Editing SoF Exalted/Anima Effects

Jump to: navigation, 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.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 19: Line 19:
 
''Terrify''
 
''Terrify''
  
'''Sample Power Aspect''': Morning's Awful Majesty
+
Sample Power Aspect: Morning's Awful Majesty
  
'''Base AP Cost''': 2AP
+
Base AP Cost: 2AP
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Simple Action
+
Activation Time: Simple Action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)
+
Modifiers: Horrific (+1), Aura of Terror (+1), Triggers Anima Banner (-1)
  
'''Total AP Cost''': 4AP
+
Total AP Cost: 3AP
  
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 [+ 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.
Line 43: Line 43:
 
''Repel Creature'' (Undead, Demons)
 
''Repel Creature'' (Undead, Demons)
  
'''Sample Power Aspect''': Wrath of Sunshine
+
Sample Power Aspect: Wrath of Sunshine
  
'''Base AP Cost''': 1
+
Base AP Cost: 1
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Duration''': Instant
+
Duration: Instant
  
'''Modifiers''': Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)
+
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
+
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.
+
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
 
  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.
 
  
  
Line 89: Line 65:
 
''Chameleon''
 
''Chameleon''
  
'''Sample Power Aspect''': Shadowy Veil
+
Sample Power Aspect: Shadowy Veil
  
'''Base AP Cost''': 1
+
Base AP Cost: 1
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free action
+
Activation Time: Free action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Cloaked(+2)
+
Modifiers: Cloaked(+2), Triggers Anima Banner (-1), Muted Anima*(+1)
  
'''Total AP''': 3AP
+
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.  
+
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.
 
  See page 122 of the SoF rulebook for more information.
  
  
'''Eclipse Caste Anima Effect'''
+
'''Twilight Caste Anima Effect'''
  
  
''Oath Binding''
+
''Armor''
  
'''Sample Power Aspect''': Arcane Contracts
+
Sample Power Aspect: Cloak of Twilight
  
'''Base AP Cost''': 3AP
+
Base AP Cost: 1 AP
  
'''Activation''': Fate Point
+
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.
+
Activation Time: Free Action
  
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.
+
Duration: Scene
  
''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.''
+
Modifiers: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)
  
 +
Total AP: 3AP
  
==Lunars==
+
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.
  
Known also as the Stewards, these mighty savages are the champions of Luna.
+
See page 113 of the SoF rulebook for more information.
  
  
'''Full Moon Caste Anima Effect'''
+
Alternate Power:
  
 +
''Barrier''
  
''Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*''
+
Sample Power Aspect:
  
'''Sample Power Aspect''': Lunar Vigour
+
Base AP Cost: 3AP
  
'''Base AP Cost''': 3AP
+
Activation: Fate Point
  
'''Activation''': Fate Point
+
Activation Time: Simple Action
  
'''Activation Time''': Simple Action
+
Duration: 1 + Affinity Rating x 3 hours or until dismissed.
  
'''Duration''': Scene
+
Modifiers: Hardened Barrier (+1, Triggers Anima banner (-1)
  
'''Modifiers''': ''Augmented Movement'': Improved Speed x2 (+2), Strenuous (-1), ''Inhuman Strength'': none, Package: Triggers Anima Banner (-1).
+
Total AP Cost: 3AP
  
'''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.
  
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 page 119 of the SoF rulebook for more information.
  
See pages 117 of the SoF rulebook for more details.
 
  
  
'''Changing Moon Caste Anima Effect'''
+
'''Eclipse Caste Anima Effect'''
  
  
''Chameleon''
+
''Oath Binding''
  
'''Sample Power Aspect''': Lunar Shroud
+
Sample Power Aspect: Arcane Contracts
  
'''Base AP Cost''': 1AP
+
Base AP Cost: 3AP
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free Action
+
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.
  
'''Duration''': Scene
+
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.
  
'''Modifiers''':  Cloaked (+2), Reflexive (+1), Triggers Anima Banner (-1).
+
''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.''
  
'''Total AP Cost''': 3AP
+
==Lunars==
  
The area around the lunar is bathed in ever-shifting shadows and silver light, making it difficult to discern the Lunar's exact location, or his identity.  The Lunar gains +4 on rolls to remain unseen if he isn't moving, and +2 to rolls if he is.
 
  
See page 122 of the SoF rulebook for more information.
+
'''Full Moon Caste Anima Effect'''
  
  
'''No Moon Caste Anima Effect'''
+
''Augmented Movement + Inhuman Strength*''
  
 +
Sample Power Aspect: Lunar Vigour
  
''Imbue Zone''
+
Base AP Cost: 3AP
  
'''Sample Power Aspect''':  
+
Activation: Fate Point
  
'''Base AP Cost''': 2AP
+
Activation Time: Simple Action
  
'''Activation''': Fate Point
+
Duration: Scene
  
'''Activation Time''': Simple Action
+
Modifiers: ''Augmented Movement'': Improved Speed (+1), Provided (+2), Strenuous (-1), ''Inhuman Strength'': none, Package: Triggers Anima Banner (-1).
  
