SoF Exalted/Anima Effects: Difference between revisions
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'' | ''Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*'' | ||
'''Sample Power Aspect''': Earth Attunement | '''Sample Power Aspect''': Earth Attunement | ||
'''Base AP Cost''': | '''Base AP Cost''': 4 | ||
'''Activation''': Fate Point | '''Activation''': Fate Point | ||
Line 413: | Line 413: | ||
'''Duration''': Scene | '''Duration''': Scene | ||
'''Modifiers''': '' | '''Modifiers''': ''Imbue Armour'': none ''Robust Defense'': Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1). | ||
'''Total AP Cost''': 2 | '''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. You gain the Aspect ''Skin of Stone(P)'' which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks. | ||
See page | See page 138 of the SoF rulebook for more information. | ||
Revision as of 10:51, 26 May 2011
Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.
Celestial Exalted
The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.
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.
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.
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), 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.
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 (+7AR) for one scene. This stacks with any armour they may be wearing.
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.
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 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
Lunars
These mighty savages are the champions of Luna.
Changing Moon Caste Anima Effect
Full Moon Caste Anima Effect
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.
Alternate Power
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
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.
No Moon Caste Anima Effect
Sidereals
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.
Chosen of Battles Anima Effect
Imbue Zone
Sample Power Aspect: Lesser Sign of Mars
Base AP Cost: 2AP
Activation: Fate Point
Activation Time: Simple Action
Duration: Scene
Modifiers: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
Total AP Cost: 3AP
The Sidereal makes the Lesser Sign of Mars, bringing forth the power of the Maiden of Battles for themselves and their allies. This grants the Mars' Blessing(P) Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any defensive roll to protect from harm.
See the Eberron Setting Conversion for more details on Imbue Zone.
Chosen of Endings Anima Effect
Imbue Zone
Sample Power Aspect: Lesser Sign of Saturn
Base AP Cost: 2AP
Activation: Fate Point
Activation Time: Simple Action
Duration: Scene
Modifiers: Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
Total AP Cost: 3AP
The Sidereal makes the Lesser Sign of Saturn, bringing forth the power of the Maiden of Endings for themselves and their allies. This grants the Saturn's Blessing(P) Aspect to both the Sidereal and every ally within the range of the power, which can be invoked during any attack to help bring an end to things.
See the Eberron Setting Conversion for more details on Imbue Zone.
Chosen of Journeys Anima Effect
Enhanced Speed
Sample Power Aspect: Lesser Sign of Mercury
Base AP Cost: 1AP
Activation: Fate Point
Activation Time: Simple Action
Duration: Scene
Modifiers: Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
Total AP Cost: 4AP
The Sidereal makes the Lesser Sign of Mercury, bringing forth the power of the Maiden of Journeys for themselves and their allies. This grants the Sidereal and their allies a running speed of 50mph, able to move two additional Zones when using Hustle, and +5 on running/Agility rolls in a chase.
See page 129 of the SoF rulebook for more details.
Chosen of Secrets Anima Effect
Resistance
Sample Power Aspect: Lesser Sign of Jupiter
Base AP Cost: 1AP
Activation: Fate Point
Activation Time: Simple Action
Duration: Scene
Modifiers: Immunity (+3), Strenuous/Temporary (-1), Expansive Effect (+1), Allies Only (+1), Triggers Anima Banner (-1)
Total AP Cost: 4AP
The Sidereal makes the Lesser Sign of Jupiter, bringing forth the power of the Maiden of Secrets for themselves and their allies. This grants the Sidereal and their allies total immunity to mind reading and control.
See page 171 of the SoF rulebook for more details.
Chosen of Serenity Anima Effect
Awe
Sample Power Aspect: Lesser Sign of Venus
Base AP Cost: 2AP
Activation: Fate Point
Activation Time: Simple Action
Duration: Scene
Modifiers: Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)
Total AP Cost: 3AP
The Sidereal makes the Lesser Sign of Venus, bringing forth the power of the Maiden of Serenity for themselves and their allies. This grants the Venus' Blessing(P) Aspect to both the Sidereal and every ally within the range of the power, which can be invoked to aid performances, carouse and charm.
See page 118 of the SoF rulebook for more information.
Terrestrial Exalted
While individually less powerful than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.
Anima Flux
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects.
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.
See page 163 of the SoF rulebook for more information.
Aspect Anima Effects
Air Aspect Anima Effect
Augmented Movement
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.
See page 117 of the SoF rulebook for more information.
Earth Aspect Anima Effect
Imbue Armour + Robust Defense*
Sample Power Aspect: Earth Attunement
Base AP Cost: 4
Activation: Fate Point
Activation Time: Free Action
Duration: Scene
Modifiers: Imbue Armour: none Robust Defense: Improved Resistance (+1), Strenuous (-1), Package: Triggers Anima Banner (-1).
Total AP Cost: 2
You drawn the power of the earth into you, becoming more resilient. You gain the Aspect Skin of Stone(P) which can be invoked for defense rolls. Use Endurance +1 to defend against physical attacks.
See page 138 of the SoF rulebook for more information.
Fire Aspect Anima Effect
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.
See page 121 of the SoF rulebook for more information.
Alternate Power:
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.
See page 163 of the SoF rulebook for more information.
Water Aspect Anima Effect
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.
See page 117 and 121 of the SoF rulebook for more information.
Wood Aspect Anima Effect
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.
See pages 155 of the SoF rulebook for more information.
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.
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
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.
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 (+7AR) for one scene. This stacks with any armour they may be wearing.
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.
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
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.
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.
Adamant Caste Anima Effect
Awe
Aura of Secrecy(P)
Jade Caste Anima Effect
Enhanced Endurance
Moonsilver Caste Anima Effect
Enhanced Reflexes
Orichalcum Caste Anima Effect
Imbue Weapon
Soulsteel Caste Anima Effect
Awe
Aura of Dread(P)
Starmetal Caste Anima Effect
Imbue Weapon
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
Defiler Caste Anima Effect
Fiend Caste Anima Effect
Malefactor Caste Anima Effect
Scourge Caste Anima Effect
Slayer Caste Anima Effect