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=Other Powerful Exalted= There are other forms of Exalted who are equivalent in power to the Celestials. ==Abyssals== Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals's powers are merely sinister analogs of the Solar Exalted powers. '''Dusk Caste Anima Effect''' ''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. '''Midnight Caste Anima Effect''' ''Repel Creature'' '''Sample Power Aspect''': Life Transfer Technique, Vile Display of Darkness '''Base AP Cost''': 1AP '''Activation Cost''': Fate Point '''Activation Time''': Simple Action '''Modifiers''': Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1) '''Total AP Cost''': 3AP The unveiling of the Exalt's banner is a horrifying thing to behold. Roll your Essence +2 to set up the block. Mortals in the same Zone that witness such a vile use of dark powers must roll its Willpower to resist. If they fails, they must immediately retreat from the zone the Abyssal occupies, taking Stress equal to the amount they failed by. 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 (and takes Stress if it fails to do so). See page 169 of the SoF rulebook for more details '''Daybreak Caste Anima Effect''' ''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 (+6AR) for one scene. This stacks with any armour they may be wearing. See page 113 of the SoF rulebook for more information. '''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) '''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 details. '''Moonshadow Cast Anima Effect''' ''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. ==Alchemicals== 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. '''Orichalcum Caste Anima Effect''' ''Imbue Weapon'' '''Sample Power Aspects''': '''Base AP Cost''': 3 '''Activation''': Fate Point '''Activation Time''': Simple Action '''Duration''': Scene '''Modifiers''': Damage-only (-1), Triggers Anima Banner (-1) '''Total Cost''': 1AP '''Requires a Power Source''' When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you. See page 139 of the SoF rulebook for more information. '''Moonsilver Caste Anima Effect''' ''Enhanced Reflexes'' '''Sample Power Aspects''': '''Base AP Cost''': 3 '''Activation''': Fate Point '''Activation Time''': Free Action '''Modifiers''': Triggers Anima Banner (-1) '''Total Cost''': 2AP You gain the persistent Aspect ''Enhanced Reflexes(P)''. You may also roll your Agility to defend against ranged attacks from bows and firewands. See page 130 of the SoF rulebook for more information. '''Jade Caste Anima Effect''' ''[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]'' '''Sample Power Aspect''': Iron Constitution Technique '''Base AP Cost''': 2AP '''Activation''': Fate Point '''Activation Time''': Free Action '''Duration''': Scene '''Modifiers''': Triggers Anima Banner (-1) '''Requires a Power Source''' '''Total Cost''': 1AP You gain the ability to become inhumanly durable, gaining the Aspect ''Enhanced Endurance'' when this power is activated, as well as adding +2 Stress boxes and +3 to other Endurance rolls. '''Starmetal Caste Anima Effect''' ''Imbue Weapon'' '''Sample Power Aspects''': '''Base AP Cost''': 3 '''Activation''': Fate Point '''Activation Time''': Simple Action '''Duration''': Scene '''Modifiers''': Triggers Anima Banner (-1) '''Total Cost''': 2AP '''Requires a Power Source''' When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative. See page 139 of the SoF rulebook for more information. '''Soulsteel Caste Anima Effect''' ''Awe'' '''Sample Power Aspect:''' '''Base AP Cost''': 2 '''Activation''': Fate Point '''Activation Time''': Free Action '''Duration''': Scene '''Modifiers''': Triggers Anima Banner (-1) '''Total AP Cost''': 1 '''Requires a Power Source and Affinity Ability''' When activated, you gain the persistent Aspect ''Aura of Dread(P)'', which can be used to elicit fear. See page 118 of the SoF rulebook for more information. '''Adamant Caste Anima Effect''' ''Awe'' '''Sample Power Aspect''': '''Base AP Cost''': 2 '''Activation''': Fate Point '''Activation Time''': Free Action '''Duration''': Scene '''Modifiers''': Triggers Anima Banner (-1) '''Total AP Cost''': 1 '''Requires a Power Source and Affinity Ability''' When triggered, you gain the persistent Aspect ''Aura of Secrecy(P)'', which can be invoked to make people forget you. See page 118 of the SoF rulebook for more information. ==Infernals== '''Akuma''' Akuma do not have an Anima Effect, they are mortals who have been voluntarily turned into a Demon-Blood. See God-Blooded for more details. '''Green Sun Princes''' '''Slayer Caste Anima Effect''' ''Terrify'' '''Sample Power Aspect''': Terrible Countenance of Malfeas '''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. '''Malefactor Caste Anima Effect''' ''Repel Creature'' (Gods, Solar Exalted) '''Sample Power Aspect''': Wrath of Cecelyne '''Base AP Cost''': 1 '''Activation''': Fate Point '''Duration''': Instant '''Modifiers''': Additional Creature Type (Gods; +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 Gods, Solar Exalted, and other creatures associated with Holiness. To Repel a creature, roll Essence +2 as a Block Action (page 260 of SoF rulebook). All appropriate creatuers 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 '''Defiler Caste Anima Effect''' ''Armor'' '''Sample Power Aspect''': Aegis of She Who Lives In Her Name '''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. '''Scourge Caste Anima Effect''' ''Imbue Zone'' '''Sample Power Aspect''': Blessing of Adorjan '''Base AP Cost''': 2 '''Activation''': Fate Point '''Activation Time''': Simple Action '''Duration''': Scene '''Modifiers''': Centered on Self (+1) '''Total AP''': 3AP The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect. This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes. See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone. '''Fiend Caste Anima Effect''' ''Oath Binding'' '''Sample Power Aspect''': Arcane Contracts '''Base AP Cost''': 3AP '''Activation''': Fate Point The Fiend 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 Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). 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. [[SoF_Exalted |Back to Main Page]]<br>
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