GoldenCat/Astrological Animas

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Astrological Animas

In Sol Invictus, Solars posses three Anima Powers, as do Abyssals. They are the greatest of the Exalted, with access to all three circles of raw power, and their animas reflect that. In turn, the Celestial Exalted possesses two Anima Powers each! For the Sidereal Exalted, those powers are Maiden’s Mark, the ability to make their Maiden’s Lesser Sign, present in Exalted: The Sidereals, and Astrological Ascendancy.

Sidereals are all born under the auspices of their Maiden. They have a deep connection to her House, from which they derive their identity and power. But one constellation shines brighter on their horoscopes than any other. That is their birth-sign, the constellation ascendant on their House. A Sidereal player chooses one at character creation, and receives the Anima power specific to it.

To access their Astrological Ascendancy Anima Power, a Sidereal must have at least one dot in its College, and wear at least one of its trappings. As long as those two requirements are met, the Sidereal is able to use the Anima Power like any other.

However, Astrological Ascendancy powers may also be accessed as the fourth Resplendent Destiny Power to a certain constellation; Such powers can only be used when one has five dots on the College, and its cost is 3 Effect Points and one Paradox Die(above and beyond any that the individual power requires be rolled) to use, as it is a strain to use this power when one has not been born into it.

Ascendant Constellations

  • The Golden Barque of Heavens
    • The Captain: Star-Bound Discipline Committing 10 motes with a shout of authority to his crew, the Sidereal whose star is ascendant on the Captain makes sure that they will remain true! For the remainder of the voyage, the crew cannot fail fatigue rolls or be swayed by any outside force to leave service or betray their mission and comrades.
    • The Gull: Joyous Freedom Spending 10 motes and holding yellow stardust in their palms and scattering them about them in movements that echo wings, the Sidereal whose star is ascendant on the Gull creates spectral wings of stardust and their own animas, and take to the air! For the remainder of the scene, they gain the ability to fly with their normal movement speed. Flight with the Gull's Wings is a valid movement type for all Sidereal Charms that require the Chosen to be walking or running.
    • The Mast: Juggernaut's Might Spending 10 motes and pulling up their sleeves, filling their muscles with Mercury’s light, the Sidereal whose star is ascendant on the Mast becomes able to carry his weight, anytime, anywhere! For the remainder of the scene, the Sidereal receives a bonus to all Strength-related values and rolls equal to his Endurance.
    • The Messenger: Unbound Fate Spending 10 motes and holding to their message, be it a real package, a dream or a speck of starlight, the Sidereal whose star is ascendant on the Messenger runs past all obstacles towards his goal! The Sidereal adds his Conviction to his Dexterity when calculating his Running and Sprinting speeds, and ignores all penalties to movement as long as he moves towards the message's destinatary.
    • The Ship’s Wheel: Absolute Control Spending 10 motes and touching his vessel, the Sidereal whose star is ascendant on the Ship's Wheel takes absolute control of it! Every turn, the Sidereal adds his Essence in automatic successes to all Sail and Sail-related rolls, like rolls to repair a hull.


