DAWN ANIMA POWERS
>• At bonfire, add half her Essence score rounded up to the Dawn's base Initiative upon a successful decisive attack.
>• For ten motes, all combat Charms with outstanding reset conditions are automatically reset. This effect can only be used once per day, resetting at sunrise.
>• The Dawn Caste inspires terror: add her Essence in dice to all intimidating social influence. She may also intimidate targets which do not feel fear, such as automatons, golems, and certain undead.
ZENITH ANIMA POWERS
>• For one mote, the Zenith's anima leaps from her hand to a corpse she is touching, igniting it in Solar flame. This power incinerates the corpse and ensures that the soul of the deceased will not return as a hungry ghost. In addition, the Zenith may perceive the strongest Intimacies of the deceased and may choose to accept them. When she is ready, she may pay one mote, touching a target of those Intimacies to pass on feelings of peace, love, and assurance, shedding them in the process. She may also transfer Intimacies to an object, allowing it to convey comfort or a sense of duty to the subject. Conversely, she may touch someone who caused the deceased to suffer, paying one mote and rolling a social Attribute + Presence with three automatic non-Charm successes against their Resolve, to transfer pain suffered by the deceased back on the one who caused such hurt. The Storyteller is free to dictate the length and weight of such attrition.
>• For ten motes, one Willpower, the Zenith channels her Essence into an aura of divine retribution, flashing and surging around her attack. This power supplements a decisive attack against a creature of darkness, preventing her Initiative from returning to its base value after the attack. When the Zenith's anima is at bonfire, reduce the cost of this power by five motes and ignore the Willpower. This power may only be used once per day, resetting when the sun is at its zenith.
>• For three motes, the Zenith may sense the nearest kingdom, nation, or settlement within (Essence * 200) miles in which there are laws that are a direct affront to her defining principles, or those lands where there are laws which align with her defining principles but are suffering some sort of decay. She then gains three non-Charm successes on any Survival roll to find the nearest road or artery that will take her to such a place.
TWILIGHT ANIMA POWERS
>• For five motes, the Twilight projects an aura of pure force from within her anima, reflexively increasing her hardness by five for one turn. At bonfire, this power activates itself automatically. This effect does not stack with other magic that raises hardness, but it can be used during Crash.
>• For ten motes, one willpower, the Twilight's anima flares and consumes her body over the course of the round. On her next turn, she vanishes into her anima and ceases to exist. To use this power, the Exalt must not move or suffer knockdown before the action is completed. After using this power, the Twilight will not reappear until the following sunset. When she does, it will be at a place of power within ten miles of her vanishing point. She might appear at a temple, a demesne, or the door of a god's sanctum.
>• For ten motes, the Twilight may touch an Essence 1-3 elemental or a demon of the first 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.
NIGHT ANIMA POWERS
>• For two motes, the Night can dampen her anima, treating all peripheral Essence expenditures as if they were personal for one instant.
>• For three motes, the Night can ignore (Essence) penalties to a Stealth attempt for one instant.
>• When the Exalt is in bonfire, her anima wraps and suffuses her form, hiding her figure and masking her visage in flame. It becomes completely impossible to discern her identity. This is considered a perfect defense, not subject to Eye of the Unconquered Sun.
ECLIPSE ANIMA POWERS
>• For ten motes, one willpower, the Eclipse sanctifies an oath she has witnessed, making it unbreakable. The Exalt touches the oath-givers (or their words, as they pass through the air), her caste mark flashing imperceptibly. If she wishes, her anima briefly flares, swirling with the words and runes by which Heaven has given her the right to arbitrate such matters. Oaths-givers who break pacts sworn before the Lawgiver (including the Exalt herself) are subject to a terrible curse, adjudicated by the Storyteller.
>• The Exalt has diplomatic immunity when treating with the enemies of Creation. Spirits, the demon princes of Hell, and the Fair Folk may not attack the Eclipse or her companions without just cause, and such creatures must observe the rules of hospitality. Such beings may still attempt to provoke members of the Solar's embassy into breaking the peace.
>• The Eclipse represents all the subtle movements of Essence under Heaven, the strange and self-referencing powers that stir when night merges with day. Eclipses can learn the Charms of spirits, Fair Folk and similar supernatural beings which have the Eclipse keyword for eight experience points each.