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=Character Creation Summary=
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This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.
 
This is the main page for the Strands of Fate/Exalted adaptation, the one from which all the character generation-related pages branch from. The purpose is to summarise the various ways in which this adaptation customises Strands of Fate to fit Exalted. It is really just the ways in which it varies from or adds to the standard Strands chargen approach.
  
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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 as per p29 of SoF 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.
+
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  Expert    Adv.     
+
Campaign                          Abilities  Adv.     
Power Level            Refresh    (Max)     Adv    Points      Available Advantages  
+
Power Level            Refresh    (Max)   Points      Available Advantages  
---------------------------------------------------------------------------------------------------------------
+
---------------------------------------------------------------------------------------------------
Common Mortal             4        24(3)       1      1(1)      Expert Only
+
Mortal                     4        24(3)     2(1)      Expert Only
Expert Mortal              4       25(3)       2      2(2)      Expert Only and Powers (Thaumaturgy Only)
+
Expert Mortal              5       25(3)     5(1)      Expert Only
Heroic Mortal              5        27(4)      3      6(3)      Expert, Heroic and Powers (Thaumaturgy Only)
+
Heroic/Enlightened Mortal 7       28(4)     9(2)      Expert, Heroic and Powers (Restricted)
Enlightened Mortal         5       28(4)       3      9(3)      Expert, Heroic and Powers (Restricted)
+
God-Blooded                8       29(4)     12(5)      Expert, Heroic and Powers (No Super Powers)
God-Blooded                6       29(4)       3      12(5)      Expert, Heroic and Powers (No Super Powers)
+
Dragon-Blooded            9       30(5)     15(6)      Expert, Heroic and Powers (No Super Powers)
Dragon-Blooded            7       30(5)       3      15(6)      Expert, Heroic and Powers (No Super Powers)
+
Celestial Exalted          10      32(6)     20(10)    All, Metro Class Super Power Only
Celestial Exalted          8        32(6)       3      20(10)    All, Up to Metro Class Super Power Only
+
Experienced* Celestial    10      34(6)     30(12)    All, Up to World Class Super Powers Only
Experienced* Celestial    8        34(6)       3      30(12)    All, Up to World Class Super Powers Only
 
 
</pre>
 
</pre>
  
  
''Common Mortal:'' You are an average denizen of Creation.  Good luck.
+
'''Mortal:''' You are an average denizen of Creation.  Good luck.
 
 
''Expert Mortal:'' A mortal with a useful skill set.
 
 
 
''Heroic Mortal:'' You are an extremely capable mortal, possibly with a powerful Destiny. 
 
 
 
''Enlightened Mortal:'' You are a capable mortal 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.
+
'''Expert Mortal:''' A mortal with a useful skill set.
  
''Dragon-Blooded:'' You are one of the Terrestrial Exalted, the most common (and weakest) of the ExaltedWith teamwork and discipline you can face nearly any threat.
+
'''Heroic/Enlightened Mortal:''' You are an extremely capable mortal, possibly with a powerful DestinyYou may even be Enlightened, possessing the ability to use Essence to surpass mortal limitations.  
  
''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.
+
'''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.
  
''*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.
+
'''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.
  
Note that even if you are using Experienced characters, the types of Powers you are able to use does not change. Heroic Mortals built using the God-Blooded tier do not gain the ability to use any non-Super Powers, for example. Please see the Power Tech Level table below for information on who can access which Powers.
+
'''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.
  
The main reason the Experienced option exists is for Mixed games and premises that call for seasoned Exalted. If you have a group of Solars and one Dragon-blooded, you should probably let that Dragon-Blooded be Experienced if you want them to keep up. If the premise of your game is that you're an elite Sworn Brotherhood of the Wyld Hunt, sent to sneak in and assassinate the Bull of the North, then (you're probably dead anyway, but) you really need to start in the Experienced tier.
+
'''*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.
  
 
  See page 16 of the SoF rulebook for more information.
 
  See page 16 of the SoF rulebook for more information.
See also the [http://www.voidstar.me/home/2011/6/1/alternate-campl-table.html Alternate CamPL table].
 
  
  
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<pre>
 
<pre>
Character                     Power    Powers Available
+
Character                 Power     
Type                           TL       
+
Type                       TL       
-----------------------------------------------------------------------------------------------------------------
+
--------------------------------
All un-Enlightened Mortals       1     Mortal Thaumaturgy only   
+
Mortal, Expert Mortal       0         
Enlightened Mortal               2     Mortal Thaumaturgy, Terrestrial Martial Arts, Terrestrial Circle Sorcery   
+
Heroic Mortal              1        
God-Blooded                     3     Any Powers (but not Super Powers)   
+
Enlightened Mortal         2        
Dragon-Blooded                   4     Any Powers (but not Super Powers)*   
+
God-Blooded                 3        
Lunars, Sidereals, Alchemicals  5     Any Powers (up to Metro-Class Super Powers)
+
Dragon-Blooded             4        
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**
+
Celestial                  5        
 +
</pre>
  
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.
 
