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==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.
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