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− | + | =Character Creation Summary= | |
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+ | (introductory blurb) | ||
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+ | ''Note: I've put these headings in and for now they'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.'' | ||
The stages of character creation are as follows:<br> | The stages of character creation are as follows:<br> | ||
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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. | 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. | ||
− | Note that | + | 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. |
The CamPLs for Exalted are shown in the table below. | The CamPLs for Exalted are shown in the table below. | ||
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<pre> | <pre> | ||
− | Campaign Abilities | + | Campaign Abilities Adv. |
− | Power Level Refresh (Max) | + | Power Level Refresh (Max) Points Available Advantages |
− | + | --------------------------------------------------------------------------------------------------- | |
− | + | Mortal 4 24(3) 2(1) Expert Only | |
− | Expert Mortal | + | Expert Mortal 5 25(3) 5(1) Expert Only |
− | Heroic | + | Heroic/Enlightened Mortal 7 28(4) 9(2) Expert, Heroic and Powers (Restricted) |
− | Enlightened Mortal | + | God-Blooded 8 29(4) 12(5) Expert, Heroic and Powers (No Super Powers) |
− | God-Blooded | + | Dragon-Blooded 9 30(5) 15(6) Expert, Heroic and Powers (No Super Powers) |
− | Dragon-Blooded | + | Celestial Exalted 10 32(6) 20(10) All, Metro Class Super Power Only |
− | Celestial Exalted | + | Experienced* Celestial 10 34(6) 30(12) All, Up to World Class Super Powers Only |
− | Experienced* Celestial | ||
</pre> | </pre> | ||
− | '' | + | '''Mortal:''' You are an average denizen of Creation. Good luck. |
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− | '' | + | '''Expert Mortal:''' A mortal with a useful skill set. |
− | ''Enlightened Mortal:'' You are | + | '''Heroic/Enlightened Mortal:''' 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. |
− | ''God-Blooded:'' 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. | + | '''God-Blooded:''' 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. |
− | ''Dragon-Blooded:'' 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. | + | '''Dragon-Blooded:''' 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. |
− | ''Celestial Exalted:'' 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. | + | '''Celestial Exalted:''' 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. |
− | ''*Experienced:'' Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they'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 | + | '''*Experienced:''' Mortals and Celestial Exalted are not the only types of characters that have an Experienced option, they'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. |
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See page 16 of the SoF rulebook for more information. | See page 16 of the SoF rulebook for more information. | ||
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<pre> | <pre> | ||
− | Character | + | Character Power |
− | Type | + | Type TL |
− | + | -------------------------------- | |
− | + | Mortal, Expert Mortal 0 | |
− | Enlightened Mortal | + | Heroic Mortal 1 |
− | God-Blooded | + | Enlightened Mortal 2 |
− | Dragon-Blooded | + | God-Blooded 3 |
− | + | Dragon-Blooded 4 | |
− | + | Celestial 5 | |
+ | </pre> | ||
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=Character Concepts= | =Character Concepts= | ||
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− | + | =Non-Exalted Character Types= | |
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− | + | ==Mortals== | |
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. | 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. | ||
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'''Heroic Mortals''' | '''Heroic Mortals''' | ||
− | 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 | + | 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. |
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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. | 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. | ||
− | They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy | + | They may learn Terrestrial Martial Arts, Terrestrial Sorcery and have an enhanced use of Mortal Thaumaturgy. |
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− | + | ==God-Blooded== | |
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. | 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. | ||
