Difference between revisions of "SoF Exalted/Anima Effects"

From RPGnet
Jump to: navigation, search
Line 274: Line 274:
 
''Augmented Movement''
 
''Augmented Movement''
  
 
+
'''Sample Power Aspect''': Air Attunement
Sample Power Aspect: Air Attunement
 
  
 
'''Base AP Cost''': 1
 
'''Base AP Cost''': 1

Revision as of 13:20, 10 May 2011

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

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


Celestial Exalted

The most powerful of the Exalted, there are only several hundred of them in all of Creation. They are the chosen champions and representatives of the most powerful beings in existence, gifted with a fragment of that power.


Solars

Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun.


Dawn Caste Anima Effect


Terrify

Sample Power Aspect: Morning's Awful Majesty

Base AP Cost: 2AP

Activation: Fate Point

Activation Time: Simple Action

Duration: Scene

Modifiers: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)

Total AP Cost: 4AP

The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+ Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.

See page 183 of the SoF rulebook for more details.


Eclipse Caste Anima Effect


Oath Binding

Sample Power Aspect: Arcane Contracts

Base AP Cost: 3AP

Activation: Fate Point

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

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

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


Night Caste Anima Effect


Chameleon

Sample Power Aspect: Shadowy Veil

Base AP Cost: 1

Activation: Fate Point

Activation Time: Free action

Duration: Scene

Modifiers: Cloaked(+2), Triggers Anima Banner (-1), Muted Anima*(+1)

Total AP: 3AP

The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others.

See page 122 of the SoF rulebook for more information.


Twilight Caste Anima Effect


Armor

Sample Power Aspect: Cloak of Twilight

Base AP Cost: 1 AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)

Total AP: 3AP

The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.

See page 113 of the SoF rulebook for more information.


Alternate Power:


Barrier

Sample Power Aspect:

Base AP Cost: 3AP

Activation: Fate Point

Activation Time: Simple Action

Duration: 1 + Affinity Rating x 3 hours or until dismissed.

Modifiers: Hardened Barrier (+1, Triggers Anima banner (-1)

Total AP Cost: 3AP

You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.

See page 119 of the SoF rulebook for more information.


Zenith Caste Anima Effect


Repel Creature (Undead, Demons)

Sample Power Aspect: Wrath of Sunshine

Base AP Cost: 1

Activation: Fate Point

Duration: Instant

Modifiers: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Triggers Anima Banner (-1)

Total AP Cost: 3AP

The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll the Exalts Affinity as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt.

See page 169 of the SoF rulebook for more details


Lunars

These mighty savages are the champions of Luna.

Changing Moon Caste Anima Effect


Full Moon Caste Anima Effect


Augmented Movement + Inhuman Strength*

Sample Power Aspect: Lunar Vigour

Base AP Cost: 3AP

Activation: Fate Point

Activation Time: Simple Action

Duration: Scene

Modifiers: Augmented Movement: Improved Speed (+1), Provided (+2), Strenuous (-1), Inhuman Strength: none, Package: Triggers Anima Banner (-1).

Total AP Cost: 4AP

Lunar power fills your muscles, allowing you to run faster and cover difficult terrain with incredible leaps. You also gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect Inhumanly Strong.

See pages 117 and 178 of the SoF rulebook for more details.


Alternate Power


Luna’s Fitness (Linked Power)

Sample Power Aspect:

Base package Cost: 6AP (2+1+2)

Activation Cost: 1FP

Modifiers: Triggers Anima Banner (-1), Forced Link (-1)

Final AP Cost: 3AP

Augmented Movement (Jump)

Base AP Cost: 1

Activation: None


Strongman (Heroic Advantage)

Base AP Cost: 2AP

Gives a +2 bonus to all Strength-based maneuvers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Aspect Incredibly Strong.


No Moon Caste Anima Effect


Sidereals

Also known as the Viziers, the Sidereal Exalted are the champions of the Five Maidens and the keepers of Fate.


Chosen of Battles Anima Effect


Chosen of Endings Anima Effect


Chosen of Journeys Anima Effect


Chosen of Secrets Anima Effect


Chosen of Serenity Anima Effect


Terrestrial Exalted

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

Anima Flux

Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects.


Power Attack, Pulse

Sample Power Aspect: Anima Flux

Base AP Cost: 3

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)

Total AP: 1AP

Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.

See page 163 of the SoF rulebook for more information.


Aspect Anima Effects

Air Aspect Anima Effect


Augmented Movement

Sample Power Aspect: Air Attunement

Base AP Cost: 1

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Improved Speed (+1), Strenuous(-1), Provided(+2), Triggers Anima Banner (-1)

Total AP Cost: 2

You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.

See page 117 of the SoF rulebook for more information.


Earth Aspect Anima Effect


Toughess + Robust Defense*

Sample Power Aspect: Earth Attunement

Base AP Cost: 3

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Toughess: Strenuous (-1), Robust Defense: Improved Resistance (+2), Strenuous (-1), Package: Triggers Anima Banner (-1).

Total AP Cost: 2

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 108 of the SoF rulebook for more information.


Fire Aspect Anima Effect


Body Weaponry

Sample Power Aspect: Fire Attunement

Base AP Cost: 1AP

Activation: Fate Point (1st time used in the scene)

Activation Time: Free Action

Duration: Scene

Modifiers: Armour Penetrating (+1), Improved WR (+1), Retractable (+1), Limitation: Combustible (-1), Triggers Anima Banner (-1)

Total AP Cost: 2

You surround yourself in a nimbus of fire which burns your enemies (WR6), but also sets alight anything combustible it comes into contact with. Once active, you can fan or smother the flames at will for the duration of the scene.

See page 121 of the SoF rulebook for more information.


