Difference between revisions of "SoF Exalted/Anima Effects"

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(Solars)
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'''Dawn Caste Anima Effect'''
 
'''Dawn Caste Anima Effect'''
  
Terrify
+
''Terrify''
 
Base AP Cost: 2AP
 
Base AP Cost: 2AP
 
Activation: 1 FP
 
Activation: 1 FP
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'''Zenith Caste Anima Effect'''
 
'''Zenith Caste Anima Effect'''
  
Repel Creature (Undead, Demons)
+
''Repel Creature'' (Undead, Demons)
 
Base AP Cost: 1
 
Base AP Cost: 1
 
Activation: 1FP
 
Activation: 1FP
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'''Night Caste Anima Effect'''
 
'''Night Caste Anima Effect'''
  
Chameleon
+
''Chameleon''
 
Base AP Cost: 1
 
Base AP Cost: 1
 
Activation: 1FP
 
Activation: 1FP
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'''Twilight Caste Anima Effect'''
 
'''Twilight Caste Anima Effect'''
  
Armor
+
''Armor''
 
Base AP Cost: 3AP
 
Base AP Cost: 3AP
 
Activation: 1FP
 
Activation: 1FP
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Total AP: 4AP
 
Total AP: 4AP
  
The Exalt may channel his or her Anima Banner to provide extra armor (+5) for one scene. This armor bonus does not stack with any mundane armor the Exalt may be wearing, but still applies even against those things which might pass through normal armour.
+
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This armor bonus does not stack with any mundane armor the Exalt may be wearing, but still applies even against those things which might pass through normal armour.
  
 
See page 113 of the SoF rulebook for more information.
 
See page 113 of the SoF rulebook for more information.
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'''Eclipse Caste Anima Effect'''
 
'''Eclipse Caste Anima Effect'''
  
Oath Binding
+
''Oath Binding''
 
Base AP Cost: 4AP
 
Base AP Cost: 4AP
 
Activation: 1 FP
 
Activation: 1 FP
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''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.''
 
''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.''
 
  
 
==Lunars==
 
==Lunars==

Revision as of 03:44, 30 April 2011

Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.

Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.


Celestial Exalted

The most powerful of the Exalted...

Solars

Dawn Caste Anima Effect

Terrify Base AP Cost: 2AP Activation: 1 FP Activation Time: Simple Action Duration: Scene Modifiers: +1 Horrific (+2 to use Power), +1 Aura of Terror (targets everyone in same zone) 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 [+ 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.


Zenith Caste Anima Effect

Repel Creature (Undead, Demons) Base AP Cost: 1 Activation: 1FP Duration: Instant Modifiers: +1 Additional Creature Type (Demons), +1 Destructive Repel, +1 Aura*, -1 Once per Scene, +1 Potent Repel Total AP Cost: 4

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


Night Caste Anima Effect

Chameleon Base AP Cost: 1 Activation: 1FP Activation Time: Free action Duration: Scene Modifiers: +2 Cloaked, +1 Muted Anima* Total AP: 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. Unlike other anima effects, this power is designed hide the anima banner form others.

See page 122 of the SoF rulebook for more information.


Twilight Caste Anima Effect

Armor Base AP Cost: 3AP Activation: 1FP Activation Time: Free Action Duration: Scene Modifiers: Insubstantial Total AP: 4AP

The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This armor bonus does not stack with any mundane armor the Exalt may be wearing, but still applies even against those things which might pass through normal armour.

See page 113 of the SoF rulebook for more information.


Eclipse Caste Anima Effect

Oath Binding Base AP Cost: 4AP Activation: 1 FP

The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect Sacred Oath (P), which can be invoked or compelled as normal.This permanent aspect remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect Cursed (P). How long the Cursed (P) Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.

Also, the Eclipses, being the diplomats and messengers of the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure.

Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.

Lunars

Full Moon Caste Anima Effect


Changing Moon Caste Anima Effect


No Moon Caste Anima Effect


Sidereals

Chosen of Battles Anima Effects


Chosen of Endings Anima Effects


Chosen of Journeys Anima Effects


Chosen of Secrets Anima Effects


Chosen of Serenity Anima Effects


Terrestrial Exalted

While less powerful individually than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.

Air Aspect Anima Effect

Earth Aspect Anima Effect

Fire Aspect Anima Effect

Water Aspect Anima Effect

Wood Aspect Anima Effect