MoAbilities
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This page is dedicated to my ideas of how various abilities should be presented in relation to the various castes and aspects, creating new anima powers, and just generally rethinking a lot of the caste and aspect favored abilities. This page is independent currently of any charm changes.
Contents
Solar
All solars start with 9 favored abilities, 3 of which must be caste abilities. They may favor Martial Arts, and may favor crafts one at a time. Solar Powers are activated through some use of one of their Caste Abilities.
Dawn
- Archery
- Brawl
- Melee
- Thrown
- War
Martial Arts - Celestial
Paths - Adamant
Caste Power - Evaluate Skill
- Sp -
Zenith
- Integrity
- Martial Arts
- Performance
- Presence
- Resistance
Martial Arts - Celestial
Paths - Adamant
Caste Power - Cleanse Body & Anima Burn Undead
- Sp - Priest of the Unconquered Sun
Twilight
- Craft(all)
- Lore
- Medicine
- Occult
- Paths
Martial Arts - Celestial
Paths - Adamant
Caste Power -
- Sp -
Night
- Athletics
- Awareness
- Investigation
- Larceny
- Stealth
Martial Arts - Celestial
Paths - Adamant
Caste Power - Mute Anima
- Sp - Outside Fate
Eclipse
- Bureacracy
- Ride
- Sail
- Socialize
- Survival
Martial Arts - Celestial
Paths - Adamant
Caste Powers - Sanctify Oaths
- Sp - Diplomatic Immunity
Lunars
All lunars start with 5 favored abilities & 3 favored attributes, 2 of which must be Caste Attributes. All lunars must favor Survival, may not favor Martial Arts or Paths, & may favor each craft separately.
Full Moon
- Strength
- Dexterity
- Stamina
Martial Arts - Celestial
Paths - Sapphire
Caste Power -
sp - Body Control
Changing Moon
- Charisma
- Manipulation
- Appearance
Martial Arts - Celestial
Paths - Sapphire
Caste Powers:
- Purify
- Power of Judgemnet
- Shapeshifting Prowess
sp:
- Priest of Luna / Spiritual Virginity
- One of Many
No Moon
- Perception
- Intelligenct
- Wits
Martial Arts - Celestial
Paths - Sapphire
Caste - Wyld attunement
sp - Lucid Dreams
Sidereal
All Sidereals Start with 9 Favored Abilities, 6 of which must be Caste or Universal Abilities. Every Sidereal is considered a priestess of her Maiden and every college which she possesses at least 1 dot in.
Universal
- Bureaucracy
- Craft
- Lore
- Martial Arts
- Paths
Journeys
- Archery
- Athletics
- Ride
- Pilot
- Thrown
Martial Arts - Sidereal
Paths - Sapphire
Caste Power -
Serenity
- Integrity
- Medicine
- Performance
- Socialize
- Survival
Martial Arts - Sidereal
Paths - Sapphire
Caste Power -
Battles
- Brawl
- Melee
- Presence
- Resistance
- War
Martial Arts - Sidereal
Paths - Sapphire
Cate Power - Road to Victory
Secrets
- Awareness
- Investigation
- Larceny
- Occult
- Stealth
Martial Arts - Sidereal
Paths - Sapphire
Caste Power - Mental Shield
Terrestrials
All Terrestrials begin with 6 Favored abilities, 3 of which must be Aspect abilities. Characters with 4 breeding begin with 1 more, and characters with 5 or more breeding begin with 2 more. These extra favored abilites must be taken from aspect abilities (meaning characters with 5 breeding will have all aspect abilities favored. Martial Arts may have any or no apect, but is an aspect ability for Earth Aspects, and others may favor it. They may favor 1 Craft at a time. Certain Abilitiies are of shared aspect, and different specialties or subsections of the Ability are of different Aspects as shown below:
Crafts
- Air - Literature, poetry, music, calligraphy, and things made of words or thoughts.
- Earth - Architecture, stonework, armor, metal weapons, and things created for strength and solid purpose.
- Fire - Painting, weaving, jewelry-making, pottery, and things designed for visual beauty.
- Water - Musical Instruments, delicate tools, clockwork, Fate, and things designed for delicate functionality.
- Wood - Agriculture, fletching, carpentry, gardening, cooking, theater, and things typically involving organic materials or living creatures.
Occult
- Air - Air spirits and Weather (Storms)
- Earth - Earth spirits and seismic geomancy
- Fire - Fire spirits and Weather (Temperature)geomancy
- Water - Water spririts and Weather(Rainfall) geomancy
- Wood - Wood spirits and agriculture geomancy
Pilot
- Air - Vehicles which use direct power (and typically FA crystal panels) to fly.
- Earth - Land tanks built for strength and stability or vehicles designed to dig through the earth.
- Fire - Land or hover-based vehicles built for speed and handling.
- Water - Vehicles which use natural forces and subtle handling to move. Anything with a sail or a rudder, for instance.
- Wood - Vehicles which are propelled and maneuvered by living (or unliving) creatures.
Survival
- Air - Tundra, ice, and snowy, lifeless regions
- Earth - Underground, rocky mountains, and arid, rocky areas
- Fire - Deserts, volcanoes, and hot, lifeless wastelands
- Water - Sea, underwater, or when otherwise surrounded by water
- Wood - Forests, jungles, grasslands, swamps, and other places with lots of plantlife
Air
- Awareness
- Lore
- Stealth
- Thrown
Martial Arts - Terrestrial
Paths - Emerald
Aspect Power - Buoy
sp - Air Aspects have a strong memory and are more lucid dreamers. If an air aspect falls asleep trying to hold on to a factual memory, she will not accidentally forget it. And all Air Aspects are assumed to possess the Lucid Dreamer merit.
Earth
- Brawl
- Integrity
- Martial Arts
- Resistance
Martial Arts - Terrestrial
Paths - Emerald
Aspect Power - Harden Anima
sp - Sometimes an Earth Aspect will feel something from the Earth Below her. These feelings always communicate only one thing, "Down." And, they come only while the character is asleep. Still, they are often auspicious.
Fire
- Athletics
- Melee
- Performance
- Presence
Martial Arts - Terrestrial
Paths - Emerald
Aspect Power - Fiery Anima
sp -
Water
- Bureacracy
- Investigation
- Larceny
- War
Martial Arts - Terrestrial
Paths - Emerald
Aspect Power - Watery Anima
sp
Wood
- Archery
- Medicine
- Ride
- Socialize
Martial Arts - Terrestrial
Paths - Emerald
Aspect Power -
sp -
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