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'''Zenith Caste Anima Effect'''
+
'''Eclipse Caste Anima Effect'''
  
  
''Repel Creature'' (Undead, Demons)
+
''Oath Binding''
  
'''Sample Power Aspect''': Wrath of Sunshine
+
'''Sample Power Aspect''': Arcane Contracts
  
'''Base AP Cost''': 1
+
'''Base AP Cost''': 3AP
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
  
'''Duration''': Instant
+
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.
  
'''Modifiers''': Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)
+
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.
  
'''Total AP Cost''': 3AP
+
''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.''
 
 
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.
 
  
  
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'''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''':
  
  
''Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*''
+
''Barrier''
  
'''Sample Power Aspect''': Lunar Vigour
+
'''Sample Power Aspect''':  
  
 
'''Base AP Cost''': 3AP
 
'''Base AP Cost''': 3AP
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'''Activation Time''': Simple Action
 
'''Activation Time''': Simple Action
  
'''Duration''': Scene
+
'''Duration''': 1 + Affinity Rating x 3 hours or until dismissed.
  
'''Modifiers''': ''Augmented Movement'': Improved Speed x2 (+2), Strenuous (-1), ''Inhuman Strength'': none, Package: Triggers Anima Banner (-1).
+
'''Modifiers''': Hardened Barrier (+1, Triggers Anima banner (-1)
  
 
'''Total AP Cost''': 3AP
 
'''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''.
+
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 pages 117 of the SoF rulebook for more details.
+
  See page 119 of the SoF rulebook for more information.
  
  
'''Changing Moon Caste Anima Effect'''
+
'''Zenith Caste Anima Effect'''
  
  
''Chameleon''
+
''Repel Creature'' (Undead, Demons)
  
'''Sample Power Aspect''': Lunar Shroud
+
'''Sample Power Aspect''': Wrath of Sunshine
  
'''Base AP Cost''': 1AP
+
'''Base AP Cost''': 1
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
  
'''Activation Time''': Free Action
+
'''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
 +
 
 +
 
 +
==Lunars==
  
'''Duration''': Scene
+
Known also as the Stewards, these mighty savages are the champions of Luna.
  
'''Modifiers''':  Cloaked (+2), Reflexive (+1), Triggers Anima Banner (-1).
+
'''Changing Moon Caste Anima Effect'''
  
'''Total AP Cost''': 3AP
+
''Chameleon''
  
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.
 
  See page 122 of the SoF rulebook for more information.
  
  
'''No Moon Caste Anima Effect'''
+
'''Full Moon Caste Anima Effect'''
  
  
''Imbue Zone''
+
''Augmented Movement + [[SoF_Exalted/New_Advantages#Inhuman_Strength |Inhuman Strength]]*''
  
'''Sample Power Aspect''':  
+
'''Sample Power Aspect''': Lunar Vigour
  
'''Base AP Cost''': 2AP
+
'''Base AP Cost''': 3AP
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
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'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Second Aspect (+1), Simultaneous Activation (+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
  
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.
+
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.
 +
 
 +
 
 +
'''No Moon Caste Anima Effect'''
  
See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
 
  
  
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'''Chosen of Journeys Anima Effect'''
+
'''Chosen of Battles Anima Effect'''
  
  
''Enhanced Speed''
+
''Imbue Zone''
  
'''Sample Power Aspect''': Lesser Sign of Mercury
+
'''Sample Power Aspect''': Lesser Sign of Mars
  
'''Base AP Cost''': 1AP
+
'''Base AP Cost''': 2AP
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
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'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
+
'''Modifiers''': Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
  
'''Total AP Cost''': 4AP
+
'''Total AP Cost''': 3AP
  
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.
+
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 page 129 of the SoF rulebook for more details.
+
  See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
  
  
'''Chosen of Serenity Anima Effect'''
+
'''Chosen of Endings Anima Effect'''
  
  
''Awe''
+
''Imbue Zone''
  
'''Sample Power Aspect''': Lesser Sign of Venus
+
'''Sample Power Aspect''': Lesser Sign of Saturn
  
 
'''Base AP Cost''': 2AP
 
'''Base AP Cost''': 2AP
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'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)
+
'''Modifiers''': Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
  
 
'''Total AP Cost''': 3AP
 
'''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.
+
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 page 118 of the SoF rulebook for more information.
+
  See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
  
  
'''Chosen of Battles Anima Effect'''
+
'''Chosen of Journeys Anima Effect'''
  
  
''Imbue Zone''
+
''Enhanced Speed''
  
'''Sample Power Aspect''': Lesser Sign of Mars
+
'''Sample Power Aspect''': Lesser Sign of Mercury
  
'''Base AP Cost''': 2AP
+
'''Base AP Cost''': 1AP
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
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'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
+
'''Modifiers''': Metro Class Speed (+2), Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
  
'''Total AP Cost''': 3AP
+
'''Total AP Cost''': 4AP
  
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.
+
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 the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
+
  See page 129 of the SoF rulebook for more details.
  
