Alternative Animas

These are some Anima powers for the different blends of Solar. Each Caste has three abilities. One that shows their mastery of self. The next shows their control over the lands of Creation and beyond. And their last demonstrates their divine ability to affect the actions and lives of others. The second powers for each Caste become free at 11+ anima banner.

'Dawn'

  • ⚠ <i>Majesty Internalized: Always Readied Blade⚠ </i> The Dawn caste are never caught completely off guard. Whenever they make a Join Battle, Join War or Join Debate roll they may activate any one Charm without it counting as a charm activation, allowing them to use an additional Charm as well or even a Combo. If the Charm is a Simple Charm, subtract it's Speed as an external penalty from the Initiative roll. The Dawn's free Charm usage need follow none of the Combo guidelines, for this is not truly a combo at all.
  • ⚠ <i>Light's Domain: Terrible Weapon of Heaven⚠ </i> This is the normal Dawn anima power.
  • ⚠ <i>Mandate of Heaven: Army of the Righteous⚠ </i> The Dawn leads by example, so much so that his armies fight with his own preternatural might when he focuses on them. When in mass combat, the Dawn may activate one supplemental charm without the War or Leader keywords per action with a 2 mote surcharge per activation, thereby allowing it to be used as if stunted in mass combat keyword. While this can benefit only one charm, said charm may be part of a combo and used multiple times in that action.

'Zenith'

  • ⚠ <i>Majesty Internalized: Pure-hearted Zeal⚠ </i> A Zenith may always channel their virtues without expenditure of a willpower.
  • ⚠ <i>Light's Domain: Shield of Virtue⚠ </i> 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. This only subtracts 1 health level of damage at the 11+ anima banner unless they spend 5 motes.
  • ⚠ <i>Mandate of Heaven: Mana as Rain⚠ </i> The Solar is recognized as a priest of all Gods. They can sanctify a dead spirit, sending it to heaven by burning the body with holy flame and the sweet scent of incense. This costs 1 mote. Also, as emissaries of Heaven, they are authorized to accept prayers in the name of Heaven and forward them on. They find such devotion refreshing, granting them double the normal willpower.

'Twilight'

  • ⚠ <i>Majesty Internalized: Wellspring of the Soul⚠ </i> With the commitment of twice the Manse rating desired in motes, a Twilight can create a false Hearthstone that will last till uncommited. This stone has no special powers, but does provide power for essence regain or for the working of magitech.
  • ⚠ <i>Light's Domain: Lorekeepers of the War Sciences⚠ </i> As a Crippling effect, the Twilight may ignite the area around them within (Essence x 4) yards with a special kind of Solar Essence, designed to influence and twist the essence flows of Creatures of Darkness. This causes nausea and disorientation. In effect, unless negated, they subtract half the Twilight's Essence (rounded up) as an internal penalty.
  • ⚠ <i>Mandate of Heaven: Forgotten Wonders of the First Age⚠ </i> The Twilight Caste created many of the great mysteries and wonders of the First Age. Moreover they almost to a one put in secret activation codes and back doors. With the expenditure of a willpower, they can make an Intellegence + Lore roll to remember the secrets of any First Age creations (or those things closely based upon them).

'Night'

  • ⚠ <i>Majesty Internalized: The Brightest of Nights⚠ </i> This is the Night caste anima-suppression ability.
  • ⚠ <i>Light's Domain: Light as Darkness⚠ </i> This is the Night caste perception-dulling ability.
  • ⚠ <i>Mandate of Heaven: The Guilty Return to the Crime Scene⚠ </i> A Night can once per day touch a target and with the expenditure of 5 motes and 1 willpower, they can mark the person, adding half their Essence in dice to track the person, and it being considered magical tracking.

'Eclipse'

  • ⚠ <i>Majesty Internalized: The Golden Reflection⚠ </i> This is the Eclipse caste ability to learn charms of other supernaturals.
  • ⚠ <i>Light's Domain: Promises of the Ancient Potency⚠ </i> This is the Eclipse caste oath-sanctifying ability.
  • ⚠ <i>Mandate of Heaven: Eldrich Pacts of the First Age⚠ </i> This is the Eclipse caste diplomatic immunity.

'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: Wisdom of Ten Thousand Battles⚠ </i> Dusk Abyssals defeated Death, and in doing so earned not only Exaltation, but the unconcious experience of all of Creation's fallen heroes. For a mote per DV, the Abyssal can negate terrain height bonuses given to an enemy they are attacking. For 5 motes, they can double the DV penalties for unstable terrain.
  • ⚠ <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). With static pools, this subtracts from the base pool before any division or multiplication. ⚠ <i>Ex: Shiria attacks Glorious Shan and channels her Valor which is 5. His PDV is (Melee 5 + Dex 5 + Ess 4)/2 = 7. His PDV after her subtraction is 5, not 2.⚠ </i>
  • ⚠ <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 Midnight Caste Abyssal 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. This only subtracts 1 health level of damage at the 11+ anima banner unless they spend 5 motes.
  • ⚠ <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 cursed prayer, they can spend 8 motes to steal the Cult of a ghost, once per day.

