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  1. REVISED ANIMA POWERS
  2. when not stated otherwise they use the 2.5e versions of their animas, all errata included.
  3.  
  4. DEFILER/TWILIGHT/DAYBREAK
  5. Solar Exalted of the Twilight Caste may perceive Essence through their anima, allowing them to hone their senses for magic. By spending five motes, a Twilight may add (Essence) automatic successes on any (Intelligence + Occult) roll to identify a Charm or to analyze it with Essence sight, and on any (Perception + Awareness) roll made to notice a magical effect or Charm. In addition, this supernatural perception easily pierces through deception, adding a +3 bonus to the Solar’s Dodge MDV against unnatural Illusions. These effects come into play automatically once the Solar spends 11+ motes of Peripheral Essence.
  6.  
  7. In addition to their errata'd anima powers, twilightoids also get three free thaumaturgical degrees and ignore the errata preventing the substitution of essense for ingredients.
  8. Twilightoids use their own errata where rituals tagged 'essence-no' cannot substitute essence for ingredients.
  9. When substituting essence for ingredients or tools the Defiler's anima flares to 8+ and won't receed until the thaumaturgy is completed or abandoned.
  10. (sidebar:originally published rules for substituting motes in thaumaturgy: 'For every two motes spent, reduce the total Resources cost of a ritual by one dot. Such expenditure does not obviate the need for ritual behavior, just ritual ingredients and tools. For example, an Adept-level ritual with a disposable Resources cost of 2 and reusable Resources cost of 3 would cost an Exalt 10 motes to eschew those materials entirely.' (a note on thaumaturgy costs:unless commonsense, fluff, or specific rituals say otherwise: disposable or onetime use ingredients for apprentice usually require zero resource dots, initiate 0-1, adept 2-3, and master 4-5. plus or minus dots depending on local availability. and tools/lab space/reusuable ingredients of resource 0,1,2,3,4 respectively)')
  11.  
  12. FIEND
  13. Infernals of the Fiend Caste may channel their anima through sweet words and honeyed promises, beguiling the weak with their silvered tongues. By spending five motes, a Fiend gains +1 Appearance, and adds a single automatic success on all social attacks against demons or characters of lower Essence for one scene. Additionally, her tricks and traps add a single automatic success on any roll to sorcerously bind a demon.
  14. These effects come into play automatically once the warlock spends 11+ motes of Peripheral Essence.
  15.  
  16. Fiends also have the power to mute the effects of their own animas. Whenever a Fiend spends Peripheral Essence, he can spend one additional mote to prevent the expenditure from adding to his anima banner. If the Peripheral Essence was spent to activate a Charm with the Obvious keyword, the Fiend must spend twice the normal Essence cost to prevent any addition to his anima banner.
  17.  
  18. Finally, Fiends serve as honored diplomats in both the Underworld and the courts of the Fair Folk. However, they carry no such immunity in the spirit world where gods will almost certainly slay Infernal Exalts on sight once they realize what such strange beings are. This immunity however does not extend to hell's /internal/ politics...the unquestionable know better.
  19. (Fiends and their companions who are on legitimate business with those beings may not be attacked without just cause (though they may be goaded into attacking and nullifying the oaths). Such creatures must honor the rules of hospitality. Such beings may pretend to be uncompelled but ultimately they cannot attack members of an embassy unless they can provoke the characters into breaking the peace.)
  20.  
  21. MALEFACTOR
  22. While their Yozi masters no longer have the power to directly manipulate the destinies of Creationborn, the Malefactors still have the power to sanctify oaths in a manner conceptually similar to that of the Eclipse and Moonshadow Exalted, drawing upon their status as agents of the architects of Creation itself. The mechanical effects of the Malefactor oath are functionally identical to the oaths sanctified by members of the Eclipse and Moonshadow castes. (this involves a flashy display comparable to the eclipse, generally featuring the silver sands of the endless desert)
  23. This costs 10 motes 1 Willpower, or is free if the infernal's anima is flaring at the 11+ level
  24.  