− | A God-Blooded character's nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings | + | A God-Blooded character's nature is dependent on their parentage. This determines what Powers they have access to and their relationships with other powerful beings. |
'''Demon-Blooded''' | '''Demon-Blooded''' | ||
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'''Fae-Blooded''' | '''Fae-Blooded''' | ||
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'''Ghost-Blooded''' | '''Ghost-Blooded''' | ||
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* Golden Children are the offspring of the Solar Exalted. | * Golden Children are the offspring of the Solar Exalted. | ||
+ | |||
* Moon-Born are sired by the Lunars. | * Moon-Born are sired by the Lunars. | ||
+ | |||
* Star-Blessed are the children of the Sidereals. | * Star-Blessed are the children of the Sidereals. | ||
+ | |||
* Shadowwalkers are the children of the Abyssals. | * Shadowwalkers are the children of the Abyssals. | ||
+ | |||
* Grandchosen of the Yozis are the get of the Infernals. | * Grandchosen of the Yozis are the get of the Infernals. | ||
− | + | =Exalted Character Types= | |
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. | 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. | ||
− | + | ==Terrestrial Exalted== | |
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'''Air Aspect''' | '''Air Aspect''' | ||
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'''Earth Aspect''' | '''Earth Aspect''' | ||
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'''Fire Aspect''' | '''Fire Aspect''' | ||
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'''Water Aspect''' | '''Water Aspect''' | ||
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'''Wood Aspect''' | '''Wood Aspect''' | ||
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+ | ==Celestial Exalted== | ||
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+ | ===Solars=== | ||
'''Dawn Caste''' | '''Dawn Caste''' | ||
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'''Eclipse Caste''' | '''Eclipse Caste''' | ||
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'''Night Caste''' | '''Night Caste''' | ||
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'''Twilight Caste''' | '''Twilight Caste''' | ||
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'''Zenith Caste''' | '''Zenith Caste''' | ||
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+ | ===Lunars=== | ||
'''Changing Moon Caste''' | '''Changing Moon Caste''' | ||
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'''Full Moon Caste''' | '''Full Moon Caste''' | ||
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'''No Moon Caste''' | '''No Moon Caste''' | ||
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+ | ===Sidereals=== | ||
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'''Chosen of Battles''' | '''Chosen of Battles''' | ||
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'''Chosen of Endings''' | '''Chosen of Endings''' | ||
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'''Chosen of Journeys''' | '''Chosen of Journeys''' | ||
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'''Chosen of Secrets''' | '''Chosen of Secrets''' | ||
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'''Chosen of Serenity''' | '''Chosen of Serenity''' | ||
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+ | ==Other Exalted== | ||
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+ | ===Abyssals=== | ||
'''Day Caste''' | '''Day Caste''' | ||
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'''Daybreak Caste''' | '''Daybreak Caste''' | ||
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'''Dusk Caste''' | '''Dusk Caste''' | ||
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'''Midnight Caste''' | '''Midnight Caste''' | ||
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'''Moonshadow Caste''' | '''Moonshadow Caste''' | ||
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+ | ===Infernals=== | ||
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− | + | '''Akuma''' | |
− | ''' | + | '''Green Sun Princes''' |
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+ | '''Defiler Caste''' | ||
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− | + | '''Fiend Caste''' | |
− | ''' | + | '''Malefactor Caste''' |
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+ | '''Scourge Caste''' | ||
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− | + | '''Slayer Caste''' | |
− | + | ===Alchemicals=== | |
− | + | '''Adamant Caste''' | |
− | ''' | + | '''Jade Caste''' |
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+ | '''Moonsilver Caste''' | ||
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− | + | '''Orichalcum Caste''' | |
− | ''' | + | '''Soulsteel Caste''' |
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− | + | '''Starmetal Caste''' | |
− | ''' | ||