'''Duration''': Scene
+
Total AP Cost: 4AP
  
'''Modifiers''': Second Aspect (+1), Simultaneous Activation (+1) Triggers Anima Banner (-1)
+
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''.
  
'''Total AP Cost''': 3AP
+
See pages 117 and 178 of the SoF rulebook for more details.
  
The No Moon who activates this Power is enveloped in shadows and finds their ability to work Sorcery enhanced.  They gain the Penumbra (P) and Occult Blessing (P) aspects for the rest of the scene, the former makes the Lunar harder to hit, while the latter is an aid to Sorcerous actions.
 
  
See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
+
'''Alternate Power'''
  
  
==Sidereals==
+
''Luna’s Fitness'' (Linked Power)
  
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.
+
Sample Power Aspect:
  
 +
Base package Cost: 6AP (2+1+2)
  
'''Chosen of Journeys Anima Effect'''
+
Activation Cost: 1FP
  
 +
Modifiers: Triggers Anima Banner (-1), Forced Link (-1)
  
''Enhanced Speed''
+
Final AP Cost: 3AP
  
'''Sample Power Aspect''': Lesser Sign of Mercury
+
Augmented Movement (Jump)
  
'''Base AP Cost''': 1AP
+
Base AP Cost: 1
  
'''Activation''': Fate Point
+
Activation: None
  
'''Activation Time''': Simple Action
 
  
'''Duration''': Scene
+
''Strongman'' (Heroic Advantage)
  
'''Modifiers''': Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
+
Base AP Cost: 2AP
  
'''Total AP Cost''': 4AP
+
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''.
  
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.
+
'''Changing Moon Caste Anima Effect'''
  
  
'''Chosen of Serenity Anima Effect'''
+
'''No Moon Caste Anima Effect'''
  
 
+
==Sidereals==
''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.
 
  
  
Line 259: Line 216:
  
  
''Imbue Zone''
+
'''Chosen of Endings Anima Effect'''
  
'''Sample Power Aspect''': Lesser Sign of Mars
 
  
'''Base AP Cost''': 2AP
+
'''Chosen of Journeys Anima Effect'''
 
 
'''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 [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
 
  
  
Line 283: Line 225:
  
  
''Resistance''
+
'''Chosen of Serenity Anima Effect'''
 
 
'''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 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 [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
 
  
 +
= Terrestrial Exalted =
  
=Terrestrial Exalted=
 
  
 
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.
 
  
 
==Anima Flux==
 
==Anima Flux==
Line 340: Line 239:
 
''Power Attack, Pulse''
 
''Power Attack, Pulse''
  
'''Sample Power Aspect''': Anima Flux
+
Sample Power Aspect: Anima Flux
  
'''Base AP Cost''': 3
+
Base AP Cost: 3
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free Action
+
Activation Time: Free Action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)
+
Modifiers: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)
  
'''Total AP''': 1AP
+
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.   
Line 367: Line 266:
 
''Augmented Movement''
 
''Augmented Movement''
  
'''Sample Power Aspect''': Air Attunement
 
  
'''Base AP Cost''': 1
+
Sample Power Aspect: Air Attunement
 +
 
 +
Base AP Cost: 1
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free Action
+
Activation Time: Free Action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)
+
Modifiers: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)
  
'''Total AP Cost''': 2
+
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.
Line 389: Line 289:
  
  
''Imbue Armour''
+
''Toughess + Robust Defense*''
  
'''Sample Power Aspect''': Earth Attunement
+
Sample Power Aspect: Earth Attunement
  
'''Base AP Cost''': 3
+
Base AP Cost: 3
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free Action
+
Activation Time: Free Action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Armour or clothing Only (-1), Increased Health (+1), Triggers Anima Banner (-1).  
+
Modifiers: ''Toughess'': Strenuous (-1), ''Robust Defense'': Improved Resistance (+2), 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 gain the Aspect ''Skin of Stone(P)'' which can be invoked for defense rolls. Additionally, add one Physical Stress box.
+
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 138 of the SoF rulebook for more information.
+
  See page 108 of the SoF rulebook for more information.
  
  
Line 415: Line 315:
 
''Body Weaponry''
 
''Body Weaponry''
  
'''Sample Power Aspect''': Fire Attunement
+
Sample Power Aspect: Fire Attunement
  
'''Base AP Cost''': 1AP
+
Base AP Cost: 1AP
  
'''Activation''': Fate Point (1st time used in the scene)
+
Activation: Fate Point (1st time used in the scene)
  
'''Activation Time''': Free Action
+
Activation Time: Free Action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)
+
Modifiers: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)
  
'''Total AP Cost''': 2
+
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.
Line 439: Line 339:
 
''Power Attack, Pulse''
 
''Power Attack, Pulse''
  
'''Sample Power Aspect''': Fire Attunement
+
Sample Power Aspect: Fire Attunement
  
'''Base AP Cost''': 3
+
Base AP Cost: 3
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free Action
+
Activation Time: Free Action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)
+
Modifiers: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)
  
'''Total AP''': 3AP
+
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.   
Line 463: Line 363:
 
''Augmented Movement + Breathless''
 
''Augmented Movement + Breathless''
  
'''Sample Power Aspect''': Water Attunement
+
Sample Power Aspect: Water Attunement
  
'''Base AP Cost''': 3AP
+
Base AP Cost: 3AP
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free Action
+
Activation Time: Free Action
  
'''Duration''': Day
+
Duration: Day
  
'''Modifiers''': ''Augmented Movement'': Improved Speed (+2), Strenuous (-1). ''Breathless'': Water-breather (-1), Package: Triggers Anima Banner (-1).
+
Modifiers: ''Augmented Movement'': Improved Speed (+2), Strenuous (-1). ''Breathless'': Water-breather (-1), Package: Triggers Anima Banner (-1).
  
