capable of emitting a powerful burst of concussive essence in all directions, was created to aid a Solar in such a situation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Host-Scattering Spear&#039;s mundane stats are those of a Long Spear with +1 WR (+5 WR) and the Large rather than Huge(P) Aspect. It enhances a Solar Exalt&#039;s Power Attack, Melee damage by +2, and grants the Power the Reach Modifier. In addition, it grants access to the Power Attack, Pulse Power with a +16 ExR and a radius of the wielder&#039;s Zone, and up to 2 Zones in every direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating, Reach; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Power Attack, Pulse (World-Class; 6 AP)&lt;br /&gt;
Potency Value: 7&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Huge (P) to Large)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a long spear&lt;br /&gt;
Potency Increase: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 0 (functions as long spear) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Downgrade) + 7 (Highest Value) + 2 (average of additional effects) + 1 (number of additional effects) = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182250</id>
		<title>SoF Exalted/Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182250"/>
		<updated>2011-06-04T21:11:41Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts and Items of Power=&lt;br /&gt;
&lt;br /&gt;
==Hearthstones==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste have returned to Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example Artifacts===&lt;br /&gt;
&lt;br /&gt;
The following are some Artifacts built using the Power Item rules found on pg. 337 of the SoF Corebook.  They are separated into Lesser Wonders, Greater Wonders, and Earthshaking Wonders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lesser Wonders(Potency 2-6):&#039;&#039; Items that are superior to their mundane equivalents, but not unique. Most Artifacts forged for Terrestrial Exalted or God-Blooded are at this level.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Greater Wonders(Potency 5-8):&#039;&#039; Artifacts at this level are rare, powerful, and often close to unique.  The panoply of a Celestial Exalted was generally assumed to be at least this level.  The creation of Greater Wonders is the best that Dragon-Blooded Artificers can manage in the Age of Sorrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Earthshaking Wonders(Potency 9-10):&#039;&#039; All Artifacts have a story, but Artifacts of this level are truly legendary.  Nearly every single one was forged with a specific individual in mind, and many are one-of-a-kind.  The possession of a single Artifact of this caliber can alter the fate of nations.&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Utility)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Amulet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
An amulet forged from one of the Magical Materials, designed to hold a single Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Hearthstone Amulet provides a single setting for a Hearthstone to be placed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hearthstone setting&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hearthstone Bracers (Jade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
Bracers forged out of one of the types of Jade favored by the Dragon-Blooded.  One of the bracers is fitted with a hearthstone setting, while the other is enchanted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative.  Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&lt;br /&gt;
&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Weakness (Powers only work for Dragon-Blooded)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039;  3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The traditional weapon of the Exalted. Daiklaves are massive straight swords over four feet long and 6 inches wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Daiklave&#039;s mundane stats are those of a straight sword with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Ratingx2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as straight sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaper Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Built for speed rather than power, the Reaper Daiklave is the opposite of the Reaver. Reaper Daiklaves are massive slashing swords four feet long, four inches wide, and forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaper Daiklave&#039;s mundane stats are those of a slashing sword with +1 WR (+4 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaper Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Upgrade (Quick to Quick (P) )&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a slashing sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as slashing sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Upgrade) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
A compromise between the elegance of the Daiklave and the raw killing power of the Grand Daiklave. Reaver Daiklaves are massive single-edged blades over four feet long and at times a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaver Daiklave&#039;s mundane stats are those of a Chopping sword with +2 WR (+6 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaver Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a chopping sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as a chopping sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
The ultimate in raw killing power. Grand Daiklaves are massive great swords six feet long feet long and over a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Grand Daiklave&#039;s mundane stats are those of a great sword with +2 WR (+7 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +6. Unlike most artifact weapons, it has three hearthstone sockets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x3; 2 AP)&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a great sword&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Settings&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 2 (functions as great sword) + 1 (additional Hearthstone settings) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The only type of Daiklave that mortals can (clumsily) wield. Short Daiklaves are about 3 feet long and tend to be wielded in pairs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Short Daiklave&#039;s mundane stats are those of a straight sword with +1 WR (+4 WR) and the Concealable Aspect (being one of the few Artifact weapons that could be mistaken for a mundane weapon while sheathed). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. Short Daiklaves do not typically possess hearthstone settings, and are typically found in pairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect (Concealable)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Weakness (no hearthstone setting)&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword x2&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 2 (functions as straight sword x2) + 0 (Magic Material: WR Increase) + 0 (Attunement: Concealable Aspect) + 2 (Highest Value) - 1 (Weakness) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wavecleaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
An uncommon type of Daiklave that was designed for use on the high seas. Wavecleaver Daiklaves are about three feet in length, but unlike Short Daiklaves are too wide to be mistaken for anything other than an Artifact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Wavecleaver Daiklave&#039;s mundane stats are those of a machete with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Wavecleaver Daiklave possesses two hearthstone settings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Setting&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Functions as a machete&lt;br /&gt;
Potency Value: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 0 (functions as machete) + 1 (Additional Hearthstone Setting) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders (Armor)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders (Armor)====&lt;br /&gt;
&lt;br /&gt;
====Earthshaking Wonders====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host-Scattering Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
The Primordials had command of many a terrible Host, and there were times that a Solar Exalted was forced to face such a host without the help of their Dragon-Blooded Legions. This spear, capable of emitting a powerful burst of concussive essence in all directions, was created to aid a Solar in such a situation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Host-Scattering Spear&#039;s mundane stats are those of a Long Spear with +1 WR (+5 WR) and the Large rather than Huge(P) Aspect. It enhances a Solar Exalt&#039;s Power Attack, Melee damage by +2, and grants the Power the Reach Modifier. In addition, it grants access to the Power Attack, Pulse Power with a +16 ExR and a radius of the wielder&#039;s Zone, and up to 2 Zones in every direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating, Reach; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Power Attack, Pulse (World-Class; 6 AP)&lt;br /&gt;
Potency Value: 7&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Huge (P) to Large)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a long spear&lt;br /&gt;
Potency Increase: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 0 (functions as long spear) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Downgrade) + 7 (Highest Value) + 2 (average of additional effects) + 1 (number of additional effects) = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182242</id>
		<title>SoF Exalted/Example Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182242"/>
		<updated>2011-06-04T20:12:36Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Enlightened Mortals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains several completed characters to demonstrate the conclusion of the chargen process.&lt;br /&gt;
&lt;br /&gt;
=Heroic Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chotan==&lt;br /&gt;
&lt;br /&gt;
 A former royal bodyguard from Tekasso in the Hundred Kingdoms.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic Mortal [Refresh: 5; Abilities: 27/4; Advantages: 6/3 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Disgraced Former Royal Bodyguard&lt;br /&gt;
* To be free from past mistakes (Ambition/Motivation)&lt;br /&gt;
* Civilised hill tribesman (Background)&lt;br /&gt;
* Everyone has their place (Convictions/Virtues)&lt;br /&gt;
* Quick-tempered (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:8]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 4; Perception: 3; Strength: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 1; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 1; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Stalwart of the Shield Wall (Strength)&lt;br /&gt;
* Wanted in Tekasso (Persuasion)&lt;br /&gt;
* Trusty Axe (Resources)&lt;br /&gt;
* The Guild Got Me Out (Persuasion)&lt;br /&gt;
* No Scholar (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fearless [+2 to Willpower against fear; 1AP]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* Juggernaught [+2AR with Bulky armour; 2AP]&lt;br /&gt;
* Soft Style [+1 defense in melee; 1AP]&lt;br /&gt;
* Survivalist [+2 to find food/water; 1AP]&lt;br /&gt;
* Weapon Specialist: Axes [+1 to hit with axes; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lamellar armour, large shield, battleaxe, shortsword,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wren==&lt;br /&gt;
&lt;br /&gt;
 A young thief working the underworld of Nexus.&lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Heroic Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Youthful Master Thief&lt;br /&gt;
* Become the most renowned house-breaker in Nexus (Ambition/Motivation)&lt;br /&gt;
* Grew up on the streets (Background)&lt;br /&gt;
* Everything has a price (Convictions/Virtues)&lt;br /&gt;
* More audacity than sense (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 3; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 4; Persuasion: 3; Resources: 1&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Innocent Face (Deception)&lt;br /&gt;
* Deadly Rivalry with Silken Red (Persuasion)&lt;br /&gt;
* Old Jusei&#039;s Lockpicks (Resources)&lt;br /&gt;
* Hraltos the Fence (Persuasion)&lt;br /&gt;
* &amp;quot;This is my last score, I swear&amp;quot; (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 spent)&lt;br /&gt;
* Acrobatic [+2 to survive falls and negotiate difficult environments; 1AP]&lt;br /&gt;
* Deadly Grace [Use agility in place of Strength in melee; 1AP]&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Eye for Crime [+2 to Perception to notice crime being done; 1AP]&lt;br /&gt;
* Fast Talker [+2 to convince someone of what you say; 1AP]&lt;br /&gt;
* Fleet of Foot [+2 to run; 1AP]&lt;br /&gt;
* Hide in Plain Sight [+2 to hide in stationary position; 1AP]&lt;br /&gt;
* Locksplitter [+2 to pick locks/crack safes ;1AP]&lt;br /&gt;
* Shadow [+2 to sneak up on another person unseen; 1AP]&lt;br /&gt;
* Spatial Memory [+2 to recall info about place been before; 1AP]&lt;br /&gt;
* Sticky Fingers [+2 to pick pockets/palm unattended items; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self bow, quiver and arrows, numerous knives, thieves tools, Old Jusei&#039;s picks, climbing harness and ropes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enlightened Mortals=&lt;br /&gt;
&lt;br /&gt;
==Beneficent Zu==&lt;br /&gt;
&lt;br /&gt;
 A wandering Exorcist fighting a losing battle against the Underworld.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Wandering Exorcist of the Scavenger Lands&lt;br /&gt;
*Protect The People From Shadowlands (Ambition/Motivation)&lt;br /&gt;
*Former Resident of Thorns (Background)&lt;br /&gt;
*Right Action Through Restraint (Convictions/Virtues)&lt;br /&gt;
*Distainful of the Wicked (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities (30 Spent; 1 Free)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Agility: 2; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 4; Reasoning: 2; Willpower: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Knowledge of the Occult (Knowledge)&lt;br /&gt;
*Denizens of the Underworld (Persuasion)&lt;br /&gt;
*Staff of Intangible Mastery (Resources)&lt;br /&gt;
*The Salinan Society (Persuasion)&lt;br /&gt;
*Terrible With Money (Resources)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages (9 spent)&#039;&#039;&#039;&lt;br /&gt;
*Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
*Doctorate: Thaumaturgical Theory [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Experienced [+2 to Essence, (+1 to Essence); 2 AP; 1 AP(Free)]&lt;br /&gt;
*Genius at Work [Substitute Knowledge in certain situations: 2 AP]&lt;br /&gt;
*Opportunist [Spend FP to perform Assessment as Free action; 2 AP]&lt;br /&gt;
*&#039;&#039;Ritual Meta-Power (10)&#039;&#039; [2AP]&lt;br /&gt;
*Astral Perception Ritual [Spirit Sight; Accelerated Ritualx2, Strenuous, Sight and Sound, ; 4 RP]&lt;br /&gt;
*Repel Creature Ritual [Exorcism Procedure; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
*Sense Ritual [Spirit Sense; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exorcist Robes, Buff Jacket, Staff of Intangible Mastery, Thaumaturgical Kit, Battered Travelling Sack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff of Intangible Mastery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Staff of Intangible Mastery grants you the ability to see and interact with Spirits, Ghosts, and the like (granting use of the Astral Perception Power with the Touch Modifier). It also boosts the effectiveness of any Wards you have in place (Granting the Distructive Repel modifier to any use of Repel Creature).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harbinger of Stillness==&lt;br /&gt;
&lt;br /&gt;
 A deranged lunatic with an Awakened Essence. Believes he has to bring &amp;quot;peace&amp;quot; the world, but the only peace he brings is death. &lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Enlightened Mortal [Refresh: 5; Abilities: 29/4; Advantages: 12/5 +3 Expert; Expert, Heroic and non-super Powers only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Prophet of Silence&lt;br /&gt;
* Quieten the world, one life at a time (Ambition/Motivation)&lt;br /&gt;
* My past is lost to me (Background)&lt;br /&gt;
* I am righteous enough to see truth (Convictions/Virtues)&lt;br /&gt;
* Unhinged by Enlightenment (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:6]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 3; Perception: 3; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Empathy: 3; Deception: 0; Persuasion: 4; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress:3]&lt;br /&gt;
&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Fanatical Zeal (Willpower)&lt;br /&gt;
* Hunted by the Immaculate Order (Persuasion)&lt;br /&gt;
* Tougher than he looks (Endurance)&lt;br /&gt;
* Unnerving Presence (Persuasion)&lt;br /&gt;
* Sees only what he wants to see (Perception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (15 APs spent)&lt;br /&gt;
&lt;br /&gt;
* Bonus Ability Point: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Custom Stress track: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Soft Style x2 [+2 defense in melee; 2AP]&lt;br /&gt;
* Weapon Specialist: Unarmed [+1 to hit unarmed; 1AP]&lt;br /&gt;
* Wrestler [+1 to rolls to pull/push/throw; 1AP]&lt;br /&gt;
* Counter Attack [On defensive Spin, spend FP to get free attack; 2AP]&lt;br /&gt;
* Weapon Expertise: Unarmed [+2 to hit unarmed; stacks with WS; 2AP]&lt;br /&gt;
* Augmented Movement [1AP - TMA]&lt;br /&gt;
* Enhanced Speed [1AP - TMA]&lt;br /&gt;
* Enhanced Strength [2AP - TMA]&lt;br /&gt;
* Imbue Armour [Armour or Clothing Only, Soak Only; 1AP - TMA]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battered old clothes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Indomitable Edge==&lt;br /&gt;
&lt;br /&gt;
 A swordsman trained in the Even Blade Style, seeking to become strong enough to avenge his sister.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Avenging Enlightened Swordsman&lt;br /&gt;
* Kill the Dynasts Responsible For Sister&#039;s Death (Ambition/Motivation)&lt;br /&gt;
* Patrician Who Left Realm In Disgust (Background)&lt;br /&gt;
* Never Show Fear, But Always Show Kindness (Convictions/Virtues)&lt;br /&gt;
* Heart Before Head (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
Deception: 2; Empathy: 3; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Even Blade Style (Agility)&lt;br /&gt;
* The Realm (Persuasion)&lt;br /&gt;
* Heirloom Sword (Resources)&lt;br /&gt;
* Even Blade Style Practitioners (Persuasion)&lt;br /&gt;
* Average Shot (Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 AP spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [May substitute Agility for Strength when fighting Unarmed or using weapon; 1 AP]&lt;br /&gt;
* Experienced [+1 to Essence, (+1 to Essence); 1 AP; 1 AP(Free)]&lt;br /&gt;
* Quick Step [May move before or after action without penalty; 1 AP]&lt;br /&gt;
* Weapon Specialist: Light Blades [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Augmented Movement [Even Blade Footwork; Strenuous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Enhanced Reflexes [Speed of the Even Blade; Strenuous(-1), Improved Reflexes(+1); 3 AP]&lt;br /&gt;
* Imbue Weapon [Even Blade Form; Even Blade(P); Melee Weapons Only (-1); 2 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clothes (Daywear), Buff Jacket, Heirloom Sword, Very Broad Hat, Short bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirloom Sword (Slashing Sword)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quality:&#039;&#039; Perfect (Cost 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Heirloom Sword&#039;s stats are identical to a Slashing Swords (+3 WR, Quick), but the Quick Aspect is Persistent.&lt;br /&gt;
&lt;br /&gt;
=God-Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragon Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tepet Avuka==&lt;br /&gt;
&lt;br /&gt;
CamPL: Dragon-Blooded/Immaculate [Refresh: 9; Abilities: 30/5; Advantages: 15/6 All Advantages, Metro Class Super Power only(Through Immaculate Training).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Monk of the Wyld Hunt&lt;br /&gt;
* Kill the Anathema Who Possessed His Brother (Ambition/Motivation)&lt;br /&gt;
* Black Sheep of House Tepet (Background)&lt;br /&gt;
* Rise Above It All (Convictions/Virtues)&lt;br /&gt;
* Simple Worldview (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Agility: 5; Endurance: 3; Perception: 4; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Craft: 0; Knowledge: 3; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 3]&lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Conditioning (Agility)&lt;br /&gt;
* Anathema (Persuasion)&lt;br /&gt;
* Jade Panoply (Resources)&lt;br /&gt;
* Immaculate Order (Persuasion)&lt;br /&gt;
* Immaculately-Censored Education (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;(15 + 6APs from Refresh)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [Substitute Agility for Strength when fighting unarmed or with melee weapons; 1 AP]&lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence); 2 AP; 2 AP(Free)]&lt;br /&gt;
* Hard Style [Unarmed Attacks gain +2 WR; 1 AP]&lt;br /&gt;
* Quick Step [no penalty for moving before or after attack; 1 AP]&lt;br /&gt;
* Weapon Specialist: Thrown Weapons [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Astral Perception [Pasiap&#039;s Humility and the Moment of Daana&#039;d; Touch (+1); 2 AP]&lt;br /&gt;
* Augmented Movement [Air Attunement; Improved Speed (+1) Effortless (-1), Provided(+2), Triggers Anima Banner (-1); 2 AP(Free)]&lt;br /&gt;
* Echolocation [Air Dragon&#039;s Sight; Strenuous (+0); 1 AP]&lt;br /&gt;
* Imbue Weapon [Air Dragon&#039;s Touch; Lightning (P); 3 AP]&lt;br /&gt;
* Invisiblity [Air Dragon&#039;s Shroud; 3 AP]&lt;br /&gt;
* Power Attack, Pulse [Anima Flux; Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2); 1 AP (Free)]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Super Agility [Air Dragon&#039;s Grace; 6 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short Spear; Immaculate Garb; Map of Creation; Infinite Jade Chakram; Jade Hearthstone Bracers; Immaculate Texts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immaculate Jade Panoply (Infinite Jade Chakram and Jade Hearthstone Bracers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency&#039;&#039;: 10&lt;br /&gt;
&lt;br /&gt;
This Infinite Jade Chakram and Jade Hearthstone Bracers are always passed down together, having been in the care of the Immaculate Order for centuries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect&#039;&#039;: The Jade Hearthstone Bracers cause their wearer to always be under the effects of the Enhanced Reflexes Power, as well as granting a +2 bonus to initiative.&lt;br /&gt;
&lt;br /&gt;
The Infinite Jade Chakram, once suffused with essence, allows its wielder to unleash a flurry of Chakrams, the artifact moving so fast it seems to be in multiple places at once. This is a +5 WR Power Attack, Ranged effect that lasts an entire scene, deals Initial Stress-3 each round after the first on a successful damaging attack, and is capable of striking multiple opponents in a single turn of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Power Attack, Ranged (Beam or Full Auto, Repetitive, Persistent; 6 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 6&lt;br /&gt;
&lt;br /&gt;
Total: 6 (Highest Value) + 2 (average of additional effects) + 2 (number of additional effects) = 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Solars=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182241</id>
		<title>SoF Exalted/Example Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=182241"/>
		<updated>2011-06-04T20:11:18Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Enlightened Mortals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains several completed characters to demonstrate the conclusion of the chargen process.&lt;br /&gt;
&lt;br /&gt;
=Heroic Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chotan==&lt;br /&gt;
&lt;br /&gt;
 A former royal bodyguard from Tekasso in the Hundred Kingdoms.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic Mortal [Refresh: 5; Abilities: 27/4; Advantages: 6/3 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Disgraced Former Royal Bodyguard&lt;br /&gt;
* To be free from past mistakes (Ambition/Motivation)&lt;br /&gt;
* Civilised hill tribesman (Background)&lt;br /&gt;
* Everyone has their place (Convictions/Virtues)&lt;br /&gt;
* Quick-tempered (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:8]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 4; Perception: 3; Strength: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 1; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 1; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Stalwart of the Shield Wall (Strength)&lt;br /&gt;
* Wanted in Tekasso (Persuasion)&lt;br /&gt;
* Trusty Axe (Resources)&lt;br /&gt;
* The Guild Got Me Out (Persuasion)&lt;br /&gt;
* No Scholar (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fearless [+2 to Willpower against fear; 1AP]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* Juggernaught [+2AR with Bulky armour; 2AP]&lt;br /&gt;
* Soft Style [+1 defense in melee; 1AP]&lt;br /&gt;
* Survivalist [+2 to find food/water; 1AP]&lt;br /&gt;
* Weapon Specialist: Axes [+1 to hit with axes; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lamellar armour, large shield, battleaxe, shortsword,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wren==&lt;br /&gt;
&lt;br /&gt;
 A young thief working the underworld of Nexus.&lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Heroic Mortal [Refresh: 5; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Youthful Master Thief&lt;br /&gt;
* Become the most renowned house-breaker in Nexus (Ambition/Motivation)&lt;br /&gt;
* Grew up on the streets (Background)&lt;br /&gt;
* Everything has a price (Convictions/Virtues)&lt;br /&gt;
* More audacity than sense (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 3; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 4; Persuasion: 3; Resources: 1&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Innocent Face (Deception)&lt;br /&gt;
* Deadly Rivalry with Silken Red (Persuasion)&lt;br /&gt;
* Old Jusei&#039;s Lockpicks (Resources)&lt;br /&gt;
* Hraltos the Fence (Persuasion)&lt;br /&gt;
* &amp;quot;This is my last score, I swear&amp;quot; (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 spent)&lt;br /&gt;
* Acrobatic [+2 to survive falls and negotiate difficult environments; 1AP]&lt;br /&gt;
* Deadly Grace [Use agility in place of Strength in melee; 1AP]&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Eye for Crime [+2 to Perception to notice crime being done; 1AP]&lt;br /&gt;
* Fast Talker [+2 to convince someone of what you say; 1AP]&lt;br /&gt;
* Fleet of Foot [+2 to run; 1AP]&lt;br /&gt;
* Hide in Plain Sight [+2 to hide in stationary position; 1AP]&lt;br /&gt;
* Locksplitter [+2 to pick locks/crack safes ;1AP]&lt;br /&gt;
* Shadow [+2 to sneak up on another person unseen; 1AP]&lt;br /&gt;
* Spatial Memory [+2 to recall info about place been before; 1AP]&lt;br /&gt;
* Sticky Fingers [+2 to pick pockets/palm unattended items; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self bow, quiver and arrows, numerous knives, thieves tools, Old Jusei&#039;s picks, climbing harness and ropes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enlightened Mortals=&lt;br /&gt;
&lt;br /&gt;
==Beneficent Zu==&lt;br /&gt;
&lt;br /&gt;
 A wandering Exorcist fighting a losing battle against the Underworld.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Wandering Exorcist of the Scavenger Lands&lt;br /&gt;
*Protect The People From Shadowlands (Ambition/Motivation)&lt;br /&gt;
*Former Resident of Thorns (Background)&lt;br /&gt;
*Right Action Through Restraint (Convictions/Virtues)&lt;br /&gt;
*Distainful of the Wicked (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities (30 Spent; 1 Free)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Agility: 2; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 4; Reasoning: 2; Willpower: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Knowledge of the Occult (Knowledge)&lt;br /&gt;
*Denizens of the Underworld (Persuasion)&lt;br /&gt;
*Staff of Intangible Mastery (Resources)&lt;br /&gt;
*The Salinan Society (Persuasion)&lt;br /&gt;
*Terrible With Money (Resources)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages (9 spent)&#039;&#039;&#039;&lt;br /&gt;
*Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
