Solar Anima Revision (Nate)

From Exaltedcursejar

Here are my revised Solar caste powers. Night Caste Anima powers remain as written in the Core book.

Contents

[edit] Dawn Caste Anima Power

The Dawn Caste are the ultimate warriors of Creation, and as such bear both awesome power and nearly unbreakable protection. For five motes, a Dawn Caste may apply his damage in Step 10 as aggravated damage, pouring the unrestrained might of the Unconquered Sun into his foe's wounds for one action (including flurries). Alternatively, the Dawn Caste may spend 5 motes and reduce damage applied to him by (Essence) levels in Step 10, hardening his blinding anima into a nearly impenetrable barrier. A player may not use more than one anima power until his DV refreshes.

These powers come into effect automatically when the Solar spends 11+ peripheral motes of Essence in a scene, though not to the fullest extent. Aggravated damage is limited to (Essence) levels and the anima's protective barrier reduces one level of damage unless the Solar spends 5 motes of Essence to power the desired effect. The Solar still may not apply a different anima effect until his DV refreshes.

[edit] Zenith Caste Anima Power

Minimum damage vs. Creatures of Darkness is always at least (Essence x 2), instead of the usual (Essence). All other Zenith Caste powers remain the same.

[edit] Twilight Caste Anima Power

The Twilight Caste understand the secrets of the world, and beyond. A Twilight Caste Solar may learn a different Exalt's Charm, so long as he meets all of the prerequisites for the Charm desired. The cost for learning such a Charm is (Required Ability/Attribute/Virtue + Required Essence) days. In the case of teachers whose Charms only have an Essence requirement, the training time is (Required Essence x 2) days. A Twilight may never learn a Charm of a different Exalt's type without a teacher.

Others must be wary about the use of their powers in the presence of the Copper Spiders. If a Twilight commits 5 motes during a scene in which he observes another being use a Charm, the Twilight may learn the Charm as though he had a teacher. The motes must remain committed for the duration of the Charm's training time, and the Twilight may only learn Charms with the keyword Obvious unless he has some other means of detecting the Charm's usage (such as with an artifact or through Sorcerer's All-Encompassing Sight). Only one Charm may be trained at a time..

The Twilight may commit 5 motes that have already been spent once he has spent 11+ Peripheral motes in a scene to take advantage of this power. Note that this means the Twilight need not spend any motes to activate this power; he simply may not regain 5 motes in his Peripheral pool because they're considered committed.

[edit] Eclipse Caste Anima Power

The Unconquered Sun's Chosen representatives are welcome in his enemies demesnes. Spirits of all types may never initiate hostilities against an Eclipse Caste Solar unless he or one of his allies (use common sense) initiates them first. Hostilities include attempts to change one's body, traits, and possessions. Discussions are never considered to open hostilities unless they are a formal declaration of such. Even in that case, the Crowned Sun in his party are permitted to leave unmolested if they are acting as representatives instead of the actual hostile party.

Spirits for the purpose of this power include demons, Yozi, ghosts, Deathlords, Neverborn, elementals, fair folk, and gods, but not Exalts of any type.

Eclipse maintain their oath-binding powers as described in the Core book.

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