These are here as optional Anima abilities for all of the Abyssal Castes. Each Abyssal Caste has three abilities. One that shows their mastery of self. The next shows their control over the lands of the dead and living. And their last demonstrates their divine ability to affect the actions and lives of others.
'Dusk'
⚠ <i>
Tyranny Internalized:Last Stolen Light⚠ </i>
Truly are the lords of the fading sun masters of battle. By spending a willpower, the Dusk may use (as a non-charm action) any one charm based on a Dusk ability that they see in the very same turn they see it used. They must name which charm they are copying upon spending the willpower, must meet the ability and Essence requirements, but can copy the charms of other Exalts. Using this copy costs it's normal amount for each use.
⚠ <i>
Shadow's Province:Opprutunistic Strike⚠ </i>
Any time that someone attacks the Abyssal in close combat and fails to achieve any successes on their dice, the Abyssal may spend 3 motes to make a reflexive full dice attack. Should the victim have actually botched, the Abyssal adds each 1 rolled as an automatic success on their attack.
⚠ <i>
Lord of Death:Unstoppable Force⚠ </i>
Any mortals who gather under Death's banner find themselves less under it's power... while they march. For the purposes of mass combat, double the health levels of the mortal troops under the Dusk's control. Keep track of how many should have died, for after the battle, many will find themselves falling from mortal wounds. To properly fulfill his responsibility as a general, the Dusk Caste must be a known Dusk Caste Abyssal in sole command of the army, in direct combat with his enemies, in control of his faculties and aware of his surroundings -- as long as these conditions are true, his soldiers will fight to the last man.
'Midnight'
⚠ <i>
Tyranny Internalized:Terrifying Zealotry⚠ </i>
A Midnight's heart burns with a passion to rival that of the most obsessive shade, and as such is unnerving to see in a living being. Whenever they channel a virtue on an opposed roll, the opposition also loses dice equal to the virtue (which can reduce their pool to 0).
⚠ <i>
Shadow's Province:Resilience of Death⚠ </i>
While they can not negate damage done to their body, Midnights have been granted power over Death itself. When suffering health levels of damage, a Zenith Caste Solar may spend 5 motes and roll his permanent Essence. Each success subtracts one health level from the damage he would take. The wounds still will show upon their body, but do no harm and will not bleed.
⚠ <i>
Lord of Death:Sacrements of the Underworld⚠ </i>
The Abyssal is recognized as a priest of Death in all it's forms, and granted might as such. They may act and know the rites of all death cults and are given access as a priest of any such by anyone who recognizes her as a Midnight Caste. Also, by saying a prayer, they can spend 5 motes to raise a body as an ordinary zombie in their service.
'Daybreak'
⚠ <i>
Tyranny Internalized:Sanguine Sacrifice⚠ </i>
When using Sorcery or Necromancy, the Daybreak is able to tap into the power of blood to preserve her own reserves of essence. When a fresh blood sacrifice is performed for the purpose of powering the spell (deaths or blood required by a spell do not count), they can turn each health level lost into 2 motes of essence for casting the spell. These motes are as if they came from the Daybreak's personal essence pool and do not add to anima banner (though produce the normal signiture essence flows that magic of that sort normally would.)
⚠ <i>
Shadow's Province:Stagnant Essence Flows⚠ </i>
No one knows more about the essence of the Underworld than Daybreaks, and they have learned to replicate it in the world around them. Once per day, by spending 5 motes and a willpower, the essence flows around the Daybreak are tainted with death essence for the scene, becoming hard to influence. All other essence users must spend 1 more mote as a surcharge for each use of a charm.
⚠ <i>
Lord of Death:Mysteries of the Shadowed World⚠ </i>
Once per day, the Daybreak might meditate for 5 minutes and seek out the answer to a question. While they will not learn the answer, should the answer lie anywhere within the Underworld, they will know the exact location it can be found.
'Day'
⚠ <i>
Tyranny Internalized:The Darkest Day⚠ </i>
This is the Day caste anima-suppression ability, except that the cost is 2 motes, rather than doubling the motes being spent.
⚠ <i>
Shadow's Province:Ghosts Leave No Tracks⚠ </i>
This is the Day caste perception-dulling ability, except that the cost is 5 motes, rather than 10, and the difficulty penalty is equal to half the Night's permanent Essence rounded up.
⚠ <i>
Lord of Death:Dead Men Tell No Tales⚠ </i>
Those given the duty of the Day Caste are often required to deal with lesser beings who may know information. When they are facing any mortal being (including ghosts) that admits the Day as his superior, the Day Caste may spend a willpower to enforce silence upon the mortal about topics. The Day must clearly tell which topics are taboo. No matter what is done to the mortal, they can not speak or otherwise communicate without getting permission from the Day.
'Moonshadow'
⚠ <i>
Tyranny Internalized:The Fractured Mirror⚠ </i>
This is the Moonshadow caste ability to learn charms of other supernaturals, except that the cost is 2 extra xp and 2 extra motes, rather than doubling both.
⚠ <i>
Shadow's Province:Promises of the Ancient Potency⚠ </i>
This is the Moonshadow caste oath-sanctifying ability, except that the cost is 5 motes rather than 10.
⚠ <i>
Lord of Death:Spider at the Web's Heart⚠ </i>
Any good diplomat knows that one must keep tabs on their servants. With the expenditure of 2 motes, a Moonshadow may know the location of any one loyal servant (whose location isn't cloaked), their condition, and, if they were given a duty by the Moonshadow, their status in accomplishing said goal. They can use this ability up to their Essence in times a day.