Editing SoF Exalted/Anima Effects
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''Terrify'' | ''Terrify'' | ||
− | + | Sample Power Aspect: Morning's Awful Majesty | |
− | + | Base AP Cost: 2AP | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Simple Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1) | |
− | + | Total AP Cost: 4AP | |
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt. | The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt. | ||
See page 183 of the SoF rulebook for more details. | See page 183 of the SoF rulebook for more details. | ||
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''Oath Binding'' | ''Oath Binding'' | ||
− | + | Sample Power Aspect: Arcane Contracts | |
− | + | Base AP Cost: 3AP | |
− | + | Activation: Fate Point | |
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect ''Sacred Oath(P)'', which can be invoked or compelled as normal. This permanent aspect remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect ''Cursed(P)''. How long the ''Cursed(P)'' Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed. | The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect ''Sacred Oath(P)'', which can be invoked or compelled as normal. This permanent aspect remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect ''Cursed(P)''. How long the ''Cursed(P)'' Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed. | ||
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− | + | '''Night Caste Anima Effect''' | |
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+ | ''Chameleon'' | ||
− | + | Sample Power Aspect: Shadowy Veil | |
+ | Base AP Cost: 1 | ||
− | + | Activation: Fate Point | |
− | + | Activation Time: Free action | |
− | + | Duration: Scene | |
− | + | Modifiers: Cloaked(+2), Triggers Anima Banner (-1), Muted Anima*(+1) | |
− | + | Total AP: 3AP | |
− | + | The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. | |
− | + | See page 122 of the SoF rulebook for more information. | |
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− | + | '''Twilight Caste Anima Effect''' | |
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+ | ''Armor'' | ||
− | + | Sample Power Aspect: Cloak of Twilight | |
+ | Base AP Cost: 1 AP | ||
− | + | Activation: Fate Point | |
− | + | Activation Time: Free Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1) | |
− | + | Total AP: 3AP | |
− | + | The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing. | |
− | + | See page 113 of the SoF rulebook for more information. | |
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− | + | '''Alternate Power''': | |
− | + | ''Barrier'' | |
+ | Sample Power Aspect: | ||
− | + | Base AP Cost: 3AP | |
+ | Activation: Fate Point | ||
− | + | Activation Time: Simple Action | |
− | + | Duration: 1 + Affinity Rating x 3 hours or until dismissed. | |
− | + | Modifiers: Hardened Barrier (+1, Triggers Anima banner (-1) | |
− | + | Total AP Cost: 3AP | |
− | + | You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles. | |
− | + | See page 119 of the SoF rulebook for more information. | |
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− | ''' | + | '''Zenith Caste Anima Effect''' |
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− | + | ''Repel Creature'' (Undead, Demons) | |
+ | Sample Power Aspect: Wrath of Sunshine | ||
− | + | Base AP Cost: 1 | |
− | + | Activation: Fate Point | |
+ | Duration: Instant | ||
− | + | Modifiers: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1) | |
+ | Total AP Cost: 3AP | ||
− | + | The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll the Exalts Affinity as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt. | |
− | + | See page 169 of the SoF rulebook for more details | |
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− | + | ==Lunars== | |
− | + | These mighty savages are the champions of Luna. | |
− | ''' | + | '''Changing Moon Caste Anima Effect''' |
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− | ''' | + | '''Full Moon Caste Anima Effect''' |
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− | + | ''Augmented Movement + Inhuman Strength*'' | |
+ | Sample Power Aspect: Lunar Vigour | ||
− | + | Base AP Cost: 3AP | |
+ | Activation: Fate Point | ||
− | + | Activation Time: Simple Action | |
− | + | Duration: Scene | |
− | ''' | + | Modifiers: ''Augmented Movement'': Improved Speed (+1), Provided (+2), Strenuous (-1), ''Inhuman Strength'': none, Package: Triggers Anima Banner (-1). |
− | + | Total AP Cost: 4AP | |
− | ''' | + | Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect ''Inhumanly Strong''. |
− | + | See pages 117 and 178 of the SoF rulebook for more details. | |
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− | ''' | + | '''Alternate Power''' |
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− | + | ''Luna’s Fitness'' (Linked Power) | |
+ | Sample Power Aspect: | ||
− | + | Base package Cost: 6AP (2+1+2) | |
+ | Activation Cost: 1FP | ||
− | + | Modifiers: Triggers Anima Banner (-1), Forced Link (-1) | |
− | + | Final AP Cost: 3AP | |
− | + | Augmented Movement (Jump) | |
− | + | Base AP Cost: 1 | |
− | + | Activation: None | |
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− | ''' | + | ''Strongman'' (Heroic Advantage) |
− | + | Base AP Cost: 2AP | |
− | + | Gives a +2 bonus to all Strength-based maneuvers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect ''Incredibly Strong''. | |
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+ | '''No Moon Caste Anima Effect''' | ||
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− | + | ==Sidereals== | |
− | + | Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate. | |