*Doctorate: Thaumaturgical Theory [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Experienced [+2 to Essence, (+1 to Essence); 2 AP; 1 AP(Free)]&lt;br /&gt;
*Genius at Work [Substitute Knowledge in certain situations: 2 AP]&lt;br /&gt;
*Opportunist [Spend FP to perform Assessment as Free action; 2 AP]&lt;br /&gt;
*&#039;&#039;Ritual Meta-Power (10)&#039;&#039; [2AP]&lt;br /&gt;
*Astral Perception Ritual [Spirit Sight; Accelerated Ritualx2, Strenuous, Sight and Sound, ; 4 RP]&lt;br /&gt;
*Repel Creature Ritual [Exorcism Procedure; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
*Sense Ritual [Spirit Sense; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exorcist Robes, Buff Jacket, Staff of Intangible Mastery, Thaumaturgical Kit, Battered Travelling Sack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff of Intangible Mastery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Staff of Intangible Mastery grants you the ability to see and interact with Spirits, Ghosts, and the like (granting use of the Astral Perception Power with the Touch Modifier). It also boosts the effectiveness of any Wards you have in place (Granting the Distructive Repel modifier to any use of Repel Creature).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harbinger of Stillness==&lt;br /&gt;
&lt;br /&gt;
 A deranged lunatic with an Awakened Essence. Believes he has to bring &amp;quot;peace&amp;quot; the world, but the only peace he brings is death. &lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Enlightened Mortal [Refresh: 5; Abilities: 29/4; Advantages: 12/5 +3 Expert; Expert, Heroic and non-super Powers only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Prophet of Silence&lt;br /&gt;
* Quieten the world, one life at a time (Ambition/Motivation)&lt;br /&gt;
* My past is lost to me (Background)&lt;br /&gt;
* I am righteous enough to see truth (Convictions/Virtues)&lt;br /&gt;
* Unhinged by Enlightenment (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:6]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 3; Perception: 3; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Empathy: 3; Deception: 0; Persuasion: 4; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress:3]&lt;br /&gt;
&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Fanatical Zeal (Willpower)&lt;br /&gt;
* Hunted by the Immaculate Order (Persuasion)&lt;br /&gt;
* Tougher than he looks (Endurance)&lt;br /&gt;
* Unnerving Presence (Persuasion)&lt;br /&gt;
* Sees only what he wants to see (Perception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (15 APs spent)&lt;br /&gt;
&lt;br /&gt;
* Bonus Ability Point: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Custom Stress track: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Soft Style x2 [+2 defense in melee; 2AP]&lt;br /&gt;
* Weapon Specialist: Unarmed [+1 to hit unarmed; 1AP]&lt;br /&gt;
* Wrestler [+1 to rolls to pull/push/throw; 1AP]&lt;br /&gt;
* Counter Attack [On defensive Spin, spend FP to get free attack; 2AP]&lt;br /&gt;
* Weapon Expertise: Unarmed [+2 to hit unarmed; stacks with WS; 2AP]&lt;br /&gt;
* Augmented Movement [1AP - TMA]&lt;br /&gt;
* Enhanced Speed [1AP - TMA]&lt;br /&gt;
* Enhanced Strength [2AP - TMA]&lt;br /&gt;
* Imbue Armour [Armour or Clothing Only, Soak Only; 1AP - TMA]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battered old clothes&lt;br /&gt;
&lt;br /&gt;
==Indomitable Edge==&lt;br /&gt;
&lt;br /&gt;
 A swordsman trained in the Even Blade Style, seeking to become strong enough to avenge his sister.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 +3 Expert; Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
Indomitable Edge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Avenging Enlightened Swordsman&lt;br /&gt;
* Kill the Dynasts Responsible For Sister&#039;s Death (Ambition/Motivation)&lt;br /&gt;
* Patrician Who Left Realm In Disgust (Background)&lt;br /&gt;
* Never Show Fear, But Always Show Kindness (Convictions/Virtues)&lt;br /&gt;
* Heart Before Head (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 5] &lt;br /&gt;
Deception: 2; Empathy: 3; Persuasion: 3; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Even Blade Style (Agility)&lt;br /&gt;
* The Realm (Persuasion)&lt;br /&gt;
* Heirloom Sword (Resources)&lt;br /&gt;
* Even Blade Style Practitioners (Persuasion)&lt;br /&gt;
* Average Shot (Agility)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (12 AP spent)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [May substitute Agility for Strength when fighting Unarmed or using weapon; 1 AP]&lt;br /&gt;
* Experienced [+1 to Essence, (+1 to Essence); 1 AP; 1 AP(Free)]&lt;br /&gt;
* Quick Step [May move before or after action without penalty; 1 AP]&lt;br /&gt;
* Weapon Specialist: Light Blades [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* [[SoF_Exalted/New_Advantages#Root_Initiation_Form |Root Initiation Form]] [1AP]&lt;br /&gt;
* Augmented Movement [Even Blade Footwork; Strenuous(-1), Provided(+2); 2 AP]&lt;br /&gt;
* Enhanced Reflexes [Speed of the Even Blade; Strenuous(-1), Improved Reflexes(+1); 3 AP]&lt;br /&gt;
* Imbue Weapon [Even Blade Form; Even Blade(P); Melee Weapons Only (-1); 2 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clothes (Daywear), Buff Jacket, Heirloom Sword, Very Broad Hat, Short bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heirloom Sword (Slashing Sword)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quality:&#039;&#039; Perfect (Cost 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Heirloom Sword&#039;s stats are identical to a Slashing Swords (+3 WR, Quick), but the Quick Aspect is Persistent.&lt;br /&gt;
&lt;br /&gt;
=God-Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragon Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tepet Avuka==&lt;br /&gt;
&lt;br /&gt;
CamPL: Dragon-Blooded/Immaculate [Refresh: 9; Abilities: 30/5; Advantages: 15/6 All Advantages, Metro Class Super Power only(Through Immaculate Training).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Monk of the Wyld Hunt&lt;br /&gt;
* Kill the Anathema Who Possessed His Brother (Ambition/Motivation)&lt;br /&gt;
* Black Sheep of House Tepet (Background)&lt;br /&gt;
* Rise Above It All (Convictions/Virtues)&lt;br /&gt;
* Simple Worldview (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Agility: 5; Endurance: 3; Perception: 4; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Craft: 0; Knowledge: 3; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 3]&lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Conditioning (Agility)&lt;br /&gt;
* Anathema (Persuasion)&lt;br /&gt;
* Jade Panoply (Resources)&lt;br /&gt;
* Immaculate Order (Persuasion)&lt;br /&gt;
* Immaculately-Censored Education (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;(15 + 6APs from Refresh)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [Substitute Agility for Strength when fighting unarmed or with melee weapons; 1 AP]&lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence); 2 AP; 2 AP(Free)]&lt;br /&gt;
* Hard Style [Unarmed Attacks gain +2 WR; 1 AP]&lt;br /&gt;
* Quick Step [no penalty for moving before or after attack; 1 AP]&lt;br /&gt;
* Weapon Specialist: Thrown Weapons [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Astral Perception [Pasiap&#039;s Humility and the Moment of Daana&#039;d; Touch (+1); 2 AP]&lt;br /&gt;
* Augmented Movement [Air Attunement; Improved Speed (+1) Effortless (-1), Provided(+2), Triggers Anima Banner (-1); 2 AP(Free)]&lt;br /&gt;
* Echolocation [Air Dragon&#039;s Sight; Strenuous (+0); 1 AP]&lt;br /&gt;
* Imbue Weapon [Air Dragon&#039;s Touch; Lightning (P); 3 AP]&lt;br /&gt;
* Invisiblity [Air Dragon&#039;s Shroud; 3 AP]&lt;br /&gt;
* Power Attack, Pulse [Anima Flux; Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2); 1 AP (Free)]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Super Agility [Air Dragon&#039;s Grace; 6 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short Spear; Immaculate Garb; Map of Creation; Infinite Jade Chakram; Jade Hearthstone Bracers; Immaculate Texts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immaculate Jade Panoply (Infinite Jade Chakram and Jade Hearthstone Bracers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency&#039;&#039;: 10&lt;br /&gt;
&lt;br /&gt;
This Infinite Jade Chakram and Jade Hearthstone Bracers are always passed down together, having been in the care of the Immaculate Order for centuries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect&#039;&#039;: The Jade Hearthstone Bracers cause their wearer to always be under the effects of the Enhanced Reflexes Power, as well as granting a +2 bonus to initiative.&lt;br /&gt;
&lt;br /&gt;
The Infinite Jade Chakram, once suffused with essence, allows its wielder to unleash a flurry of Chakrams, the artifact moving so fast it seems to be in multiple places at once. This is a +5 WR Power Attack, Ranged effect that lasts an entire scene, deals Initial Stress-3 each round after the first on a successful damaging attack, and is capable of striking multiple opponents in a single turn of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Power Attack, Ranged (Beam or Full Auto, Repetitive, Persistent; 6 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 6&lt;br /&gt;
&lt;br /&gt;
Total: 6 (Highest Value) + 2 (average of additional effects) + 2 (number of additional effects) = 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Solars=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182220</id>
		<title>SoF Exalted/Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182220"/>
		<updated>2011-06-04T17:37:19Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Artifacts and Items of Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts and Items of Power=&lt;br /&gt;
&lt;br /&gt;
==Hearthstones==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste have returned to Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example Artifacts===&lt;br /&gt;
&lt;br /&gt;
The following are some Artifacts built using the Power Item rules found on pg. 337 of the SoF Corebook.  They are separated into Lesser Wonders, Greater Wonders, and Earthshaking Wonders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lesser Wonders(Potency 2-6):&#039;&#039; Items that are superior to their mundane equivalents, but not unique. Most Artifacts forged for Terrestrial Exalted or God-Blooded are at this level.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Greater Wonders(Potency 5-8):&#039;&#039; Artifacts at this level are rare, powerful, and often close to unique.  The panoply of a Celestial Exalted was generally assumed to be at least this level.  The creation of Greater Wonders is the best that Dragon-Blooded Artificers can manage in the Age of Sorrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Earthshaking Wonders(Potency 9-10):&#039;&#039; All Artifacts have a story, but Artifacts of this level are truly legendary.  Nearly every single one was forged with a specific individual in mind, and many are one-of-a-kind.  The possession of a single Artifact of this caliber can alter the fate of nations.&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders(Utility)====&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders(Weapons)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The traditional weapon of the Exalted. Daiklaves are massive straight swords over four feet long and 6 inches wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Daiklave&#039;s mundane stats are those of a straight sword with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Ratingx2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as straight sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaper Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Built for speed rather than power, the Reaper Daiklave is the opposite of the Reaver. Reaper Daiklaves are massive slashing swords four feet long, four inches wide, and forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaper Daiklave&#039;s mundane stats are those of a slashing sword with +1 WR (+4 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaper Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect Upgrade (Quick to Quick (P) )&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a slashing sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as slashing sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Upgrade) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
A compromise between the elegance of the Daiklave and the raw killing power of the Grand Daiklave. Reaver Daiklaves are massive single-edged blades over four feet long and at times a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Reaver Daiklave&#039;s mundane stats are those of a Chopping sword with +2 WR (+6 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Reaver Daiklave has a single hearthstone setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a chopping sword&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 1 (functions as a chopping sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
The ultimate in raw killing power. Grand Daiklaves are massive great swords six feet long feet long and over a foot wide, forged from one of the Magical Materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Grand Daiklave&#039;s mundane stats are those of a great sword with +2 WR (+7 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +6. Unlike most artifact weapons, it has three hearthstone sockets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x3; 2 AP)&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a great sword&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Settings&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 2 (functions as great sword) + 1 (additional Hearthstone settings) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
The only type of Daiklave that mortals can (clumsily) wield. Short Daiklaves are about 3 feet long and tend to be wielded in pairs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Short Daiklave&#039;s mundane stats are those of a straight sword with +1 WR (+4 WR) and the Concealable Aspect (being one of the few Artifact weapons that could be mistaken for a mundane weapon while sheathed). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. Short Daiklaves do not typically possess hearthstone settings, and are typically found in pairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Aspect (Concealable)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Weakness (no hearthstone setting)&lt;br /&gt;
Potency Value: -1&lt;br /&gt;
&lt;br /&gt;
Functions as a straight sword x2&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 2 (functions as straight sword x2) + 0 (Magic Material: WR Increase) + 0 (Attunement: Concealable Aspect) + 2 (Highest Value) - 1 (Weakness) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wavecleaver Daiklave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
An uncommon type of Daiklave that was designed for use on the high seas. Wavecleaver Daiklaves are about three feet in length, but unlike Short Daiklaves are too wide to be mistaken for anything other than an Artifact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; A Wavecleaver Daiklave&#039;s mundane stats are those of a machete with +2 WR (+5 WR). It increase a Solar Exalt&#039;s Power Attack, Melee damage by +4. A Wavecleaver Daiklave possesses two hearthstone settings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating x2; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Value: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Additional Hearthstone Setting&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Functions as a machete&lt;br /&gt;
Potency Value: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 0 (functions as machete) + 1 (Additional Hearthstone Setting) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Lesser Wonders(Armor)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders(Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders(Weapons)====&lt;br /&gt;
&lt;br /&gt;
====Greater Wonders(Armor)====&lt;br /&gt;
&lt;br /&gt;
====Earthshaking Wonders====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host-Scattering Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
The Primordials had command of many a terrible Host, and there were times that a Solar Exalted was forced to face such a host without the help of their Dragon-Blooded Legions. This spear, capable of emitting a powerful burst of concussive essence in all directions, was created to aid a Solar in such a situation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; Host-Scattering Spear&#039;s mundane stats are those of a Long Spear with +1 WR (+5 WR) and the Large rather than Huge(P) Aspect. It enhances a Solar Exalt&#039;s Power Attack, Melee damage by +2, and grants the Power the Reach Modifier. In addition, it grants access to the Power Attack, Pulse Power with a +16 ExR and a radius of the wielder&#039;s Zone, and up to 2 Zones in every direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Attack, Melee (Improved Weapon Rating, Reach; 2 AP)&lt;br /&gt;
Potency Value: 2&lt;br /&gt;
&lt;br /&gt;
Power Attack, Pulse (World-Class; 6 AP)&lt;br /&gt;
Potency Value: 7&lt;br /&gt;
&lt;br /&gt;
Aspect Downgrade (Huge (P) to Large)&lt;br /&gt;
Potency Value: 2 (Attunement, Free)&lt;br /&gt;
&lt;br /&gt;
WR Increase (+1 WR)&lt;br /&gt;
Potency Increase: 2(Magic Material, Free)&lt;br /&gt;
&lt;br /&gt;
Functions as a long spear&lt;br /&gt;
Potency Increase: +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total:&#039;&#039; 0 (functions as long spear) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Downgrade) + 7 (Highest Value) + 2 (average of additional effects) + 1 (number of additional effects) = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182204</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182204"/>
		<updated>2011-06-04T15:35:04Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Campaign Power Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
&lt;br /&gt;
The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Expert    Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)      Adv     Points      Available Advantages &lt;br /&gt;
---------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Common Mortal              4        24(3)       1       1(1)       Expert Only&lt;br /&gt;
Expert Mortal              4        25(3)       2       2(2)       Expert Only and Powers (Thaumaturgy Only)&lt;br /&gt;
Heroic Mortal              5        27(4)       3       6(3)       Expert, Heroic and Powers (Thaumaturgy Only)&lt;br /&gt;
Enlightened Mortal         5        28(4)       3       9(3)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                6        29(4)       3       12(5)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             7        30(5)       3       15(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          8        32(6)       3       20(10)     All, Up to Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     8        34(6)       3       30(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Common Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heroic Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal:&#039;&#039; You are a capable mortal possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
&lt;br /&gt;
Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
&lt;br /&gt;
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
 See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
&lt;br /&gt;
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
&lt;br /&gt;
Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortals===&lt;br /&gt;
&lt;br /&gt;
The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
&lt;br /&gt;
They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
&lt;br /&gt;
This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
&lt;br /&gt;
 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===God-Blooded===&lt;br /&gt;
&lt;br /&gt;
Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
&lt;br /&gt;
* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Terrestrial Exalted===&lt;br /&gt;
&lt;br /&gt;
Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
&lt;br /&gt;
Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Celestial Exalted===&lt;br /&gt;
&lt;br /&gt;
The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Solars====&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lunars====&lt;br /&gt;
&lt;br /&gt;
These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
&lt;br /&gt;
The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
&lt;br /&gt;
Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
&lt;br /&gt;
No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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====Sidereals====&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other Exalted===&lt;br /&gt;
&lt;br /&gt;
There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Abyssals====&lt;br /&gt;
&lt;br /&gt;
The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&lt;br /&gt;
====Alchemicals====&lt;br /&gt;
&lt;br /&gt;
The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infernals====&lt;br /&gt;
&lt;br /&gt;
The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
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&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
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&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
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=Character Aspects=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
&lt;br /&gt;
You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
&lt;br /&gt;
 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
&lt;br /&gt;
 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
&lt;br /&gt;
* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
&lt;br /&gt;
Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
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&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are actually pretty easily done with the Facility rules. Every character actually gets a free Facility at Character Creation by standard SoF rules. This is assumed to be a library or workshop usually, but for Creation this can be a Demesne or a Manse. A Manse is simply a Facility that is tied to the Essence Affinity Ability, and its rating is used as a bonus to Essence Rolls when attempting to remove Essence Consequences. A Demesne is the same thing, but it will Taint your Essence (Check out the Tainted Mana rules on SoF pg. 247). Starting characters, assuming they are Solars and the like, can start with a Manse that has a rating equal to their Resources, or a Demesne with a rating equal to their Resources +1 (Dragon-blooded and others with superior Manse access use Resources +1 for Manses, and Resources +2 for Demesne).&lt;br /&gt;
&lt;br /&gt;
Note that this doesn&#039;t grant them a Hearthstone, just attunement to the site. They are either sharing it with someone who has the Hearthstone, or the site has been damaged and isn&#039;t producing one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 273 of the SoF rulebook for more information on Facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speciality Aspects=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
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=Advantages=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
&lt;br /&gt;
Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
&lt;br /&gt;
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==Expert and Heroic Advantages==&lt;br /&gt;
&lt;br /&gt;
These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
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==Power Advantages==&lt;br /&gt;
&lt;br /&gt;
All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
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===Mortal Thaumaturgy=== &lt;br /&gt;
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Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
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===Power Packages===&lt;br /&gt;
&lt;br /&gt;
Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of all Exalted.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
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===Anima Powers===&lt;br /&gt;
&lt;br /&gt;
All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
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===Supernatural Martial Arts=== &lt;br /&gt;
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Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
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===Sorcery===&lt;br /&gt;
&lt;br /&gt;
Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Control Modifications====&lt;br /&gt;
&lt;br /&gt;
Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing, plate and chain,      Plate Mail&lt;br /&gt;
articulated plate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 3 Stress boxes*&lt;br /&gt;
Superheavy plate   +5   3   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P), Fatiguing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Cestus, Fighting gauntlet          Brass knuckles&lt;br /&gt;
Chakram/Needle                     Shuriken&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of weapons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Weapons            WR Range TL  Cost  Notes and Aspects&lt;br /&gt;
-----------------------------------------------------------------------&lt;br /&gt;
Fighting chain     +2   0   2    2    Flexible&lt;br /&gt;
Javelin            +3  1TH  2    1    Thrown&lt;br /&gt;
War Boomerang      +3  1TH  2    2    Returning*&lt;br /&gt;
Flame piece        +4   0   3    3    Slow-Firing(P), Flaming**, Small&lt;br /&gt;
Firewand           +5   1   3    4    Huge(P), Slow-Firing(P), Flaming**&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: Returning can be invoked for effect any time your attack misses to return the boomerang to your hand by the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;: The Flaming Aspect comes from Firedust, the ammunition the weapon uses, and can be invoked for a bonus to attack due to the difficulty of avoiding a burst of flame. In addition, if your attack generates Spin you can invoke it for effect to place the temporary aspect On Fire! on the target. See page 274 of the SoF rulebook for more information. Firedust ammunition has a Cost of 2 in the South, and 3 in the rest of Creation.&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
See [[SoF_Exalted/Artifacts |Artifacts and Items of Power]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182203</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182203"/>
		<updated>2011-06-04T15:32:12Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Campaign Power Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
&lt;br /&gt;
The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Expert    Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)      Adv     Points      Available Advantages &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Common Mortal              4        24(3)       1       1(1)       Expert Only&lt;br /&gt;
Expert Mortal              4        25(3)       2       2(2)       Expert Only and Powers (Thaumaturgy Only)&lt;br /&gt;
Heroic Mortal              5        27(4)       3       6(3)       Expert, Heroic and Powers (Thaumaturgy Only)&lt;br /&gt;
Enlightened Mortal         5        28(4)       3       9(3)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                6        29(4)       3       12(5)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             7        30(5)       3       15(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          8        32(6)       3       20(10)     All, Up to Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     8        34(6)       3       30(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Common Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heroic Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal:&#039;&#039; You are a capable mortal possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
&lt;br /&gt;
Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
&lt;br /&gt;
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
 See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
&lt;br /&gt;
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
&lt;br /&gt;
Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortals===&lt;br /&gt;
&lt;br /&gt;
The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
&lt;br /&gt;
They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
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This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
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 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
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===God-Blooded===&lt;br /&gt;
