Editing SoF Exalted/CC Summary
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
+ | =Character Creation Summary= | ||
+ | |||
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. | ||
Line 20: | Line 22: | ||
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. | ||
Line 26: | Line 28: | ||
<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. |
− | |||
− | |||
− | |||
− | |||
− | '' | + | '''Expert Mortal:''' A mortal with a useful skill set. |
− | '' | + | '''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. |
− | '' | + | '''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. |
− | + | '''*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. | |
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. | 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. | ||
See page 16 of the SoF rulebook for more information. | See page 16 of the SoF rulebook for more information. | ||
− | |||
Line 82: | Line 78: | ||
<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> | ||
− | |||
− | |||
− | |||
=Character Concepts= | =Character Concepts= | ||
Line 173: | Line 167: | ||
* 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. | ||
Line 193: | Line 191: | ||
'''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 | + | The Terrestrial Exalted aligned to the Aspect of Air make up the light footed scholars and assassins of Creation. Also called the Children of Meal, 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. |
Line 443: | Line 441: | ||
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 |
Line 452: | Line 450: | ||
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. | ||
− | |||
− | |||
'''Manses, Demenses and Essence Stress Tracks''' | '''Manses, Demenses and Essence Stress Tracks''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 469: | Line 459: | ||
− | Choose five Speciality Aspects against your Abilities as normal. | + | Choose five Speciality Aspects against your Abilities as normal. Using the Aspect Alphabet is optional. |
Line 488: | Line 478: | ||
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. | ||
− | |||
− | |||
Line 508: | Line 496: | ||
''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) |
Line 518: | Line 506: | ||
''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) |
Line 530: | Line 518: | ||
''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. | |
Line 589: | Line 671: | ||
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> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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 701: | ||
Tetsubo Great club | Tetsubo Great club | ||
Spear Long spear | Spear Long spear | ||
− | |||
− | |||
Self bow Short bow | Self bow Short bow | ||
+ | Firewand Musket | ||
+ | Flame piece Matchlock pistol | ||
+ | </pre> | ||
− | |||
+ | 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. | |
− | |||
[[SoF_Exalted |Back to Main Page]]<br> | [[SoF_Exalted |Back to Main Page]]<br> |