Anima Banner Table:

1-3
Caste mark glitters; Perception + Awareness to notice; Stealth works normally
4-7
Caste mark burns; shines through any covering; magic stealth fails; stealth rolls at +2 difficulty
8-10
Aura glows enough to read; stealth impossible
11-15
Aura bonfire; nearby items bleached; visible for miles
16+
Totemic Image
*We don't have Caste Marks as such; Discipline Aura Banners are sort of a replacement.*

Knockdown/back Effects

Pre-soak damage over Sta+Res
Sta+Res roll or knockdown (-2 until up again).
More HLs in one blow than Sta
Sta+Res at diff (HLs taken - Sta) or Stunned (-2 for 6-Sta turns)
3n points raw damage
Non-harmfully knocked back n yards through cool-looking scenery.

Fighting Mounted

Post-combat Worries

Adepts can mostly ignore this: they reduce the difficulty of infection rolls by 2, making almost anything diff 1. nonAdepts 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. Adepts only have a -2 die penalty from fever. Most people bleed badly, and need to receive medical attention to stop. Adepts can will themselves to stop with a Stamina+something roll. Any competent medical attention will stop an Adept's wounds from bleeding.

Healing

Health levels heal one at a time, from the worst up. 21st-century medical attention causes your wounds to heal as if they were one category less severe (-0 still heals as -0).
Damagenon-AdeptAdept
TypeRestingActiveRestingActive
Bashing12 hrs24 hrs3 hrs6 hrs
-01 day2 days6 hours12 hours
-11 week2 weeks2 days4 days
-22 weeksnever4 days8 days
-41 monthnever1 week2 weeks
Incap1 monthnever1 week2 weeks

Combat Maneuvers

Clinch
+2B damage; extra successes do not add. Characters in a clinch can only inflift +2B damage, or try to escape in a contest of dex + Brawl or +Martial Arts. Most non-soak charms don't work. No dodges or parries.
Hold
no damage; resisted str+brawl/ma to escape
Sweep
subtracts one success; does normal damage; forces Dex?+Ath roll at diff 2 to stay standing.
Tackle
-1 success; st+2 damage; both make sta+ath rolls at diff 3 to stay standing; target unbalanced anyway at -2 for one turn
Throw
-1 success; no damage; Str yards range; Wit+Ath diff 2 to stay standing; -1 damage, half successes add.
Disarm
Diff 3 attack (+2 if ranged), dodgeable and parryable. Followed by reflexive Wits+Weapon roll, diff = successes from attack, to hold on to weapon.

Intuitive Magic

Mostly by Charm; contest of Ess+Will for conjury; threshold is 3/Cha to summon, Cha+services/Cha to contest, Ess+Cha(+Ess+Cha) to banish.

Beastmaster Tells

True are Perception+Awareness rolls, Assumed are Wits+Awareness. A new day counts as a new meeting. When Assumed, familiarity may ensue. Difficulties as below:
DBTTrueAssumed
05, once/meeting7 is suspicious, 5 if Tell is known
1,23, once/meeting5 if suspicious, 3 if Tell is known (even if not suspicious)
3+Unmistakable1 if suspicious, automatic after three hours anyway.