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Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
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A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
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&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
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&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
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&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
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&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
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Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
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* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
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==Exalted Character Types==&lt;br /&gt;
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All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
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===Terrestrial Exalted===&lt;br /&gt;
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Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
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Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
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&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
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&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
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&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
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&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
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&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
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===Celestial Exalted===&lt;br /&gt;
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The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
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====Solars====&lt;br /&gt;
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Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
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The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
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The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
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The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
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The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
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The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
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====Lunars====&lt;br /&gt;
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These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
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The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
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Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
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No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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====Sidereals====&lt;br /&gt;
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Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
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===Other Exalted===&lt;br /&gt;
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There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
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====Abyssals====&lt;br /&gt;
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The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
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The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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====Alchemicals====&lt;br /&gt;
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The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
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The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
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&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
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The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
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&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
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The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
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====Infernals====&lt;br /&gt;
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The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
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&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
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&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
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&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
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&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
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&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Aspects=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
&lt;br /&gt;
You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
&lt;br /&gt;
 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
&lt;br /&gt;
 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
&lt;br /&gt;
* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
&lt;br /&gt;
Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are actually pretty easily done with the Facility rules. Every character actually gets a free Facility at Character Creation by standard SoF rules. This is assumed to be a library or workshop usually, but for Creation this can be a Demesne or a Manse. A Manse is simply a Facility that is tied to the Essence Affinity Ability, and its rating is used as a bonus to Essence Rolls when attempting to remove Essence Consequences. A Demesne is the same thing, but it will Taint your Essence (Check out the Tainted Mana rules on SoF pg. 247). Starting characters, assuming they are Solars and the like, can start with a Manse that has a rating equal to their Resources, or a Demesne with a rating equal to their Resources +1 (Dragon-blooded and others with superior Manse access use Resources +1 for Manses, and Resources +2 for Demesne).&lt;br /&gt;
&lt;br /&gt;
Note that this doesn&#039;t grant them a Hearthstone, just attunement to the site. They are either sharing it with someone who has the Hearthstone, or the site has been damaged and isn&#039;t producing one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 273 of the SoF rulebook for more information on Facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speciality Aspects=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Advantages=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
&lt;br /&gt;
Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Expert and Heroic Advantages==&lt;br /&gt;
&lt;br /&gt;
These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Advantages==&lt;br /&gt;
&lt;br /&gt;
All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortal Thaumaturgy=== &lt;br /&gt;
&lt;br /&gt;
Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Packages===&lt;br /&gt;
&lt;br /&gt;
Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of all Exalted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anima Powers===&lt;br /&gt;
&lt;br /&gt;
All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supernatural Martial Arts=== &lt;br /&gt;
&lt;br /&gt;
Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
&lt;br /&gt;
Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Control Modifications====&lt;br /&gt;
&lt;br /&gt;
Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing, plate and chain,      Plate Mail&lt;br /&gt;
articulated plate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 3 Stress boxes*&lt;br /&gt;
Superheavy plate   +5   3   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P), Fatiguing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Cestus, Fighting gauntlet          Brass knuckles&lt;br /&gt;
Chakram/Needle                     Shuriken&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of weapons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Weapons            WR Range TL  Cost  Notes and Aspects&lt;br /&gt;
-----------------------------------------------------------------------&lt;br /&gt;
Fighting chain     +2   0   2    2    Flexible&lt;br /&gt;
Javelin            +3  1TH  2    1    Thrown&lt;br /&gt;
War Boomerang      +3  1TH  2    2    Returning*&lt;br /&gt;
Flame piece        +4   0   3    3    Slow-Firing(P), Flaming**, Small&lt;br /&gt;
Firewand           +5   1   3    4    Huge(P), Slow-Firing(P), Flaming**&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: Returning can be invoked for effect any time your attack misses to return the boomerang to your hand by the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;: The Flaming Aspect comes from Firedust, the ammunition the weapon uses, and can be invoked for a bonus to attack due to the difficulty of avoiding a burst of flame. In addition, if your attack generates Spin you can invoke it for effect to place the temporary aspect On Fire! on the target. See page 274 of the SoF rulebook for more information. Firedust ammunition has a Cost of 2 in the South, and 3 in the rest of Creation.&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
See [[SoF_Exalted/Artifacts |Artifacts and Items of Power]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182104</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182104"/>
		<updated>2011-06-03T01:19:11Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Artifacts and Items of Power */&lt;/p&gt;
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&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
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This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
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The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
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 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
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=Campaign Power Level=&lt;br /&gt;
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The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
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This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
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Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
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The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
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Campaign                           Abilities  Expert    Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)      Adv     Points      Available Advantages &lt;br /&gt;
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Mortal                     4        24(3)       1       1(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Expert Mortal              4        25(3)       2       5(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Heroic/Enlightened Mortal  5        28(4)       3       9(2)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                6        29(4)       3       12(5)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             7        30(5)       3       15(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          8        32(6)       3       20(10)     All, Up to Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     8        34(6)       3       30(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
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&#039;&#039;Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
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&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
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&#039;&#039;Heroic/Enlightened Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  You may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
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&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
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&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
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&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
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&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
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Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
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The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
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 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
 See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].&lt;br /&gt;
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==Tech Level==&lt;br /&gt;
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The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
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However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
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 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
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==Power Tech Level==&lt;br /&gt;
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An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
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In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
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Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
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All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
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* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
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=Character Concepts=&lt;br /&gt;
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Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
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Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
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==Non-Exalted Character Types==&lt;br /&gt;
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While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
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===Mortals===&lt;br /&gt;
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The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
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&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
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Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
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&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
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A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
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An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
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They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
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&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
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Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
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This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
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 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
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===God-Blooded===&lt;br /&gt;
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Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
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A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
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&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
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&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
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&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
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&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
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Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
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* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
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==Exalted Character Types==&lt;br /&gt;
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All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
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===Terrestrial Exalted===&lt;br /&gt;
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Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
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Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
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&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
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&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
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&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
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&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
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&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
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===Celestial Exalted===&lt;br /&gt;
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The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
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====Solars====&lt;br /&gt;
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Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
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The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
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The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
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The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
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The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
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The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
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====Lunars====&lt;br /&gt;
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These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
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The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
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Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
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No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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====Sidereals====&lt;br /&gt;
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Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
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===Other Exalted===&lt;br /&gt;
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There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
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====Abyssals====&lt;br /&gt;
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The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
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The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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====Alchemicals====&lt;br /&gt;
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The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
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The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
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&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
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The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
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&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
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The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
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====Infernals====&lt;br /&gt;
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The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
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&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
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&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
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&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
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&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
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&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
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=Character Aspects=&lt;br /&gt;
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Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
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If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
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 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
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=Abilities=&lt;br /&gt;
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The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
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You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
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 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
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&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
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There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
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 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
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&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
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* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
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A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
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All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
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Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
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&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;These are actually pretty easily done with the Facility rules. Every character actually gets a free Facility at Character Creation by standard SoF rules. This is assumed to be a library or workshop usually, but for Creation this can be a Demesne or a Manse. A Manse is simply a Facility that is tied to the Essence Affinity Ability, and its rating is used as a bonus to Essence Rolls when attempting to remove Essence Consequences. A Demesne is the same thing, but it will Taint your Essence (Check out the Tainted Mana rules on SoF pg. 247). Starting characters, assuming they are Solars and the like, can start with a Manse that has a rating equal to their Resources, or a Demesne with a rating equal to their Resources +1 (Dragon-blooded and others with superior Manse access use Resources +1 for Manses, and Resources +2 for Demesne).&lt;br /&gt;
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Note that this doesn&#039;t grant them a Hearthstone, just attunement to the site. They are either sharing it with someone who has the Hearthstone, or the site has been damaged and isn&#039;t producing one.&#039;&#039;&lt;br /&gt;
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 See page 273 of the SoF rulebook for more information on Facilities.&lt;br /&gt;
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=Speciality Aspects=&lt;br /&gt;
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Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
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=Advantages=&lt;br /&gt;
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Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
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Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
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==Expert and Heroic Advantages==&lt;br /&gt;
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These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
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==Power Advantages==&lt;br /&gt;
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All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
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===Mortal Thaumaturgy=== &lt;br /&gt;
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Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
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===Power Packages===&lt;br /&gt;
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Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
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&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
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&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
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&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of all Exalted.&lt;br /&gt;
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&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
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===Anima Powers===&lt;br /&gt;
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All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
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===Supernatural Martial Arts=== &lt;br /&gt;
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Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
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===Sorcery===&lt;br /&gt;
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Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
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&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
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&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
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&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
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&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
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&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
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&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
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&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
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&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
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&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
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====Control Modifications====&lt;br /&gt;
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Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing,                       Plate Mail&lt;br /&gt;
plate and chain, articulated plate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 3 Stress boxes*&lt;br /&gt;
Superheavy plate   +5   3   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P), Fatiguing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Cestus, Fighting gauntlet          Brass knuckles&lt;br /&gt;
Chakram/Needle                     Shuriken&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of weapons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Weapons            WR Range TL  Cost  Notes and Aspects&lt;br /&gt;
-----------------------------------------------------------------------&lt;br /&gt;
Fighting chain     +2   0   2    2    Flexible&lt;br /&gt;
