Exalted/Rules/Anima

Solar Anima Banners and Caste Special Abilities
See the discussion at [Fixalted Anima Powers].

Inherent
The Dawn always adds his Essence in automatic successes to Valor rolls.

Active
When the Dawn activates this power by spending 10 motes, his anima flares up and he can aggravate or lessen any damage he inflicts on his opponents. He may gain up to Overpower [ Essence/2 (rounded up) ] or lessen his Damage dice rolled by up to Essence/2 dice. This is automatically invoked when the Dawn's Anima Banner reaches the Bonfire level. OR Gain [Essence] Initiative by spending 10 motes. This is a non-Charm bonus. This is automatically invoked when the Dawn's Anima Banner reaches the Bonfire level.

Legacy
Right to Trial by Combat, Duel Proxy.

Inherent
The Zenith God King has dominion over all. She counts as being a priest for all gods, and gains [Essence] extra successes on all ceremonies, as the words flow through her naturally.

Active
For 10 motes, the Zenith's touch causes her anima to leap from her hand to a corpse she’s touching, igniting it in Solar ﬂame during a scene. This power incinerates the corpse and ensures the soul of the deceased will not return as a hungry ghost. For 5 motes, the Zenith can inflict Essence dice of unsoakable aggravated damage to any creature of the Night within sight with an Essence lower than yours, as an Action.

Legacy
The Zenith can ask any question with a yes/no/maybe/not applicable answer set of the Unconquered Sun. The Zenith must be able to see the Sun to be able to do this.

Active
For seven motes, the Twilight may order a dematerialized spirit to manifest using a (Charisma + Presence) persuade action with (Essence) automatic successes. All spirits inherently recognize the Unconquered Sun’s authority and are compelled as if by a Defining Intimacy, but may still have Defining Ties or Principles which counter this advantage. If successful, the Twilight’s very command draws the spirit into the material world, so that it does not need to pay the cost to materialize. For 10 motes, the Twilight may touch an Essence 1-3 elemental or a demon of the frst circle, conjoining its Essence to her anima. Roll Intelligence + Occult against the creature’s Resolve. If successful, this creates a pact that changes the spirit into her familiar, allowing her to target it with applicable Survival Charms. In addition, the Twilight can reﬂexively summon the spirit instantly for three motes, drawing it through the Essence of the world to appear beside her. She may banish the creature again, reﬂexively, for free, returning it to the tides of Essence that suﬀuse Creation until needed. The Twilight may have up to (Essence) spirit familiars bound in this fashion at once

Legacy
Secret Knowledge?

For 10 motes, the Twilight may make Essence rolls to remove health levels of damage after soak, 1 health level removed per success, during a scene..

Inherent
May spend double the motes of Essence of a charm to negate any anima banner caused by the expenditure.

Active
For 10 motes, the difficulty of any attempt to detect the Night Caste is raised by the Night Caste's Essence divided by 2, rounded up, during a scene. Also hides identity as the Night Caste's features are hidden by their shadow anima.

Legacy
Night Caste Solars always count as Special Agents of the Bureau of Heaven.

Inherent
The Eclipse may buy any Charms for 1.5 times the normal cost, ie, 12 for charms based on a favored or caste Ability, 15 for all others.

Active
For 10 motes, the Eclipse may sanctify an oath. The Eclipse is protected by ancient oaths with spirits, demons and Raksha, and may visit any of these if they have legitimate business.

Legacy
Diplomatic immunity!

The First Exalted
The First Exalted counts all Solar charms as Caste Charms and counts as all Castes, but only as one Caste at a time.

= Terrestrial Aspects = Dragonblooded gain a new Aspect Power each time they reach a new level of Essence after 4.
 * A new Aspect
 * Or an enhanced Aspect power.

Air
Linguistics, Lore, Occult, Stealth, Thrown

Earth
Awareness, Brawl, Craft, Integrity, Resistance

Fire
Athletics, Battle, Dodge, Melee, Presence

Water
Bureaucracy, Investigation, Larceny, Sail, Socialize Anima: Adds Essence vs all Attacks.

