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=Exalted Powers= All supernatural abilities fall under the aegis of Powers in this adaptation, no matter what their source. There are two sets of potential "freebies" available to characters who are more-than-mortal, Power Packages and Anima Powers. Everything else is done with Power Advantages, which might be considered Mortal Thaumaturgy, Sorcery or Supernatural Martial Arts amongst other things. The Power Advantages rules are used to model everything that mundane skills and knowledge cannot do, whether it's done by an Exalt, Fae, Demon or God. All Exalted receive the following Power Package: ''Exalted Package (12 AP)'' * The Essence Affinity Ability at 2 (2 AP) * An Essence Stress track (2 AP) * Regeneration (2 AP) * Resistance [Disease - Immunity] (4 AP) * Resistance [Poison - Improved Resistance] (2 AP) Dragonblooded characters have a base Essence Stress track equal to their Essence + Willpower. All other Exalted have a base Essence Stress track equal to their Essence + Willpower +2. Note that there is a cap on the maximum Weapon Rating (WR), Armour Rating (AR) or Explosive Rating (ExR) achieved with any Power equal to the character's Power Tech Level x2. Only Sorcery is exempt from this restriction. Most Exalted Powers are temporary, Essence-fuelled effects, rather than more permanent, innate abilities. Use of the Passive modifier by Exalts should be rare, except for particular thematic or signature Powers for high-Essence Exalts. ''Design note: Need consideration of crafting Powers'' ==Dragon-Blooded Powers== Dragon-Blooded characters tend to have Powers along the lines of an elemental theme matching their Aspect. Note that this is not a restriction on their Power choices, merely that some Powers are most thematically appropriate for someone playing a character of that Aspect. They reflect the sorts of things a Dragon-Blood of that Aspect will tend to excel at and find the most natural to develop. However, someone playing a Dragon-Blooded should feel free to take Powers from any of the Aspect lists. An Air-Aspect swordsman would be using Fire-Aspect Powers relating to martial skill. A Wood-Aspect martial artist would be using Water-Aspect Powers for unarmed combat. '''Air''' Air Aspects are the scholars and assassins of the Dragon-Blooded. Their thematic Powers include: * Astral Perception (not Touch) * Chameleon * Clairsentience * Echolocation * Enhanced Reflexes * Invisibility * Mindlink * Power Attack, Ranged (Thrown/conjured weapons) * Read Emotions * Read Thoughts * Sense * Telekinesis * Weapon Mastery (Thrown weapons) '''Earth''' Earth Aspects are the craftsmen and generals of the Dragon-Blooded. Their thematic Powers include: * Awe * Breathless * Clairsentience * Echolocation (target must be touching the earth) * Emotion Switch * Enhanced Endurance * Enhanced Strength * Imbue Armour * Imbue Zone (War effects) * Resistance * Sleepless * Transmute Matter or Energy '''Fire''' Fire Aspects are the socialites and soldiers of the Dragon-Blooded. Their thematic Powers include: * Astral Perception * Absorption * Augmented Movement * Awe * Enhanced Speed * Enhanced Reflexes * Flight * Imbue Weapon (Melee weapons) * Influence Thoughts * Power Attack, Melee * Wall-Walker * Weapon Mastery (Melee weapons) '''Water''' Water Aspects are the sailors and criminals of the Dragon-Blooded. Their thematic Powers include: * Augmented Movement * Breathless * Echolocation (target must be in water) * Environmental Protection * Imbue Armour * Imbue Weapon (Unarmed) * Insubstantial * Precognition * Sense * X-Ray Vision * Weapon Mastery (Unarmed) Water Aspects also have numerous minor powers (such as mimicking someone's handwriting) which can be emulated with [http://voidstar.squarespace.com/home/2011/1/31/strands-of-power-preview-power-tricks.html Power Tricks]. '''Wood''' Wood Aspects are the healers and rangers of the Dragon-Blooded. Their thematic Powers include: * Affliction * Blessing * Environmental Protection * Heal * Imbue Weapon (Ranged weapons) * Invisiblity (Telepathic, while playing instruments) * Mindlink (through performance) * Poison * Power Attack, Ranged (Archery and musical manifestations) * Weapon Mastery (Ranged weapons) One of the major themes of the Dragon-Blooded is teamwork, family ties and bloodlines and soldiers. Sworn Brotherhoods should take [[SoF_Exalted/New_Advantages#Five-Fold_Elemental_Wheel |Five-Fold Elemental Wheel]] which enhances their Powers when working together. As per the Power TL table, Dragon-Bloods may not take Super Powers. The only way they can access them is via Celestial Martial Arts. Their PTL is 4. ==Solar Powers== ''Themes: light, emotions (particularly awe), holiness, leadership, trans-humanism'' Solars excel at skilled endeavours, and as such they may stack Expert Advantages that cannot usually be purchased more than once. Furthermore, as the chosen of the Unconquered Sun, they may invoke their Solar-oriented Aspect against creatures of darkness (demons, Fae, etc). '''Dawn Caste''' The Dawn Caste are the soldiers, generals and champions of the Unconquered Sun. Their thematic powers include: '''Eclipse Caste''' The Eclipse Caste are the bureaucrats, diplomats and courtiers of the Unconquered Sun. Their thematic powers include: '''Night Caste''' The Night Caste are the spies, thieves and assassins of the Unconquered Sun. Their thematic powers include: '''Twilight Caste''' The Twilight Caste are the scholars and artisans of the Unconquered Sun. Their thematic powers include: '''Zenith Caste''' The