  • The Cerulean Lute of Harmony
    • The Ewer: In the name of Love Spending 10 motes and shedding an azure-freckled tear for the wonder of love, the Sidereal whose star is ascendant on the Ewer may make sure that Love is triumphant! This power turns a single action made in the name of romantic love by the Sidereal or any being he is able to perceive into an epic wrought in the stars and fated to triumph - the action becomes a Perfect Success (all dice come up successes). The Sidereal rolls one Paradox die when activating this ability.
    • The Lovers: Azure Leash Spending 10 motes and holding to an invisible leash of stardust the Sidereal whose star is ascendant on the Lovers may act in any way he wishes upon another being whose Permanent Essence is less than his own, and with the prerrogative of the Lovers, this other will never speak of of it save with the Sidereal's express permission. The Sidereal is considered to be acting upon the other if the other has witnessed acts performed by the Chosen without being its target.
    • The Musician: Celestial Muse Spending 10 motes and singing the song of his heart, or pehaps playing an instrument with the touch of sapphire stardust, the Sidereal whose star is ascendant on the Musician strikes himself and all those within (his Permanent Essence x10) yards with the beat of inspiration! All those within this area have flashes of inspirations and incredible new ideas, adding the Sidereal's Compassion in automatic successes to all rolls creative in nature!
    • The Peacock: Perfect Mate's Plumage Spending 10 motes and spreading his symbolic tail in all its glory, the Sidereal whose star is ascendant on the Peacock catches the attention of the target and keeps it riveted to himself. If the target is choosing someone randomly from the crowd, he will automatically pick the Sidereal. If the Sidereal is among the many traders competing for a deal with the target, the target will consider the Sidereal's offer as the most favorable. If the Sidereal and the target are in a group that is engaged in an argument with each other, the target will side with the Sidereal's point of view. Only Charms may allow one to compete with the Sidereal - and their difficulty increases by the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)
    • The Pillar: Reins of the Matriarch Spending 10 motes and striking the stern face of the matriarch, the Sidereal whose star is ascendant on the Pillar holds fast the reins of her social circle, keeping it safe from outside interference! For the remainder of the day, only supernatural influences may sway the opinion or allegiance of the Sidereal's Household, and even those have their difficulty increased by the Sidereal's Essence. The Household is a social group in which the Sidereal has proeminence and a degree of control.
  • The Crimson Panoply of Victory
    • The Banner: Colors of a Legend Spending 10 motes and standing proud, the Sidereal whose star is ascedant in the Banner spreads the banner of his storied fame. Those interacting with the Sidereal will think that they have heard stories of someone matching his description. The exact nature of these stories varies according to Sidereal's nature (a warrior Sidereal bears tales of legendary valor and swordsplay, a scholar Sidereal is known for his fabled wisdom), but they portray deeds of nothing short of legendary caliber. Basically, the Banner increases the Sidereal's Reputation, and those interacting with him react to this accordingly.
    • The Gauntlet: To Hell and Back Spending 10 motes and striking the gauntlet into his palm, the Sidereal whose star is ascendant on the Gauntlet makes a simple, somber statement that gives strength in front of adversity to himself and those he leads(no more than his Essence x10 individuals). It is not strength born of inspiration, courage or even hope. It is strength based on the simple knowledge that even though the task before them is unpleasant, the alternative of not doing it would be even worse. For the remainder of the scene, those he leads automatically suceed on all Conviction rolls torwards their goal, and cannot be affected by natural or supernatural fear, persuasion or other forms of mind control.
    • The Quiver: Changing the Rules Spending 10 motes the Sidereal whose star is ascendant on the Quiver may spend 5 motes and pick a different arrow from her metaphorical quiver, changing the shot while still in the air! The Sidereal may rearrange the numbers that allow for success, heroic success and botch after a single roll by herself or anyone within (Permanent Essence x10) yards(for example, making it so 1s count as 7s, 4s counts as 10s, 5s as 8s and 6s as 9s, thus turning a disastrous failture on an outstanding success). The Sidereal rolls one Paradox die when using this ability.
    • The Shield: Fate Favors Heroes Spending 10 motes and striking the pose of a hero who faces suffering without fear, the Sidereal whose star is ascendant on the Shield protects herself and her allies! For the remainder of the Scene, the Sidereal and all allies within(her Permanent Essence x10 yards) receive +1 difficulty to be affected in any fashion, with attacks or arguments! However, those benefits are lost if one of them fails a Valor roll.
    • The Spear: Perfect Phalanx Spending 10 motes and acting in a perfectly ordered fashion, the Sidereal whose star is ascendant on the Spear organizes his allies in a perfect phalanx! The Sidereal makes a physical action, which may be enhanced in any way, and allows a number of allies equal to his Intelligence score to use his result when attempting the same task in the same turn in place of their own.
  • The Forbidding Manse of Ivy
