April 12, 2006 at 7:48 pm #1973VEST ParadoxParticipant
[div align=”center”] Aenima
Throughout the ages mankind have lived in fear and reverance of the Spirit world. Ancestors have been looked at through time as guides and mentors to the families they belong to, on the other hand, many have shunned and feared spirits as demons and antagonists. Spirits return to the world for various reasons, some to warn their loved ones, and others to bring them to the other side with them.
The Anima are the remnants of the mind and soul of those who once dwelled in the Physical Realm. After death they often linger in Akasha to watch over their loved ones or to haunt those who sent them across the barrier. Some Aenima seek to return to the physical world, to once again walk amongst the living and attempt to regain their lost lives. Whatever the case may be, Aenima can be a tortured breed of beings.
The Becoming: When a mortal dies, it usually passes on to another plane of existance. However, when, certain things happen…certain things are left unfinished, the Aenima are given a second chance. The Aenima must die in a way that leaes tasks unfinished. The body and the spirit are seperated and the white tunnel appears. However, for some reason, the Aenima cannot pass through it and soon the tunnel closes, leaving the spirit trapped in Akasha. An approved storyline is required to become an Aenima. Please note, the SL must be approved by the SL Dept. -before- your character dies. Spirits who pass into Akasha can see those in the physical, though Akasha is a land of muted colors and memories of times long past. When an Aenima see's a person in the Physical world, they appear nearly colorless though they are shrouded in a swirling mist of colors that represent their emotional state. Aenima cannot hear or speak to the living without special abilities, they are seperated from those they love by a barrier of life and death.
All Aenima have three Anchors that tie them to the living world. These Anchors are the three most important things to the Aenima and must be declared on the character sheet. Should any of these Anchors be destroyed the Aenima will permanently lose a point of Soul. At the time of an Anima's creation they also gain a new trait called “Focus” this trait replaces Reputation and ranges from 0-18 and determines their strength in the spiritual realms, it will be detailed later on just what this trait does. When the Aenima is created they roll 2d6+Soul vs TN 10, each point over 10 bestows one point of Focus to the Aenima.
There are certain things that will ban a recently deceased character from becoming an Aenima and they are:
1) If they died as the result of suicide, killing themselves with intent directly.
2) If they murdered someone within the past month.
3) If they were a breed that prohibits them (Elemental, Construct, or raised formt he dead ever.)
Means of Death: See Anima Lore Level 12 below.
Means of Recovery: An unfocused Aenima will heal as a regular mortal.
Please note: If you have the following level of lore, this is what your character thinks they know about the Aenima. Some are fact and some are myth. If it is not listed in the information above or specifically stated below, it is myth.
Lore Level 1: Spiritualism and the occult are rising once again to meet the Age of Reason head on so they do not lose their influence in the reality of mankind. Every culture holds beliefs on what happens to a person once they pass beyond the physical, some revere their Ancestors and claim they watch over them while others fear the spirits of the dead as they would demons and other evil entities.
Lore Level 2: Laurels – Laurels have been used throughout history to repel evil spirits and those of the dead. These are traditionally placed near or above a door to repel the spirit from the home or to bar its entrance. However the way this truly works is that by holding the Laurel out and wielding it against the Aenima. The character must brandish the Laurel and concentrate, focusing their faith through the object to ward them off. This requires a roll of 2d6+Discipline+Faith vs.The Aenima's 2d6+Discipline+Faith. If the character beats the Aenima's roll they are successfull and the Anima must flee the scene for the next 4 rounds / 2 minutes. Nothing will dissuade the Aenima from fleeing until the duration wears off. This is a blind panic and the only actions that the Aenima may make are those that will allow them to escape quicker. Should there be no place to run, the Anima will collapse to the ground, cowering in fear. If this attempt fails however, the Aenima can ignore any further warding attempts by the same character for the remainder of the scene. You may not ward a member of your own breed at this level.
Lore Level 4: Defense – Whenever an Aenima uses a mental mastery with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 30. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +2 to the resistance roll (if any) for that mastery. Masteries that affect the Aenima only and use a skill to affect you cannot be defended against. For instance, if an Aenima used a mastery to increase his hand damage, you cannot roll this defense against it since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.
Sight Recognition – There is one method of identifying an Aenima, by sight. Not the identity of the person, but the identity of the breed. You must physically seeing the Aenima use a mastery in your presence. Unless an ability or mastery is being used to conceal the Aenimas activation of that ability, you will have the chance to know them for what they are. You must either witness a physical effect of the mastery, or be the target of one. If these conditions are met, you can roll 2d6+Discipline+Lore vs TN 32 to identify them as a nAenima. There must be a ST, Room Host or GM available during this time in order for the ID to be official. Please copy the log of the sighting and email it to VEMailroom@aim.com so that a member of staff can post it in the appropriate folder and send you a link to it's location. You may not be able to utilize this link, but it must remain on your CS at all times so that staff may validate your claims of knowing the breed.