  
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'''Chosen of Endings Anima Effect'''
+
'''Chosen of Serenity Anima Effect'''
  
  
''Imbue Zone''
+
''Awe''
  
'''Sample Power Aspect''': Lesser Sign of Saturn
+
'''Sample Power Aspect''': Lesser Sign of Venus
  
 
'''Base AP Cost''': 2AP
 
'''Base AP Cost''': 2AP
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'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Expansive Effect (+1), Allies Only (+1) Triggers Anima Banner (-1)
+
'''Modifiers''': Expanded Coverage (+1), Allies Only (+1), Triggers Anima Banner (-1)
  
 
'''Total AP Cost''': 3AP
 
'''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.
+
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 the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
+
  See page 118 of the SoF rulebook for more information.
  
  
 
=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.
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''Imbue Armour''
+
''Imbue Armour + [[SoF_Exalted/New_Advantages#Robust_Defense |Robust Defense]]*''
  
 
'''Sample Power Aspect''': Earth Attunement
 
'''Sample Power Aspect''': Earth Attunement
  
'''Base AP Cost''': 3
+
'''Base AP Cost''': 4
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
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'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Armour or clothing Only (-1), Increased Health (+1), Triggers Anima Banner (-1).  
+
'''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 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. 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.
 
  See page 138 of the SoF rulebook for more information.
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  See pages 155 of the SoF rulebook for more information.
 
  See pages 155 of the SoF rulebook for more information.
 +
  
  
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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'''
+
'''Daybreak Caste Anima Effect'''
  
  
''Repel Creature''  
+
''Armor''
  
'''Sample Power Aspect''': Life Transfer Technique, Vile Display of Darkness
+
'''Sample Power Aspect''': Cloak of Daybreak
  
'''Base AP Cost''': 1AP
+
'''Base AP Cost''': 1 AP
  
'''Activation Cost''': Fate Point
+
'''Activation''': Fate Point
  
'''Activation Time''': Simple Action
+
'''Activation Time''': Free Action
  
'''Modifiers''': Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)
+
'''Duration''': Scene
  
'''Total AP Cost''': 3AP
+
'''Modifiers''': Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)
  
 +
'''Total AP''': 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).
+
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 169 of the SoF rulebook for more details
+
  See page 113 of the SoF rulebook for more information.
  
  
'''Daybreak Caste Anima Effect'''
+
'''Alternate Power''':
  
 +
''Barrier''
  
''Armor''
+
'''Sample Power Aspect''':
  
'''Sample Power Aspect''': Cloak of Daybreak
+
'''Base AP Cost''': 3AP
 
 
'''Base AP Cost''': 1 AP
 
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
  
'''Activation Time''': Free Action
+
'''Activation Time''': Simple Action
  
'''Duration''': Scene
+
'''Duration''': 1 + Affinity Rating x 3 hours or until dismissed.
  
'''Modifiers''': Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)
+
'''Modifiers''': Hardened Barrier (+1, Triggers Anima banner (-1)
  
'''Total AP''': 3AP
+
'''Total AP Cost''': 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.
+
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 113 of the SoF rulebook for more information.
+
  See page 119 of the SoF rulebook for more information.
  
  
'''Day Caste Anima Effect'''
+
'''Dusk Caste Anima Effect'''
  
  
''Chameleon''
+
''Terrify''
  
'''Sample Power Aspect''': Hidden in Plain Sight
+
'''Sample Power Aspect''': Grim Visage
  
'''Base AP Cost''': 1
+
'''Base AP Cost''': 2AP
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
  
'''Activation Time''': Free action
+
'''Activation Time''': Simple Action
  
 
'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Cloaked(+2)
+
'''Modifiers''': Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)
  
'''Total AP''': 3AP
+
'''Total AP Cost''': 4AP
  
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 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 122 of the SoF rulebook for more details.
+
  See page 183 of the SoF rulebook for more details.
  
