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Twilight: Essence flows in the Twilight<br />
Pyre become too hot to touch; enemies in<br />
the Pyre suffer a die of lethal damage for<br />
every two motes of Essence they spend.<br />
This damage is soakable only by Stamina.<br />
Night: The Night Pyre is full of suffocating<br />
smoke. Each turn, an enemy in the Pyre<br />
must make a Temperance check; failure<br />
means that he has inhaled too much smoke,<br />
and loses a dot of Stamina temporarily. A<br />
botch means he has inhaled enough to<br />
poison himself; he loses consciousness and<br />
must accumulate 5 successes on Stamina<br />
rolls, once per turn, to awaken.<br />
Eclipse: Oathfire burns around the Eclipse.<br />
Those attacking him (regardless of whather<br />
they succeed) have an oathbreaker’s curse<br />
placed upon them; it mandates as many<br />
botches as half the Eclipse’s Essence,<br />
rounding up, and one such curse is incurred<br />
per attack. Magical beings may roll their<br />
Essence in a reflexive opposed test to resist<br />
recieving the curse, but on a botch they<br />
recieve one at full strength.<br />
Abyssal: These are dark reflections of the<br />
Solar effects.<br />
Dusk: Identical to Dawn.<br />
Midnight: Same as the Dawn effect, but<br />
applicable only to beings native to Malfeas,<br />
little gods, and elementals. Those that die<br />
in a Midnight’s Pyre automatically rise as<br />
zombie extras the next turn, unless their<br />
corpses are destroyed.<br />
Daybreak: Essence flows in the Daybreak<br />
Pyre run with agony; each time a being<br />
in the Pyre uses a Charm or Combo with<br />
a Willpower cost, he must pay twice the<br />
Willpower or suffer dice of lethal damage<br />
equal to the number of motes spent. This<br />
damage is soakable only be Stamina.<br />
Day: The Day Pyre is a column of cold<br />
flame, filled with chilling mists. Each turn,<br />
any creature in the Pyre must make a<br />
Conviction check; failure means that some<br />
of the chill has seeped into his bones, and<br />
loses a dot of Dexterity temporarily. A<br />
botch means he has suffered frostbite; he<br />
becomes paralyzed and must accumulate 5<br />
successes on Dexterity rolls, once per turn,<br />
to restore himself to movement.<br />
Moonshadow: The Moonshadow is a<br />
nemesis, one who brings vengeance for<br />
promises broken. Any being in the Pyre<br />
who attacks the Moonshadow is cursed<br />
terribly; the next attack directed toward him<br />
has its attack pool doubled and its damage<br />
pool increased by half the Moonshadow’s<br />
Essence, rounding up. Magical beings may<br />
roll their Essence in a reflexive opposed<br />
test to resist recieving the curse, but on a<br />
botch they recieve one at the full strength<br />
of the Moonshadow’s Essence.<br />
Sidereal: These work for you and your<br />
allies.<br />
Journeys: The Exalt and allies in his Pyre<br />
can fly as per Effortless Soaring Eagle Mode;<br />
allies must also return to the Pyre once a<br />
turn or the effect fails for them.<br />
Serenity: The Exalt and allies in his Pyre<br />
are supernally graceful. They dodge all<br />
incoming attacks with a base pool of<br />
Performance and automatic successes equal<br />
to permanent Essence.<br />
Battles: The Exalt and allies in his Pyre can<br />
attack twice a turn without penalty. The<br />
additional attack is considered part of the<br />
same action as the first.<br />
Secrets: Jupiter’s Pyre of blinding flame<br />
makes all the attacks of the Exalt and allies<br />
in his Pyre unexpected.<br />
Endings: The Endings Pyre celebrates the<br />
end of battles; each attack the Exalt and<br />
alllies in his Pyre makes drains a point of<br />
Willpower from the victim and transfers it<br />
to the attacker.