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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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<pre>
 
<pre>
Campaign                          Abilities  Expert    Adv.     
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Campaign                          Abilities  Adv.     
Power Level            Refresh    (Max)     Adv    Points      Available Advantages  
+
Power Level            Refresh    (Max)   Points      Available Advantages  
---------------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------
Common Mortal             4        24(3)       1      1(1)      Expert Only
+
Mortal                     4        24(3)     2(1)      Expert Only and Powers (Restricted)
Expert Mortal              4       25(3)       2      2(2)      Expert Only and Powers (Thaumaturgy Only)
+
Expert Mortal              5       25(3)     5(1)      Expert Only and Powers (Restricted)
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)
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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)
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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
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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
 
 
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</pre>
  
  
''Common Mortal:'' You are an average denizen of Creation.  Good luck.
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''Mortal:'' You are an average denizen of Creation.  Good luck.
  
 
''Expert Mortal:'' A mortal with a useful skill set.
 
''Expert Mortal:'' A mortal with a useful skill set.
  
''Heroic Mortal:'' You are an extremely capable mortal, possibly with a powerful Destiny.   
+
''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.  
 
 
''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.
 
''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.
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  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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Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**
 
Solars, Abyssals, Infernals      6      Any Powers (up to World-Class Super Powers)**
  
* Dragon-Blooded who are initiated into the Celestial Martial Arts may take appropriate Metro-Class Super Powers.
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*: 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.
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**: No Non-Experienced Solar/Abyssal/Infernal can obtain World-Class Super Powers at Character Creation.
 
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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. 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.  
  
  
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'''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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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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'''Alchemicals'''
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===Anima Powers===
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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===
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 +
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===
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 +
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:
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'''Sample Power Aspect''': Mastery of Terrestrial Circle Sorcery
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'''Base AP Cost''': 6AP
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'''Activation Difficulty''': 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)
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'''Activation Time''': Free Action
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'''Base Template''': Control Reality (9AP), Rote Dependent (-3)
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''Requires a Power Source and the Essence Affinity Ability at 3''
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'''Modifiers''':
 +
 
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'''-1 (Inability to Focus)''': You may not spend additional rounds to focus on a use of Sorcery.
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'''-1 (No Rituals)''': You may not utilise the Ritual option of Sorcery.
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'''-2 (Limitation: FP Cost)''': Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.
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 +
'''-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.
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 +
'''+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.
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 +
 
 +
'''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.
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 +
 
 +
====Control Modifications====
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 +
Sorcery utilizes the Control Meta-Power with the following Modifications:
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'''TL'''
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* 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).
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'''Emulate Other Power'''
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* 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.
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* 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.
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'''Ritual Control'''
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* 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. 
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* 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).
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See page 189-197 of the SoF rulebook for more details on Control.
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====Rotes====
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''Some example Rotes to get people started.''
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'''Death of Obsidian Butterflies'''
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''Control:(Attack)''
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Sample Power Aspect: Razor-Sharp Magical Manifestation
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 +
Activation: 12 (2)
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 +
Activation Time: Simple Action
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 +
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.
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 +
 
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'''Emerald Countermagic'''
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''Emulate Power: Nullify''
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Sample Power Aspect: First Circle Dispelling
  
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Activation: 8 (2)
  
Alchemicals are different to the other Exalted, and have their own package.
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Activation Time: Simple Action
  
''Alchemical Package (nAP)''
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Modifiers: Improved Nullifcation (+1), Deconstruction (+1)
  
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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.
  
  
===Anima Powers===
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'''Invulnerable Skin of Bronze'''
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 +
''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]].
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Sample Power Aspect: Body of Bronze
  
 +
Activation: 8 (2)
  
===Supernatural Martial Arts===
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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.
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Duration: Scene (24 hours with FP)
  
 +
Modifiers: Passive (+2)
  
===Sorcery===
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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]].
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See page 198 of the SoF rulebook for more information on Rotes.
  
  
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chain hauberk                        lamellar
 
chain hauberk                        lamellar
  
Chain swathing, plate and chain,     Plate Mail
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Chain swathing,                       Plate Mail
articulated plate
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plate and chain,
  
 
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Armour            AR  TL  Cost  Notes and Aspects
 
Armour            AR  TL  Cost  Notes and Aspects
 
---------------------------------------------------------
 
---------------------------------------------------------
Chain shirt        +2  2  3    Has 3 Stress boxes*
+
Chain shirt        +2  2  3    Has 4 Stress boxes*
Superheavy plate   +5  3   6    Has 7 Stress boxes*,  
+
Articulated plate +5  2   6    Has 7 Stress boxes*,  
                                   Restricting(P), Fatiguing
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                                   Restricting(P)
  
 
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  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===
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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
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</pre>
 
  
 +
See pages 306-307 of the SoF rulebook for more information on Weapons.
  
The following are new types of weapons:
 
  
<pre>
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===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**
 
  
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<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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