  
'''Moonshadow Cast Anima Effect'''
+
'''Midnight Caste Anima Effect'''
  
  
''Oath Binding''
+
''Repel Creature''  
  
'''Sample Power Aspect''': Arcane Contracts
+
'''Sample Power Aspect''': Life Transfer Technique, Vile Display of Darkness
  
'''Base AP Cost''': 3AP
+
'''Base AP Cost''': 1AP
  
'''Activation''': Fate Point
+
'''Activation Cost''': 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.
+
'''Activation Time''': Simple Action
  
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''': Aura* (+1), Once per Scene (-1), Common Creature [Mortals] (+1), Potent Repel (+1), Destructive Repel (+1), Triggers Anima banner (-1)
  
 +
'''Total AP Cost''': 3AP
  
==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 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).
  
The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes.
+
See page 169 of the SoF rulebook for more details
  
  
'''Orichalcum Caste Anima Effect'''
+
'''Moonshadow Cast Anima Effect'''
  
  
''Imbue Weapon''
+
''Oath Binding''
  
'''Sample Power Aspects''':  
+
'''Sample Power Aspect''': Arcane Contracts
  
'''Base AP Cost''': 3
+
'''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''': Damage-only (-1), Triggers Anima Banner (-1)
 
  
'''Total Cost''': 1AP
+
==Alchemicals==
  
'''Requires a Power Source'''
+
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.
  
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.
+
'''Adamant Caste Anima Effect'''
  
 +
''Awe''
  
'''Moonsilver Caste Anima Effect'''
+
'''Sample Power Aspect''':
  
 
+
'''Base AP Cost''': 2
''Enhanced Reflexes''
 
 
 
'''Sample Power Aspects''':
 
 
 
'''Base AP Cost''': 3
 
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
  
 
'''Activation Time''': Free Action
 
'''Activation Time''': Free Action
 +
 +
'''Duration''': Scene
  
 
'''Modifiers''': Triggers Anima Banner (-1)
 
'''Modifiers''': Triggers Anima Banner (-1)
  
'''Total Cost''': 2AP
+
'''Total AP Cost''': 1
 +
 
 +
'''Requires a Power Source and Affinity Ability'''
  
  
You gain the persistent Aspect ''Enhanced Reflexes(P)''. You may also roll your Agility to defend against ranged attacks from bows and firewands.
+
When triggered, you gain the persistent Aspect ''Aura of Secrecy(P)'', which can be invoked to make people forget you.  
  
  See page 130 of the SoF rulebook for more information.
+
  See page 118 of the SoF rulebook for more information.
  
  
 
'''Jade Caste Anima Effect'''
 
'''Jade Caste Anima Effect'''
 
  
 
''[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]''
 
''[[SoF_Exalted/New_Advantages#Enhanced_Endurance |Enhanced Endurance]]''
Line 710: Line 697:
  
  
'''Starmetal Caste Anima Effect'''
+
'''Moonsilver Caste Anima Effect'''
  
 
+
''Enhanced Reflexes''
''Imbue Weapon''
 
  
 
'''Sample Power Aspects''':  
 
'''Sample Power Aspects''':  
Line 721: Line 707:
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
  
'''Activation Time''': Simple Action
+
'''Activation Time''': Free Action
 
 
'''Duration''': Scene
 
  
 
'''Modifiers''': Triggers Anima Banner (-1)
 
'''Modifiers''': Triggers Anima Banner (-1)
Line 729: Line 713:
 
'''Total Cost''': 2AP
 
'''Total Cost''': 2AP
  
'''Requires a Power Source'''
 
  
 +
You gain the persistent Aspect ''Enhanced Reflexes(P)''. You may also roll your Agility to defend against ranged attacks from bows and firewands.
  
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.
+
See page 130 of the SoF rulebook for more information.
  
See page 139 of the SoF rulebook for more information.
 
  
 +
'''Orichalcum Caste Anima Effect'''
  
'''Soulsteel Caste Anima Effect'''
+
''Imbue Weapon''
  
 +
'''Sample Power Aspects''':
  
''Awe''
+
'''Base AP Cost''': 3
 
 
'''Sample Power Aspect:'''
 
 
 
'''Base AP Cost''': 2
 
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
  
'''Activation Time''': Free Action
+
'''Activation Time''': Simple Action
  
 
'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Triggers Anima Banner (-1)
+
'''Modifiers''': Damage-only (-1), Triggers Anima Banner (-1)
  
'''Total AP Cost''': 1
+
'''Total Cost''': 1AP
  
'''Requires a Power Source and Affinity Ability'''
+
'''Requires a Power Source'''
  
  
When activated, you gain the persistent Aspect ''Aura of Dread(P)'', which can be used to elicit fear.  
+
When activated, you gain a persistent Aspect which can be invoked to add +2WR to any weapons wielded by you.
  