'''Total AP Cost''': 2
+
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.
Line 487: Line 387:
 
''Poison''
 
''Poison''
  
'''Sample Power Aspect''': Wood Attunement
+
Sample Power Aspect: Wood Attunement
  
'''Base AP Cost''': 1 AP
+
Base AP Cost: 1 AP
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free Action
+
Activation Time: Free Action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).
+
Modifiers: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).
  
'''Total AP Cost''': 2
+
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.
 
  
 
=Other Powerful Exalted=
 
=Other Powerful Exalted=
Line 511: Line 410:
  
  
==Abyssals==
+
==Abyssal==
  
  
Line 522: Line 421:
 
''Terrify''
 
''Terrify''
  
'''Sample Power Aspect''': Grim Visage
+
Sample Power Aspect: Grim Visage
  
'''Base AP Cost''': 2AP
+
Base AP Cost: 2AP
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Simple Action
+
Activation Time: Simple Action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)
+
Modifiers: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)
  
'''Total AP Cost''': 4AP
+
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 [+Edge+2] 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.
  
  
'''Midnight Caste Anima Effect'''
+
'''Midnight Cast Anima Effect'''
 +
 
 +
Life Transfer Technique (Leach)
  
 +
Base AP Cost: 3AP
  
''Repel Creature''
+
Activation Cost: Fate Point
  
'''Sample Power Aspect''': Life Transfer Technique, Vile Display of Darkness
+
Modifiers: Triggers Anima banner (-1), Once per Scene (-1), Deadly Leach (+1), Ranged (+1)
  
'''Base AP Cost''': 1AP
+
Total AP Cost: 3AP
  
'''Activation Cost''': Fate Point
+
By harming others, the Midnight Caste can replenish their own vitality.
  
'''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)
+
Linked Power: Vile Display of Darkness
  
'''Total AP Cost''': 3AP
+
Activation cost: 2FP
  
 +
Base package Cost: 6AP (3+2+2)
  
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).
+
Modifiers: Once per scene (-1), Triggers Anima Banner (-1), Forced Link (-1)
  
See page 169 of the SoF rulebook for more details
+
Animate Undead
  
 +
Base AP Cost: 3
  
'''Daybreak Caste Anima Effect'''
+
Activation: Fate Point
  
 +
Activation Time: Simple Action
  
''Armor''
+
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.
  
'''Sample Power Aspect''': Cloak of Daybreak
 
  
'''Base AP Cost''': 1 AP
+
''Repel Mortal Human''
  
'''Activation''': Fate Point
+
Base AP Cost: 1AP
  
'''Activation Time''': Free Action
+
Activation: Fate Point
  
'''Duration''': Scene
+
Modifiers: Aura (targets all mortal humans in zone)(+1)
  
'''Modifiers''': Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)
+
Total Cost: 2AP
  
'''Total AP''': 3AP
+
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.
  
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.
+
'''Daybreak Cast Anima Effect'''
  
  
'''Day Caste Anima Effect'''
+
'''Day Cast Anima Effect'''
  
  
 
''Chameleon''
 
''Chameleon''
  
'''Sample Power Aspect''': Hidden in Plain Sight
+
Sample Power Aspect: Hidden in Plain Sight
  
'''Base AP Cost''': 1
+
Base AP Cost: 1
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Free action
+
Activation Time: Free action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Cloaked(+2)
+
Modifiers: Cloaked(+2), Triggers Anima Banner (-1) Muted Anima*(+1)
  
'''Total AP''': 3AP
+
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.  
+
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.
 
  See page 122 of the SoF rulebook for more details.
Line 614: Line 521:
 
'''Moonshadow Cast Anima Effect'''
 
'''Moonshadow Cast Anima Effect'''
  
 
+
==Alchemical==
''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 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.
Line 638: Line 531:
  
  
''Imbue Weapon''
+
'''Soulsteel Caste Anima Effect'''
  
'''Sample Power Aspects''':
 
  
'''Base AP Cost''': 3
+
'''Starmetal Caste Anima Effect'''
 
 
'''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'''
 
'''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'''
 
'''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.
 
  
  
Line 767: Line 546:
  
  
''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
+
==Infernal==
  
'''Base AP Cost''': 3AP
 
  
'''Activation''': Fate Point
+
'''Akuma Anima Effect'''
  
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.
+
'''Green Sun Prince Anima Effect'''
  
''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>
 
[[SoF_Exalted |Back to Main Page]]<br>

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)