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''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.
 
 
'''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.
 
  
  
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''Oath Binding''
 
''Oath Binding''
  
'''Sample Power Aspect''': Arcane Contracts
+
Sample Power Aspect: Arcane Contracts
  
'''Base AP Cost''': 3AP
+
Base AP Cost: 3AP
  
'''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.
 
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.
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==Lunars==
+
'''Night Caste Anima Effect'''
  
Known also as the Stewards, these mighty savages are the champions of Luna.
 
  
 +
''Chameleon''
  
'''Full Moon Caste Anima Effect'''
+
Sample Power Aspect: Shadowy Veil
  
 +
Base AP Cost: 1
  
''Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*''
+
Activation: Fate Point
  
'''Sample Power Aspect''': Lunar Vigour
+
Activation Time: Free action
  
'''Base AP Cost''': 3AP
+
Duration: Scene
  
'''Activation''': Fate Point
+
Modifiers: Cloaked(+2), Triggers Anima Banner (-1), Muted Anima*(+1)
  
'''Activation Time''': Simple Action
+
Total AP: 3AP
  
'''Duration''': Scene
+
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.
  
'''Modifiers''': ''Augmented Movement'': Improved Speed x2 (+2), Strenuous (-1), ''Inhuman Strength'': none, Package: Triggers Anima Banner (-1).
+
See page 122 of the SoF rulebook for more information.
  
'''Total AP Cost''': 3AP
 
  
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''.
+
'''Twilight Caste Anima Effect'''
  
See pages 117 of the SoF rulebook for more details.
 
  
 +
''Armor''
  
'''Changing Moon Caste Anima Effect'''
+
Sample Power Aspect: Cloak of Twilight
  
 +
Base AP Cost: 1 AP
  
''Chameleon''
+
Activation: Fate Point
  
'''Sample Power Aspect''': Lunar Shroud
+
Activation Time: Free Action
  
'''Base AP Cost''': 1AP
+
Duration: Scene
  
'''Activation''': Fate Point
+
Modifiers: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)
  
'''Activation Time''': Free Action
+
Total AP: 3AP
  
'''Duration''': Scene
+
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.
  
'''Modifiers''': Cloaked (+2), Reflexive (+1), Triggers Anima Banner (-1).
+
  See page 113 of the SoF rulebook for more information.
  
'''Total AP Cost''': 3AP
 
  
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.
+
'''Alternate Power''':
  
See page 122 of the SoF rulebook for more information.
+
''Barrier''
  
 +
Sample Power Aspect:
  
'''No Moon Caste Anima Effect'''
+
Base AP Cost: 3AP
  
 +
Activation: Fate Point
  
''Imbue Zone''
+
Activation Time: Simple Action
  
'''Sample Power Aspect''':  
+
Duration: 1 + Affinity Rating x 3 hours or until dismissed.
  
'''Base AP Cost''': 2AP
+
Modifiers: Hardened Barrier (+1, Triggers Anima banner (-1)
  
'''Activation''': Fate Point
+
Total AP Cost: 3AP
  
'''Activation Time''': Simple Action
+
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.
  
'''Duration''': Scene
+
See page 119 of the SoF rulebook for more information.
  
'''Modifiers''': Second Aspect (+1), Simultaneous Activation (+1) Triggers Anima Banner (-1)
 
  
'''Total AP Cost''': 3AP
+
'''Zenith Caste Anima Effect'''
  
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.
+
''Repel Creature'' (Undead, Demons)
  
 +
Sample Power Aspect: Wrath of Sunshine
  
==Sidereals==
+
Base AP Cost: 1
  
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.
+
Activation: Fate Point
  
 +
Duration: Instant
  
'''Chosen of Journeys Anima Effect'''
+
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
  
''Enhanced Speed''
+
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.
  
'''Sample Power Aspect''': Lesser Sign of Mercury
+
See page 169 of the SoF rulebook for more details
  
'''Base AP Cost''': 1AP
 
  
'''Activation''': Fate Point
+
==Lunars==
  
'''Activation Time''': Simple Action
+
These mighty savages are the champions of Luna.
  
