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=Abilities= 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. You purchase them normally at character generation, adding extra Ability points with the Experienced Advantage. See page 103 of the SoF rulebook for the Experienced Advantage. '''The Essence Affinity Ability''' 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. See page 92 of the SoF rulebook for more on Affinity Abilities. '''Essence Stress Tracks''' 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. * Enlightened Mortals have Willpower * God-Blooded have Essence Affinity Ability + 2 * Terrestrials have Essence Affinity Ability + Willpower * Celestials have Essence Affinity Ability + Willpower + 2 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 "Visible Anima Banner". 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. Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type. '''Manses, Demenses and Essence Stress Tracks''' ''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). Note that this doesn'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't producing one.'' See page 273 of the SoF rulebook for more information on Facilities.
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