Difference between revisions of "SoF Exalted/Powers"

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This section was very deliberately not called "Charms" which is what you might have expected. First and foremost, because it is not intended to be a one-for-one translation of Exalted's Charms into Powers. The aim is simply to be guidance for mimicking collections of Charms with Powers. Secondly, Powers are the term of reference Strands of Fate uses, and one of the motivations is to get us away from Exalted-think.
 
This section was very deliberately not called "Charms" which is what you might have expected. First and foremost, because it is not intended to be a one-for-one translation of Exalted's Charms into Powers. The aim is simply to be guidance for mimicking collections of Charms with Powers. Secondly, Powers are the term of reference Strands of Fate uses, and one of the motivations is to get us away from Exalted-think.
  
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==Combinations==
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It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.
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See page 200 of the SoF rulebook for more details.
  
  
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Note that there is a cap on the maximum Weapon Rating (WR), Armour Rating (AR) or Explosive Rating (ExR) achieved with any Power equal to the character's Power Tech Levelx2. Only Sorcery is exempt from this restriction.
 
Note that there is a cap on the maximum Weapon Rating (WR), Armour Rating (AR) or Explosive Rating (ExR) achieved with any Power equal to the character's Power Tech Levelx2. Only Sorcery is exempt from this restriction.
 
 
==Combinations==
 
 
It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.
 
 
See page 200 of the SoF rulebook for more details.
 
  
  

Revision as of 09:02, 15 May 2011

This section was very deliberately not called "Charms" which is what you might have expected. First and foremost, because it is not intended to be a one-for-one translation of Exalted's Charms into Powers. The aim is simply to be guidance for mimicking collections of Charms with Powers. Secondly, Powers are the term of reference Strands of Fate uses, and one of the motivations is to get us away from Exalted-think.


Combinations

It is possible to string multiple Powers together so they go off at the same time, in a Combination. To build Combos, see the Linked Advantage Meta-Power. Note that mortals and God-Blooded may not use Combos.

See page 200 of the SoF rulebook for more details.


Exalted Powers

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. 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.

Note that there is a cap on the maximum Weapon Rating (WR), Armour Rating (AR) or Explosive Rating (ExR) achieved with any Power equal to the character's Power Tech Levelx2. Only Sorcery is exempt from this restriction.


Dragon-Blooded Powers

Elemental themes, outline what sorts of powers each Aspect has.


Solar Powers

Excelling at stuff powers, outline what sorts of powers each Caste has.


Lunar Powers

Physical upgrades, shapeshifting, nature-related powers, outline what sorts of powers each Caste has.


The keystone Lunar Power is Lunar Shifting, which covers all beast transformations. Every Lunar should have this Power. In addition, many take on Deadly Beastman Transformation. While these may seem superficially similar to Shapeshifting and Transmogrification, those Powers are the preserve of the hated chimera, those who stray too close to the Wyld.


Changing Moon


Full Moon

Full Moon Powers tend towards those most useful in combat, both physical upgrades like...


No Moon


Sidereal Powers

Wierd fate-bending stuff, outline what sorts of powers each Caste has.


Other Exalted Powers

Abyssal Powers

Alchemical Powers

Infernal Powers

Non-Exalted Powers

These are mostly for the benefit of NPCs and God-Blooded characters with their parents' Powers.


God-Blooded

A God-Blooded character's nature is dependent on their parentage. This determines what Powers they have access to. All God-Blooded have a Power Package in common, which they receive for free. They may learn Terrestrial Martial Arts, Terrestrial Sorcery, and the Powers of their supernatural parent. Though the latter are likely to be much weaker due to their Power TL and cap on AP expenditure on any single Power.


Demon-Blooded


Fae-Blooded


Ghost-Blooded


God-Blooded


Half-Castes

Half-Castes are the children of the (non-Terrestrial) Exalted who have inherited a small share of their parent's power. They do not receive an Anima power like their Exalted parent. There are five varieties of Half-Caste, corresponding to each of the (non-Terrestrial) Exalted.

  • Golden Children are the offspring of the Solar Exalted. While they may access some Solar Powers, this does not include Supernatural Martial Arts or Sorcery higher than Terrestrial.
  • Moon-Born are sired by the Lunars. They do not have the broad scope of shifting that their parent does, and cannot purchase Lunar Shifting. Instead they may purchase Morph for their totem animal, and Deadly Beastman Transformation.
  • Star-Blessed are the children of the Sidereals.
  • Shadowwalkers are the children of the Abyssals. They may learn Terrestrial Martial Arts, but not Terrestrial Circle Sorcery. Instead they may learn Shadowland Necromancy.
  • Grandchosen of the Yozis are the get of the Infernals.


Universal Spirit Powers

These are a collection of Powers that all spirits (meaning gods, elementals and demons) can access:

  • Enhanced Reflexes (representing stored up emergency actions)
  • Insubstantial (actually Materialise for those who are naturally insubstantial)
  • Lifeless (Immortal - most are not physical beings with mortal concerns like eating, sleeping and breathing)
  • Sense (Essence)
  • Shapeshifting (often Themed)
  • Teleport Self (only to its domain, sanctum, a gate to Yu-Shan or the point where the spirit entered creation)


They will also tend to have Enhanced Essence and buy up their Refresh.


Demon Powers

Elemental Powers

All of an Elemental's Powers are aspected to their particular element, that applies both to their Universal Powers (Insubstantial is required for them to become immaterial, Sense also includes their element, Shapeshifting is restricted by aspect) and the following natural Powers specific to elementals:

  • Absorption (of their aspected element)
  • Augmented Movement (a form appropriate to their element)
  • Breathless (able to breathe in their native element)
  • Environmental Protection (again immune to their native environment, able to survive in their respective Pole)
  • Power Attack (could be Melee, Ranged or Pulse, depending)
  • Resistance (Immunity to their element)
  • Additionally, they have access to Control (Element).


Finally, specific elementals have whatever other Powers which are appropriate to their place in the order of Creation. A wood spider might have Binding to represent magically conjured webs and Poison for its deadly bite, for example.

Limitations on their Powers and Weaknesses upon their persons related to their elemental-aspecting are common to elementals.


Fae Powers

Ghost Powers

God Powers

Gods will generally have Control related to their portfolio as a minimum. More powerful gods will often have Posession or other Powers that allow them to compel, control and manipulate mortals. Terrestrial gods will sometimes possess some level of mastery of Terrestrial Circle Sorcery. Similarly, Celestial gods will often have some facility with Celestial Circle Sorcery.


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