** No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.
 
</pre>
 
  
 
=Character Concepts=
 
=Character Concepts=
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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.
  
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'''Air Aspect'''
 
'''Air Aspect'''
  
The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Mela, members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin.  
+
The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. The members of the Air Aspect caste are closely in touch with the Element of Air. Air Aspects of good breeding will have light blue or white tinted skin.  
  
  
 
'''Earth Aspect'''
 
'''Earth Aspect'''
  
The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. Also called the Children of Pasiap, members of the Earth Aspect caste are closely in touch with the Element of Earth.  
+
The Terrestrial Exalted aligned to the Aspect of Earth are the stable and productive craftsmen of the Realm as well as its best generals. The members of the Earth Aspect caste are closely in touch with the Element of Earth.  
  
  
 
'''Fire Aspect'''
 
'''Fire Aspect'''
  
The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. Also called the Children of Hesiesh, members of the Fire Aspect caste are closely in touch with the Element of Fire.  
+
The Terrestrial Exalted aligned to the Aspect of Fire make up the socialites and soldiers of the Dragon-Blooded. The members of the Fire Aspect caste, also called Crimson Dragons or the Children of Hesiesh, are closely in touch with the Element of Fire.  
  
  
 
'''Water Aspect'''
 
'''Water Aspect'''
  
The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. Also called the Children of Daana'd, members of the Water Aspect caste are closely in touch with the Element of Water. Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean.  
+
The Water Aspect Dragon Blooded are much like their element – slippery. Sailors without peer, masters of the Martial Arts, and brilliant Bureaucrats are but a few of the titles that Aspects of Water can carry. They are symbolized by the Element of Water. Water Aspects of good breeding will have blue-green tinted skin, ranging from aqua blue to ebony black. As they age this deepens till the eldest have skin the black of the darkest deeps of the ocean.  
  
  
 
'''Wood Aspect'''
 
'''Wood Aspect'''
  
The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, it almost seems that they live in a different version of creation than others of their kind. Also called the Children of Sextes Jylis, members of the Wood Aspect caste are closely in touch with the Element of Wood. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples.  
+
The Wood Aspect Dragon Blooded are far more than simply healers and rangers. They are the horsemen, the performers, the wise men of their kind, constantly aware of the cycles of life around them. They are strongly connected to life, as symbolized by the Element of Wood, and, it almost seems that they live in a different version of creation than others of their kind. Wood aspects of good breeding will have green tinted skin, the scent of fresh flowers, plants, or trees around them, or, if they are old and well-bred enough, might even sprout flowers in their hair, especially around the temples.  
  
  
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'''Adamant Caste'''
 
'''Adamant Caste'''
 
The Adamant Caste of the Alchemical Exalted are only known in rumor and legend, as this Caste is only theoretical - at least as far as mainstream Autochthonian society knows. The nomads of the Reaches, however, know the legends are true. The Adamant Caste report directly to the Divine Ministers, and are tasked with overseeing the Eight Nations and their Alchemical Champions.
 
  
  
 
'''Jade Caste'''
 
'''Jade Caste'''
 
The Jade Caste interact with mortals daily on an egalitarian footing. They are the public face of the Alchemicals and inspire laborers to work harder or rally fighters to defend the cities of Autochthonia.
 
  
  
 
'''Moonsilver Caste'''
 
'''Moonsilver Caste'''
 
The Moonsilver Caste of the Alchemical Exalted are the secret agents, scouts and assassins of Autochthonian society. They are adept at disguise, deception and camouflage, serving the greater truth, and use their martial prowess and agility to strike down the enemies of state and god. They often delay the transitional growth that comes from increasing their Essence to continue to serve adequately in their duties, and when they do, they often turn their attentions to the threats that come from beyond their cities.
 
  
  
 
'''Orichalcum Caste'''
 
'''Orichalcum Caste'''
 
The Orichalcum Caste of the Alchemical Exalted define themselves as the leaders and sages of Autochthonia. Being stronger, smarter and bolder than mortals, these exalts serve as bright examples of inspiration, vision and progress. Members of the Orichalcum Caste are forceful, convincing and inspiring, but they are not always likeable or approachable as they can display arrogance or find themselves at philosophical odds with others.
 
  
  
 
'''Soulsteel Caste'''
 
'''Soulsteel Caste'''
 
The Soulsteel Caste of the Alchemical Exalted are the problem-solvers and enforcers of Autochthonian society. They are relentless in battle, never slowing or stopping, and their persistence is legendary. They are the Exalts who watch over Autochthonia, yet even the most brutal of these Sentinels give suspected criminals the opportunity to surrender peacefully.
 
  
  
 
'''Starmetal Caste'''
 
'''Starmetal Caste'''
 
The Starmetal Caste of the Alchemical Exalted lead like the Orichalcum Caste do, but they work behind the scenes while the Orichalcum Caste are recognizable figureheads. They are subtle and pragmatic, always planning ahead for contingencies and taking minimalist approaches to how they deal with others, and even how they fight.
 