'''Duration''': Scene
+
'''Changing Moon Caste Anima Effect'''
  
'''Modifiers''': Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
 
  
'''Total AP Cost''': 4AP
+
'''Full Moon Caste Anima Effect'''
  
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.
+
''Augmented Movement + Inhuman Strength*''
  
 +
Sample Power Aspect: Lunar Vigour
  
'''Chosen of Serenity Anima Effect'''
+
Base AP Cost: 3AP
  
 +
Activation: Fate Point
  
''Awe''
+
Activation Time: Simple Action
  
'''Sample Power Aspect''': Lesser Sign of Venus
+
Duration: Scene
  
'''Base AP Cost''': 2AP
+
Modifiers: ''Augmented Movement'': Improved Speed (+1), Provided (+2), Strenuous (-1), ''Inhuman Strength'': none, Package: Triggers Anima Banner (-1).
  
'''Activation''': Fate Point
+
Total AP Cost: 4AP
  
'''Activation Time''': Simple Action
+
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''.
  
'''Duration''': Scene
+
See pages 117 and 178 of the SoF rulebook for more details.
  
'''Modifiers''': Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)
 
  
'''Total AP Cost''': 3AP
+
'''Alternate Power'''
  
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.
+
''Luna’s Fitness'' (Linked Power)
  
 +
Sample Power Aspect:
  
'''Chosen of Battles Anima Effect'''
+
Base package Cost: 6AP (2+1+2)
  
 +
Activation Cost: 1FP
  
''Imbue Zone''
+
Modifiers: Triggers Anima Banner (-1), Forced Link (-1)
  
'''Sample Power Aspect''': Lesser Sign of Mars
+
Final AP Cost: 3AP
  
'''Base AP Cost''': 2AP
+
Augmented Movement (Jump)
  
'''Activation''': Fate Point
+
Base AP Cost: 1
  
'''Activation Time''': Simple Action
+
Activation: None
  
'''Duration''': Scene
 
  
'''Modifiers''': Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
+
''Strongman'' (Heroic Advantage)
  
'''Total AP Cost''': 3AP
+
Base AP Cost: 2AP
  
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.
+
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''.  
  
See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
 
  
 +
'''No Moon Caste Anima Effect'''
  
'''Chosen of Secrets Anima Effect'''
 
  
  
''Resistance''
+
==Sidereals==
  
'''Sample Power Aspect''': Lesser Sign of Jupiter
+
Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.
  
'''Base AP Cost''': 1AP
 
  
'''Activation''': Fate Point
+
'''Chosen of Battles Anima Effect'''
 
 
'''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.
 
  
  
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''Imbue Zone''
+
'''Chosen of Journeys Anima Effect'''
  
'''Sample Power Aspect''': Lesser Sign of Saturn
 
  
'''Base AP Cost''': 2AP
+
'''Chosen of Secrets Anima Effect'''
  
'''Activation''': Fate Point
 
  
'''Activation Time''': Simple Action
+
'''Chosen of Serenity Anima Effect'''
 
 
'''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==
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''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.   
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''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.
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''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.
  
  
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''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.
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''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.   
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''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.
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''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.
 +
  
  
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==Abyssals==
+
==Abyssal==
  
  
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'''Dusk Caste Anima Effect'''
+
'''Day Caste Anima Effect'''
  
  
''Terrify''
+
''Chameleon''
  
'''Sample Power Aspect''': Grim Visage
+
Sample Power Aspect: Hidden in Plain Sight
  
'''Base AP Cost''': 2AP
+
Base AP Cost: 1
  
'''Activation''': Fate Point
+
Activation: Fate Point
  
'''Activation Time''': Simple Action
+
Activation Time: Free action
  
'''Duration''': Scene
+
Duration: Scene
  
'''Modifiers''': Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)
+
Modifiers: Cloaked(+2), Triggers Anima Banner (-1) Muted Anima*(+1)
  
'''Total AP Cost''': 4AP
+
Total AP: 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 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 183 of the SoF rulebook for more details.
+
  See page 122 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
 
  
  
Line 569: Line 454:
 
''Armor''
 
''Armor''
  
'''Sample Power Aspect''': Cloak of Daybreak
+
Sample Power Aspect: Cloak of Daybreak
  
'''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''': Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)
+
Modifiers: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)
  
'''Total AP''': 3AP
+
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.
+
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.
 
  See page 113 of the SoF rulebook for more information.
  
  
'''Day Caste Anima Effect'''
+
'''Alternate Power''':
  
 +
''Barrier''
  
''Chameleon''
+
Sample Power Aspect:
  
'''Sample Power Aspect''': Hidden in Plain Sight
+
Base AP Cost: 3AP
  
'''Base AP Cost''': 1
+
Activation: Fate Point
  
'''Activation''': Fate Point
+
Activation Time: Simple Action
  
'''Activation Time''': Free action
+
Duration: 1 + Affinity Rating x 3 hours or until dismissed.
  