Javelin            +3  1TH  2    1    Thrown&lt;br /&gt;
War Boomerang      +3  1TH  2    2    Returning*&lt;br /&gt;
Flame piece        +4   0   3    3    Slow-Firing(P), Flaming**, Small&lt;br /&gt;
Firewand           +5   1   3    4    Huge(P), Slow-Firing(P), Flaming**&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: Returning can be invoked for effect any time your attack misses to return the boomerang to your hand by the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;: The Flaming Aspect comes from Firedust, the ammunition the weapon uses, and can be invoked for a bonus to attack due to the difficulty of avoiding a burst of flame. In addition, if your attack generates Spin you can invoke it for effect to place the temporary aspect On Fire! on the target. See page 274 of the SoF rulebook for more information. Firedust ammunition has a Cost of 2 in the South, and 3 in the rest of Creation.&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
See [[SoF_Exalted/Artifacts |Artifacts and Items of Power]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182103</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182103"/>
		<updated>2011-06-03T01:18:43Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Artifacts and Items of Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
&lt;br /&gt;
The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Expert    Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)      Adv     Points      Available Advantages &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Mortal                     4        24(3)       1       1(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Expert Mortal              4        25(3)       2       5(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Heroic/Enlightened Mortal  5        28(4)       3       9(2)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                6        29(4)       3       12(5)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             7        30(5)       3       15(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          8        32(6)       3       20(10)     All, Up to Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     8        34(6)       3       30(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heroic/Enlightened Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  You may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
&lt;br /&gt;
Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
&lt;br /&gt;
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
 See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
&lt;br /&gt;
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
&lt;br /&gt;
Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortals===&lt;br /&gt;
&lt;br /&gt;
The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
&lt;br /&gt;
They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
&lt;br /&gt;
This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
&lt;br /&gt;
 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===God-Blooded===&lt;br /&gt;
&lt;br /&gt;
Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
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&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
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&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
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Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
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* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
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==Exalted Character Types==&lt;br /&gt;
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All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
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===Terrestrial Exalted===&lt;br /&gt;
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Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
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Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
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&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
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&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
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&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
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&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
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&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
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===Celestial Exalted===&lt;br /&gt;
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The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
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====Solars====&lt;br /&gt;
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Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
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The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
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The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
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The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
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The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
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The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
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====Lunars====&lt;br /&gt;
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These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
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The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
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Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
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No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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====Sidereals====&lt;br /&gt;
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Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
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===Other Exalted===&lt;br /&gt;
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There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
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====Abyssals====&lt;br /&gt;
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The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
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The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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====Alchemicals====&lt;br /&gt;
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The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
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The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
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&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
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The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
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&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
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The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
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====Infernals====&lt;br /&gt;
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The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
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&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
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&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
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&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
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&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
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&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
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=Character Aspects=&lt;br /&gt;
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Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
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If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
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 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
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=Abilities=&lt;br /&gt;
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The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
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You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
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 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
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&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
&lt;br /&gt;
 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
&lt;br /&gt;
* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
&lt;br /&gt;
Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are actually pretty easily done with the Facility rules. Every character actually gets a free Facility at Character Creation by standard SoF rules. This is assumed to be a library or workshop usually, but for Creation this can be a Demesne or a Manse. A Manse is simply a Facility that is tied to the Essence Affinity Ability, and its rating is used as a bonus to Essence Rolls when attempting to remove Essence Consequences. A Demesne is the same thing, but it will Taint your Essence (Check out the Tainted Mana rules on SoF pg. 247). Starting characters, assuming they are Solars and the like, can start with a Manse that has a rating equal to their Resources, or a Demesne with a rating equal to their Resources +1 (Dragon-blooded and others with superior Manse access use Resources +1 for Manses, and Resources +2 for Demesne).&lt;br /&gt;
&lt;br /&gt;
Note that this doesn&#039;t grant them a Hearthstone, just attunement to the site. They are either sharing it with someone who has the Hearthstone, or the site has been damaged and isn&#039;t producing one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 273 of the SoF rulebook for more information on Facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speciality Aspects=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Advantages=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
&lt;br /&gt;
Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Expert and Heroic Advantages==&lt;br /&gt;
&lt;br /&gt;
These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Advantages==&lt;br /&gt;
&lt;br /&gt;
All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortal Thaumaturgy=== &lt;br /&gt;
&lt;br /&gt;
Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Packages===&lt;br /&gt;
&lt;br /&gt;
Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of all Exalted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anima Powers===&lt;br /&gt;
&lt;br /&gt;
All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supernatural Martial Arts=== &lt;br /&gt;
&lt;br /&gt;
Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
&lt;br /&gt;
Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Control Modifications====&lt;br /&gt;
&lt;br /&gt;
Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing,                       Plate Mail&lt;br /&gt;
plate and chain, articulated plate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 3 Stress boxes*&lt;br /&gt;
Superheavy plate   +5   3   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P), Fatiguing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Cestus, Fighting gauntlet          Brass knuckles&lt;br /&gt;
Chakram/Needle                     Shuriken&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of weapons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Weapons            WR Range TL  Cost  Notes and Aspects&lt;br /&gt;
-----------------------------------------------------------------------&lt;br /&gt;
Fighting chain     +2   0   2    2    Flexible&lt;br /&gt;
Javelin            +3  1TH  2    1    Thrown&lt;br /&gt;
War Boomerang      +3  1TH  2    2    Returning*&lt;br /&gt;
Flame piece        +4   0   3    3    Slow-Firing(P), Flaming**, Small&lt;br /&gt;
Firewand           +5   1   3    4    Huge(P), Slow-Firing(P), Flaming**&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: Returning can be invoked for effect any time your attack misses to return the boomerang to your hand by the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;: The Flaming Aspect comes from Firedust, the ammunition the weapon uses, and can be invoked for a bonus to attack due to the difficulty of avoiding a burst of flame. In addition, if your attack generates Spin you can invoke it for effect to place the temporary aspect On Fire! on the target. See page 274 of the SoF rulebook for more information. Firedust ammunition has a Cost of 2 in the South, and 3 in the rest of Creation.&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
See [[SoF_Exalted/Artifacts |Artifacts and Items of Power]]&amp;lt;br&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182102</id>
		<title>SoF Exalted/Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Artifacts&amp;diff=182102"/>
		<updated>2011-06-03T01:10:00Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: Created page with &amp;#039;=Artifacts and Items of Power=  ==Hearthstones==  &amp;#039;&amp;#039;Hearthstones... I&amp;#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts and Items of Power=&lt;br /&gt;
&lt;br /&gt;
==Hearthstones==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste roams Creation once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forthcoming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted&amp;diff=182101</id>
		<title>SoF Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted&amp;diff=182101"/>
		<updated>2011-06-03T01:02:38Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=An Exalted Conversion Using Strands of Fate=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted/CC_Summary |Character Creation Summary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Anima_Effects |Anima Effects]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Powers |Powers]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Example_Characters |Example Characters]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted/New_Advantages |New Advantages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Mass Combat |Mass Combat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Antagonists |Antagonists]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Artifacts |Artifacts and Items of Power]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
[http://www.2shared.com/document/19JbzMnM/SoF_CS.html A PDF character sheet]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands/Exalted thread on RPGnet]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.white-wolf.com/exalted/index.php?title=Main_Page The Exalted Wiki]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://voidstar.squarespace.com/strands-of-fate/ Void Star - Strands of Fate]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.voidstar.me/storage/Strands%20of%20Fate%20Preview.pdf Strands of Fate preview]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://forum.rpg.net/showthread.php?548867-FATE-Strands-of-Fate-Generic-FATE-Core-Rulebook The Strands mega-thread on RPGnet]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted&amp;diff=182100</id>
		<title>SoF Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted&amp;diff=182100"/>
		<updated>2011-06-03T01:00:59Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=An Exalted Conversion Using Strands of Fate=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted/CC_Summary |Character Creation Summary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Anima_Effects |Anima Effects]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Powers |Powers]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Example_Characters |Example Characters]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted/New_Advantages |New Advantages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Mass Combat |Mass Combat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Antagonists |Antagonists]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SoF_Exalted/Artifacts |Artifacts]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
[http://www.2shared.com/document/19JbzMnM/SoF_CS.html A PDF character sheet]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://forum.rpg.net/showthread.php?570196-FATE-SoF-Strands-of-Fate...for-Exalted Strands/Exalted thread on RPGnet]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.white-wolf.com/exalted/index.php?title=Main_Page The Exalted Wiki]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://voidstar.squarespace.com/strands-of-fate/ Void Star - Strands of Fate]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.voidstar.me/storage/Strands%20of%20Fate%20Preview.pdf Strands of Fate preview]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://forum.rpg.net/showthread.php?548867-FATE-Strands-of-Fate-Generic-FATE-Core-Rulebook The Strands mega-thread on RPGnet]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182063</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182063"/>
		<updated>2011-06-02T19:09:09Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
&lt;br /&gt;
The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Expert    Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)      Adv     Points      Available Advantages &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Mortal                     4        24(3)       1       1(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Expert Mortal              4        25(3)       2       5(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Heroic/Enlightened Mortal  5        28(4)       3       9(2)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                6        29(4)       3       12(5)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             7        30(5)       3       15(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          8        32(6)       3       20(10)     All, Up to Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     8        34(6)       3       30(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heroic/Enlightened Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  You may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
&lt;br /&gt;
Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
&lt;br /&gt;
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
 See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
&lt;br /&gt;
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
&lt;br /&gt;
Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortals===&lt;br /&gt;
&lt;br /&gt;
The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
&lt;br /&gt;
They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
&lt;br /&gt;
This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
&lt;br /&gt;
 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===God-Blooded===&lt;br /&gt;
&lt;br /&gt;
Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
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&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
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&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
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&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
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&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
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Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
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* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
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==Exalted Character Types==&lt;br /&gt;
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All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
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===Terrestrial Exalted===&lt;br /&gt;
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Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
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Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
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&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
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&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
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&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
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&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
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&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
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===Celestial Exalted===&lt;br /&gt;
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The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
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====Solars====&lt;br /&gt;
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Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
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The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
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The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
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The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
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The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
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The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
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====Lunars====&lt;br /&gt;
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These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
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The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
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Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
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No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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====Sidereals====&lt;br /&gt;
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Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
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===Other Exalted===&lt;br /&gt;
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There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
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====Abyssals====&lt;br /&gt;
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The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
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The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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====Alchemicals====&lt;br /&gt;
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The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
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The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
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&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
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The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
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&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
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The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
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====Infernals====&lt;br /&gt;
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The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
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&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
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&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
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&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
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&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
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&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
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=Character Aspects=&lt;br /&gt;
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Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
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If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
&lt;br /&gt;
You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
&lt;br /&gt;
 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
&lt;br /&gt;
 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
&lt;br /&gt;
* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
&lt;br /&gt;
Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are actually pretty easily done with the Facility rules. Every character actually gets a free Facility at Character Creation by standard SoF rules. This is assumed to be a library or workshop usually, but for Creation this can be a Demesne or a Manse. A Manse is simply a Facility that is tied to the Essence Affinity Ability, and its rating is used as a bonus to Essence Rolls when attempting to remove Essence Consequences. A Demesne is the same thing, but it will Taint your Essence (Check out the Tainted Mana rules on SoF pg. 247). Starting characters, assuming they are Solars and the like, can start with a Manse that has a rating equal to their Resources, or a Demesne with a rating equal to their Resources +1 (Dragon-blooded and others with superior Manse access use Resources +1 for Manses, and Resources +2 for Demesne).&lt;br /&gt;
&lt;br /&gt;
Note that this doesn&#039;t grant them a Hearthstone, just attunement to the site. They are either sharing it with someone who has the Hearthstone, or the site has been damaged and isn&#039;t producing one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 273 of the SoF rulebook for more information on Facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speciality Aspects=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Advantages=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
&lt;br /&gt;
Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Expert and Heroic Advantages==&lt;br /&gt;
&lt;br /&gt;
These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Advantages==&lt;br /&gt;
&lt;br /&gt;
All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortal Thaumaturgy=== &lt;br /&gt;
&lt;br /&gt;
Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Packages===&lt;br /&gt;
&lt;br /&gt;
Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of all Exalted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anima Powers===&lt;br /&gt;
&lt;br /&gt;
All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supernatural Martial Arts=== &lt;br /&gt;
&lt;br /&gt;
Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
&lt;br /&gt;
Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Control Modifications====&lt;br /&gt;
&lt;br /&gt;
Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing,                       Plate Mail&lt;br /&gt;
plate and chain, articulated plate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 3 Stress boxes*&lt;br /&gt;
Superheavy plate   +5   3   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P), Fatiguing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Cestus, Fighting gauntlet          Brass knuckles&lt;br /&gt;
Chakram/Needle                     Shuriken&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of weapons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Weapons            WR Range TL  Cost  Notes and Aspects&lt;br /&gt;
-----------------------------------------------------------------------&lt;br /&gt;
Fighting chain     +2   0   2    2    Flexible&lt;br /&gt;
Javelin            +3  1TH  2    1    Thrown&lt;br /&gt;
War Boomerang      +3  1TH  2    2    Returning*&lt;br /&gt;
Flame piece        +4   0   3    3    Slow-Firing(P), Flaming**, Small&lt;br /&gt;
Firewand           +5   1   3    4    Huge(P), Slow-Firing(P), Flaming**&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: Returning can be invoked for effect any time your attack misses to return the boomerang to your hand by the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;: The Flaming Aspect comes from Firedust, the ammunition the weapon uses, and can be invoked for a bonus to attack due to the difficulty of avoiding a burst of flame. In addition, if your attack generates Spin you can invoke it for effect to place the temporary aspect On Fire! on the target. See page 274 of the SoF rulebook for more information. Firedust ammunition has a Cost of 2 in the South, and 3 in the rest of Creation.&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