  25. In addition, the Law of Cecelene is above all others, granting her chosen the power to overwrite the pretensions of the usurpers, removing the burden of existing Eclipse and Moonshadow oaths by transfering the penalty for any transgression onto the Ebon Dragon, for whom such penalties have no purchase. By committing five motes to a person who has sworn an oath sanctified by an Eclipse Caste Solar or a Moonshadow Caste Abyssal, the Malefactor can free the oath swearer from the effects of violating that oath...but only for as long as the Essence remains committed and the Malefactor can end withdraw this commitment at any time. Violations of the oath that took place while the Essence was committed will have no effect on the oath breaker, but if he violates the oath again once the Essence is withdrawn, he will suffer the normal effects of violating an Eclipse or Moonshadow oath.(this does not involve a display of any kind)
  26. In other words, an oath swearer’s continued immunity to the effects of his oath are entirely dependent on the Malefactor’s continued largesse. This power can also be used to protect one who has sworn an oath sanctified by any deity of the Celestial or Terrestrial Hierarchies or sworn to the Fair Folk.
  27. However, a Malefactor cannot shield an oath breaker from the effects of breaking the oath unless the oath was sanctified by a being (Exalt, deity or Fair Folk) whose Essence is less than that of the Malefactor herself. Also, under no circumstances can a Malefactor use this power to circumvent the oaths of surrender that bind the Yozi themselves and their demonic offspring.
  28.  
  29. The Malefactors are the high priests of the Endless Desert, sent into Creation by Cecelyne to preach her gospel and spread her word. Malefactors are automatically considered priests of the yozi.
  30.  
  31. Finally, Malefactor as an arbiter priestess of cecelene, enjoys protections comparable to diplomatic immunity in the Yozi realm just as Eclipse Caste Solars do, so long as they can claim to be on 'official business'
  32.  
  33. SCOURGE
  34. Scourges have animaflux* like a dragonblooded, although it can be suppressed (for free. the player just says whether it's out or not).
  35.  
  36. Like their Night Caste cousins, the Scourge can use his anima to conceal his own movements. By spending five motes, the Scourge can render himself utterly silent for up to a scene. He can choose to talk or deliberately make a sound, but otherwise, nothing he does will make any noise. While this power is active, the Scourge adds his permanent Essence in automatic successes to all Stealth-related rolls in which silence plays a part. This power does nothing to prevent others from perceiving the Scourge through other means.
  37.  
  38. If the Scourge spends 10 motes, he can surround himself with a zone of perfect silence that covers a radius of (Essence) yards from his person. No one within this radius can make any sort of mundane sound save by the Scourge’s will. However, while a victim seized and garroted while this power is in effect cannot cry out and be heard, if she, for example, throws a dagger or some other object outside the effect’s radius, any such noises will be heard as usual. Also, this power will not interfere with the casting of sorcery or necromancy spells in any way, even those that require some verbal utterance as part of their casting, nor will it interfere with Charms or any other supernatural effects that have auditory components, such as Demon-Wracking Shout (see pp. 147-148).
  39.  
  40. All these effects comes into play automatically when the anima reaches the 11+ level.
  41.  
  42.  
  43. *anima flux:
  44. The anima banner of the Dragon-Blooded is a raw, powerful effect. While those of the other Exalted can be intense, and even have lasting impact on their environment, that of the Terrestrials can be so powerful as to infl ict considerable damage on their surroundings. The effects of the damage is different for each type of Terrestrial, but the source is always the raw power of the character’s Essence.
  45. If the Dragon-Blood’s anima banner is at the 8–10-motes level of display, it inflicts one die of lethal damage for every minute of contact to everything within a number of feet equal to the character’s permanent Essence. This damage is sufficient to destroy cloth and soft wood in a minute or two. It can eventually reduce even treated hardwoods to junk (within five minutes).
  46. At the 11–15-mote level, the banner inflicts one die of damage for every nine ticks of combat. At these two levels, characters who are able to soak lethal damage with Stamina (such as other Exalts) may ignore the damage inflicted by Terrestrial anima banners.
  47. At the 16+ level, however, the banner generates a lethal die of damage every tick, and all beings and objects (except the Exalt’s personal equipment, which is immune to the effect at all levels) suffers this damage.
  48.  
  49.  