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=Character Aspects= | =Character Aspects= | ||
− | |||
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. | 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. | ||
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=Abilities= | =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. | 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. | ||
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− | + | ==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. | 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. | ||
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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. | 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 | + | *Enlightened Mortals have Willpower |
− | * God-Blooded have | + | *God-Blooded have Affinity Ability + 2 |
− | * Terrestrials have | + | *Terrestrials have Affinity Ability + Willpower |
− | * Celestials have | + | *Celestials have Affinity Ability + Willpower + 2 |
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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. | 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. | ||
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'''Manses, Demenses and Essence Stress Tracks''' | '''Manses, Demenses and Essence Stress Tracks''' | ||
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=Speciality Aspects= | =Speciality Aspects= | ||
− | + | Choose five Speciality Aspects against your Abilities as normal. Using the Aspect Alphabet is optional. | |
− | Choose five Speciality Aspects against your Abilities as normal. | ||
=Advantages= | =Advantages= | ||
− | |||
Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage. | Choose Advantages as normal. The CamPL tells you how many you have to spend, and the maximum you can spend on any one Advantage. | ||
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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 "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. Anything that isn'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's done by an Exalt, Fae, Demon or God or something else. | 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. Anything that isn'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's done by an Exalt, Fae, Demon or God or something else. | ||
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''Enlightened Mortal Package (3 AP)'' | ''Enlightened Mortal Package (3 AP)'' | ||
− | * The Essence Affinity Ability at 1 (1 AP) | + | *The Essence Affinity Ability at 1 (1 AP) |
− | * An Essence Stress track (2 AP) | + | *An Essence Stress track (2 AP) |
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''God-Blooded Package (6 AP)'' | ''God-Blooded Package (6 AP)'' | ||
− | * The Essence Affinity Ability at 1 (1 AP) | + | *The Essence Affinity Ability at 1 (1 AP) |
− | * An Essence Stress track (2 AP) | + | *An Essence Stress track (2 AP) |
− | * Resistance [Disease - Improved Resistance] (2 AP) | + | *Resistance [Disease - Improved Resistance] (2 AP) |
− | * Resistance [Poison - Resistance] (1 AP) | + | *Resistance [Poison - Resistance] (1 AP) |
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''Exalted Package (12 AP)'' | ''Exalted Package (12 AP)'' | ||
− | * The Essence Affinity Ability at 2 (2 AP) | + | *The Essence Affinity Ability at 2 (2 AP) |
− | * An Essence Stress track (2 AP) | + | *An Essence Stress track (2 AP) |
− | * Regeneration (2 AP) | + | *Regeneration (2 AP) |
− | * Resistance [Disease - Immunity] (4 AP) | + | *Resistance [Disease - Immunity] (4 AP) |
− | * Resistance [Poison - Improved Resistance] (2 AP) | + | *Resistance [Poison - Improved Resistance] (2 AP) |
+ | |||
+ | |||
+ | ===Anima Powers=== | ||
+ | |||
+ | All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]]. | ||
+ | |||
+ | |||
+ | ===Supernatural Martial Arts=== | ||
+ | |||
+ | 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. | ||
+ | |||
+ | |||
+ | ===Sorcery=== | ||
+ | |||
+ | 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: | ||
+ | |||
+ | '''Sample Power Aspect''': Mastery of Terrestrial Circle Sorcery | ||
+ | |||
+ | '''Base AP Cost''': 6AP | ||
+ | |||
+ | '''Activation Difficulty''': 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar) | ||
+ | |||
+ | '''Activation Time''': Free Action | ||
+ | |||
+ | '''Base Template''': Control Reality (9AP), Rote Dependent (-3) | ||
+ | |||
+ | ''Requires a Power Source and the Essence Affinity Ability at 3'' | ||
+ | |||
+ | |||
+ | '''Modifiers''': | ||
+ | |||
+ | '''-1 (Inability to Focus)''': You may not spend additional rounds to focus on a use of Sorcery. | ||
+ | |||
+ | '''-1 (No Rituals)''': You may not utilise the Ritual option of Sorcery. | ||
+ | |||
+ | '''-2 (Limitation: FP Cost)''': Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll. | ||