  
  
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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 Essence Affinity Ability + 2
+
*God-Blooded have Affinity Ability + 2
* Terrestrials have Essence Affinity Ability + Willpower
+
*Terrestrials have Affinity Ability + Willpower
* Celestials have Essence Affinity Ability + Willpower + 2
+
*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.
 
Essence Stress recovers at the same rate as Physical Stress, unless otherwise noted by the character type.
 
  
  
 
'''Manses, Demenses and Essence Stress Tracks'''
 
'''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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Choose five Speciality Aspects against your Abilities as normal. If you are using the Aspect Alphabet, the ''Foes'' and ''Help'' Aspects can be particularly useful as ways to tie the character in to the setting. ''Gear'' is a way of making artifacts and other special items relevant.
+
Choose five Speciality Aspects against your Abilities as normal. Using the Aspect Alphabet is optional.
  
  
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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.  
 
See also the [[SoF_Exalted/New_Advantages#Alterations_to_Existing Powers |Alterations to Existing Powers]] for changes to those published in the SoF rulebook for this adaptation.
 
  
  
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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.
  
'''Alchemicals'''
+
'''+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.
  
Alchemicals are different to the other Exalted, and have their own package.
 
  
''Alchemical Package (nAP)''
+
'''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====
  
===Anima Powers===
+
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''
  
All Exalted have a collection of innate Powers, called Anima Powers. These are detailed at length in [[SoF_Exalted/Anima_Effects |Anima Effects]].
+
Sample Power Aspect: Body of Bronze
  
 +
Activation: 8 (2)
  
===Supernatural Martial Arts===
+
Activation Time: Simple Action
  
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.
+
Duration: Scene (24 hours with FP)
  
 +
Modifiers: Passive (+2)
  
===Sorcery===
+
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP).
  
More powerful than Mortal Thaumaturgy are the Awakened magics collectively known as [[SoF_Exalted/Sorcery |Sorcery]].
+
See page 198 of the SoF rulebook for more information on Rotes.
  
  
Line 589: Line 657:
  
 
Breastplate, reinforced Buff          Chain mail or breast
 
Breastplate, reinforced Buff          Chain mail or breast
jacket,                               plate
+
jacket, chain shirt                  plate
  
 
Lamellar, reinforced breastplate,    Ring/scale mail or
 
Lamellar, reinforced breastplate,    Ring/scale mail or
 
chain hauberk                        lamellar
 
chain hauberk                        lamellar
  
Chain swathing, plate and chain,     Plate Mail
+
Articulated plate, chain swathing,   Plate Mail
articulated plate
+
plate and chain,
 
 
</pre>
 
 
 
 
 
The following are new types of armour:
 
 
 
<pre>
 
Armour            AR  TL  Cost  Notes and Aspects
 
---------------------------------------------------------
 
Chain shirt        +2  2  3    Has 3 Stress boxes*
 
Superheavy plate  +5  3  6    Has 7 Stress boxes*,
 
                                  Restricting(P), Fatiguing
 
  
 
</pre>
 
</pre>
 
  
 
  See page 308 of the SoF rulebook for more information on armour.
 
  See page 308 of the SoF rulebook for more information on armour.
 
  
 
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.
 +
  
 
===Weapons===
 
===Weapons===
Line 632: Line 687:
 
Tetsubo                            Great club
 
Tetsubo                            Great club
 
Spear                              Long spear
 
Spear                              Long spear
Cestus, Fighting gauntlet          Brass knuckles
 
Chakram/Needle                    Shuriken
 
 
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.
  
The following are new types of weapons:
 
  
<pre>
+
===Other equipment===
Weapons            WR Range TL  Cost  Notes and Aspects
 
-----------------------------------------------------------------------
 
Fighting chain    +2  0  2    2    Flexible
 
Javelin            +3  1TH  2    1    Thrown
 
War Boomerang      +3  1TH  2    2    Returning*
 
Flame piece        +4  0  3    3    Slow-Firing(P), Flaming**, Small
 
Firewand          +5  1  3    4    Huge(P), Slow-Firing(P), Flaming**
 
  
</pre>
 
  
<nowiki>*</nowiki>: Returning can be invoked for effect any time your attack misses to return the boomerang to your hand by the end of your turn.
 
  
<nowiki>**</nowiki>: The Flaming Aspect comes from Firedust, the ammunition the weapon uses, and can be invoked for a bonus to attack due to the difficulty of avoiding a burst of flame. In addition, if your attack generates Spin you can invoke it for effect to place the temporary aspect On Fire! on the target. See page 274 of the SoF rulebook for more information. Firedust ammunition has a Cost of 2 in the South, and 3 in the rest of Creation.
+
==Artifacts and Items of Power==
  
See pages 306-307 of the SoF rulebook for more information on Weapons.
 
  
===Other equipment===
 
  
==Artifacts and Items of Power==
+
See pages 299-340 of the SoF rulebook for more details on Equipment.
  
See [[SoF_Exalted/Artifacts |Artifacts and Items of Power]]<br>
 
  
 
[[SoF_Exalted |Back to Main Page]]<br>
 
[[SoF_Exalted |Back to Main Page]]<br>

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