    • The Guardians: Eternal Vigilance Spending 10 motes and spreading his arms with eyes closed, the Sidereal whose star is ascendant on the Guardians becomes the guardian of a secret. Be it the location of a meeting place or the location of a missing Will no investigation for this secret will be fruitful - all trails will go cold. All those who have agreed to keep it a secret will find themselves unable to speak of it and even those using powerful magic will find their venues of investigation closed. The Oracle can allow the secret to become known whenever he so desires and cannot guard more secrets at once than his Permanent Essence rating.
    • The Key: Ten Thousand Open Doors Spending 10 motes and holding fingers out like a key covered in turquoise light, the Sidereal whose star is ascendant on the Key becomes able to open anything! Any door locked by a being whose Essence score is not greater than the Sidereal's simply opens with a touch. With but a handle turned, or a touch on a Sanctum's entrance!
    • The Mask: Masked Intentions Spending 10 motes and hiding his face the Sidereal whose star is ascendant on the Mask makes himself and all allies within (Sidereal's Essence x10) not those that are being looked for. All those looking for someone - even if that someone is specifically the Sidereal or his allies - will gloss over their faces and presences and keep going. Even if they have already been recognized activation of this Anima power makes them not who their assailants are looking for. Supernatural awareness can perceive these proceedings at an increased difficulty equal to the Sidereal's Permanent Essence rating (causing a roll to happen when there would be none.)
    • The Sorcerer: First Among Equals Spending 10 motes and standing proud like a prince of the earth, the Sidereal whose star is ascendant on the Sorcerer wears his Essence in the viridian regalia of a king! For the remainder of the scene, whenever he finds himself on a contested roll - including an attack or dodge - with an opponent of greater Essence than himself, count the Sidereal's Essence as being equal to his adversary. This modification occurs as the roll is made and affects Charms enhancing it, but not Charms activated before the attack is rolled, such as Extra Action Charms.
    • The Treasure Trove: Savant's Wealth Spending 10 motes and bringing emerald stardust to his pockets, the Sidereal whose star is ascendant on the Treasure Trove may use his knowledge to increase his own treasure! For the remainder of the Scene the character can trade knowledge per good as if it was coin - something as simple as symbols to the illiterate would be the same as one dot of Resources in a trade, whereas important First Age facts would rank as high as five dots and buy the Savant a palace and important truths that change one's life grant things great as Artifacts or Manses. Even the greediest cutthroat will consider this a fair exchange - although this knowledge can only be used as coin if the one receiving was ignorant of it. The Sidereal rolls one Paradox die when using this ability.
  • The Violet Bier of Sorrows
    • The Corpse: The World Changes Spending 10 motes and striking the pose of a corpse ready for burial, the Sidereal whose star is ascendant on the Corpse may instantly shift his attire with any other he owns. He may also call a number of personal props - including Artifacts and other personal items he owns - to himself equal to his Permanent Essence. Those appear as if they had been there all along. The Sidereal rolls one Paradox die when using the latter ability.
    • The Crow: Nocturnal Awakening Spending 10 motes and spreading night-black stardust under his eyes, the Sidereal whose star is ascendant on the Crow can see with the eyes of Saturn's finality, looking back from the end of history and piercing all deception that has yet to be revealed! When she Sidereal makes use of the Crow's eyes he can pierce all disguises to see those around him as they really are for one brief moment. Perfect disguises and shapeshifting cannot be perceivd by this Anima.
    • The Hawyain: Veil of Stagnation Spending 10 motes and leaving a half-eaten fruit amidst an organization the Sidereal brings stagnation to its home. The group thus touched will forever cease to grow - it will not accumulate new members or receive new funding and coincidences that would otherwise aid it. The Gardener can allow the organization to grow once again any time he desires, and may not bring stagnation to more organizations at once than his Permanent Essence rating.
    • The Rising Smoke: Journey's End Spending 10 motes and standing perfectly still, with but a single exhalation of violet fumes, the Sidereal whose star is ascendant on the Rising Smoke stops All movement! The Sidereal halves the movement of all those within (Sidereal's Essence x10) yards of himself for the remainder of the Scene. Their movement if halved after the application of all multipliers to movement - all beings feel as if they had gotten to the end of their journeys when stepping closer to the Sidereal regardless of all that had impelled them beforehand.
    • The Sword: End of Hope Spending 10 motes and a sharp, definite downward gesture, the Sidereal whose star is ascendant on the Sword may cut the threads of hope about their opponents and fill their peripheral vision with a purple haze that pulls them ever-closer to their inescapable doom. For the remainder of the Scene all wounds inflicted by the Chosen and all of his allies within within (Sidereal's Essence x10) yards cannot be healed naturally, and when healing is assisted by magic, they are healed as wounds of the next higher level of severity, with regard both to the penalty the wound assesses and its damage type (bashing, lethal, or aggravated). If Aggravated damage is dealt then all magic can do is make it heal as normal Aggravated wounds.


Comments

Hey I added this, hope that's ok...just wanted to say that I really like these, and can't wait to see you finish the constellations. - BlackFlame

Yeah, is fine ^_^ Thanks! Only 5 to go, now... not that I am happy with all of them, but! ~ GoldenCat

I know I've already told you so elsewhere, but I just wanted to restate, for the record, that these are truly awesome. - Greymane