Anima Banner Table:
- 1-3
- Caste mark glitters; Perception + Awareness to notice; Stealth works normally
- Caste mark burns; shines through any covering; magic stealth fails; stealth rolls at +2 difficulty
- Aura glows enough to read; stealth impossible
- Aura bonfire; nearby items bleached; visible for miles
- Totemic Image
Knockdown/back Effects
- Pre-soak damage over Sta+Res
- Sta+Res roll or knockdown (-2 until up again). Note this means Sanche and Karinna knock people down most rounds.
More HLs in one blow than Sta
Sta+Res at diff (HLs taken - Sta) or Stunned (-2 for 6-Sta turns)
- Non-harmfully knocked back n yards through cool-looking scenery.
Fighting Mounted
- Dawn abilities and Dodge are capped at your Ride score.
If Ride < control value of mount, Wits+Ride action every turn to stay mounted in combat.
- Characters on foot have a -2 penalty without long weapons (spears, polearms).
- Lances do extra damage when charging
Post-combat Worries
Exalted can mostly ignore this: they reduce the difficulty of infection rolls by 2, making almost anything diff 1. UnExalted have to make a Sta+Res roll at diff 3, higher on battlefields and such. Every day, a Sta+End roll is made to break the fever, starting at 1 but with progressively worse difficulties (Exalted stay at diff 1). That modifier applies to every other die roll too, to simulate fever effects. Exalteds only have a -2 die penalty from fever.
Most people bleed badly, and need to receive medical attention to stop. Exalted can will themselves to stop with a Stamina+something roll. Any competent medical attention will stop an Exalted's wounds from bleeding.
Healing
Health levels heal one at a time, from the worst up.
| Damage | unExalted | Exalted | ||
|---|---|---|---|---|
| Type | Resting | Active | Resting | Active |
| Bashing | 12 hrs | 24 hrs | 3 hrs | 6 hrs |
| -0 | 1 day | 2 days | 6 hours | 12 hours |
| -1 | 1 week | 2 weeks | 2 days | 4 days |
| -2 | 2 weeks | never | 4 days | 8 days |
| -4 | 1 month | never | 1 week | 2 weeks |
| Incap | 1 month | never | 1 week | 2 weeks |
Combat Maneuvers
- Clinch/Hold
- Make a Brawl attack --- well, a Dex or Str plus Brawl or Martial Arts attack. If you succeed, every turn the two of you roll for control. Extra successes on the control let you hurt the other person, or just hold them, or throw them across the room..
- subtracts one success; does normal damage; forces Dex+Ath roll at diff 2 to stay standing.
- -1 success; st+2 damage; both make sta+ath rolls at diff 3 to stay standing; target unbalanced anyway at -2 for one turn
- -1 success; no damage; Str yards range; Wit+Ath diff 2 to stay standing; -1 damage, half successes add.
- Diff 3 attack (+2 if ranged), dodgeable and parryable. Followed by reflexive Wits+Weapon roll, diff = successes from attack, to hold on to weapon.