===Hearthstones===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste roams Creation once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forthcoming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182062</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182062"/>
		<updated>2011-06-02T17:46:34Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
&lt;br /&gt;
The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Expert    Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)      Adv     Points      Available Advantages &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Mortal                     4        24(3)       1       1(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Expert Mortal              4        25(3)       2       5(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Heroic/Enlightened Mortal  5        28(4)       3       9(2)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                6        29(4)       3       12(5)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             7        30(5)       3       15(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          8        32(6)       3       20(10)     All, Up to Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     8        34(6)       3       30(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heroic/Enlightened Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  You may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
&lt;br /&gt;
Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
&lt;br /&gt;
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
 See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
&lt;br /&gt;
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
&lt;br /&gt;
Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortals===&lt;br /&gt;
&lt;br /&gt;
The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
&lt;br /&gt;
They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
&lt;br /&gt;
This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
&lt;br /&gt;
 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===God-Blooded===&lt;br /&gt;
&lt;br /&gt;
Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
&lt;br /&gt;
* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Terrestrial Exalted===&lt;br /&gt;
&lt;br /&gt;
Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
&lt;br /&gt;
Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Celestial Exalted===&lt;br /&gt;
&lt;br /&gt;
The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Solars====&lt;br /&gt;
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Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
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The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
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The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
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The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
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====Lunars====&lt;br /&gt;
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These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
&lt;br /&gt;
The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
&lt;br /&gt;
Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
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No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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====Sidereals====&lt;br /&gt;
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Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
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===Other Exalted===&lt;br /&gt;
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There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
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====Abyssals====&lt;br /&gt;
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The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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====Alchemicals====&lt;br /&gt;
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The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
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&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
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The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
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&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
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The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
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====Infernals====&lt;br /&gt;
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The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
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&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
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&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
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&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
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&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
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&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
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=Character Aspects=&lt;br /&gt;
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Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
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If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
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 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
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=Abilities=&lt;br /&gt;
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The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
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You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
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 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
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&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
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There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
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 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
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&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
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* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
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A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
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All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
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Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
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&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;These are actually pretty easily done with the Facility rules. Every character actually gets a free Facility at Character Creation by standard SoF rules. This is assumed to be a library or workshop usually, but for Creation this can be a Demesne or a Manse. A Manse is simply a Facility that is tied to the Essence Affinity Ability, and its rating is used as a bonus to Essence Rolls when attempting to remove Essence Consequences. A Demesne is the same thing, but it will Taint your Essence (Check out the Tainted Mana rules on SoF pg. 247). Starting characters, assuming they are Solars and the like, can start with a Manse that has a rating equal to their Resources, or a Demesne with a rating equal to their Resources +1 (Dragon-blooded and others with superior Manse access use Resources +1 for Manses, and Resources +2 for Demesne).&lt;br /&gt;
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Note that this doesn&#039;t grant them a Hearthstone, just attunement to the site. They are either sharing it with someone who has the Hearthstone, or the site has been damaged and isn&#039;t producing one.&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
 See page 273 of the SoF rulebook for more information on Facilities.&lt;br /&gt;
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=Speciality Aspects=&lt;br /&gt;
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Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
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=Advantages=&lt;br /&gt;
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Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
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Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
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==Expert and Heroic Advantages==&lt;br /&gt;
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These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
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==Power Advantages==&lt;br /&gt;
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All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
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===Mortal Thaumaturgy=== &lt;br /&gt;
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Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
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===Power Packages===&lt;br /&gt;
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Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of all Exalted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anima Powers===&lt;br /&gt;
&lt;br /&gt;
All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supernatural Martial Arts=== &lt;br /&gt;
&lt;br /&gt;
Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
&lt;br /&gt;
Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Control Modifications====&lt;br /&gt;
&lt;br /&gt;
Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing,                       Plate Mail&lt;br /&gt;
plate and chain, articulated plate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 3 Stress boxes*&lt;br /&gt;
Superheavy plate   +5   3   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P), Fatiguing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Cestus, Fighting gauntlet          Brass knuckles&lt;br /&gt;
Chakram/Needle                     Shuriken&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of weapons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Weapons            WR Range TL  Cost  Notes and Aspects&lt;br /&gt;
-----------------------------------------------------------------------&lt;br /&gt;
Fighting chain     +2   0   2    2    Flexible&lt;br /&gt;
Javelin            +3  1TH  2    1    &lt;br /&gt;
War Boomerang      +3  1TH  2    2    Returning*&lt;br /&gt;
Flame piece        +4   0   3    3    Slow-Firing(P), Flaming**, Small&lt;br /&gt;
Firewand           +5   1   3    4    Huge(P), Slow-Firing(P), Flaming**&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: Returning can be invoked for effect any time your attack misses to return the boomerang to your hand by the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;: The Flaming Aspect comes from Firedust, the ammunition the weapon uses, and can be invoked for a bonus to attack due to the difficulty of avoiding a burst of flame. In addition, if your attack generates Spin you can invoke it for effect to place the temporary aspect On Fire! on the target. See page 274 of the SoF rulebook for more information. Firedust ammunition has a Cost of 2 in the South, and 3 in the rest of Creation.&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
===Hearthstones===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste roams Creation once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forthcoming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182019</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=182019"/>
		<updated>2011-06-02T15:12:05Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Mundane Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
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The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Expert    Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)      Adv     Points      Available Advantages &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Mortal                     4        24(3)       1       1(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Expert Mortal              5        25(3)       3       2(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Heroic/Enlightened Mortal  7        28(4)       3       6(2)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                8        29(4)       3       9(5)       Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             9        30(5)       3       12(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          10       32(6)       3       17(10)     All, Up to Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     10       34(6)       3       27(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heroic/Enlightened Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  You may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
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&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
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Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
&lt;br /&gt;
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
 See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].&lt;br /&gt;
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==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
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==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
&lt;br /&gt;
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
&lt;br /&gt;
Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
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==Non-Exalted Character Types==&lt;br /&gt;
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While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
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===Mortals===&lt;br /&gt;
&lt;br /&gt;
The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
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&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
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Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
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&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
&lt;br /&gt;
They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
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&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
&lt;br /&gt;
This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
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 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
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===God-Blooded===&lt;br /&gt;
&lt;br /&gt;
Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
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A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
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&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
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&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
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&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
&lt;br /&gt;
* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
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&lt;br /&gt;
===Terrestrial Exalted===&lt;br /&gt;
&lt;br /&gt;
Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
&lt;br /&gt;
Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
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&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
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&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
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&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
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===Celestial Exalted===&lt;br /&gt;
&lt;br /&gt;
The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
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====Solars====&lt;br /&gt;
&lt;br /&gt;
Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
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====Lunars====&lt;br /&gt;
&lt;br /&gt;
These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
&lt;br /&gt;
The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
&lt;br /&gt;
Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
&lt;br /&gt;
No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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&lt;br /&gt;
====Sidereals====&lt;br /&gt;
&lt;br /&gt;
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
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===Other Exalted===&lt;br /&gt;
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There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
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====Abyssals====&lt;br /&gt;
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The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
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The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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====Alchemicals====&lt;br /&gt;
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The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
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The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
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&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
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The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
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&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
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The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
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====Infernals====&lt;br /&gt;
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The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
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&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
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&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
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&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
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&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
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&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
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=Character Aspects=&lt;br /&gt;
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Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
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If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
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 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
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=Abilities=&lt;br /&gt;
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The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
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You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
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 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
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&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
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There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
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 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
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&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
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* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
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A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
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All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
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Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
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&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;These are actually pretty easily done with the Facility rules. Every character actually gets a free Facility at Character Creation by standard SoF rules. This is assumed to be a library or workshop usually, but for Creation this can be a Demesne or a Manse. A Manse is simply a Facility that is tied to the Essence Affinity Ability, and its rating is used as a bonus to Essence Rolls when attempting to remove Essence Consequences. A Demesne is the same thing, but it will Taint your Essence (Check out the Tainted Mana rules on SoF pg. 247). Starting characters, assuming they are Solars and the like, can start with a Manse that has a rating equal to their Resources, or a Demesne with a rating equal to their Resources +1 (Dragon-blooded and others with superior Manse access use Resources +1 for Manses, and Resources +2 for Demesne).&lt;br /&gt;
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Note that this doesn&#039;t grant them a Hearthstone, just attunement to the site. They are either sharing it with someone who has the Hearthstone, or the site has been damaged and isn&#039;t producing one.&#039;&#039;&lt;br /&gt;
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 See page 273 of the SoF rulebook for more information on Facilities.&lt;br /&gt;
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=Speciality Aspects=&lt;br /&gt;
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Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
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=Advantages=&lt;br /&gt;
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Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
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Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
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==Expert and Heroic Advantages==&lt;br /&gt;
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These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
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==Power Advantages==&lt;br /&gt;
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All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
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===Mortal Thaumaturgy=== &lt;br /&gt;
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Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
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===Power Packages===&lt;br /&gt;
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Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
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&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
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&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
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&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of all Exalted.&lt;br /&gt;
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&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
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===Anima Powers===&lt;br /&gt;
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All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
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===Supernatural Martial Arts=== &lt;br /&gt;
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Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
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===Sorcery===&lt;br /&gt;
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Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
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&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
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&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
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&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
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&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
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&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
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&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
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&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
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&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
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====Control Modifications====&lt;br /&gt;
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Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
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&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
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&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing,                       Plate Mail&lt;br /&gt;
plate and chain, articulated plate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 3 Stress boxes*&lt;br /&gt;
Superheavy plate   +5   3   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P), Fatiguing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Cestus, Fighting gauntlet          Brass knuckles&lt;br /&gt;
Chakram/Needle                     Shuriken&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of weapons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Weapons            WR Range TL  Cost  Notes and Aspects&lt;br /&gt;
-----------------------------------------------------------------------&lt;br /&gt;
Fighting chain     +2   0   2    2    Flexible&lt;br /&gt;
Javelin            +3  1TH  2    1    &lt;br /&gt;
War Boomerang      +3  1TH  2    2    Returning*&lt;br /&gt;
Flame piece        +4   0   3    3    Slow-Firing(P), Flaming**, Small&lt;br /&gt;
Firewand           +5   1   3    4    Huge(P), Slow-Firing(P), Flaming**&lt;br /&gt;
&lt;br /&gt;
*: Returning can be invoked for effect any time your attack misses to return the boomerang to your hand by the end of your turn.&lt;br /&gt;
**: The Flaming Aspect comes from Firedust, the ammunition the weapon uses, and can be invoked for a bonus to attack due to the difficulty of avoiding a burst of flame.  &lt;br /&gt;
In addition, if your attack generates Spin you can invoke it for effect to place the temporary aspect On Fire! on the target. See page 274 of the SoF rulebook for more information.  &lt;br /&gt;
Firedust ammunition has a Cost of 2 in the South, and 3 in the rest of Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
===Hearthstones===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste roams Creation once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forthcoming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=181999</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=181999"/>
		<updated>2011-06-02T13:32:13Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
&lt;br /&gt;
The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Expert    Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)      Adv     Points      Available Advantages &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Mortal                     4        24(3)       1       1(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Expert Mortal              5        25(3)       3       2(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Heroic/Enlightened Mortal  7        28(4)       3       6(2)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                8        29(4)       3       9(5)       Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             9        30(5)       3       12(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          10       32(6)       3       17(10)     All, Up to Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     10       34(6)       3       27(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heroic/Enlightened Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  You may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
