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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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Campaign                          Abilities  Expert    Adv.     
 
Campaign                          Abilities  Expert    Adv.     
 
Power Level            Refresh    (Max)      Adv    Points      Available Advantages  
 
Power Level            Refresh    (Max)      Adv    Points      Available Advantages  
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Common Mortal             4        24(3)      1      1(1)      Expert Only
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Mortal                     4        24(3)      1      1(1)      Expert Only and Powers (Restricted)
Expert Mortal              4        25(3)      2      2(2)      Expert Only and Powers (Thaumaturgy Only)
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Expert Mortal              4        25(3)      2      5(1)      Expert Only and Powers (Restricted)
Heroic Mortal              5        27(4)      3      6(3)      Expert, Heroic and Powers (Thaumaturgy Only)
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Heroic/Enlightened Mortal 5        28(4)      3      9(2)      Expert, Heroic and Powers (Restricted)
Enlightened Mortal         5        28(4)      3      9(3)      Expert, Heroic and Powers (Restricted)
 
 
God-Blooded                6        29(4)      3      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            7        30(5)      3      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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''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.   
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''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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'''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.  
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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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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]].
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===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.
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===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.
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'''+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. 
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* 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. 
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* 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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'''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
  
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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)
  
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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, articulated plate
  
 
</pre>
 
</pre>
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-----------------------------------------------------------------------
 
-----------------------------------------------------------------------
 
Fighting chain    +2  0  2    2    Flexible
 
Fighting chain    +2  0  2    2    Flexible
Javelin            +3  1TH  2    1    Thrown
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Javelin            +3  1TH  2    1     
 
War Boomerang      +3  1TH  2    2    Returning*
 
War Boomerang      +3  1TH  2    2    Returning*
 
Flame piece        +4  0  3    3    Slow-Firing(P), Flaming**, Small
 
Flame piece        +4  0  3    3    Slow-Firing(P), Flaming**, Small
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==Artifacts and Items of Power==
 
==Artifacts and Items of Power==
  
See [[SoF_Exalted/Artifacts |Artifacts and Items of Power]]<br>
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===Hearthstones===
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''Hearthstones... I'm treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It's rating isn't calculated by Resources, but is instead equal to your Manse's rating (I don't want to give high Resources characters an absurd advantage at every turn).''
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''Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn't count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).''
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===Artifacts===
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Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.
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'''Gear Aspect Guidelines'''
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The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.
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In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item's Cost should not exceed 6.
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In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren't backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.
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In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.
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'''Panoply and the Gear Aspect'''
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Sometimes you don't want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.
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'''Minor Artifacts'''
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Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.
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'''Artifact Construction'''
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Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.
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'''Converting 2e Artifacts to SoF'''
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Matching an Artifact's Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.
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'''Power Choices'''
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One of the most important things to remember about Artifacts is that they don't have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn't stop an ancient Lunar from designing Flying Silver Dream.
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'''Attunement and Magical Material Bonuses'''
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When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object's final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).
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This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item's WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.
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I'm really not sure about this last one, but I'm including it in here for the purposes of gathering second opinions.
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'''Wonders of the Past'''
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In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste roams Creation once more.
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'''Example Artifacts'''
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''Forthcoming.''
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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>

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