Wood
Archery, Medicine, Performance, Ride, Survival

General
The anima banner of the Dragon-Blooded is a raw, powerful effect. While those of the other Exalted can be intense, and even have lasting impact on their environment, that of the Terrestrials can be so powerful as to infl ict considerable damage on their sur-roundings. The effects of the damage is different for each type of Terrestrial, but the source is always the raw power of the character’s Essence. If the Dragon-Blood’s anima banner is at the 8–10-motes level of display, it inflicts one die of lethal damage for every minute of contact to everything within a number of feet equal to the character’s permanent Essence. This damage is sufficient to destroy cloth and soft wood in a minute or two. It can eventually reduce even treated hardwoods to junk (within five minutes). At the 11–15-mote level, the banner inflicts one die of damage for every nine ticks of combat. At these two levels, characters who are able to soak lethal damage with Stamina (such as other Exalts) ignore the damage inflicted by Terrestrial anima banners. At the 16+ level, however, the banner generates a lethal die of damage every tick, and all beings and objects (except the Exalt’s personal equipment, which is immune to the effect at all levels) suffers this damage. This anima flux effect has had obvious impacts on their Terrestrials’ fighting style and architecture (among other things). Most Dragon-Bloods do not ride animals into combat, for instance. Some Ride Charms (see pp. 180-182 ) can halt or delay the death of mounts, but they are not commonly used. Some Dragon-Bloods make use of artifact mounts or creatures (such as the simhata) that are specially bred to resist their anima banners, and specially designed chariots are used in some environments. Similarly, the homes of the Terrestrials are usually made largely of stone and are more often filled with sculpture, mosaics and other sturdier artworks than paintings or tapestries, particularly in places such as workshops or dojos where the Exalted are likely to use Essence in quantity.

Air
An Aspect of Air can spend five motes to attune his anima to the winds. For the duration of a scene, the Exalt is surrounded by a swirling vortex of air, which functions as a weakened version of the Stormwind Rider spell. The Dragon-Blood may triple his leaping distance, and he takes no damage from falls, as gusts buoy him and slow his descent. Finally, the Dragon-Blooded may add double his Essence to his Defenses against Thrown and Archery attacks, as the winds buffet ranged weapons in order to protect their master.

Earth
An Aspect of Earth can spend five motes to attune his or her anima to the nearby stone, taking on the durability of the earth itself. For the duration of the scene, the Exalt may soak all lethal damage with her full Stamina. She may also add her Essence to dice rolls to resist grappling attacks or to avoid knockback. Finally, she may add her Essence to her Stamina for all purposes, but only while her feet rest on either earth or stone.

Fire
At the expenditure of five motes of Essence, the Children of Hesiesh can draw on their inner passions, forcing their anima banner to erupt. For the duration of the scene, the Exalt is surrounded by a corona of flames, which inflicts no damage on his body or possessions but affects anything else he touches as normal flames would. Any bare-handed or grappling attacks against the Exalt cause the attacker to suffer a number of lethal damage dice equal to the Dragon-Blood’s Essence, and any similar attacks made by the Dragon-Blood inflict an additional number of damage dice equal to his Essence as well. The Exalt can also ignite flammable materials with a touch.

Water
At the cost of five motes of Essence, the child of Daana’d suffuses her being with the power of Water. For the duration of a single day, the Exalt has complete water freedom. She can breathe water as easily as air and is incapable of drowning. She also suffers no environmental penalty for any actions she takes underwater, including such improbable actions as firing a bow or throwing a chakram. As a final bonus, the Exalt can walk across the surface of a body of water as easily as dry land. Water also hinders any attacks trying to reach the Water Aspect, providing Essence dice to any Defense.

Wood
At a cost of five motes, the Wood Aspect can align his Essence with the power of all growing things. For the duration of a scene, the Exalt can render himself completely immune to the effects of any plant-based poison. This power is reflexive, and the Exalt need not know that he has been poisoned prior to activating this power. Indeed, while this effect is active, the Dragon-Blood becomes a walking plant toxin. If the Exalt makes skin-to-skin contact with someone while this power is active, the target’s player must make a successful (Stamina + Resistance) roll against a difficulty equal to the Exalt’s Essence or suffer the effects of poisoning. Finally, the Dragon-Blood can add his Essence to his Defense Value against Archery attacks and any attacks using wooden or wood-hafted weapons, as the wooden shafts themselves struggle to avoid hit-ting the Exalt.

The Exalt can also adhere to any wooden surface (this includes boats, roofs, wooden hafts, etc).

Ghost ?Animus?
When Exalted leave ghosts, these ghosts retain most of their previous charm set, with aspect changes. For example: Ghost Fire Dragonblooded, Midnight Sun Liminal Exalted (Sijanese Zenith Solar), Sunshadow Liminal Exalted (Sijanese Eclipse Solar),.