Alternate Power:


Power Attack, Pulse

Sample Power Aspect: Fire Attunement

Base AP Cost: 3

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Aura (+1), Aura Only(-1), Effortless (+0), Persistent(+2) Limitation: Combustible (-1), Triggers Anima Banner (-1)

Total AP: 3AP

The Anima Effect of a Fire-Aspect has no room for refinement. When activated the Exalt's Anima envelopes them in an aura of essence-based flames, and anyone in close proximity risks severe burns or even catching fire. (everyone in the same Zone as the Fire-Aspect is subject to a +5 ExR attack every round, and suffer initial stress -3 the round after that). Unfortunately, this power is also a significant risk to anything combustible in the area. Note that, for a Fire-Aspect, their Anima Effect and Anima Flux are one and the same.

See page 163 of the SoF rulebook for more information.


Water Aspect Anima Effect


Augmented Movement + Breathless

Sample Power Aspect: Water Attunement

Base AP Cost: 3AP

Activation: Fate Point

Activation Time: Free Action

Duration: Day

Modifiers: Augmented Movement: Improved Speed (+2), Strenuous (-1). Breathless: Water-breather (-1), Package: Triggers Anima Banner (-1).

Total AP Cost: 2

You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.

See page 117 and 121 of the SoF rulebook for more information.


Wood Aspect Anima Effect


Poison

Sample Power Aspect: Wood Attunement

Base AP Cost: 1 AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Touch (+1), Lethal Dose (+1), Triggers Anima Banner (-1).

Total AP Cost: 2

Channeling the power of Wood, you become poisonous to the touch.

See pages 155 of the SoF rulebook for more information.


Other Powerful Exalted

There are other forms of Exalted who are equivalent in power to the Celestials.


Abyssal

Being dark mirrors of the Exalted of the Unconquered Sun, several of the Abyssals's powers are merely sinister analogs of the Solar Exalted powers.


Day Caste Anima Effect


Chameleon

Sample Power Aspect: Hidden in Plain Sight

Base AP Cost: 1

Activation: Fate Point

Activation Time: Free action

Duration: Scene

Modifiers: Cloaked(+2), Triggers Anima Banner (-1) Muted Anima*(+1)

Total AP: 3AP

The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others.

See page 122 of the SoF rulebook for more details.


Daybreak Caste Anima Effect


Armor

Sample Power Aspect: Cloak of Daybreak

Base AP Cost: 1 AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Insulating (+1), Heavy Compatibility (+2), Triggers Anima Banner (-1)

Total AP: 3AP

The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This stacks with any armour they may be wearing.

See page 113 of the SoF rulebook for more information.


Alternate Power:

Barrier

Sample Power Aspect:

Base AP Cost: 3AP

Activation: Fate Point

Activation Time: Simple Action

Duration: 1 + Affinity Rating x 3 hours or until dismissed.

Modifiers: Hardened Barrier (+1, Triggers Anima banner (-1)

Total AP Cost: 3AP

You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.

See page 119 of the SoF rulebook for more information.


Dusk Caste Anima Effect


Terrify

Sample Power Aspect: Grim Visage

Base AP Cost: 2AP

Activation: Fate Point

Activation Time: Simple Action

Duration: Scene

Modifiers: Horrific (+1), Aura of Terror (+1), Potent Terrify (+1), Triggers Anima Banner (-1)

Total AP Cost: 4AP

The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence +2 [+Edge] vs. Willpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.

See page 183 of the SoF rulebook for more details.


Midnight Caste Anima Effect


Animate Dead + Leach

Sample Power Aspect: Life Transfer Technique, Vile Display of Darkness

Base AP Cost: 6AP

Activation Cost: Fate Point

Activation Time: Simple Action

Modifiers: Animate Dead: Once per scene (-1), Leach: , Once per Scene (-1), Deadly Leach (+1), Ranged (+1), Package: Triggers Anima banner (-1)

Total AP Cost: 5AP Needs bringing down to 4AP

You can infuse the body of a dead creature with some sort of animating energy, restoring it to a mockery of life. The dead creature is a mindless automaton directed by your will. All of its Physical Abilities remain unchanged, but its Mental Abilities are reduced to ‐1 and its Social Abilities are reduced to ‐3. The creature’s Stress Tracks may need to be adjusted to account for these new Ability ratings.

Additionally, by harming others, the Midnight Caste can replenish their own vitality.

See pages 112 and 143 of the SoF rulebook for more details


Alternative Midnight Power to Leach?


Repel Mortal Human

Base AP Cost: 1AP

Activation: Fate Point

Modifiers: Aura (targets all mortal humans in zone)(+1)

Total Cost: 2AP

Mortal humans in the same that witness such a vile use of dark powers must roll its Willpower agasint a Black Action (based on Abyssals Infinity) to resist. If it fails, it must immediately retreat from the zone the Abyssal occupies. Or if it cannot, it must move as far away from you as possible. Once outside of the affected zone, it must overcome the block to get back in.


Moonshadow Cast Anima Effect


Oath Binding

Sample Power Aspect: Arcane Contracts

Base AP Cost: 3AP

Activation: Fate Point

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

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


Alchemical

The Alchemical Exalted are the Exalted native to the machine world of Autochthonia. Their powers are granted to them by the Primordial Autochthon. They are champions of industry and technology.

The Alchemical Exalted have artificial bodies composed of the various Magical Metals, from which they derive their Castes.


Adamant Caste Anima Effect


Jade Caste Anima Effect


Moonsilver Caste Anima Effect


Orichalcum Caste Anima Effect


Soulsteel Caste Anima Effect


Starmetal Caste Anima Effect


Infernal

Akuma Anima Effect


Green Sun Prince Anima Effect


Back to Main Page