&lt;br /&gt;
Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
&lt;br /&gt;
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
 See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
&lt;br /&gt;
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
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Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
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==Non-Exalted Character Types==&lt;br /&gt;
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While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
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===Mortals===&lt;br /&gt;
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The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
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&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
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Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
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&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
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A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
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An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
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They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
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&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
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Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
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This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
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 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
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===God-Blooded===&lt;br /&gt;
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Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
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A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
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&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
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&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
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&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
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&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
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Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
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* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
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==Exalted Character Types==&lt;br /&gt;
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All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
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===Terrestrial Exalted===&lt;br /&gt;
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Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
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Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
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&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
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&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
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&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
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&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
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&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
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===Celestial Exalted===&lt;br /&gt;
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The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
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====Solars====&lt;br /&gt;
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Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
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The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
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The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
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The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
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The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
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The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
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====Lunars====&lt;br /&gt;
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These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
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The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
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Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
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No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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====Sidereals====&lt;br /&gt;
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Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
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===Other Exalted===&lt;br /&gt;
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There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
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====Abyssals====&lt;br /&gt;
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The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
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The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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====Alchemicals====&lt;br /&gt;
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The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
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The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infernals====&lt;br /&gt;
&lt;br /&gt;
The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Aspects=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
&lt;br /&gt;
You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
&lt;br /&gt;
 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
&lt;br /&gt;
 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
&lt;br /&gt;
* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
&lt;br /&gt;
Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These are actually pretty easily done with the Facility rules. Every character actually gets a free Facility at Character Creation by standard SoF rules. This is assumed to be a library or workshop usually, but for Creation this can be a Demesne or a Manse. A Manse is simply a Facility that is tied to the Essence Affinity Ability, and its rating is used as a bonus to Essence Rolls when attempting to remove Essence Consequences. A Demesne is the same thing, but it will Taint your Essence (Check out the Tainted Mana rules on SoF pg. 247). Starting characters, assuming they are Solars and the like, can start with a Manse that has a rating equal to their Resources, or a Demesne with a rating equal to their Resources +1 (Dragon-blooded and others with superior Manse access use Resources +1 for Manses, and Resources +2 for Demesne).&lt;br /&gt;
&lt;br /&gt;
Note that this doesn&#039;t grant them a Hearthstone, just attunement to the site. They are either sharing it with someone who has the Hearthstone, or the site has been damaged and isn&#039;t producing one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 273 of the SoF rulebook for more information on Facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speciality Aspects=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Advantages=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
&lt;br /&gt;
Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Expert and Heroic Advantages==&lt;br /&gt;
&lt;br /&gt;
These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Advantages==&lt;br /&gt;
&lt;br /&gt;
All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortal Thaumaturgy=== &lt;br /&gt;
&lt;br /&gt;
Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Packages===&lt;br /&gt;
&lt;br /&gt;
Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of all Exalted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anima Powers===&lt;br /&gt;
&lt;br /&gt;
All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supernatural Martial Arts=== &lt;br /&gt;
&lt;br /&gt;
Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
&lt;br /&gt;
Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Control Modifications====&lt;br /&gt;
&lt;br /&gt;
Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing,                       Plate Mail&lt;br /&gt;
plate and chain, articulated plate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 3 Stress boxes*&lt;br /&gt;
Superheavy plate   +5   2   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P), Fatiguing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
Firewand                           Musket&lt;br /&gt;
Flame piece                        Matchlock pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
===Hearthstones===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hearthstones... I&#039;m treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It&#039;s rating isn&#039;t calculated by Resources, but is instead equal to your Manse&#039;s rating (I don&#039;t want to give high Resources characters an absurd advantage at every turn).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn&#039;t count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
&lt;br /&gt;
Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Aspect Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.&lt;br /&gt;
&lt;br /&gt;
In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item&#039;s Cost should not exceed 6.&lt;br /&gt;
&lt;br /&gt;
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren&#039;t backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.&lt;br /&gt;
&lt;br /&gt;
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Panoply and the Gear Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converting 2e Artifacts to SoF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matching an Artifact&#039;s Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most important things to remember about Artifacts is that they don&#039;t have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn&#039;t stop an ancient Lunar from designing Flying Silver Dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement and Magical Material Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object&#039;s final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).&lt;br /&gt;
&lt;br /&gt;
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item&#039;s WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really not sure about this last one, but I&#039;m including it in here for the purposes of gathering second opinions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wonders of the Past&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste roams Creation once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forthcoming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=181328</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=181328"/>
		<updated>2011-05-25T00:36:11Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* Power Tech Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that as per p29 of SoF the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
&lt;br /&gt;
The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)    Points      Available Advantages &lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Mortal                     4        24(3)     2(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Expert Mortal              5        25(3)     5(1)       Expert Only and Powers (Restricted)&lt;br /&gt;
Heroic/Enlightened Mortal  7        28(4)     9(2)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                8        29(4)     12(5)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             9        30(5)     15(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          10       32(6)     20(10)     All, Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     10       34(6)     30(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortal:&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Expert Mortal:&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heroic/Enlightened Mortal:&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  You may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded:&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon-Blooded:&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Exalted:&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Experienced:&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
&lt;br /&gt;
Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.&lt;br /&gt;
&lt;br /&gt;
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you&#039;re an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you&#039;re probably dead anyway, but) you really need to start in the Experienced tier.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                      Power    Powers Available&lt;br /&gt;
Type                            TL      &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
All un-Enlightened Mortals       1      Mortal Thaumaturgy only     &lt;br /&gt;
Enlightened Mortal               2      Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery    &lt;br /&gt;
God-Blooded                      3      Any Powers (but not Super Powers)    &lt;br /&gt;
Dragon-Blooded                   4      Any Powers (but not Super Powers)*    &lt;br /&gt;
Lunars, Sidereals, Alchemicals   5      Any Powers (up to Metro-Class Super Powers)&lt;br /&gt;
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**&lt;br /&gt;
&lt;br /&gt;
*: Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.&lt;br /&gt;
**: No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
&lt;br /&gt;
Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Non-Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mortals===&lt;br /&gt;
&lt;br /&gt;
The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. It is usually from amongst Heroic Mortals that Exaltation happens, the divine choosing those who have already distinguished themselves to be their chosen champions. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
&lt;br /&gt;
They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. Note these are the only Powers that a mortal may learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Rule: Gritty Consequences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
&lt;br /&gt;
This means that when mortals take Consequences, they may take more than just time and rest to recover from, requiring medical attention. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
&lt;br /&gt;
 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===God-Blooded===&lt;br /&gt;
&lt;br /&gt;
Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
&lt;br /&gt;
A God-Blooded character&#039;s nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. God-Blooded are often the champions, priests and emissaries of either their divine parents or some other powerful being. While there are a minority wandering around searching for a purpose, or working for mortal organisations, most fall into intermediary roles in the supernatural world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Demon-blooded born from the union of a demon and a mortal. These children often inherit physical and supernatural features from their Demon parent. There are two distinct catagories of Demon-Blooded, the Hellspawn and the Yozi-kin. The chief difference between the two appears to be the means by which they are empowered. Hellspawn draw their power from their lineage, whereas Yozi-kin are empowered by their patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fae-Blooded are the result of the mating between a Fair Folk and a normal mortal. Unlike either of their parents, Fae-Blooded can function equally well in both the unshaped chaos of the Deep Wyld and Creation itself. Fae-Blooded tend to be very flamboyant and excessive in all things. Whatever they do, they do with gusto. Wherever they go, they leave their mark in lustful excess. They are comfortable in brothels, taverns, theaters with dramatic performances, or anywhere with strong emotion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The child of a ghost and a mortal, only possible through the use of the powerful magics. Ghost-Blooded are highly valued by the Deathlords, as they are mortal servants who can use necromancy, and are often chosen to become Abyssal Exalted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common of the God-Blooded are those for whom all those with mixed mortal and supernatural heritage are named. They are the children of humans and either gods or elementals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent&#039;s power. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted. &lt;br /&gt;
&lt;br /&gt;
* Golden Children are the offspring of the Solar Exalted. &lt;br /&gt;
* Moon-Born are sired by the Lunars. &lt;br /&gt;
* Star-Blessed are the children of the Sidereals. &lt;br /&gt;
* Shadowwalkers are the children of the Abyssals. &lt;br /&gt;
* Grandchosen of the Yozis are the get of the Infernals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exalted Character Types==&lt;br /&gt;
&lt;br /&gt;
All types of Exalted are the chosen champions of some powerful, divine patron. One and all they are exceptional in some way, even before their Exaltation they would have been noteworthy. How this Exaltation manifests depends entirely on the divinity which empowered them. All Exalts receive the same Power package for free, but beyond that their Powers depend on their type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Terrestrial Exalted===&lt;br /&gt;
&lt;br /&gt;
Also called the Dragon-Blooded, these are the champions of the five Elemental Dragons. For the last millennium and a half, they were the unquestioned rulers of Creation itself. Despite being the weakest Exalted in terms of raw power, the Terrestrial Exalts are the most numerous by far. &lt;br /&gt;
&lt;br /&gt;
Terrestrial Exaltation is a matter of breeding; those of purer and more powerful blood are more likely to produce offspring that Exalt. As with Celestial Exaltation, Lytek has some control over the process and determines the time and place, usually during adolescence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire. &lt;br /&gt;
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&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana&#039;d, members of the Water Aspect caste are closely in touch with the Element of Water.  Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean. &lt;br /&gt;
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&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
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The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples. &lt;br /&gt;
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===Celestial Exalted===&lt;br /&gt;
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The Celestial Exalted are the chosen champions of the gods. The Exaltation occurs when the Celestial Essence attaches itself to a person&#039;s soul. Those so blessed are chosen for various reasons, but all are Exalted for their capacity to use the Exaltation to it&#039;s fullest. Candidates are chosen by Lytek, the god of Exaltation. They were all created as weapons and servants of the causes of their patrons and are potentially the most powerful beings in all of Creation and beyond. &lt;br /&gt;
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====Solars====&lt;br /&gt;
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Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. &lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
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The Dawn Caste of the Solar Exalted is filled with the soldiers, generals, and martial champions of the Unconquered Sun. Some of Creation&#039;s greatest warriors herald from their ranks, as Dawn Caste essence shards manifest only in warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
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The Eclipse Caste Solar Exalted are most commonly Exalted from bureaucrats, diplomats, and couriers-- those who excel at social interaction. Where the other Solars represent mastery over Combat, Performance, Sorcery, and Stealth, the Eclipse Caste Solars are masters of negotiation and deal-making. Where a Dawn Caste might use his sword to defeat an army on the battlefield, an Eclipse will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Night Caste of the Solar Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the First Age the Night Caste solars served as silent assassins and enforcers of the law, allowing the light of the Sun to shine through even in darkness, and in the Second Age, some Night Castes are returning to this duty.&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
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The Twilight Caste Solar Exalted are most commonly Exalted from scholars, and artisans-- those who are dedicated to the pursuit of knowledge and education. The Twilight Caste are best known for their powerful dominion over the realms of sorcery and magic. Since the Solars are the only Exalted with natural access to the highest circle of sorcery (The Solar Circle), many of the greatest sorcerers in Creation have been Twilight Castes.&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
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The Zenith Caste Solar Exalted are priests, prophets and mystics. The Golden Bulls lead their circlemates into the fight against the Creatures of Darkness.&lt;br /&gt;
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====Lunars====&lt;br /&gt;
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These mighty savages are the champions of Luna. The Lunars were once the mates of the Solar Exalted, as well as their bodyguards and commanders of their armies. The Lunar Exalts either fled to the hinterlands of the Threshold after the Usurpation or died alongside their mates in futile battle. Today, most of these shapeshifting warriors live as barbarians, blaming the downfall of the Solars (and even their inability to save them) on civilization&#039;s softening effects.&lt;br /&gt;
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The Lunar Exalted are the Chosen of Luna and are the most chaotic and savage of the Exalted. In the First Age the cunning shapeshifters were skilled fighters and capable generals who were commonly bonded in wedlock to the Solar Exalted. Those that did not die with their Solar mates fled to the edges of Creation. &lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Changing Moon Caste are the tricksters of Luna, masters of social influence, force of personality, persuasion and deceit. They defend Creation and the Silver Pact with their cunning, deception, and persuasion. Using guile or raw animal magnetism, Changing Moons trust in their ability to get other beings to do what is necessary. They are unmatched spies, assassins, and leaders. &lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The Full Moon Caste of the Lunar Exalted are the warriors of Luna, masters of physical force, agility, toughness and endurance. Named after the time when Luna is at her strongest, Full Moons defend Creation with their might, beating back the Wyld and other threats with moonsilver-edged blades or even their own claws and fangs.&lt;br /&gt;
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Unquestionably the greatest warriors of the Silver Pact, they are unparalleled among the Exalted in might. Few beings can take on a Full Moon in combat, and even freshly tattoed Nightfangs are a challenge. They carry through battles and can leap out unhurt, shrug off the pain of wounds, or even redirect blows back to their opponents. While younger members of the Caste rely on their strength, those that survive to an older age move like quicksilver through blows and strike at key areas, crippling foolish opponents. &lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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The No Moon Caste are savants of Luna, masters of knowledge, thought, inquiry and the arcane. It was the No Moons who discovered the secret of their caste-affixing moonsilver tattoos, and they explore the secrets of the world under the cloak of Luna&#039;s dark nights.&lt;br /&gt;
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No Moons are the sorcerers and savants of the Silver Pact, and hold much of their lore and history in oral tradition and dusty tomes. They are also the priests of Luna, a task once held by the lost Waxing Moon Caste. While other Lunar Castes can learn the charms needed to make form-fixing tattoos, No Moons learn them easier and faster than others, securing them an important place in the Pact. &lt;br /&gt;
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====Sidereals====&lt;br /&gt;
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Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.  They appreciate conflict, even if they don&#039;t enjoy it, and even if they don&#039;t care whether or not they win or lose, they recognize the importance of conflict itself. Those who are Exalted by the Chosen of Battles are often talented strategists or exceptional warriors even before they Exalt. As the Chosen of Mars, they pick which battles occur and which never come to pass. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn. They are often preoccupied with death and cessation as children. Some spend their early years killing animals or ending friendships in an effort to better understand the phenomenon of finality. However, they understand that every &amp;quot;ending&amp;quot; is only a transition into a new moment, and they bring that understanding to their work. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury. They are filled with wanderlust, be it the desire to go somewhere or to get away from some place. They become skilled at the travel they enjoy and will continue journeys no matter the difficulties they may face, making them perfect for the purposes of the Maiden of Journeys. They also develop interests in the development of people and their own personal journeys, sometimes acting as guides toward enlightenment. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter. They find value in knowledge and secrets. They know that some knowledge is more valuable than other knowledge, and that secrets that are not widely known carry more value to those that want those secrets than secrets that are more widespread. They believe that secrets are sharper and finer weapons than any stilleto could ever be. &lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus. They often enjoy life more than other people do and find joys in the simple pleasures in life. They don&#039;t seek pleasure for pleasure&#039;s sake, but they are looking for a realization of one&#039;s destiny through joy and serenity. &lt;br /&gt;
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===Other Exalted===&lt;br /&gt;
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There are three other types of Exalted, with their own processes of creation and circulation.&lt;br /&gt;
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====Abyssals====&lt;br /&gt;
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The Abyssal Exalted are twisted Solar Exaltations, captured by the Deathlords and corrupted within a Monstrance of Celestial Portion. Commonly referred to as Deathknights, they are Exalted champions of the Deathlords and their Neverborn masters. They have only recently appeared, but they seem to be dark reflections of the returned Solar Exalted, with dark mockeries of the Solars&#039; Caste Marks, Animas and even Charms.  &lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Night Caste, the Day Caste of the Abyssal Exalted are usually exalted from the best spies, assassins, and thieves Creation has to offer. In the Underworld the Day Caste Abyssals serve as silent assassins and enforcers of the law, bringing the darkness of the Underworld to every corner of Creation.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