Lore Level 6: You have studied the spirits of the departed for years, through various different cultures and occult sects. You have learned a great deal about the cosmology of the planes beyond the physical and know that Spirits can take different forms. Some cultures return to the spirit world as animal spirits, some as elementals, and some as wraiths. They wield terrbile power bu have difficulty going from the different realms of the spirit world to the physical and beyond a few objects being moved about, voices heard in the night, they are powerless in the physical world. Some greater spirits can manifest and you have learned ways to cause them great harm.
Lambs Blood: Lambs Blood has been used as a symbol of protection and purity for aeons, this symbol of sacrifice wounds the Aenima gravely. It takes 10 minutes to empower enough blood for 1 attack. This empowering must be role-played in the main room for the entire 10 minutes for it to work ( or at least five lines of RP ). The character may hold the blood in a container of its choice, however glass baubles are most common. Only 3 attacks worth of Lambs Blood may be empowered at one time. If the character attempts to make more than 3 attacks worth, the first amount looses its ability, etc. The empowered Blood may only be used by the individual that created it. The roll to empower the blood is 2d6+Discipline+Lore vs TN 32. This roll must be witnessed and approved my either a room host, ST or GM. There are two methods to attack with Lambs Blood, the first is to place the blood in a glass bauble or similar *grenade*, the attacker must use the Throwing Skill as per a normal attack. If an attack with a *grenade* is successful the Aenima will take 3 Body Damage in Faith Wounds which heal as if they were caused by fire. The character can also place the Lambs Blood on a melee weapon, if done in this fashion they may attack with their Melee skill as normal and the Lambs Blood will convert one of the points of damage into a faith wound.
Lore Level 8: Laurels – An Aenima with Level 8 Lore can ward a memeber of their own breed.
Lore Level 10: In your studies of the Aenima you have learned even more about the cosmology of the universe and even more about the Spirits that reside therein. You know that there is a difference between Aenima, Elementals, Spirits, and Constructs, though you don't know exactly what the others are or where they come from, you do know that the Aenima are a breed of Spirits who are trapped in the closest realm to that of the physical, one called Akasha. They are anchored to the physical by things they hold dear and deeds left undone.
Supreme Defense – Whenever an Aenima uses a mental mastery with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 30. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +4 to the resistance roll (if any) for that mastery. Masteries that affect the caster only and use a skill to affect you cannot be defended against. For instance, if an Aenima used a mastery to increase his hand damage, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.
Level 12: Continue Journey: The Aenima is a spirit trapped in Akasha for numerous reasons, and because of this they are stuck and unable to continue on to their real afterlife. No matter how much physical punishment the body absorbs the Aenima refuses to leave Akasha and continue on to whatever Afterlife they believe in. Yet there is a way to free an Aenima from this overwheliming sense of being. .
Mandatory Role-play Requirements
1) All Anima must choose a purpose that was unfinished in life. This can be as much as to protect someone, Solve an unfinished task, or to harass someone you hated in life. This purpose must be included in your SL and approved by the FD or SL Manager. Characters may have multiple purposes if they desire but at least one of your purposes must be linked to one of your Anchors.
2) All Aenima have connections with their previous life, these are called Anchors and hold the Aenima to Akasha. All Aenima have three Anchors that they must choose to hold dear to them (ST or FD Approval required). The Aenima cares for and protects these Anchors with a single minded determination for a good reason, should any of your anchors be destroyed (SL or ST Event required) Your character will temporarily lose a point of Soul. This lost point will return only after a New Anchor has been found to replace the old one, showing a new puropse added to your existance, this new Anchor must be approved by the Breed Advisor.
3) If the Aenima is ever returned to physical life by any means, they will lose all Masteries bought as an Aenima and will never again be able to return as one upon death.
[div align=”center”]Aenima Innate Abilities
Attachment ( 1 Spirit )
Room Command: ## Attachment ##
Roll System: See below
Duration/Activation: Scene; takes 0 rounds to activate.
Effect/Description: Every Aenima has three Anchors that they hold dear to them, and should one of those Anchors be threatened they will know. Should someone attempt to cause harm to one of the Aenima's Anchors they will immediately know that it is being attempted ( Through IM's or just seeing it in the room ) and can act accordingly. Should the Aenima make a successful 2d6+Will roll vs a TN 28 they can catch a 2 round (30 second) glimpse of what is occuring as if they were standing in the presence of their Anchor. Knowing that something is happening costs no Spirit, but seeing the events costs 1 Spirit.
Aura Sight ( No Cost )
Room Command: ## Aura Sight < Target > ##
Roll System: 2d6+Awareness+Alertness vs targets 2d6+Will
Duration/Activation: Instant; takes 0 rounds to activate.
Effect/Description: An Aenima can see the auras of those around them and with the above roll can decipher the meanings of these with relative ease. With this power the Aenima can determine the emotional state of the person he is looking at and can tell certain things such as if they are lying or if they have any mental disabilites or the general nature of the character. When this ability is used successfully you may IM the other player and ask them one question about either their emotional state, if they are “touched” or their general disposition (hateful, evil, good natured, foregiving, lustful, etc..) The charts below show how much information can be learned about a person as well as what the various emotional/aura colors mean.
Aenima won roll by : Information learned
01 – 05 : Can determine the single strongest emotion being felt.