  50. SLAYER
  51. By spending 5 motes of Essence, the Slayer can appear huge and terrifying for the remainder of the scene (or until she chooses to let the effect dissipate). The character’s teeth extend into sharp fangs or tusks, his fingernails stretch into ugly black talons, his skin turns an inhuman hue (usually deep red or a sickly green), and his eyes glow with the unholy light of Malfeas. None of these physical changes translate into physical weaponry—his “claws” do not inflict any additional damage, for example— but he becomes utterly terrifying to mortals as befits a scion of the Demon City.
  52. While this power is in effect, the character exudes a fear aura which causes all opponents attempting to attack or oppose her (socially or physically) to suffer a -1 external penalty on all attack rolls. This unnatural Emotion effect costs five points of Willpower to ignore for the rest of the scene. The Slayer’s terrifying glory unbound also disrupts attempts at coordinating attacks against her, increasing the difficulty to arrange such attacks by 2. Additionally, the immense Essence pressure within the character’s anima slows all incoming attacks, increasing the character’s DVs by 2. Finally, Infernals of the Slayer Caste are immune to all fear-based Emotion effects while their anima power is active. If a complementary mass combat unit is forced to check for rout because of the Dawn Caste’s actions while this anima is active, they suffer a -2 external penalty to the roll.
  53. The Infernal can activate this power at will and at no additional cost once he has spent 11+ motes of Peripheral Essence.
  54.  
  55. and because slayers don't get the dawn fix:
  56. At chargen you may replace any one of your caste abilities with any one of the following: Dodge, Resistance, Awareness, Athletics. edit- make that 'replace any two' /edit
  57. Additionally, upon flairing iconic(spending 16+motes of peripheral essence) all a Slayer's attack rolls(archery, martial arts, melee, or thrown) will use the ability value of her highest combat ability until the anima dies back down to just the castemark(4-7 level or less)
  58.  
  59. Finally: Members of the Slayer caste may choose to give up native access to Infernal Monster Style's expansion charms, instead learning Solar Hero Style charms as native(although they are cosmetically refluffed and twisted to fit infernal aestetics(similarly to sorcery), being instead known as 'Infernal Hero Style')
  60. The choice between this or the more traditional Infernal Monster Style is made when you first learn your first 'native' or 'expansion' charm in either style,locking you out of choosing any such charms in the other.
  61.  
  62. ECLIPSE
  63. as normal except alter charmshare to read as follows:
  64. Finally, the Eclipse Caste Solars are talented generalists. Provided they have a tutor they may learn spirit Charms. Such Charms cost double the normal experience of Favored Charms to learn (usually 16 points) and an extra 2m to use.
  65. The Eclipse learns the exact same version of the charm used by the spirit who taught him.
  66. At the storyteller's discretion they may study from something else to learn spirit-charms resonating with or derived from their nature(say learning the 'shapechange' or 'form reduction technique' charm from studying under a lunar, or any of the various destiny related spirit charms from studying under a sidereal).
  67. <strike>They also posess the innate ability to learn mirror charms (and mirrored charms alone) from abyssals, provided they meet all prerequesites.</strike>
  68. Eclipse Caste characters may not start the game knowing non-Solar charms without Storyteller permission.
  69.  
  70. MOONSHADOW
  71. as normal except alter charmshare to read as follows:
  72. Finally, provided they have a tutor, Moonshadows may learn the Archanoi charms used by ghosts. Such Charms cost 16 experience points apiece to learn(or double the favored cost, whichever is higher), and two extra motes to activate.
  73. At the storyteller's discretion they may study from something else to learn spirit-charms resonating with or derived from their nature.(such as 'monarch's glorious brilliance' from a solar, or 'impose stricture' from an infernal malefactor)
  74. (This power does NOT mean you are able to “cherry pick” from other Charm trees. All a Charm’s minimums must be met and prerequisites purchased before the desired Charm may be purchased.)
  75. <strike>They also posess the innate ability to learn mirror charms (and mirrored charms alone) from solars, provided they meet all prerequesites.</strike>
  76. Moonshadow Caste characters may not start the game knowing non-Abyssal charms without Storyteller permission.
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