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The Daybreak Caste are most commonly Exalted from scholars, and artisans––those who are dedicated to the pursuit of knowledge and education. The Daybreak Caste are best known for their powerful dominion over the realms of necromancy, necrosurgery and magic. Since the Abyssals are the only Exalted with natural access to the highest circle of necromancy (The Void Circle), many of the greatest necromancers in the Underworld are Daybreak Castes, even though necromancy was discovered by Twilight Caste Solars. &lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The counterparts to the Solar Dawn Caste, the Dusk Caste of is filled with the soldiers, generals, and martial champions of the Neverborn. Some of the Underworld&#039;s greatest warriors herald from their ranks, as Dusk Caste essence shards are given only to warriors. Even so, a warrior can take many forms ranging from war veterans to gang leaders.&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Zenith Caste, the Midnight Caste are Priest-kings, prophets and mystics.&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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The counterparts to the Solar Eclipse Caste, the Moonshadow Caste are most commonly Exalted from bureaucrats, diplomats, and couriers - those who excel at social interaction. Where the other Abyssals represent mastery over Combat, Performance, Sorcery, and Stealth, the Moonshadow Caste Abyssals are masters of negotiation and deal-making. Where a Dusk Caste might use his sword to defeat an army on the battlefield, a Moonshadow will use his mastery of words to defeat a nation in its courts. &lt;br /&gt;
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====Alchemicals====&lt;br /&gt;
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The Alchemical Exalted are built and granted power by their fellow Autochthonians, according to the ancient plans of Autochthon. Native to the machine world of Autochthonia, they are champions of industry and technology. The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. &lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
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The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions. &lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia. &lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities. &lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others. &lt;br /&gt;
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&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
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The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully. &lt;br /&gt;
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&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
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The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight. &lt;br /&gt;
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====Infernals====&lt;br /&gt;
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The Infernal Exalted are Solar Exaltations tainted to the purposes of the mad Yozis, imbued with the strength and the madness of a demon during the Exaltation process. The term Green Sun Prince is used to refer to mortals who have agreed to serve the yozi and received one of the Solar Exaltations which have been tainted by the Yozis. &lt;br /&gt;
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&#039;&#039;&#039;Defiler Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren&#039;t especially gifted at healing or teaching. &lt;br /&gt;
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&#039;&#039;&#039;Fiend Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They&#039;re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion. &lt;br /&gt;
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&#039;&#039;&#039;Malefactor Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.&lt;br /&gt;
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&#039;&#039;&#039;Scourge Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability. &lt;br /&gt;
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&#039;&#039;&#039;Slayer Caste&#039;&#039;&#039;&lt;br /&gt;
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The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas&#039; influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals. &lt;br /&gt;
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=Character Aspects=&lt;br /&gt;
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Aspects are as important here as in any Strands game, particularly because they can act as shorthands for nebulous minor abilities and levers to make things happen - for good and ill. The defining Aspect should reflect a characters supernatural nature if they are more than mortal. Ideally it should refer to their character type in some way so that it can be Invoked for bonuses and effects relating to the things they are normally good at. For example, a Solar character can Invoke their defining Aspect when engaged in skilled activities.&lt;br /&gt;
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If you&#039;re using the Aspect Alphabet, some of those phases have parallels with facets of Exalted. These are as follows:&lt;br /&gt;
* Ambition is the same as Motivation.&lt;br /&gt;
* Background is unchanged.&lt;br /&gt;
* Conviction can cover Virtues - pick out the strongest.&lt;br /&gt;
* Disadvantage can cover The Great Curse.&lt;br /&gt;
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 See pages 17-19 of the SoF rulebook for more information.&lt;br /&gt;
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=Abilities=&lt;br /&gt;
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The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
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You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
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 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
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&#039;&#039;&#039;The Essence Affinity Ability&#039;&#039;&#039;&lt;br /&gt;
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There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all. You must buy up your Essence Ability if you wish to use any Powers; without it you cannot access the majority of them. There are exceptions for beings for whom Powers represent their natural capabilities, but this is rarely the case with player characters.&lt;br /&gt;
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 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
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&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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In addition to the Essence Affinity Ability, all those with Powers have a Custom Stress Track which is used whenever Powers are triggered. The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
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* Enlightened Mortals have Willpower&lt;br /&gt;
* God-Blooded have Essence Affinity Ability + 2&lt;br /&gt;
* Terrestrials have Essence Affinity Ability + Willpower&lt;br /&gt;
* Celestials have Essence Affinity Ability + Willpower + 2&lt;br /&gt;
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A character who changes type in play (such as an Enlightened Mortal who Exalts) also changes how their Essence Stress track is calculated. Consequences are taken on the track as normal. For Exalts, the first Consequence they take is always &amp;quot;Visible Anima Banner&amp;quot;.&lt;br /&gt;
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All character types who start play able to manipulate Essence receive both at least one point in the Essence Affinity Ability and the Essence Stress track for free as part of their Power Package.&lt;br /&gt;
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Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.&lt;br /&gt;
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&#039;&#039;&#039;Manses, Demenses and Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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=Speciality Aspects=&lt;br /&gt;
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Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the &#039;&#039;Foes&#039;&#039; and &#039;&#039;Help&#039;&#039; Aspects can be particularly useful as ways to tie the character in to the setting. &#039;&#039;Gear&#039;&#039; is a way of making artifacts and other special items relevant.&lt;br /&gt;
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=Advantages=&lt;br /&gt;
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Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
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Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
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==Expert and Heroic Advantages==&lt;br /&gt;
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These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
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==Power Advantages==&lt;br /&gt;
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All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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. Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]]. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it&#039;s done by an Exalt, Fae, Demon or God or something else. &lt;br /&gt;
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&lt;br /&gt;
===Mortal Thaumaturgy=== &lt;br /&gt;
&lt;br /&gt;
Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Power Packages===&lt;br /&gt;
&lt;br /&gt;
Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
* Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This package represents the basic characteristics of all Exalted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
* The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
* An Essence Stress track (2 AP)&lt;br /&gt;
* Regeneration (2 AP)&lt;br /&gt;
* Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
* Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anima Powers===&lt;br /&gt;
&lt;br /&gt;
All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Supernatural Martial Arts=== &lt;br /&gt;
&lt;br /&gt;
Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
&lt;br /&gt;
Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Control Modifications====&lt;br /&gt;
&lt;br /&gt;
Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
* Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rotes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
&lt;br /&gt;
Activation: 12 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
&lt;br /&gt;
This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8 (2)&lt;br /&gt;
&lt;br /&gt;
Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
&lt;br /&gt;
 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combinations===&lt;br /&gt;
&lt;br /&gt;
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.&lt;br /&gt;
&lt;br /&gt;
 See page 200 of the SoF rulebook for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchase equipment normally. In many instances equipment is unchanged from one system to the other. In a few instances a translation from one to the other is necessary, and is explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Equipment==&lt;br /&gt;
&lt;br /&gt;
The prevailing Tech Level for most of Creation is generally TL2, meaning metal weapons and armour, and other medieval-ish equipment. Some places have TL3 (firewands and the like). First Age artifacts and infrastructure might raise it still further in localised areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
Rather than create a new armour table for the types available in Exalted, instead here is a translation guide:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted Armour                        Strands equivalent&lt;br /&gt;
------------------------------------------------------------&lt;br /&gt;
Buff Jacket, synthetic leather        Leather or hide&lt;br /&gt;
&lt;br /&gt;
Breastplate, reinforced Buff          Chain mail or breast&lt;br /&gt;
jacket,                               plate&lt;br /&gt;
&lt;br /&gt;
Lamellar, reinforced breastplate,     Ring/scale mail or&lt;br /&gt;
chain hauberk                         lamellar&lt;br /&gt;
&lt;br /&gt;
Chain swathing,                       Plate Mail&lt;br /&gt;
plate and chain,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are new types of armour:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Armour             AR  TL  Cost   Notes and Aspects&lt;br /&gt;
---------------------------------------------------------&lt;br /&gt;
Chain shirt        +2   2   3     Has 4 Stress boxes*&lt;br /&gt;
Articulated plate  +5   2   6     Has 7 Stress boxes*, &lt;br /&gt;
                                  Restricting(P)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See page 308 of the SoF rulebook for more information on armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields are unchanged, only those up to TL2 are available.&lt;br /&gt;
&lt;br /&gt;
 See page 306 of the SoF rulebook for more information on shields.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
Weapons are unchanged, generally only those up to TL2 are available, unless otherwise noted. Below is a translation guide for Exalted weapons where relevant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Exalted weapon                     Strands equivalent&lt;br /&gt;
------------------------------------------------------&lt;br /&gt;
Chopping sword                     Longsword&lt;br /&gt;
Straight/slashing sword            Rapier&lt;br /&gt;
Poleaxe                            Halberd&lt;br /&gt;
Sledge                             Maul&lt;br /&gt;
Tetsubo                            Great club&lt;br /&gt;
Spear                              Long spear&lt;br /&gt;
Self bow                           Short bow&lt;br /&gt;
Firewand                           Musket&lt;br /&gt;
Flame piece                        Matchlock pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 306-307 of the SoF rulebook for more information on Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other equipment===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts and Items of Power==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 See pages 299-340 of the SoF rulebook for more details on Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=181167</id>
		<title>SoF Exalted/Example Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Example_Characters&amp;diff=181167"/>
		<updated>2011-05-24T04:03:19Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains several completed characters to demonstrate the conclusion of the chargen process.&lt;br /&gt;
&lt;br /&gt;
=Heroic Mortals=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chotan==&lt;br /&gt;
&lt;br /&gt;
 A former royal bodyguard from Tekasso in the Hundred Kingdoms.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic/Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Disgraced Former Royal Bodyguard&lt;br /&gt;
* To be free from past mistakes (Ambition/Motivation)&lt;br /&gt;
* Civilised hill tribesman (Background)&lt;br /&gt;
* Everyone has their place (Convictions/Virtues)&lt;br /&gt;
* Quick-tempered (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:8]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 4; Perception: 3; Strength: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 1; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Stalwart of the Shield Wall (Strength)&lt;br /&gt;
* Wanted in Tekasso (Persuasion)&lt;br /&gt;
* Trusty Axe (Resources)&lt;br /&gt;
* The Guild Got Me Out (Persuasion)&lt;br /&gt;
* No Scholar (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fearless [+2 to Willpower against fear; 1AP]&lt;br /&gt;
* Hard Style [+2WR unarmed; 1AP]&lt;br /&gt;
* Juggernaught [+2AR with Bulky armour; 2AP]&lt;br /&gt;
* Soft Style [+1 defense in melee; 1AP]&lt;br /&gt;
* Survivalist [+2 to find food/water; 1AP]&lt;br /&gt;
* Weapon Specialist: Axes [+1 to hit with axes; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lamellar armour, large shield, battleaxe, shortsword,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wren==&lt;br /&gt;
&lt;br /&gt;
 A young thief working the underworld of Nexus.&lt;br /&gt;
&lt;br /&gt;
CamPL: Heroic/Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert and Heroic only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Youthful Master Thief&lt;br /&gt;
* Become the most renowned house-breaker in Nexus (Ambition/Motivation)&lt;br /&gt;
* Grew up on the streets (Background)&lt;br /&gt;
* Everything has a price (Convictions/Virtues)&lt;br /&gt;
* More audacity than sense (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Agility: 4; Endurance: 2; Perception: 3; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 2; Reasoning: 3; Willpower: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:4]&lt;br /&gt;
&lt;br /&gt;
Empathy: 2; Deception: 4; Persuasion: 3; Resources: 1&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Innocent Face (Deception)&lt;br /&gt;
* Deadly Rivalry with Silken Red (Persuasion)&lt;br /&gt;
* Old Jusei&#039;s Lockpicks (Resources)&lt;br /&gt;
* Hraltos the Fence (Persuasion)&lt;br /&gt;
* &amp;quot;This is my last score, I swear&amp;quot; (Willpower)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (9 spent)&lt;br /&gt;
* Acrobatic [+2 to survive falls and negotiate difficult environments; 1AP]&lt;br /&gt;
* Deadly Grace [Use agility in place of Strength in melee; 1AP]&lt;br /&gt;
* Experienced [+2 Ability points; 2AP]&lt;br /&gt;
* Fleet of Foot [+2 to run; 1AP]&lt;br /&gt;
* Hide in Plain Sight [+2 to hide in stationary position; 1AP]&lt;br /&gt;
* Locksplitter [+2 to pick locks/crack safes ;1AP]&lt;br /&gt;
* Spatial Memory [+2 to recall info about place been before; 1AP]&lt;br /&gt;
* Sticky Fingers [+2 to pick pockets/palm unattended items; 1AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self bow, quiver and arrows, numerous knives, thieves tools, Old Jusei&#039;s picks, climbing harness and ropes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enlightened Mortals=&lt;br /&gt;
&lt;br /&gt;
==Beneficent Zu==&lt;br /&gt;
&lt;br /&gt;
 A wandering Exorcist fighting a losing battle against the Underworld.&lt;br /&gt;
&lt;br /&gt;
CamPL: Enlightened Mortal [Refresh: 7; Abilities: 28/4; Advantages: 9/2 Expert, Heroic, and Powers (Restricted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
*Wandering Exorcist of the Scavenger Lands&lt;br /&gt;
*Protect The People From Shadowlands (Ambition/Motivation)&lt;br /&gt;
*Former Resident of Thorns (Background)&lt;br /&gt;
*Right Action Through Restraint (Convictions/Virtues)&lt;br /&gt;
*Distainful of the Wicked (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities (30 Spent; 1 Free)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Agility: 2; Endurance: 2; Perception: 2; Strength: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6] &lt;br /&gt;
&lt;br /&gt;
Craft: 2; Knowledge: 4; Reasoning: 2; Willpower: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 4] &lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 4]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
*Knowledge of the Occult (Knowledge)&lt;br /&gt;
*Denizens of the Underworld (Persuasion)&lt;br /&gt;
*Staff of Intangible Mastery (Resources)&lt;br /&gt;
*The Salinan Society (Persuasion)&lt;br /&gt;
*Terrible With Money (Resources)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages (9 spent)&#039;&#039;&#039;&lt;br /&gt;
*Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
*Doctorate: Thaumaturgical Theory [+2 to knowledge rolls in related field; 1 AP]&lt;br /&gt;
*Experienced [+2 to Essence, (+1 to Essence); 2 AP; 1 AP(Free)]&lt;br /&gt;
*Genius at Work [Substitute Knowledge in certain situations: 2 AP]&lt;br /&gt;
*Opportunist [Spend FP to perform Assessment as Free action; 2 AP]&lt;br /&gt;
*&#039;&#039;Ritual Meta-Power (10)&#039;&#039;&lt;br /&gt;
*Astral Perception Ritual [Spirit Sight; Accelerated Ritualx2, Strenuous, Sight and Sound, ; 4 RP]&lt;br /&gt;
*Repel Creature Ritual [Exorcism Procedure; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
*Sense Ritual [Spirit Sense; Strenuous, Accelerated Ritualx2; 3 RP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exorcist Robes, Buff Jacket, Staff of Intangible Mastery, Thaumaturgical Kit, Battered Travelling Sack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staff of Intangible Mastery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency:&#039;&#039; 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect:&#039;&#039; The Staff of Intangible Mastery grants you the ability to see and interact with Spirits, Ghosts, and the like (granting use of the Astral Perception Power with the Touch Modifier). It also boosts the effectiveness of any Wards you have in place (Granting the Distructive Repel modifier to any use of Repel Creature).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harbinger of Stillness==&lt;br /&gt;
&lt;br /&gt;
 A deranged lunatic with an Awakened Essence. Believes he has to bring &amp;quot;peace&amp;quot; the world, but the only peace he brings is death. &lt;br /&gt;
&lt;br /&gt;
CamPL: Experienced Heroic/Enlightened Mortal [Refresh: 7; Abilities: 29/4; Advantages: 12/5 Expert, Heroic and non-super Powers only]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Prophet of Silence&lt;br /&gt;
* Quieten the world, one life at a time (Ambition/Motivation)&lt;br /&gt;
* My past is lost to me (Background)&lt;br /&gt;
* I am righteous enough to see truth (Convictions/Virtues)&lt;br /&gt;
* Unhinged by Enlightenment (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress:6]&lt;br /&gt;
&lt;br /&gt;
Agility: 3; Endurance: 3; Perception: 3; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Craft: 1; Knowledge: 2; Reasoning: 2; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress:5]&lt;br /&gt;
&lt;br /&gt;
Empathy: 3; Deception: 0; Persuasion: 4; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress:3]&lt;br /&gt;
&lt;br /&gt;
Essence: 2&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialty Aspects&#039;&#039;&#039;&lt;br /&gt;
* Fanatical Zeal (Willpower)&lt;br /&gt;
* Hunted by the Immaculate Order (Persuasion)&lt;br /&gt;
* Tougher than he looks (Endurance)&lt;br /&gt;
* Unnerving Presence (Persuasion)&lt;br /&gt;
* Sees only what he wants to see (Perception)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039; (15 spent - +3APs from Refresh)&lt;br /&gt;
&lt;br /&gt;
* Bonus Ability Point: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Custom Stress track: Essence [Free as Enlightened Mortal]&lt;br /&gt;
* Hard Style [+4WR unarmed; Unarmoured only; 1AP]&lt;br /&gt;
* Soft Style [+2 defense in melee; Unarmoured only; 1AP]&lt;br /&gt;
* Weapon Specialist: Unarmed [+1 to hit unarmed; 1AP]&lt;br /&gt;
* Wrestler [+2 to rolls to pull/push/throw; Unarmoured only; 1AP]&lt;br /&gt;
* Counter Attack [On defensive Spin, spend FP to get free attack; 2AP]&lt;br /&gt;
* Weapon Expertise: Unarmed [+2 to hit unarmed; stacks with WS; 2AP]&lt;br /&gt;
* Armour (E) [Improved - AR6; Enlightened, must be activated for the scene; 2AP - TMA]&lt;br /&gt;
* Augmented Movement (E) [Provided; Enlightened, must be activated for the scene; 2AP - TMA]&lt;br /&gt;
* Enhanced Speed [1AP - TMA]&lt;br /&gt;
* Enhanced Strength (E) [Enlightened, must be activated for the scene; 2AP - TMA]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battered old clothes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=God-Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragon Blooded=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tepet Avuka==&lt;br /&gt;
&lt;br /&gt;
CamPL: Dragon-Blooded/Immaculate [Refresh: 9; Abilities: 30/5; Advantages: 15/6 All Advantages, Metro Class Super Power only(Through Immaculate Training).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Monk of the Wyld Hunt&lt;br /&gt;
* Kill the Anathema Who Possessed His Brother (Ambition/Motivation)&lt;br /&gt;
* Black Sheep of House Tepet (Background)&lt;br /&gt;
* Rise Above It All (Convictions/Virtues)&lt;br /&gt;
* Simple Worldview (Disadvantages/The Great Curse)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Physical&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Agility: 5; Endurance: 3; Perception: 4; Strength: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mental&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Craft: 0; Knowledge: 3; Reasoning: 3; Willpower: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social&#039;&#039; [Stress: 3]&lt;br /&gt;
&lt;br /&gt;
Deception: 2; Empathy: 2; Persuasion: 2; Resources: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Essence&#039;&#039; [Stress: 6]&lt;br /&gt;
&lt;br /&gt;
Essence: 3&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality Aspects&#039;&#039;&#039;&lt;br /&gt;
* Immaculate Conditioning (Agility)&lt;br /&gt;
* Anathema (Persuasion)&lt;br /&gt;
* Jade Panoply (Resources)&lt;br /&gt;
* Immaculate Order (Persuasion)&lt;br /&gt;
* Immaculately-Censored Education (Knowledge)&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;(15 + 6APs from Refresh)&lt;br /&gt;
* Custom Stress Track [Essence Pool; 2 AP (Free)]&lt;br /&gt;
* Deadly Grace [Substitute Agility for Strength when fighting unarmed or with melee weapons; 1 AP]&lt;br /&gt;
* Experienced [+1 to Agility, +1 to Essence, (+2 to Essence); 2 AP; 2 AP(Free)]&lt;br /&gt;
* Hard Style [Unarmed Attacks gain +2 WR; 1 AP]&lt;br /&gt;
* Quick Step [no penalty for moving before or after attack; 1 AP]&lt;br /&gt;
* Weapon Specialist: Thrown Weapons [+1 to attack rolls with chosen weapon group; 1 AP]&lt;br /&gt;
* Astral Perception [Pasiap&#039;s Humility and the Moment of Daana&#039;d; Touch (+1); 2 AP]&lt;br /&gt;
* Augmented Movement [Air Attunement; Improved Speed (+1) Effortless (-1), Provided(+2), Triggers Anima Banner (-1); 2 AP(Free)]&lt;br /&gt;
* Echolocation [Air Dragon&#039;s Sight; Strenuous (+0); 1 AP]&lt;br /&gt;
* Imbue Weapon [Air Dragon&#039;s Touch; Lightning (P); 3 AP]&lt;br /&gt;
* Invisiblity [Air Dragon&#039;s Shroud; 3 AP]&lt;br /&gt;
* Power Attack, Pulse [Anima Flux; Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2); 1 AP (Free)]&lt;br /&gt;
* Regeneration [Exalted Healing Rate; 2 AP(Free)]&lt;br /&gt;
* Resistance (Disease) [Exalted Disease Resistance; Immunity; 4 AP(Free)]&lt;br /&gt;
* Resistance (Poison) [Exalted Poison Resistance; +8 AR; Improved Resistance(+1); 2 AP(Free)]&lt;br /&gt;
* Super Agility [Air Dragon&#039;s Grace; 6 AP]&lt;br /&gt;
&lt;br /&gt;
+ + +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Short Spear; Immaculate Garb; Map of Creation; Infinite Jade Chakram; Jade Hearthstone Bracers; Immaculate Texts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immaculate Jade Panoply (Infinite Jade Chakram and Jade Hearthstone Bracers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potency&#039;&#039;: 10&lt;br /&gt;
&lt;br /&gt;
This Infinite Jade Chakram and Jade Hearthstone Bracers are always passed down together, having been in the care of the Immaculate Order for centuries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Effect&#039;&#039;: The Jade Hearthstone Bracers cause their wearer to always be under the effects of the Enhanced Reflexes Power, as well as granting a +2 bonus to initiative.&lt;br /&gt;
&lt;br /&gt;
The Infinite Jade Chakram, once suffused with essence, allows its wielder to unleash a flurry of Chakrams, the artifact moving so fast it seems to be in multiple places at once. This is a +5 WR Power Attack, Ranged effect that lasts an entire scene, deals Initial Stress-3 each round after the first on a successful damaging attack, and is capable of striking multiple opponents in a single turn of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Item Breakdown&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Enhanced Reflexes (3 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 3&lt;br /&gt;
&lt;br /&gt;
Grace Under Fire (1 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 1&lt;br /&gt;
&lt;br /&gt;
Power Attack, Ranged (Beam or Full Auto, Repetitive, Persistent; 6 AP)&amp;lt;br&amp;gt;&lt;br /&gt;
Potency Value: 6&lt;br /&gt;
&lt;br /&gt;
Total: 6 (Highest Value) + 2 (average of additional effects) + 2 (number of additional effects) = 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Solars=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/Sorcery&amp;diff=178462</id>
		<title>SoF Exalted/Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/Sorcery&amp;diff=178462"/>
		<updated>2011-05-08T16:02:42Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=178461</id>