06 – 10 : Can determine the two strongest emotions being felt as well as can sense the presence of a mental affliction (an insanity or phobia)
11 – 15 : Can determine the three strongest emotions being felt and can identify one mental affliction (what the insanity or phobia is)
16 – 20 : Can determine all above as well as sense the relative power of the person (number of masteries known, how close stats are to max) which will show as a brightening of the aura or radiation of power.
21 + : If the Aenima has the appropriate specialties in Lore they can make a sight recognition to determine the breed of the person being viewed.
Aura Color – Meaning
Red is the color of fire and blood, so it is associated with energy, war, danger, strength, power, determination as well as passion, desire, and love.
Light Red represents joy, sexuality, passion, sensitivity, and love.
Pink signifies romance, love, and friendship. It denotes feminine qualities and passiveness.
Dark Red is associated with vigor, willpower, rage, anger, leadership, courage, longing, malice, and wrath.
Brown suggests stability and denotes masculine qualities.
Reddish-Brown is associated with harvest and fall.
Orange combines the energy of red and the happiness of yellow. It is associated with joy, sunshine, and the tropics. Orange represents enthusiasm, fascination, happiness, creativity, determination, attraction, success, encouragement, and stimulation.
Dark Orange can mean deceit and distrust.
Red-Orange corresponds to desire, sexual passion, pleasure, domination, aggression, and thirst for action.
Gold evokes the feeling of prestige. The meaning of gold is illumination, wisdom, and wealth. Gold often symbolizes high quality.
Yellow is the color of sunshine. It's associated with joy, happiness, intellect, and energy.
Dull (dingy) yellow represents caution, decay, sickness, and jealousy.
Light Yellow is associated with intellect, freshness, and joy.
Green is the color of nature. It symbolizes growth, harmony, freshness, and fertility. Green has strong emotional correspondence with safety. Dark green is also commonly associated with money.
Dark Green is associated with ambition, greed, and jealousy.
Yellow-Green can indicate sickness, cowardice, discord, and jealousy.
Aqua is associated with emotional healing and protection.
Olive Green is the traditional color of peace
Blue is the color of the sky and sea. It is often associated with depth and stability. It symbolizes trust, loyalty, wisdom, confidence, intelligence, faith, truth, and heaven.
Light Blue is associated with health, healing, tranquility, understanding, and softness.
Dark Blue represents knowledge, power, integrity, and seriousness.
Purple combines the stability of blue and the energy of red. Purple is associated with royalty. It symbolizes power, nobility, luxury, and ambition. It conveys wealth and extravagance. Purple is associated with wisdom, dignity, independence, creativity, mystery, and magic.
Light Purple evokes romantic and nostalgic feelings.
Dark Purple evokes gloom and sad feelings. It can cause frustration.
White is associated with light, goodness, innocence, purity, and virginity. It is considered to be the color of perfection.
Black is associated with power, elegance, formality, death, evil, and mystery.
Poltergeist ( 1 Fatigue )
Room Command: ## Poltergeist
Roll System: See Below
Duration/Activation: 8 Rounds or 2 Minutes; Instant Activation.
Effect/Description: Through intense concentration, the Aenima can moves objects without the need to touch them. These objects move by the sheer strength of the Aenima's will and passion. This can be used on objects in Akasha as well as the Physical Realm, though to control objects across the barrier is more difficult. By focusing on the object the Aenima can roll 2d6 + Discipline vs a TN 10 for an obest weighing no more than 10 pounds. For every 10 pounds or fraction thereof an additional +1 is added to the TN. So something weighing 15 pounds would be a TN 11 while something weighing 260 pounds would reguire a TN of 35 (10 pounds = TN 10 + 25 for 250 additional pounds). An object can move no more than 25 feet per round and cannot be used to attack with. Should the object be another person, the Aenima must win a contested roll of 2d6+Will vs the targets 2d6+Will each round they are to be moved and held. The TN to move them is determined by their weight, and should they be holding onto something or someone holding onto them to keep them from being moved the TN is increased by half the Body rating of the person doing to holding. ( Lucian attempts to pull some thugs Club from his hand, the TN for the club itself is 11 + Half of the Thugs Body Statistic. ) If Poltergiest is used on an objec tin the Physical Realm the TN is increased by +4.
Splendor ( 1 Endurance )
Room Command: ## Splendor ##
Generation Cost: First level free; 3 GP' / Level after
Experience Cost: First level free; 15 XP / Level after
Roll System: No Roll Required
Duration/Activation: Scene; 0 rounds to Activate
Effect/Description: Being a being of spirit and no longer bound to the laws of the Physical Realm, Aenima are able to fly about at will. When a person becomes an Aenima they gain the first level of this ability for free, each additional level costs to develop after it. The Aenima can carry objects according to the Miscellaneous Rules – Carrying section of the rulebook.
Level : Speed
Level 1 : 200 ft per round ( 10 mph )
Level 2 : 300 ft per round ( 15 mph )
Level 3 : 400 ft per round ( 20 mph )
Level 4 : 500 ft per round ( 25 mph )
Level 5 : 600 ft per round ( 30 mph )
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