Telgar's Animas =
- back to Telgar
Anima effects are the most basic powers of the Exalted, created by simply spending Essence. They are unfocused, basic powers that reflect the character of the Castes involved. All Anima effects are reflexive actions (this is a house rule) and these rules are written with such in mind. I consider any Anima not listed here to work perfectly well with canon rules.
10 motes: Mortal creatures (Essence 2 or lower) must make a Valor roll to come into conflict with the Exalted. If they succeed, they loose 2 dice from all their offensive dice pools. If they fail, they must flee the character's vicinity. Botching the roll causes them to become immobile with terror.
10 motes: The Dawn can enhance his favored weapon, increasing any stat of the weapon by 1 for every point of Essence. No stat can be increased by more then 2 points. These enhancements last a scene.
5 motes: Normal anti-Dark flare, unsoakable damage to everyone but Deathlords and Deathknights who may soak with their Stamina only. This is a reflexive action, as are all Anima effects, but may only be used once a turn.
10 motes: Unclean creatures such as hungry ghosts, sentient undead and demons must make a Valor roll to come into conflict with the Exalted. If they succeed, they loose 2 dice from all their offensive dice pools. If they fail, they must flee the character's vicinity. Botching the roll causes them to become immobile with terror. Undead or demonic creatures that do not have Virtues automatically fail their Valor roll.
10 motes: All bodies within the Zenith's line of sight are immolated by Solar fire, freeing the souls peacefully. These bodies can not be raised as zombies and hungry ghosts never rise from the dead's lower souls. The higher soul is sent on to the cycle of reincarnation instantly.
10 motes: For the rest of the scene treat all the Night Caste's motes as Personal Essence.
10 motes: The difficulty of any roll attempting to locate the Night Caste or detect his past presence is increased by his Essence score.
10 motes: Canon Oath Binding power
Special Ability: Canon Diplomatic Immunity.
Special Ability: Members of the Eclipse Caste can learn Spirit Charms for twice the XP cost spirits pay for them, the usage cost of the Charms are also doubled. Eclipse Castes can not learn the Charms of other Exalted in this fashion.
No Moon Anima
10 motes: Something Cool but not Sorcery-based.
5 motes: In addition to soaking Lethal damage with his full Stamina, the Terrestrial gains Hardness equal to twice his Stamina.