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− | ''' | + | '''Chosen of Battles Anima Effect''' |
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− | '' | + | '''Chosen of Journeys Anima Effect''' |
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− | ''' | + | '''Chosen of Secrets Anima Effect''' |
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− | ''' | + | '''Chosen of Serenity Anima Effect''' |
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+ | = Terrestrial Exalted = | ||
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While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things. | While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things. | ||
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==Anima Flux== | ==Anima Flux== | ||
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''Power Attack, Pulse'' | ''Power Attack, Pulse'' | ||
− | + | Sample Power Aspect: Anima Flux | |
− | + | Base AP Cost: 3 | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Free Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2) | |
− | + | Total AP: 1AP | |
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you. | Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you. | ||
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''Augmented Movement'' | ''Augmented Movement'' | ||
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− | + | Sample Power Aspect: Air Attunement | |
+ | |||
+ | Base AP Cost: 1 | ||
− | + | Activation: Fate Point | |
− | + | Activation Time: Free Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1) | |
− | + | Total AP Cost: 2 | |
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities. | You surround yourself with a swirling vortex of air that greatly enhances your movement abilities. | ||
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− | '' | + | ''Toughess + Robust Defense*'' |
− | + | Sample Power Aspect: Earth Attunement | |
− | + | Base AP Cost: 3 | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Free Action | |
− | + | Duration: Scene | |
− | '' | + | Modifiers: ''Toughess'': Strenuous (-1), ''Robust Defense'': Improved Resistance (+2), Strenuous (-1), Package: Triggers Anima Banner (-1). |
− | + | Total AP Cost: 2 | |
− | You drawn the power of the earth into you, becoming more resilient. | + | You drawn the power of the earth into you, becoming more resilient. Reduce physical Stress overflows by 2. Use Endurance+2 to defend against physical attacks. |
− | See page | + | See page 108 of the SoF rulebook for more information. |
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''Body Weaponry'' | ''Body Weaponry'' | ||
− | + | Sample Power Aspect: Fire Attunement | |
− | + | Base AP Cost: 1AP | |
− | + | Activation: Fate Point (1st time used in the scene) | |
− | + | Activation Time: Free Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1) | |
− | + | Total AP Cost: 2 | |
You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene. | You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene. | ||
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''Power Attack, Pulse'' | ''Power Attack, Pulse'' | ||
− | + | Sample Power Aspect: Fire Attunement | |
− | + | Base AP Cost: 3 | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Free Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1) | |
− | + | Total AP: 3AP | |
The Anima Effect of a Fire-Aspect has no room for refinement. When activated the Exalt's Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that). Unfortunately, this power is also a significant risk to anything combustible in the area. Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same. | The Anima Effect of a Fire-Aspect has no room for refinement. When activated the Exalt's Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that). Unfortunately, this power is also a significant risk to anything combustible in the area. Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same. | ||
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''Augmented Movement + Breathless'' | ''Augmented Movement + Breathless'' | ||
− | + | Sample Power Aspect: Water Attunement | |
− | + | Base AP Cost: 3AP | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Free Action | |
− | + | Duration: Day | |
− | + | Modifiers: ''Augmented Movement'': Improved Speed (+2), Strenuous (-1). ''Breathless'': Water-breather (-1), Package: Triggers Anima Banner (-1). | |
− | + | Total AP Cost: 2 | |
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature. | You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature. | ||
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''Poison'' | ''Poison'' | ||
− | + | Sample Power Aspect: Wood Attunement | |
− | + | Base AP Cost: 1 AP | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Free Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1). | |
− | + | Total AP Cost: 2 | |
Channeling the power of Wood, you become poisonous to the touch. | Channeling the power of Wood, you become poisonous to the touch. | ||
See pages 155 of the SoF rulebook for more information. | See pages 155 of the SoF rulebook for more information. | ||
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− | == | + | ==Abyssal== |
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− | ''' | + | '''Day Caste Anima Effect''' |
− | '' | + | ''Chameleon'' |
− | + | Sample Power Aspect: Hidden in Plain Sight | |
− | + | Base AP Cost: 1 | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Free action | |
− | + | Duration: Scene | |
− | + | Modifiers: Cloaked(+2), Triggers Anima Banner (-1) Muted Anima*(+1) | |
− | + | Total AP: 3AP | |
