An Anchor is a mortal who through mystical and miraculous means has become associated with some Noble. Nobles must either love or hate those mortals they take as Anchors. Anchors are useful for a number of reasons, including (but certainly not limited to):
- The ability to use Domain miracles through the Anchor without suffering penalties for range.
- The ability to "wear" the anchor, effectively taking control of his or her body. While a Noble wears an Anchor, he or she may use Aspect miracles through the Anchor. The Anchor also gains the Noble's Auctoritas while the Noble wears him or her.
- Any miracle performed through an Anchor is disguised, and thus is untraceable through the Witch Hunt Rite.
- Anchors are no longer part of any Estate, and thus are immune to direct miracles just as Nobles are.
Anchors can be built in two ways -- a Noble does not need to use one method or the other exclusively:
- The anchor fulfils a purpose for the noble, either as a source of influence or disposable income, as a practitioner of earthly magic, as an aid to performing a specific sub-category of miracles within your domain, or as an Agent (although, for Agents, see below).
- Each Anchor has a central trait (like accountant, or kung-fu cop) and two secondary traits. They also have a flaw. Basically, they are built like an OTE character.
Anchors listed thus far are from the following locations:
See Category Anchor for a list of anchors.