'''Duration''': Scene
+
Modifiers: Hardened Barrier (+1, Triggers Anima banner (-1)
  
'''Modifiers''': Cloaked(+2)
+
Total AP Cost: 3AP
  
'''Total AP''': 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.
  
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 119 of the SoF rulebook for more information.
  
See page 122 of the SoF rulebook for more details.
 
  
 +
'''Dusk Caste Anima Effect'''
  
'''Moonshadow Cast Anima Effect'''
 
  
 +
''Terrify''
  
''Oath Binding''
+
Sample Power Aspect: Grim Visage
  
'''Sample Power Aspect''': Arcane Contracts
+
Base AP Cost: 2AP
  
'''Base AP Cost''': 3AP
+
Activation: Fate Point
  
'''Activation''': Fate Point
+
Activation Time: Simple Action
  
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.
+
Duration: Scene
  
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.
+
Modifiers: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)
  
 +
Total AP Cost: 4AP
  
==Alchemicals==
+
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.
  
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.
+
See page 183 of the SoF rulebook for more details.
  
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes.
 
  
 +
'''Midnight Caste Anima Effect'''
  
'''Orichalcum Caste Anima Effect'''
 
  
 +
''Animate Dead'' + ''Leach''
  
''Imbue Weapon''
+
Sample Power Aspect: Life Transfer Technique, Vile Display of Darkness
  
'''Sample Power Aspects''':  
+
Base AP Cost: 6AP
  
'''Base AP Cost''': 3
+
Activation Cost: Fate Point
  
'''Activation''': Fate Point
+
Activation Time: Simple Action
  
'''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)
  
'''Duration''': Scene
+
Total AP Cost: 5AP '''Needs bringing down to 4AP'''
  
'''Modifiers''': Damage-only (-1), Triggers Anima Banner (-1)
+
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.
  
'''Total Cost''': 1AP
+
Additionally, by harming others, the Midnight Caste can replenish their own vitality.
  
'''Requires a Power Source'''
+
See pages 112 and 143 of the SoF rulebook for more details
  
  
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.
+
''Alternative Midnight Power to Leach?''
  
See page 139 of the SoF rulebook for more information.
+
''Repel Mortal Human''
  
 +
Base AP Cost: 1AP
  
'''Moonsilver Caste Anima Effect'''
+
Activation: Fate Point
  
 +
Modifiers: Aura (targets all mortal humans in zone)(+1)
  
''Enhanced Reflexes''
+
Total Cost: 2AP
  
'''Sample Power Aspects''':
+
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.
  
'''Base AP Cost''': 3
 
  
'''Activation''': Fate Point
+
'''Moonshadow Cast Anima Effect'''
  
'''Activation Time''': Free Action
 
  
'''Modifiers''': Triggers Anima Banner (-1)
+
''Oath Binding''
  
'''Total Cost''': 2AP
+
Sample Power Aspect: Arcane Contracts
  
 +
Base AP Cost: 3AP
  
You gain the persistent Aspect ''Enhanced Reflexes(P)''. You may also roll your Agility to defend against ranged attacks from bows and firewands.
+
Activation: Fate Point
  
  See page 130 of the SoF rulebook for more information.
+
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.
  
'''Jade Caste Anima Effect'''
 
  
 +
==Alchemical==
  
''[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]''
+
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.
  
'''Sample Power Aspect''': Iron Constitution Technique
+
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes.
  
'''Base AP Cost''': 2AP
+
'''Adamant Caste Anima Effect'''
  
'''Activation''': Fate Point
 
  
'''Activation Time''': Free Action
+
'''Jade Caste Anima Effect'''
  
'''Duration''': Scene
 
  
'''Modifiers''': Triggers Anima Banner (-1)
+
'''Moonsilver Caste Anima Effect'''
  
'''Requires a Power Source'''
 
  
'''Total Cost''': 1AP
+
'''Orichalcum Caste Anima Effect'''
  
  
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.
+
'''Soulsteel Caste Anima Effect'''
  
  
Line 713: Line 600:
  
  
''Imbue Weapon''
+
==Infernal==
 
 
'''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
+
'''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.
 
  
  
 
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