Difference between revisions of "SoF Exalted/New Advantages"

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Super Persuasion
 
 
Base AP Cost: See Below
 
Activation: Fate Point
 
Activation Time: Free Action
 
Duration: Scene
 
Requires a Power Source and, you must be at least a Metro Class Super Hero to purchase this Power.
 
 
You gain the ability to become super persuasive, gaining the Aspect Super Persuasive when this Power is activated, as well as the following benefits:
 
 
Metro Class Super Persuasion (AP: 3)
 
 
Stress Boxes: For the purposes of determining how many stress boxes you have, your Persuasion is considered 2 ranks higher. The added stress boxes granted by this Power are added in front of your normal stress boxes, meaning stress is applied to the new stress boxes first. When this Power
 
deactivates, the additional stress boxes gained, and any stress that may have accumulated in them are cleared.
 
 
Other rolls:
 
 
This Power provides an Edge or Leverage bonus +5 to any Mental or Social attacks that use Persuasion as the base attribute. You also get a +3 bonus on all non-conflict Persuasion rolls (such as when gathering information).
 
 
Additional classes of this power can be purchased by more powerful super heroes. The higher class versions of this Power function exactly the same as the Metro class version, but have a higher base AP cost in exchange for an added bonus for Persuasion tasks.
 
 
The following chart lists the AP cost for each class, the bonus stress added to Strength attacks and your Size increase for the purposes of determining your lifting capacity.
 
 
<pre>Class
 
Base AP Cost
 
Edge/Lev. Bonus
 
Stress Boxes
 
Other Bonus
 
World
 
5
 
“+10”
 
4
 
“+4”
 
Galaxy
 
7
 
“+15”
 
6
 
“+5”
 
Cosmic
 
9
 
“+20”
 
8
 
“+6”
 
Infinity
 
11
 
“+25”
 
10
 
“+7”
 
</pre>
 
  
  
  
 
[[SoF_Exalted |Back to Main Page]]<br>
 
[[SoF_Exalted |Back to Main Page]]<br>

Revision as of 16:11, 4 May 2011

This page will contain all the new Advantages created in the process of this adaptation.


Expert Advantages

As per page 87 of SoF, all Expert Advantages cost 1 Advantage Points.


Flawless Pickpocketing Technique

You are adept at the fine art of picking pockets. You gain a +2 bonus for all related to picking pockets and avoiding being the victim of other pickpocketers.


Master Consumer Technique

Haggling comes as second nature to you. You can sell ice to an air elemental and never fall victim to scammers and cheaters. You gain a +1 bonus on all tests for buying, selling, and otherwise haggling over goods; estimating the value of items; and for identifying and avoiding dishonest peddlers.


Read the Crowd

You have a background as a performance artist and know just how to read your audience. Whenever using your performance style (acting, magic tricks, singing, etc.) to influence your audience one way or another, you gain a +2 to your Persuasion rolls.


Salty Dog Method

You were born on or near the ocean and grew up on the decks of a small boat or mighty ship. You gain a +1 bonus on all Physical tasks related to sailing (swordfighting on deck, maintaining one's footing during a storm, etc.)and all Mental tasks pertaining to the science of sailing (designing ships, identifying ship types, etc.).


Seasoned Criminal Method

You are a student of the streets and have a knack for navigating the criminal underground. You gain a +1 bonus on all tasks related to engaging in larceny, identifying major players and rackets in the criminal underworld, and influencing criminal activities. You are at home in the criminal subculture.


Shield Proficiency

You are especially adept at using a shield effectively. Your shields get a +1 AR bonus.


Heroic Advantages

As per page 88 of SoF, all Heroic Advantages cost 2 Advantage Points.


Crafty Observation Method

Your brain is particularly adapt at putting pieces together and making inferences from available information. Whether it is the scene of a crime, a recent campsite, or an archeological dig, you are able to reconstruct a history with a small number of clues. Once per scene, while investigating a location you may pay 1 Fate Point and ask the GM for a clue to help you better understand the scene.


Graceful Deflection Technique

You are a master of social graces and an expert at deflecting barbs and taunts directed your way without causing offense. For a Fate Point, you get a +3 bonus when defending one's self in a mental conflict in a situation that requires careful abidance of etiquette and customs.


Littlefinger Method

You learned a long time ago that a cruel whisper or quiet praise of the right person can go a long way towards achieving one's goals. Spend a Fate Point and make a Persuasion, Deception, or Resources roll against an individual's Popularity. If you succeed, you may apply the difference between your result and the Popularity as a bonus or a penalty to that individual's popularity for a period of weeks or months.


Occultist

Ever since you were a child you have had an interest in the magical and supernatural. Lucky for you, you had the chance to study this topic of interest in great detail. You gain a +2 bonus on all Knowledge rolls related to identifying and understanding dark cults, magic, spirits, the Fair Folk, and the undead.


