Telgar/Animas

From Exalted - Unofficial Wiki
Revision as of 07:16, 14 October 2004 by Telgar (talk)
Jump to: navigation, search

Telgar's Animas =

Anima effects are the most basic powers of the Exalted, created by simply spending Essence. They are unfocused, basic powers that reflect the character of the Castes involved. All Anima effects are reflexive actions (this is a house rule) and these rules are written with such in mind. I consider any Anima not listed here to work perfectly well with canon rules.

Solar Animas

Dawn Anima
10 motes: Mortal creatures (Essence 2 or lower) must make a Valor roll to come into conflict with the Exalted. If they succeed, they loose 2 dice from all their offensive dice pools. If they fail, they must flee the character's vicinity. Botching the roll causes them to become immobile with terror.
10 motes: The Dawn can enhance his favored weapon, increasing any stat of the weapon by 1 for every point of Essence. No stat can be increased by more then 2 points. These enhancements last a scene.

Zenith Anima
5 motes: Normal anti-Dark flare, unsoakable damage to everyone but Deathlords and Deathknights who may soak with their Stamina only. This is a reflexive action, as are all Anima effects, but may only be used once a turn.
10 motes: Unclean creatures such as hungry ghosts, sentient undead and demons must make a Valor roll to come into conflict with the Exalted. If they succeed, they loose 2 dice from all their offensive dice pools. If they fail, they must flee the character's vicinity. Botching the roll causes them to become immobile with terror. Undead or demonic creatures that do not have Virtues automatically fail their Valor roll.
10 motes: All bodies within the Zenith's line of sight are immolated by Solar fire, freeing the souls peacefully. These bodies can not be raised as zombies and hungry ghosts never rise from the dead's lower souls. The higher soul is sent on to the cycle of reincarnation instantly.

Twilight Anima
5 motes: As canon Anima effect for Twilights
10 Motes: The Twilight can instantly locate or identify a concept or object of importance in her immeditate vicinity such as an Artifact, a murder weapon or the main idea of a yet-to-be translated text. Generally the information provided is only enough to tell the Twilight that the item or concept is important without telling them what it contains or is.

Night Anima
10 motes: For the rest of the scene treat all the Night Caste's motes as Personal Essence.
10 motes: The difficulty of any roll attempting to locate the Night Caste or detect his past presence is increased by his Essence score. This does not fade with time.

Eclipse Anima
10 motes: Canon Oath Binding power
Special Ability: Canon Diplomatic Immunity.
Special Ability: Members of the Eclipse Caste can learn Spirit Charms for twice the XP cost spirits pay for them, the usage cost of the Charms are also doubled. Eclipse Castes can not learn the Charms of other Exalted in this fashion.

Lunar Animas

Full Moon Anima
5 motes: The Lunar can reduce the difficulty of a single roll involving a physical attribute by his Essence score, to a minimum of 1. It costs 10 motes to reduce the difficulty of a combat action.

No Moon Anima
10 motes: Essence flows become visible and magics can be identified in a rudimentary way (charm, sorcery, defensive, offensive, Fire-aspected, etc) for the remainder of the scene.

Terrestrial Animas

Earth Anima
5 motes: In addition to soaking Lethal damage with his full Stamina, the Terrestrial gains Hardness equal to his Stamina.

Comments