'Daybreak'

  • ⚠ <i>Tyranny Internalized: Sanguine Sacrifice⚠ </i> When using Thaumaturgy, 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.) The blood can come from the Daybreak herself, and need not be a lethal sacrifice. Should the Daybreak know the Blood Magic ritual, they triple all essence produced.
  • ⚠ <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 Abyssal essence for the scene, becoming hard to influence. All non-Abyssal essence users within (Essence x 4 yards) 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.
  • ⚠ <i>Shadow's Province: Ghosts Leave No Tracks⚠ </i> This is the Day caste perception-dulling ability.
  • ⚠ <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 that has a positive intimacy or one of fear or awe towards them, 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 or without their will being broken. This can be done once a day.

'Moonshadow'

  • ⚠ <i>Tyranny Internalized: The Fractured Mirror⚠ </i> This is the Moonshadow caste ability to learn charms of other supernaturals.
  • ⚠ <i>Shadow's Province: Promises of the Ancient Potency⚠ </i> This is the Moonshadow caste oath-sanctifying ability, with the understanding that oaths are sanctified on the power of Oblivion, with the knowledge that it shall claim an oath-breaker slowly.
  • ⚠ <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.

'Slayer'

  • ⚠ <i>Hierarchy Internalized: Mastery of Glories Past⚠ </i> Once per scene, a Slayer can repeat a previously used +2 or +3 stunt for 1 willpower, 1 xp, and 3 motes. This replicates the dice bonus and any special effects of the stunt, and can be considered that the xp is being booked towards creating a charm of the appropriate kind.
  • ⚠ <i>Corruption's Realm: Gut-rending Fear⚠ </i> This is the Slayer anima power.
  • ⚠ <i>Prince of the Fallen Kings: Divine Right Over Life and Death⚠ </i> Upon defeating a foe and letting them have the sublime mercy of continued existance, the nobility and innate right to rule of the Slayer is revealed to the one defeated, lowering their DMDV and PMDV against the Slayer by 1 until and unless they see the Slayer defeated by an equal or lesser.

'Malefactor'

  • ⚠ <i>Hierarchy Internalized: Sweet Restoration of Prayer⚠ </i> Any prayers the Malefactor performs function as if the Malefactor was sleeping for purposes of rest and essence respiration.
  • ⚠ <i>Corruption's Realm: Purity of Desolation⚠ </i> This is the sacrifice power of the Malefactor.
  • ⚠ <i>Prince of the Fallen Kings: Communion of the True Faith⚠ </i> Through an act of communion, the Malefactor can lower the difficulty of a prayer roll to the Yozi as if making a sacrifice by the Magnitude of the group (including herself).

'Defiler'

  • ⚠ <i>Hierarchy Internalized: Shimmering Sphere of Power⚠ </i> With the commitment of twice the Manse rating desired in motes, a Defiler can create a false Hearthstone that will last till uncommited. This stone has no special powers, but does provide power for essence regain or for the working of magitech.
  • ⚠ <i>Corruption's Realm: Rarefied Armor of Essence⚠ </i> As Defiler anima, except only 1 health level at +11 anima banner.
  • ⚠ <i>Prince of the Fallen Kings: Arcana of the Great Creators⚠ </i> The Defiler may apply their Savant background to the understanding of pre-history technology.

'Scourge'

  • ⚠ <i>Hierarchy Internalized: None See The Air⚠ </i> This is the Scourge caste anima-suppression ability.
  • ⚠ <i>Corruption's Realm: The Wind Whispers⚠ </i> This is the Scourge caste personal sound dampening ability.
  • ⚠ <i>Prince of the Fallen Kings: But Adorjan Makes Not A Sound⚠ </i> This is the Scourge area sound dampening ability.

'Fiend'

  • ⚠ <i>Hierarchy Internalized: The Tarnished Mirror⚠ </i> This is the Fiend caste ability to learn charms of other supernaturals.
  • ⚠ <i>Corruption's Realm: Promises of the Ancient Potency⚠ </i> This is the Fiend caste oath-sanctifying ability, with the understanding that oaths are sanctified on the power of the ancient oaths that made Creation possible.
  • ⚠ <i>Prince of the Fallen Kings: Oaths Broken on their Maker's Bones⚠ </i> This is the Fiend oath-nullifying ability.

'Exarch'

  • ⚠ <i>Hierarchy Internalized: Pattern-Bound Eyes⚠ </i> When in a properly chaotic situation, the Exarch can spend a willpower and state a goal, as the patterns emerge from the chaos and present themselves to be exploited to reach said goal. In effect, the TN of any roll to reach that goal directly, is lowered by 1 for the scene as long as they stay in the chaos. This anima effect can be used once per scene.
  • ⚠ <i>Corruption's Realm: Supping at the Chaos Font⚠ </i> The Exarch may gain sustenance and energy from chaos pure and mundane. In effect, every half hour in a chaotic situation (be it the Wyld, a gambling house, etc...) is a full meal to the Exarch, and every hour gives them mote regeneration as if they were more at rest than they are (except no extra gain if they rest fully in the middle of the chaos).
  • ⚠ <i>Prince of the Fallen Kings: Imposition of Order from Chaos⚠ </i> With the expenditure of a willpower, the Exarch may redirect any shaping attack that fails to hit them once per scene. This attack can be redirected to any target within range of the original attack, and goes on as if they were the original target in the first place.