Zenith Caste are the priests, prophets and mystics of the Unconquered Sun. Their thematic powers include: As per the PTL table, Solars are capped at World-Class Super Powers, though only an experienced Solar may take them at character creation. Their PTL is 6. ==Lunar Powers== Lunar Powers are primarily focused on shapeshifting, physical boosts, adapatation to the environment, survival, illusions and the protection of others. The keystone Lunar Power is [[SoF_Exalted/New_Advantages#Lunar_Shifting |Lunar Shifting]], which covers all beast transformations. Every Lunar should have this Power. In addition, many take on [[SoF_Exalted/New_Advantages#Deadly_Beastman_Transformation |Deadly Beastman Transformation]]. While these may seem superficially similar to Shapeshifting and Transmogrification, those Powers are the preserve of the hated chimera, those who stray too close to the Wyld. Those Lunars with a Caste have Moonsilver Tattoos aligning them to their phase of the moon. These are best represented with the Resistance (Mutation) Power, which applies against any attempt to forcible morph or shift them, whether with Sorcery, Wyld shaping or anything else. Futhermore, there are specific Powers which are thematically appropriate for Lunars based on their Caste. Lunars can pick Powers from any list, these are merely the most appropriate Powers. '''Changing Moon''' Changing Moons are the diplomats and escorts of the Lunar Exalted. Their thematic Powers tend towards deceit and trickery and include: * Awe * Binding (Mesmerism - up to Metro-Class) * Chameleon * Emotion Switch * Illusions * Invisibility * Influence Thoughts * Mind Wipe * Power Attack, Aura (Social/Mental) * Repel Creature (Creature of Darkness) * Terrify '''Full Moon''' Full Moons are the warriors and generals of the Lunar Exalted. Their thematic Powers tend towards might, speed, or untiring endurance and include: * Armour (up to Metro-Class) * Augmented Movement * Binding (Grappling - up to Metro-Class) * Body Weaponry * Breathless * Enhanced Reflexes * Enhanced Speed (up to Metro-Class) * Environmental Protection * Poison * Power Attack, Melee * Regeneration (up to Metro-Class) * Resistance * Super Agility (Metro-Class only) * Super Endurance (Metro-Class only) * Super Strength (Metro-Class only) * Weapon Mastery '''No Moon''' No Moons are the sorcerers and savants of the Lunar Exalted. Their thematic Powers tend towards problem solving and uncanny insight and include: * Astral Doorway * Astral Passage * Astral Perception * Binding (Spirits - up to Metro-Class) * Blessing * Clairsentience * Echolocation * Enhanced Reflexes * Enhanced Senses * Enhanced Hearing/Sight/Smell * Invisibility * Night Vision * Read Emotions * Read Thoughts * Sense * X-ray Vision As per the Power TL table, Lunars are capped at Metro-Class Super Powers and may not take World-Class Super Powers. The only way they can access them is with Celestial Martial Arts. Their PTL is 5. ==Sidereal Powers== ''Wierd fate-bending stuff, outline what sorts of powers each Caste has. Special uses of Essence Affinity Ability.'' ''Themes: probability control, fate and destiny, teleportation, spiritual awareness, deciet/memory alteration and (last but not least) kung fu'' '''Chosen of Battle''' The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. Their themes are: Banner, Gauntlet, Quiver, Shield, Spear. Thematic powers include: * Armor * Body Weaponry * Healing * Imbue Armour (Invisibility to arrows) * Imbue Weapon * Influence Thought * Poison * Power Attack, Melee * Power Attack, Ranged * Summon Creature * Weapon Mastery '''Chosen of Endings''' The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. Their themes are: Crow, Haywain, Rising Smoke, Sword, The Corpse. Thematic powers include: * Affliction * Augmented Movement * Body Weaponry * Enhanced Reflexes * Illusion * Imbue Armor * Influence Thought * Invisibility * Nullify (Undead) * Power Attack, Melee * Power Defense * Precognition * Regeneration * Sense * Sleepless * Summon Creature * Super Endurance * Super Perception * Super Strength * Weapon Mastery '''Chosen of Journeys''' The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. Their themes are: Gull, Mast, Messenger, Sail, Survival. Thematic powers include: * Armor * Astral Passage * Augmented Movement * Breathless * Enhanced Speed * Environmental Protection * Imbue Creature * Imbue Weapon * Influence Thoughts (Lunars) * Leach * Lifeless * Power Attack, Ranged * Precognition * Sense (Routes/Journeys) * Sleepless * Super Agility '''Chosen of Secrets''' The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. Their themes are: Guardians, Key, Mask, Sorcerer, Treasure Trove. Thematic powers include: * Astral Perception * Influence Thoughts * Invisibility * Leach * Mind Probe * Poison * Postcognition * Precognition * Power Attack, Ranged * Read Emotions * Read Thoughts * Sense (Secrets/Obscured/Hidden, Immaterial Spirits/Enchantments) * Shapeshifting * Summon Creature (Scholar) * Teleport Self '''Chosen of Serenity''' The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. Their themes are: Ewer, Lovers, Musician, Peacock, Pillar. Thematic powers include: * Awe (Lust) * Blessing * Craft Power Item * Healing * Influence Thought * Mindlink * Mind Wipe * Nullify * Summon Creature * Teleport Self As per the Power TL table, Sidereals are capped at Metro-Class Super Powers and may not take World-Class Super Powers. The only way they can access them is with Celestial or Sidereal Martial Arts. Their PTL is 5.
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