Dawn of the Third Age/Rules/AnimaPowers

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  • Solars:
    • Dawn Caste: +(Permanent Essence) to DV, regardless of the opponent's Valor. Mortals and normal animals automatically flee in terror if they attempt to oppose the Dawn Caste. Heroic mortals and demons of the first circle (and non-noble fair folk) may avoid fleeing if they succeed at a Valor roll with a difficulty of the Dawn's permanent essence. Otherwise, as per normal.
    • Zenith Caste:
      • Burn the bodies of the fallen for one mote of essence per body, sending the smoke (and soul) to Heaven and preventing the body from rising after death as a zombie or hungry ghost. This ability is usable regardless of the status of the Zenith's Anima Banner. There is no cost to invoke this power when the Zenith's Anima is at the 11+ mote level.
      • As per normal, but double the permanent essence in additional levels of bashing, lethal and aggravated soak against attacks from the creatures of darkness.
    • Twillight Caste: The absorption of inflicted health levels of damage only applies if the damage was inflicted while the Twillight was performing a Shape Sorcery or Misc action.
    • Night Caste: One mote surcharge, per charm, obvious or not, to prevent the motes spent from counting towards the Night's anima banner. The difficulty of the muting effect is equal to the Night's permanent essence AND cloaks the exalt from the eyes of heaven (Outside of Fate) for the duration.
    • Lunars:
      • Changing Moon: The illusion is not subject to being pierced by the Changing Moon's anima banner until the 11+ mote level, at which point the effects are as per normal.
    • Any Castes not listed above are assumed to be unchanged.