SoF Exalted/Anima Effects

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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: Fate Point

Activation Time: Simple Action

Duration: Scene

Modifiers: Horrific (+1), Aura of Terror (+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 [+ 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: Fate Point

Duration: Instant

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

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: Fate Point

Activation Time: Free action

Duration: Scene

Modifiers: Cloaked(+2), Muted Anima*(+1).

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: 1 AP

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Insulating (+1), Heavy Compatibility (+2).

Total AP: 4AP

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

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).

Total AP Cost: 4AP

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.


Eclipse Caste Anima Effect


Oath Binding

Base AP Cost: 4AP

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.

Lunars

Full Moon Caste Anima Effect

Augmented Movement + Enhanced Speed + Strongman*

Activation: Fate Point

Activation Difficulty: 4

Activation Time: Simple Action

Duration: Scene

Modifiers: Augmented Movement: Increased Speed (+1), Strenuous (-1), Enhanced Speed: none.

Total AP Cost: 4AP

In addition to moving at double your normal speed, you can cover difficult terrain with incredible jumps. 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, 129 and 178 of the SoF rulebook for more details.


Changing Moon Caste Anima Effect


No Moon Caste Anima Effect

Sidereals

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 less powerful individually 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

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

Base AP Cost: 1

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Strenuous(-1), Provided(+2).

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*

Base AP Cost: 3

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Toughess: Strenuous (-1), Robust Defense: Improved Resistance (+1), Strenuous (-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

Base AP Cost: 1AP

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

Activation Time: Free Action

Duration: Scene

Modifiers: Armour Penetrating (+1), Retractable (+1), Limitation: Combustible (-1)

Total AP Cost: 2

You surround yourself in a nimbus of fire which burns your enemies (WR4), 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 reulebook for more information.

Alternate Power:

Power Attack, Pulse

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)

Total AP: 4AP

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

Base AP Cost: 3AP

Activation: Fate Point

Activation Time: Free Action

Duration: Day

Modifiers: Augmented Movement: Improved Speed (+1), Strenuous (-1). Breathless: Water-breather (-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 + Resistance

Base AP Cost: 2 APs

Activation: Fate Point

Activation Time: Free Action

Duration: Scene

Modifiers: Poison: Touch (+1), Resistance: Immunity [Rare] (+1), Strenuous (-1).

Total AP Cost: 2

Channeling the power of Wood, you become both immune to plant toxins and poisonous to the touch.

See pages 155 and 171 of the SoF rulebook for more information.

Other Powerful Exalted

Abyssal

Dusk Caste Anima Effect


Midnight Cast Anima Effect


Daybreak Cast Anima Effect


Day Cast Anima Effect


Moonshadow Cast Anima Effect


Alchemical

Orichalcum Caste Anima Effect


Soulsteel Caste Anima Effect


Starmetal Caste Anima Effect


Moonsilver Caste Anima Effect


Jade Caste Anima Effect


Adamant Caste Anima Effect


Infernal

Akuma Anima Effect


Green Sun Prince Anima Effect