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SoF Exalted/Anima Effects
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==Solars== Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. '''Dawn Caste Anima Effect''' ''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. See page 183 of the SoF rulebook for more details. '''Zenith Caste Anima Effect''' ''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 Essence +2 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. In addition they take Stress equal to the amount they fail to resist the block by. See page 169 of the SoF rulebook for more details '''Twilight Caste Anima Effect''' ''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 (+6AR) for one scene. If wearing armor, this Power instead provides +4 AR that stacks with existing protection. See page 113 of the SoF rulebook for more information. '''Night Caste Anima Effect''' ''Chameleon'' '''Sample Power Aspect''': Shadowy Veil '''Base AP Cost''': 1 '''Activation''': Fate Point '''Activation Time''': Free action '''Duration''': Scene '''Modifiers''': Cloaked(+2) '''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. See page 122 of the SoF rulebook for more information. '''Eclipse Caste Anima Effect''' ''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. Also, the Eclipses, being the diplomats and messengers of the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses 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 Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure. ''Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.''
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