Organization Theory Expert

Through years of study and careful observation you have keen insight into the workings and structure of organizations, from continent spanning governments to small town secret societies. Spend a Fate Point to gain a +3 bonus on any Social attack against an organization.


Practicing Healer

Your character has studied medicine and has experience tending to the sick and injured. He gets a +2 bonus on Knowledge rolls for healing the injured.


Redirection

Through years of training you have learned how to redirect attacks against you towards hapless enemies around you. Whenever you generate Spin on a roll to defend yourself against a melee attack, you may spend a FP to direct that attack at another target in your same zone. The attacker makes another attack roll but gets a +1 Spin bonus. The new defender defends as normal.


Regional Survival Expert

You are an expert on surviving in one specific region of Creation. When this Advantage is taken, choose one of the five elemental poles (air, wood, fire, water, earth). You gain a +2 bonus on all rolls for foraging, creating and identifying traps, navigating, and identifying flora and fauna in that specific area. This advantage can be taken multiple times for different regions.


Strongman

You are extremely strong, gaining the Aspect Incredibly Strong. You also gain a +2 bonus on all Strength-based Maneuvers and special actions as well as non-conflict related Strength rolls. In addition you are considered one size category larger for the purposes of determining your lifting capacity.


Whirlwind Attack Technique

This maneuver requires stamina, lightning reflexes, and a skillful weapon hand. By spending a Fate Point you can make a single melee attack against all opponents in your zone. This is an especially demanding maneuver that will causes a point of physical Stress for each opponent targeted. Furthermore, the character is so exhausted by the maneuver that he or she can do nothing but take a Full Defense on the following turn.


Power Advantages

For more details on Power Advantages, please see page 89 of SoF.


Animal Companion

Base AP Cost: 1AP

Activation: None

You have a magical or spiritual connection with a mundane (ie. non-magical) animal companion who can join you on your journeys. The companion is usually a small animal such as a mouse or rat, a bird (eagle, falcon, etc.), a dog or wolf, or a mount. Your animal companion is smarter than most of its species and can understand and obey simple commands, such as “find food,” go (to a place the animal knows),” and “take this message to (someone or somewhere the animal knows).” Other than that, your animal companion can't do anything that a normal member of its species can't do and has no value in combat.

Should your animal companion die, you may spend 2XP between adventures to find a new one.

Modifiers

+1 (Combat Companion): Through natural instincts or training your animal can help in a fight. By spending a Fate Point during a physical conflict, you gain a Persistent Aspect of the name of your companion animal that can be Invoked or Compelled as normal by you and others.

+1 (Heightened Connection): You have an even tighter bond with your animal companion and can share its senses to a limited degree. You can't see through its eyes or hear through its ears, but you can get a general sense of of its mood or thoughts, such as “safe,” “danger,” “alone,”and “food.”


Enhanced Endurance

Sample Power Aspect: Iron Constitution Technique

Base AP Cost: 2AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

You gain the ability to become inhumanly durable, gaining the Aspect Enhanced Endurance when this power is activated, as well as the following benefits:

Stress Boxes: +2 Stress boxes.

Other Rolls: For other uses of Enhanced Endurance, you gain a +3 bonus.

Modifiers:

+2 (Passive): Your Enhanced Endurance is "always on" and you do not need to activate it.

See page 177 of the SoF rulebook for more details. This is a "half-powered" Super Endurance.
This may not be stacked with Super Endurance.


Enhanced Strength

Sample Power Aspect: Five Dragon Musculature

Base AP Cost: 2AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

You gain the ability to become inhumanly strong, gaining the Aspect Enhanced Strength when this power is activated, as well as the following benefits:

Stress Boxes: +1 Stress box.

Other Rolls: +3 WR to uanrmed punches and kicks or adds +3 to the WR of melee weapons. For other uses of Enhanced Strength, you gain a +3 bonus.

Modifiers:

+2 (Passive): Your Enhanced Strength is "always on" and you do not need to activate it.

See page 178 of the SoF rulebook for more details. This is a "half-powered" Super Strength.
This may not be stacked with Super Strength.


Inhuman Strength

Sample Power Aspect: Supernatural Brawn

Base AP Cost: 2AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

You gain the ability to become inhumanly strong, gaining the Aspect Inhuman Strength when this power is activated. You also gain a +5 bonus on all Strength-based Maneuvers and special actions as well as non-conflict related Strength rolls. In addition you are considered one size category larger for the purposes of determining your lifting capacity.

Modifiers:

+2 (Passive): Your Inhuman Strength is "always on" and you do not need to activate it.

See page 178 of the SoF rulebook for more details. This is another "half-powered" Super Strength.
This may be stacked with either Enhanced Strength or Super Strength.


Robust Defense

Sample Power Aspect: Tough as Oak

Base AP Cost: 1

Activation: None

You are incredibly solid, so much so that you can trust to your natural toughness to ward off blows. Use Endurance to defend against physical attacks.

Modifiers:

+1 (Improved Resilience): For every additional AP you spend on this Power, add +1 to your Endurance for the purposes of defense rolls.



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