		<title>SoF Exalted/CC Summary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SoF_Exalted/CC_Summary&amp;diff=178461"/>
		<updated>2011-05-08T15:24:03Z</updated>

		<summary type="html">&lt;p&gt;Naeolin: /* The Essence Affinity Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Creation Summary=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(introductory blurb)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: I&#039;ve put these headings in and for now they&#039;re summaries with links, but we may wish to bring them all into this page. At least the shorter ones, Anima Powers is probably too long to fit in here even with titles for navigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The stages of character creation are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Determine Campaign Power Level (CamPL)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Choose appropriate concepts and character types&amp;lt;br&amp;gt;&lt;br /&gt;
3. Select five Character Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
4. Purchase Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
5. Select five Speciality Aspects&amp;lt;br&amp;gt;&lt;br /&gt;
6. Purchase Advantages (including Power Packages and Anima Powers where relevant)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Purchase starting equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 These steps are largely unchanged from those on page 15 of the SoF rulebook&lt;br /&gt;
&lt;br /&gt;
=Campaign Power Level=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The choice of Campaign Power Level (CamPL) for the game is a critical one because it defines the capability and competence of the PCs. It also, to an extent sets out the parameters for advancement as well; a game starting as Heroic Mortals has a much broader scope of advancement potential than one starting out as Celestials. The GM/group should select the CamPL appropriate to the sort of game they want to play.&lt;br /&gt;
&lt;br /&gt;
This adaptation uses customised Campaign Power Levels (CamPL) which are felt to be more appropriate to both the power of the various types of Exalt, but also reinforces the distinctions between the various tiers. A Heroic Mortal should not expect to be able to take on a Dragon-Blooded in single combat and live, not stacking the deck in their favour in significant ways.&lt;br /&gt;
&lt;br /&gt;
Note that one exception to the usual rules is that the limits on how many APs you can spend on a single Advantage remain in place during play, not only while character generation is going on. This is to preserve the distinction between the tiers, and encourage a broadening of capability rather than hyper-specialisation on one or two things.&lt;br /&gt;
&lt;br /&gt;
The CamPLs for Exalted are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Campaign                           Abilities  Adv.    &lt;br /&gt;
Power Level             Refresh     (Max)    Points      Available Advantages &lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Mortal                     4        24(3)     2(1)       Expert Only&lt;br /&gt;
Expert Mortal              5        25(3)     5(1)       Expert Only&lt;br /&gt;
Heroic/Enlightened Mortal  7        28(4)     9(2)       Expert, Heroic and Powers (Restricted)&lt;br /&gt;
God-Blooded                8        29(4)     12(5)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Dragon-Blooded             9        30(5)     15(6)      Expert, Heroic and Powers (No Super Powers)&lt;br /&gt;
Celestial Exalted          10       32(6)     20(10)     All, Metro Class Super Power Only&lt;br /&gt;
Experienced* Celestial     10       34(6)     30(12)     All, Up to World Class Super Powers Only&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortal:&#039;&#039;&#039; You are an average denizen of Creation.  Good luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Mortal:&#039;&#039;&#039; A mortal with a useful skill set.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic/Enlightened Mortal:&#039;&#039;&#039; You are an extremely capable mortal, possibly with a powerful Destiny.  You may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God-Blooded:&#039;&#039;&#039; You are the child of a powerful being, most commonly a God of some sort, but possibly an Elemental, Ghost, Demon, or even one of the Exalted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-Blooded:&#039;&#039;&#039; You are one of the Terrestrial Exalted, the most common (and weakest) of the Exalted.  With teamwork and discipline you can face nearly any threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Exalted:&#039;&#039;&#039; You are one of the most powerful of the Exalted.  Your potential is practically limitless, but there are likely a lot of people who want you dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Experienced:&#039;&#039;&#039; Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they&#039;re simply the only ones listed as such. Experienced Heroic/Enlightened Mortals, God-Blooded, and Dragon-Blooded are all made using the next Campaign Power Level.&lt;br /&gt;
&lt;br /&gt;
 See page 16 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
 See [[SoF_Exalted/CamPL |Campaign Power Level Table]] for details of how CamPL impacts character resources. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Should we fold the CamPL page into this one and have all that detail in one place?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Level==&lt;br /&gt;
&lt;br /&gt;
The general Tech Level (TL) of Creation is TL2 and in some places with strong surviving magitech TL3. First Age artifacts and the like can raise it higher than this. This gives a guide to the sorts of mundane equipment available.&lt;br /&gt;
&lt;br /&gt;
However, with regards Powers, a special Power Tech Level (Power TL) is used, which is based on character tiers.&lt;br /&gt;
&lt;br /&gt;
 See page 15 of the SoF rulebook for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power Tech Level==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exception to the usual way in which Tech Levels are used is with regard to Powers. This is designed to enforce the strict differences in scale between the different tiers of character. Thus when Powers use TL as the basis for their effects, use Power TL for your character&#039;s type instead.&lt;br /&gt;
&lt;br /&gt;
In most instances Power TL is fixed. The exception to this are mortals, who might become any of the higher-tiered types in play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Character                 Power    &lt;br /&gt;
Type                       TL      &lt;br /&gt;
--------------------------------&lt;br /&gt;
Mortal, Expert Mortal       0          &lt;br /&gt;
Heroic Mortal               1          &lt;br /&gt;
Enlightened Mortal          2          &lt;br /&gt;
God-Blooded                 3          &lt;br /&gt;
Dragon-Blooded              4          &lt;br /&gt;
Celestial                   5          &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Concepts=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have an agreed CamPL, that should start to inform the kinds of characters that would be appropriate in the game. Drawing on the agreed details of the setting (eg where and when in Creation) and specific premise (eg a particular location and who the PC group are), try to encapsulate what your character is about in a few sentences or so.&lt;br /&gt;
&lt;br /&gt;
Something that CamPL will determine is just what sorts of characters are available. These are outlined in more detail below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Exalted Character Types=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the focus of the core game is often on Exalts, they&#039;re not the only people in Creation who are out there doing important things. There are a variety of non-Exalted types from mortals to the children of powerful beings with supernatural power flowing through their veins. Not only that, there are a lot of them, they are the majority of PC types in existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mortals==&lt;br /&gt;
&lt;br /&gt;
The vast bulk of the population of Creation are mortals, teeming in their untold millions. While it could be easy to dismiss them because of their short lifespans and lack of Essence, they are the bedrock upon which every society rests. Without the common man or woman, the great heroes have nothing to eat, drink or wear, no one to fight and die for. One additional nuance is that many of the Exalted begin their lives as mortals, discovering their heritage or destiny later in life.&lt;br /&gt;
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&#039;&#039;&#039;Ordinary Mortals&#039;&#039;&#039;&lt;br /&gt;
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Most mortals are average people who might have a trade or a craft. Farmers, artisans, labourers, priests, merchants and the like. Tradition, inherited privilege, hard work, practised skill and applied effort are some of the ways they get by. They are built using the Mortal or Expert Mortal CamPLs, and they have no Advantages that are out of the ordinary or supernatural in origin. &lt;br /&gt;
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&#039;&#039;&#039;Heroic Mortals&#039;&#039;&#039;&lt;br /&gt;
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A small subset of the ruck and run of humanity are just a little bit more capable and competent than the rest. Whether by birth, circumstance or some other factor, they excel. They are built using the Heroic Mortal CamPL.&lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortals&#039;&#039;&#039;&lt;br /&gt;
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An even more select group are those who by exposure to the Wyld, extreme meditation and exercise, the application of divine powers or several other means have their spark of life Awakened. This allows them to manipulate Essence like the Exalted and other powerful beings, stealing just a fragment of that divinity for themselves. While they are normally built using the Heroic Mortal CamPL, they also get the Enlightened Mortal Power Package for free.&lt;br /&gt;
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===Optional Rule: Gritty Consequences===&lt;br /&gt;
&lt;br /&gt;
Mortals are distinguished from all the supernaturally-powered beings in Creation by their fragility. They bleed profusely from wounds, suffer infection and disease, fall easily to poison. If you wish to evoke this in all its glory, even beyond what is covered in the SoF rulebook, one option is to use [http://voidstar.squarespace.com/storage/Gritty%20Consequences.pdf Gritty Consequences].&lt;br /&gt;
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This means that when mortals take Consequences, they may take more than just time and rest to recover from. Needless to say, Exalts with their blessed constitutions do not need to worry about any of this.&lt;br /&gt;
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 See pages 269 and 285 of the SoF rulebook for more information on Disease and Poison/Drugs.&lt;br /&gt;
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==God-Blooded==&lt;br /&gt;
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Where mortals have to make their way in life through luck and effort, the collection of beings known as God-Blooded do so because of their august heritage. Sired by powerful beings, they carry a spark of that divinity in their blood. They do not approach the true Exalted in sheer power, but they are even more numerous than the Terrestrial Exalted.&lt;br /&gt;
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A God-Blooded character&#039;s nature is 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.&lt;br /&gt;
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&#039;&#039;&#039;Demon-Blooded&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Fae-Blooded&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Ghost-Blooded&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Half-Castes&#039;&#039;&#039;&lt;br /&gt;
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=Exalted Character Types=&lt;br /&gt;
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==Terrestrial Exalted==&lt;br /&gt;
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&#039;&#039;&#039;Air Aspect&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Earth Aspect&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Fire Aspect&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Water Aspect&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Wood Aspect&#039;&#039;&#039;&lt;br /&gt;
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==Celestial Exalted==&lt;br /&gt;
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===Solars===&lt;br /&gt;
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&#039;&#039;&#039;Dawn Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Eclipse Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Night Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Twilight Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Zenith Caste&#039;&#039;&#039;&lt;br /&gt;
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===Lunars===&lt;br /&gt;
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&#039;&#039;&#039;Changing Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Full Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;No Moon Caste&#039;&#039;&#039;&lt;br /&gt;
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===Sidereals===&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Battles&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Endings&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Journeys&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Secrets&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Chosen of Serenity&#039;&#039;&#039;&lt;br /&gt;
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==Other Exalted==&lt;br /&gt;
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===Abyssals===&lt;br /&gt;
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&#039;&#039;&#039;Day Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Daybreak Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Dusk Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Midnight Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Moonshadow Caste&#039;&#039;&#039;&lt;br /&gt;
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===Infernals===&lt;br /&gt;
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&#039;&#039;&#039;Akuma&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Green Sun Princes&#039;&#039;&#039;&lt;br /&gt;
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===Alchemicals===&lt;br /&gt;
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&#039;&#039;&#039;Adamant Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Jade Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Moonsilver Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Orichalcum Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Soulsteel Caste&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Starmetal Caste&#039;&#039;&#039;&lt;br /&gt;
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=Other Character Types=&lt;br /&gt;
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&#039;&#039;Design note: Do we want to go there? Are we in the business of statting up those below for PCs, or should we just have a GM-related page for how to do them as antagonists/allies?&#039;&#039;&lt;br /&gt;
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==Demons==&lt;br /&gt;
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==Elementals==&lt;br /&gt;
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==Ghosts==&lt;br /&gt;
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==Gods==&lt;br /&gt;
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==Fae==&lt;br /&gt;
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=Character Aspects=&lt;br /&gt;
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&#039;&#039;Some stuff about using Aspects to do The Great Curse and other bits.&#039;&#039;&lt;br /&gt;
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=Abilities=&lt;br /&gt;
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The regular Abilities are unchanged in this adaptation. They range from 0-6, with 2 being average for a mortal and 5 being the pinnacle of mortal ability. 6 is reserved for the seemingly superhuman abilities of some Celestial Exalted in their favoured fields.&lt;br /&gt;
&lt;br /&gt;
You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage.&lt;br /&gt;
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 See page 103 of the SoF rulebook for the Experienced Advantage.&lt;br /&gt;
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==The Essence Affinity Ability==&lt;br /&gt;
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There is an additional thirteenth Ability in this adapatation, Essence. It is the Affinity Ability which enables all Essence-fuelled supernatural powers. Most ordinary mortals have an Essence rating of 0, they cannot manipulate the flows of Essence at all.&lt;br /&gt;
&lt;br /&gt;
 See page 92 of the SoF rulebook for more on Affinity Abilities.&lt;br /&gt;
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&#039;&#039;&#039;Essence Stress Tracks&#039;&#039;&#039;&lt;br /&gt;
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The Essence Stress Track is calculated differently depending on the type of character you are playing.&lt;br /&gt;
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*Enlightened Mortals have Willpower&lt;br /&gt;
*God-Blooded have Affinity Ability + 2&lt;br /&gt;
*Terrestrials have Affinity Ability + Willpower&lt;br /&gt;
*Celestials have Affinity Ability + Willpower + 2&lt;br /&gt;
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=Speciality Aspects=&lt;br /&gt;
&lt;br /&gt;
Choose five Speciality Aspects against your Abilities as normal. Using the Aspect Alphabet is optional.&lt;br /&gt;
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=Advantages=&lt;br /&gt;
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Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage.&lt;br /&gt;
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Note also that there are several [[SoF_Exalted/New_Advantages |New Advantages]] specific to this adaptation.&lt;br /&gt;
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==Expert and Heroic Advantages==&lt;br /&gt;
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These represent mundane and non-supernatural areas of strength. With the exception of Thaumaturgy, these are the only Advantages available to (un-Enlightened) mortals.&lt;br /&gt;
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==Power Advantages==&lt;br /&gt;
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All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential &amp;quot;freebies&amp;quot; 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&#039;s done by an Exalt, Fae, Demon or God.&lt;br /&gt;
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===Mortal Thaumaturgy=== &lt;br /&gt;
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Thaumaturgy is the only supernatural learning available to the un-Awakened. This is detailed at length in [[SoF_Exalted/Mortal_Thaumaturgy |Mortal Thaumaturgy]].&lt;br /&gt;
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===Power Packages===&lt;br /&gt;
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Beings at the higher character tiers are gifted with &amp;quot;Power Packages&amp;quot; (ie they are free at character generation) to represent the very basic properties they have regardless of any other distinctions. These are things common to everything of their type, and are the access points to all of their Power Advantages. Without one of these Power Packages, you cannot use Power Advantages, Sorcery or Supernatural Martial Arts.&lt;br /&gt;
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&#039;&#039;&#039;Enlightened Mortal&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of those mortals who possess Awakened Essence.  &lt;br /&gt;
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&#039;&#039;Enlightened Mortal Package (3 AP)&#039;&#039;&lt;br /&gt;
*The Essence Affinity Ability at 1(1 AP)&lt;br /&gt;
*An Essence Stress track (2 AP)&lt;br /&gt;
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&#039;&#039;&#039;God-Blooded&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of the various beings known as the God-Blooded.&lt;br /&gt;
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&#039;&#039;God-Blooded Package (6 AP)&#039;&#039;&lt;br /&gt;
*The Essence Affinity Ability at 1 (1 AP)&lt;br /&gt;
*An Essence Stress track (2 AP)&lt;br /&gt;
*Resistance [Disease - Improved Resistance] (2 AP)&lt;br /&gt;
*Resistance [Poison - Resistance] (1 AP)&lt;br /&gt;
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&#039;&#039;&#039;Exalted&#039;&#039;&#039;&lt;br /&gt;
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This package represents the basic characteristics of all Exalted.&lt;br /&gt;
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&#039;&#039;Exalted Package (12 AP)&#039;&#039;&lt;br /&gt;
*The Essence Affinity Ability at 2 (2 AP)&lt;br /&gt;
*An Essence Stress track (2 AP)&lt;br /&gt;
*Regeneration (2 AP)&lt;br /&gt;
*Resistance [Disease - Immunity] (4 AP)&lt;br /&gt;
*Resistance [Poison - Improved Resistance] (2 AP)&lt;br /&gt;
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&#039;&#039;I&#039;ve left this link in for now, but if people are happy with the above staying I&#039;ll delete:&#039;&#039; [[SoF_Exalted/Power_Packages |Power Packages and Power Tech level]]&amp;lt;br&amp;gt;&lt;br /&gt;
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===Anima Powers===&lt;br /&gt;
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All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].&lt;br /&gt;
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===Exalted Powers===&lt;br /&gt;
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Anything that isn&#039;t covered by another category falls into [[SoF_Exalted/Powers |Powers]].&lt;br /&gt;
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===Supernatural Martial Arts=== &lt;br /&gt;
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Distinct from the mundane fighting and meditative arts learned by mortals are the [[SoF_Exalted/Supernatural_MA|Supernatural Martial Arts]] which those with Awakened Essence can learn.&lt;br /&gt;
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===Sorcery===&lt;br /&gt;
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Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Power Aspect&#039;&#039;&#039;: Mastery of Terrestrial Circle Sorcery&lt;br /&gt;
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&#039;&#039;&#039;Base AP Cost&#039;&#039;&#039;: 6AP&lt;br /&gt;
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&#039;&#039;&#039;Activation Difficulty&#039;&#039;&#039;: 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)&lt;br /&gt;
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&#039;&#039;&#039;Activation Time&#039;&#039;&#039;: Free Action&lt;br /&gt;
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&#039;&#039;&#039;Base Template&#039;&#039;&#039;: Control Reality (9AP), Rote Dependent (-3)&lt;br /&gt;
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&#039;&#039;Requires a Power Source and the Essence Affinity Ability at 3&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Modifiers&#039;&#039;&#039;: &lt;br /&gt;
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&#039;&#039;&#039;-1 (Inability to Focus)&#039;&#039;&#039;: You may not spend additional rounds to focus on a use of Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;-1 (No Rituals)&#039;&#039;&#039;: You may not utilise the Ritual option of Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;-2 (Limitation: FP Cost)&#039;&#039;&#039;: Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.&lt;br /&gt;
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&#039;&#039;&#039;-1 or -2 (Limitation: Increased Activation Difficulty)&#039;&#039;&#039;: Sorcery&#039;s Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.&lt;br /&gt;
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&#039;&#039;&#039;+2 (Celestial Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;+4 (Solar Circle)&#039;&#039;&#039;: You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.&lt;br /&gt;
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&#039;&#039;&#039;A Note On Negative Modifiers&#039;&#039;&#039;: Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.&lt;br /&gt;
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====Control Modifications====&lt;br /&gt;
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Sorcery utilizes the Control Meta-Power with the following Modifications:&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;TL&#039;&#039;&#039;&lt;br /&gt;
*Unlike other Powers at a character&#039;s disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6.  &lt;br /&gt;
*Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).&lt;br /&gt;
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&#039;&#039;&#039;Emulate Other Power&#039;&#039;&#039;&lt;br /&gt;
*Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively.  &lt;br /&gt;
*Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.&lt;br /&gt;
*The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power&#039;s AP cost (x2), whichever is higher.&lt;br /&gt;
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&#039;&#039;&#039;Ritual Control&#039;&#039;&#039;&lt;br /&gt;
*Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively.  &lt;br /&gt;
*Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).&lt;br /&gt;
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&lt;br /&gt;
 See page 189-197 of the SoF rulebook for more details on Control. &lt;br /&gt;
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====Rotes====&lt;br /&gt;
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&#039;&#039;Some example Rotes to get people started.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Death of Obsidian Butterflies&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Control:(Attack)&#039;&#039;&lt;br /&gt;
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Sample Power Aspect: Razor-Sharp Magical Manifestation&lt;br /&gt;
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Activation: 12 (2)&lt;br /&gt;
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Activation Time: Simple Action&lt;br /&gt;
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You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.&lt;br /&gt;
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&#039;&#039;&#039;Emerald Countermagic&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Emulate Power: Nullify&#039;&#039;&lt;br /&gt;
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Sample Power Aspect: First Circle Dispelling&lt;br /&gt;
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Activation: 8(2)&lt;br /&gt;
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Activation Time: Simple Action&lt;br /&gt;
&lt;br /&gt;
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)&lt;br /&gt;
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This spell can be used to counteract another spell being cast in the Sorcerer&#039;s presence, or used to dispell a spell already in effect. &lt;br /&gt;
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&#039;&#039;&#039;Invulnerable Skin of Bronze&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Emulate Power: Armor&#039;&#039;&lt;br /&gt;
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Sample Power Aspect: Body of Bronze&lt;br /&gt;
&lt;br /&gt;
Activation: 8(2)&lt;br /&gt;
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Activation Time: Simple Action&lt;br /&gt;
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Duration: Scene (24 hours with FP)&lt;br /&gt;
&lt;br /&gt;
Modifiers: Passive (+2)&lt;br /&gt;
&lt;br /&gt;
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). &lt;br /&gt;
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 See page 198 of the SoF rulebook for more information on Rotes.&lt;br /&gt;
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&#039;&#039;Delete this link:&#039;&#039; [[SoF_Exalted/Sorcery |Sorcery]]&amp;lt;br&amp;gt;&lt;br /&gt;
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=Equipment=&lt;br /&gt;
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Purchase equipment normally. For details on translation on items from Exalted, see [[SoF_Exalted/Equipment |Equipment]].&lt;br /&gt;
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[[SoF_Exalted |Back to Main Page]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naeolin</name></author>
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