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+ | The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others. | ||
− | + | See page 122 of the SoF rulebook for more details. | |
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− | See page | ||
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''Armor'' | ''Armor'' | ||
− | + | Sample Power Aspect: Cloak of Daybreak | |
− | + | Base AP Cost: 1 AP | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Free Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1) | |
− | + | Total AP: 3AP | |
− | The Exalt may channel his or her Anima Banner to provide extra armor (+ | + | The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing. |
See page 113 of the SoF rulebook for more information. | See page 113 of the SoF rulebook for more information. | ||
− | ''' | + | '''Alternate Power''': |
+ | ''Barrier'' | ||
− | + | Sample Power Aspect: | |
− | + | Base AP Cost: 3AP | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Simple Action | |
− | + | Duration: 1 + Affinity Rating x 3 hours or until dismissed. | |
− | + | Modifiers: Hardened Barrier (+1, Triggers Anima banner (-1) | |
− | + | Total AP Cost: 3AP | |
− | + | You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles. | |
− | + | See page 119 of the SoF rulebook for more information. | |
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+ | '''Dusk Caste Anima Effect''' | ||
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+ | ''Terrify'' | ||
− | + | Sample Power Aspect: Grim Visage | |
− | + | Base AP Cost: 2AP | |
− | + | Activation: Fate Point | |
− | + | Activation Time: Simple Action | |
− | + | Duration: Scene | |
− | + | Modifiers: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1) | |
+ | Total AP Cost: 4AP | ||
− | + | The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt. | |
− | + | See page 183 of the SoF rulebook for more details. | |
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+ | '''Midnight Caste Anima Effect''' | ||
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+ | ''Animate Dead'' + ''Leach'' | ||
− | + | Sample Power Aspect: Life Transfer Technique, Vile Display of Darkness | |
− | + | Base AP Cost: 6AP | |
− | + | Activation Cost: Fate Point | |
− | + | Activation Time: Simple Action | |
− | ''' | + | Modifiers: ''Animate Dead'': Once per scene (-1), ''Leach'': , Once per Scene (-1), Deadly Leach (+1), Ranged (+1), Package: Triggers Anima banner (-1) |
− | ''' | + | Total AP Cost: 5AP '''Needs bringing down to 4AP''' |
− | + | You can infuse the body of a dead creature with some sort of animating energy, restoring it to a mockery of life. The dead creature is a mindless automaton directed by your will. All of its Physical Abilities remain unchanged, but its Mental Abilities are reduced to ‐1 and its Social Abilities are reduced to ‐3. The creature’s Stress Tracks may need to be adjusted to account for these new Ability ratings. | |
− | + | Additionally, by harming others, the Midnight Caste can replenish their own vitality. | |
− | + | See pages 112 and 143 of the SoF rulebook for more details | |
− | + | ''Alternative Midnight Power to Leach?'' | |
− | + | ''Repel Mortal Human'' | |
+ | Base AP Cost: 1AP | ||
− | + | Activation: Fate Point | |
+ | Modifiers: Aura (targets all mortal humans in zone)(+1) | ||
− | + | Total Cost: 2AP | |
− | + | Mortal humans in the same that witness such a vile use of dark powers must roll its Willpower agasint a Black Action (based on Abyssals Infinity) to resist. If it fails, it must immediately retreat from the zone the Abyssal occupies. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome | |
+ | the block to get back in. | ||
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− | ''' | + | '''Moonshadow Cast Anima Effect''' |
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− | ''' | + | ''Oath Binding'' |
− | + | Sample Power Aspect: Arcane Contracts | |
+ | Base AP Cost: 3AP | ||
− | + | Activation: Fate Point | |
− | + | The Moonshadow Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect ''Sacred Oath(P)'', which can be invoked or compelled as normal. This permanent aspect remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect ''Cursed(P)''. How long the ''Cursed(P)'' Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed. | |
+ | Also, the Moonshadows, being the diplomats and messengers of the Deathlords, are protected by ancient pacts with the creatures of death. As a result, Moonshadows and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Moonshadow violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. | ||
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+ | ==Alchemical== | ||
− | + | The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology. | |
− | + | The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes. | |
− | ''' | + | '''Adamant Caste Anima Effect''' |
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− | ''' | + | '''Jade Caste Anima Effect''' |
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− | ''' | + | '''Moonsilver Caste Anima Effect''' |
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− | ''' | + | '''Orichalcum Caste Anima Effect''' |
− | + | '''Soulsteel Caste Anima Effect''' | |
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− | + | ==Infernal== | |
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− | ''' | + | '''Akuma Anima Effect''' |
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− | + | '''Green Sun Prince Anima Effect''' | |
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[[SoF_Exalted |Back to Main Page]]<br> | [[SoF_Exalted |Back to Main Page]]<br> |