Editing
SoF Exalted/Anima Effects
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==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.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information