  See page 118 of the SoF rulebook for more information.
+
  See page 139 of the SoF rulebook for more information.
  
  
'''Adamant Caste Anima Effect'''
+
'''Soulsteel Caste Anima Effect'''
 
 
  
 
''Awe''
 
''Awe''
  
'''Sample Power Aspect''':
+
'''Sample Power Aspect:'''
  
 
'''Base AP Cost''': 2
 
'''Base AP Cost''': 2
Line 786: Line 766:
  
  
When triggered, you gain the persistent Aspect ''Aura of Secrecy(P)'', which can be invoked to make people forget you.  
+
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.
 
  See page 118 of the SoF rulebook for more information.
  
  
==Infernals==
+
'''Starmetal Caste Anima Effect'''
  
 +
''Imbue Weapon''
  
'''Akuma'''
+
'''Sample Power Aspects''':
  
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.
+
'''Base AP Cost''': 3
 
 
 
 
'''Green Sun Princes'''
 
 
 
'''Slayer Caste Anima Effect'''
 
 
 
 
 
''Terrify''
 
 
 
'''Sample Power Aspect''': Terrible Countenance of Malfeas
 
 
 
'''Base AP Cost''': 2AP
 
  
 
'''Activation''': Fate Point
 
'''Activation''': Fate Point
Line 816: Line 785:
 
'''Duration''': Scene
 
'''Duration''': Scene
  
'''Modifiers''': Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)
+
'''Modifiers''': Triggers Anima Banner (-1)
  
'''Total AP Cost''': 4AP
+
'''Total Cost''': 2AP
  
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.
+
'''Requires a Power Source'''
  
See page 183 of the SoF rulebook for more details.
 
  
 +
When activated, you gain a persistent Aspect which may be invoked on rolls to hit and initiative.
  
'''Malefactor Caste Anima Effect'''
+
See page 139 of the SoF rulebook for more information.
  
  
''Repel Creature'' (Gods, Solar Exalted)
+
==Infernals==
  
'''Sample Power Aspect''': Wrath of Cecelyne
 
  
'''Base AP Cost''': 1
+
'''Akuma'''
  
'''Activation''': Fate Point
+
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.
  
'''Duration''': Instant
 
  
'''Modifiers''': Additional Creature Type (Gods; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)
+
'''Green Sun Princes'''
 
 
'''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
 
  
  
Line 850: Line 811:
  
  
''Armor''
+
'''Fiend Caste Anima Effect'''
  
'''Sample Power Aspect''': Aegis of She Who Lives In Her Name
 
  
'''Base AP Cost''': 1 AP
+
'''Malefactor Caste Anima Effect'''
 
 
'''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 874: Line 820:
  
  
''Imbue Zone''
+
'''Slayer Caste Anima Effect'''
 
 
'''Sample Power Aspect''': Blessing of Adorjan
 
 
 
'''Base AP Cost''': 2
 
 
 
'''Activation''': Fate Point
 
 
 
'''Activation Time''': Simple Action
 
 
 
'''Duration''': Scene
 
 
 
'''Modifiers''': Centered on Self (+1)
 
 
 
'''Total AP''': 3AP
 
 
 
The Exalt can surround himself with an area of utter silence, granting any Zone he is in the Silence (P) Aspect.  This Power must always affect the Zone the Exalt is in, but it travels with him wherever he goes.
 
 
 
See the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion] for more details on Imbue Zone.
 
 
 
 
 
'''Fiend Caste Anima Effect'''
 
 
 
 
 
''Oath Binding''
 
 
 
'''Sample Power Aspect''': Arcane Contracts
 
 
 
'''Base AP Cost''': 3AP
 
 
 
'''Activation''': Fate Point
 
 
 
The Fiend Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect ''Sacred Oath(P)'', which can be invoked or compelled as normal. This permanent aspect  remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect ''Cursed(P)''. How long the ''Cursed(P)'' Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.
 
 
 
Also, the Fiends, being the diplomats and messengers of the Yozi, are protected by ancient pacts with the Fair folk and the Underworld (Gods, however, offer no such immunity). As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure.
 
  
''Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome.
 
  
  
 
[[SoF_Exalted |Back to Main Page]]<br>
 
[[SoF_Exalted |Back to Main Page]]<br>

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