+ | |||
+ | '''-1 or -2 (Limitation: Increased Activation Difficulty)''': Sorcery'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. | ||
+ | |||
+ | '''+2 (Celestial Circle)''': 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. | ||
+ | |||
+ | '''+4 (Solar Circle)''': 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. | ||
+ | |||
+ | |||
+ | '''A Note On Negative Modifiers''': 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. | ||
+ | |||
+ | |||
+ | ====Control Modifications==== | ||
+ | |||
+ | Sorcery utilizes the Control Meta-Power with the following Modifications: | ||
+ | |||
+ | '''TL''' | ||
+ | *Unlike other Powers at a character'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. | ||
+ | *Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing). | ||
+ | |||
+ | '''Emulate Other Power''' | ||
+ | *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. | ||
+ | *Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control. | ||
+ | *The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power's AP cost (x2), whichever is higher. | ||
+ | |||
+ | '''Ritual Control''' | ||
+ | *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. | ||
+ | *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). | ||
+ | |||
+ | |||
+ | See page 189-197 of the SoF rulebook for more details on Control. | ||
− | + | ====Rotes==== | |
+ | ''Some example Rotes to get people started.'' | ||
− | |||
− | '' | + | '''Death of Obsidian Butterflies''' |
+ | ''Control:(Attack)'' | ||
+ | Sample Power Aspect: Razor-Sharp Magical Manifestation | ||
− | + | Activation: 12 (2) | |
+ | |||
+ | Activation Time: Simple Action | ||
+ | |||
+ | 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. | ||
+ | |||
+ | |||
+ | '''Emerald Countermagic''' | ||
+ | |||
+ | ''Emulate Power: Nullify'' | ||
+ | |||
+ | Sample Power Aspect: First Circle Dispelling | ||
+ | |||
+ | Activation: 8 (2) | ||
+ | |||
+ | Activation Time: Simple Action | ||
+ | |||
+ | Modifiers: Improved Nullifcation (+1), Deconstruction (+1) | ||
+ | |||
+ | This spell can be used to counteract another spell being cast in the Sorcerer's presence, or used to dispell a spell already in effect. | ||
+ | |||
+ | |||
+ | '''Invulnerable Skin of Bronze''' | ||
+ | |||
+ | ''Emulate Power: Armor'' | ||
− | + | Sample Power Aspect: Body of Bronze | |
+ | Activation: 8 (2) | ||
− | + | Activation Time: Simple Action | |
− | + | Duration: Scene (24 hours with FP) | |
+ | Modifiers: Passive (+2) | ||
− | + | Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP). | |
− | + | See page 198 of the SoF rulebook for more information on Rotes. | |
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=Equipment= | =Equipment= | ||
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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. | 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. | ||
Line 589: | Line 569: | ||
Breastplate, reinforced Buff Chain mail or breast | Breastplate, reinforced Buff Chain mail or breast | ||
− | jacket, | + | jacket, chain shirt plate |
Lamellar, reinforced breastplate, Ring/scale mail or | Lamellar, reinforced breastplate, Ring/scale mail or | ||
chain hauberk lamellar | chain hauberk lamellar | ||
− | + | Articulated plate, chain swathing, Plate Mail | |
− | + | plate and chain, | |
</pre> | </pre> | ||
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See page 308 of the SoF rulebook for more information on armour. | See page 308 of the SoF rulebook for more information on armour. | ||
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Shields are unchanged, only those up to TL2 are available. | Shields are unchanged, only those up to TL2 are available. | ||
See page 306 of the SoF rulebook for more information on shields. | See page 306 of the SoF rulebook for more information on shields. | ||
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===Weapons=== | ===Weapons=== | ||
Line 632: | Line 599: | ||
Tetsubo Great club | Tetsubo Great club | ||
Spear Long spear | Spear Long spear | ||
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Self bow Short bow | Self bow Short bow | ||
− | + | Firewand Musket | |
+ | Flame piece Matchlock pistol | ||
</pre> | </pre> | ||
− | + | See pages 306-307 of the SoF rulebook for more information on Weapons. | |
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− | + | ===Other equipment=== | |
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− | + | ==Artifacts and Items of Power== | |
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− | + | See pages 299-340 of the SoF rulebook for more details on Equipment. | |
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[[SoF_Exalted |Back to Main Page]]<br> | [[SoF_Exalted |Back to Main Page]]<br> |