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=Non-Exalted Powers= ''These are mostly for the benefit of NPCs and God-Blooded characters with their parents' Powers.'' ==God-Blooded== A God-Blooded character's supernatural powers are dependent on their parentage. This determines what Powers they have access to. All God-Blooded have a Power Package in common, which they receive for free: ''God-Blooded Package (6 AP)'' * The Essence Affinity Ability at 1 (1 AP) * An Essence Stress track (2 AP) * Resistance [Disease - Improved Resistance] (2 AP) * Resistance [Poison - Resistance] (1 AP) God-Blooded have a base Essence Stress track equal to their Essence +2. They also receive heritage powers for free (see below). They may learn Terrestrial Martial Arts, Terrestrial Sorcery (or Shadowlands Necromancy), and the Powers of their supernatural parent. Though the latter are likely to be much weaker due to their lower Power TL and cap on AP expenditure on any single Power. God-Blooded's bodies are mortal, and as such were not meant to contain the energies that their unique heritage imbues them with. This often manifests as both positive and negative characteristics, the number and potency of which depend on the God-Blooded in question. Mechanically, this is best represented by Powers with appropriate Limitations and the Weakness Meta-Power. Unlike the vast majority of character types in Exalted, the Passive Modifier is perfectly appropriate for Powers meant to represent Mutations. The scion of an Earth Elemental doesn't need to spend Essence to make his hands and skin hard as stone (Body Weaponry and Armor, respectively). As far as Weaknesses go, many God-Blooded inherit the vulnerabilities of their supernatural parent, such as the Fae-Touched who must fear the touch of Cold Iron. The most important thing to keep in mind when constructing God-Blooded Powers is focus. A God-Blooded descended from a Dryad, for instance, would have Sense (People Within Her Forest) rather than Sense (People), and one descended from a Forest Walker might only be able to use the Shapeshifting Power to assume the form of creatures native to the forest, rather than any shape at all. If the latter character had the ability to cause his skin to be covered with the toughest of bark (Armour), it would provide no protection against fire (a -1 Limitation). Half-Castes are the exception, as their Powers should seek to emulate those of their Exalted Parent, and would not have Limitations unless that is considered common for that Exalted type (such as with Sidereals). Some Powers, however, prove to be taxing for the Half-Caste to properly replicate (Limitations that add a FP cost or increase the Activation Difficulty are acceptable). '''Demon-Blooded''' Demon-Blooded characters may access both the Universal Spirit Powers and the Demon Powers described below. Their heritage powers are as follows: * Astral Perception (Demonic) [1AP] * Environmental Protection (Malfeas) [1AP] * Weakness (Essence Stress track recovers at the same rate as the Social Stress track, unless in a place of great sin and suffering) [-1AP] Demon-Blooded characters with an appropriate Infernal patron (one able to channel prayer-created Essence to them) can buy off their Weakness. '''Fae-Blooded''' Fae-Blooded characters may access the Fae Powers described below. Their heritage powers are as follows: * Environmental Protection (Wyld) [1AP] * Leach (Ranged; deals Mental Stress and heals Essence Consequences) [4AP] * Resistance (Wyld/Glamours) [1AP] * Weakness (Cannot heal Essence Consequences outside of Wyld-tainted areas) [-2AP] * Weakness (Weapons wrought from cold iron deal +2WR) [-1AP] '''Ghost-Blooded''' Ghost-Blooded characters may access the Ghost Powers described below. They may not learn Terrestrial Circle Sorcery, but may learn Shadowlands Necromancy instead. Their heritage powers are as follows: * Astral Perception (Ghosts/Underworld) [1AP] * Environmental Protection (Underworld) [1AP] * Leach (Limitation: Blood-drinking; heals Essence Consequences) [2AP] * Weakness (Cannot heal Essence Consequences outside of Shadowlands or the Underworld) [-2AP] '''God-Blooded''' God-Blooded characters may access the Universal Spirit Powers and God Powers described below. Their heritage powers are as follows: * Astral Perception (Spirits/Gates) [1AP] * Heal (Self-Healing, Once per scene; Essence Consequences only) [3AP] '''Half-Castes''' Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent's power. They do not receive an Anima power like their Exalted parent. Instead they receive heritage powers as follows: * Experienced (+1 Ability point) [1AP] * The cap on Abilities is raised to 5 [2AP] * Persistent Speciality Aspect [2AP] * [[SoF_Exalted/New_Advantages#Celestial_Initiation |Celestial Initiation]] (grants access to Metro-Class Super Powers) [1AP] Unlike other kinds of God-Blooded, Half-Castes tend not to have Limitations on their Powers or Weaknesses associated with their nature, but rather their more tenuous control of their Powers. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted: * Golden Children are the offspring of the Solar Exalted. While they may access some Solar Powers, this does not include Supernatural Martial Arts or Sorcery higher than Terrestrial. * Moon-Born are sired by the Lunars. They do not have the broad scope of shifting that their parent does, and cannot purchase Lunar Shifting. Instead they may purchase Morph for their totem animal, and [[SoF_Exalted/New_Advantages#Deadly_Beastman_Transformation |Deadly Beastman Transformation]]. * Star-Blessed are the children of the Sidereals. * Shadowwalkers are the children of the Abyssals. They may learn Terrestrial Martial Arts, but not Terrestrial Circle Sorcery. Instead they may learn Shadowland Necromancy. * Grandchosen of the Yozis are the get of the Infernals. As per the Power TL table, unless otherwise noted, God-Blooded are capped at non-Super Powers and may not take Metro-Class Super Powers or higher. Their PTL is 3. ==Spirits== Spirits cover a wide range of beings; demons, elementals and gods; who share some common abilities despite their differing origins. The most important thing to keep in mind when developing a Spirit's Powers is the purview of their concept. A God of Murder might have the Blessing Power, but only be able to aid murderers. Even if he wanted to help the virtuous maiden, his powers simply don't work that way. This is true of all but the most universal of Spirit abilities, though some powerful Spirits have a handful of powers that are unrestricted in their function. Another thing to keep in mind is that Spirits are born with the Powers they have, rather than developing them like Exalted and other similar beings. As such, they tend not to develop unless the Spirit itself is promoted in a Terrestrial Court/Yu Shan/Malfeas. While Spirits are capable of learning some Sorcery and Necromancy, this is actually more commonly found among their God-Blooded offspring, as many Spirits dislike actually having to work to develop Powers. There are few practical differences between Gods, Elementals, and Demons for the purposes of selecting Powers. The most important thing is developing appropiate limitations. Every spirit revolves around a concept. One God's might be the Caravan, one of the many Gods of Travel. A Thunderbird, as an Elemental of Air, would have Powers related to storms and the like. Demons are a bit harder to sum up in single-word concepts, but most Demons (and their powers) were created to perform a certain duty that will further a Yozi's agenda. ===Universal Spirit Powers=== These are a collection of Powers that all spirits can access: * Astral Perception (to see immaterial beings) * Enhanced Reflexes (representing stored up emergency actions) * Insubstantial (actually Materialise for those who are naturally insubstantial) * Invisibility (while immaterial) * Lifeless (Immortal - most are not physical beings with mortal concerns like eating, sleeping and breathing) * Sense (Essence and their own particular sort of supernatural energy) * Shapeshifting (often Themed) * Teleport Self (only to its domain, sanctum, a gate to Yu-Shan or the point where the spirit entered creation) They will also tend to have [[SoF_Exalted/New_Advantages#Wellspring |Wellspring]] and buy up their Refresh. In addition spirits may learn Mortal Thaumaturgy and Sorcery. Least or lesser spirits may have learned Terrestrial Circle Sorcery or Shadowlands Circle Necromancy. More powerful beings may have learned Celestial Circle Sorcery or Labyrinth Circle Necromancy. A rare few of the most powerful spirits may even have learned Solar Circle Sorcery or Void Circle Necromancy. Spirits may also learn supernatural martial arts, though many lack the patience and discipline that their study requires. Least or lesser spirits might learn Terrestrial Martial arts. More powerful beings Celestial Martial Arts, and a rare few Sidereal Martial Arts. Spirits usually have a PTL in the 4-6 range, but 6 is reserved for the most powerful, such as the Incarna. Unlike the Exalted, it is entirely appropriate for spirits to have Powers with the Passive modifier, representing innate properties that are always present. ===Demon Powers=== Demons exist to further the agendas of the Yozis, and thus the prime determinant of a demon's Powers is the purpose for which it was forged. At the very least, demons will have Lifeless (Immortal) and Insubstantial from the list of Universal Powers, and more powerful demons will have others. In addition, demons will have Powers associated with their purpose. Demons often have Limitations on their Powers relating to their intended purpose and Weaknesses reflecting their nature. This includes susceptibility to summoning for the weaker demons. All but the most powerful share the following: * Weakness (Susceptibility to Summon Creature) * Weakness (Creature of Darkness: Holy powers and artifacts give +4WR) ===Elemental Powers=== All of an Elemental's Powers are aspected to their particular element, that applies both to their Universal Powers (Insubstantial is required for them to become immaterial, Sense also includes their element, Shapeshifting is restricted by aspect) and the following natural Powers specific to elementals: * Absorption (of their aspected element) * Augmented Movement (a form appropriate to their element) * Breathless (able to breathe in their native element) * Environmental Protection (again immune to their native environment, able to survive in their respective Pole) * Power Attack (could be Melee, Ranged or Pulse, depending) * Resistance (Immunity to their element) * Additionally, they have access to Control (Air/Earth/Fire/Water/Wood with Conjure from Nothing). Finally, specific elementals have whatever other Powers which are appropriate to their place in the order of Creation. A wood spider might have Binding to represent magically conjured webs and Poison for its deadly bite, for example. Limitations on their Powers and Weaknesses upon their persons related to their elemental-aspecting are common to elementals. All elementals share the following: * Weakness (Susceptibility to Summon Creature) * Weakness (Elemental vulnerability - +4WR from opposing element - see below) * Weakness (Elemental dependency - take Stress on all tracks when removed from their native element for long periods) Elemental vulnerabilties are as follows: * Fire consumes wood. * Wood covers earth. * Earth blocks air. * Air freezes water. * Water drowns fire. * So do the elements destroy. All but the most powerful elementals weaken and eventually die when removed from their associated element. ===God Powers=== As a general rule, most gods, even the lowliest Terrestrial god, have all of the Universal Powers common to spirits. At the very least, they will have Lifeless (Immortal) and Insubstantial. Gods will generally have Control (Reality Sub-domain) related to their portfolio as a minimum. More powerful gods will often have mental Powers that allow them to compel, control and manipulate mortals. Just like Elementals, gods often have Limitations on their Powers relating to their assigned portfolio and Weaknesses reflecting their nature. ==Fae Powers== The Fae or Fair Folk are the beings dwelling beyond the elemental poles. The unshaped Fair Folk who remain beyond the edges of Creation are hostile to all things of constant shape and form; they are Creatures of Darkness. A great number of Fair Folk, however, have entered the world and taken on shape; they are no longer Creatures of Darkness by default. The vast majority of these beings are inimical to the beings of Creation β hunting down humans and feeding on their hopes and dreams β but some few choose to live among men as either lords or simple citizens. Fair Folk come in two classes: the ruling Nobles, and the subservient Commoners. The Raksha are divided into four castes: * Diplomats, who favor the Staff Grace and the virtue of Conviction * Entertainers, who favor the Cup Grace and the virtue of Compassion * Warriors, who favor the Sword Grace and the virtue of Valor * Workers, who favor the Ring Grace and the virtue of Temperance Noble Raksha belong to two of the four castes, favoring the graces and virtues of both. There is also a fifth Grace, the Heart Grace, which is associated with identity and the trait of Willpower. Graces are differing outlets for the use of Essence and are similar to the suits of tarot. The relevant caste(s) should help inform the sorts of Powers that are appropriate for any given Raksha. The following Powers are common to all Raksha: * Environmental Protection (Wyld) * Leach (Ranged; deals Mental Stress and heals Essence Consequences) * Lifeless (Immortal - they are not physical beings with mortal concerns like eating, sleeping and breathing) * Resistance (Wyld/Glamours) * Resistance (Immunity: Elemental - choose one of Air, Earth, Fire, Water and Wood) * Sense (Essence and Wyld energy) They will also tend to manifest a number of other Powers specific to their chosen form, such as Body Weaponry, Flight, Imbue Armour and so on. They may not take Super-Powers. Raksha may learn Terrestrial Martial Arts, but cannot use any form of Sorcery. Instead they may use Wyld Shaping for a similar effect. All Fae share the following vulnerabilities: * Weakness (Cannot heal Essence Consequences outside of Wyld-tainted areas) * Weakness (Weapons wrought from cold iron deal +4WR) Furthermore, Raksha are alien to Creation, their minds and motives unfathomable even to the Primordials, for they are not the work of the Titans. Upon cementing a static form they incorporate certain tendencies into their personal narrative, tendencies in accord with those Virtues upon which Creation is founded. These take the form of Weaknesses specific to their Virtues. The most powerful of the Fair Folk are the Unshaped. Unlike the Raksha, the Unshaped are unable to survive within Creation for extended periods of time, each Unshaped is actually a symbiotic cluster of Fair Folk consisting of a single "guiding intelligence" and one or more "subsidiary intelligences" with no true form. They should be treated in a similar way to Spirits. Fae Commoners have a PTL of 3, with Nobles having a PTL of 4. The Unshaped may have a PTL up to 6. ==Ghost Powers== Ghosts are the souls of human beings that linger on after death because of some attachment they have to their prior existence rather than reentering the natural cycle of reincarnation. The denizens of the Underworld are aberrations to the proper course of existence, and they have existed only since the deaths of the Neverborn. It is from the souls of restless Solars that the Neverborn crafted their most greatest and most terrible servants - the Deathlords. All ghosts have the following core Powers: * Astral Perception (to see immaterial beings) * Insubstantial (Materialise) * Invisibility (while immaterial) * Leach (Limitation: Blood-drinking; heals Essence Consequences) * Lifeless (Dead - they are not physical beings with mortal concerns like eating, sleeping and breathing) * Sense (Essence and their own particular sort of supernatural energy) In addition they have the following vulnerabilities: * Weakness (Cannot cross a line of salt) * Weakness (Cannot heal Essence Consequences outside of Shadowlands or the Underworld) As with Spirits, particularly powerful ghosts may have other thematically appropriate Powers. Some rare few can also learn Terrestrial or even Celestial Martial Arts and Necromancy is not uncommon. Ghosts generally have a PTL of 3, but there are exceptions, such as Nephwracks and Deathlords. [[SoF_Exalted |Back to Main Page]]<br>
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