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		<title>StarJaunter: *</title>
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				<updated>2009-04-13T02:13:18Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Basic Guide to Using Charms =&lt;br /&gt;
&lt;br /&gt;
Every Exalted gains benefits of their Essence score and their Animas but to get the most&amp;lt;br&amp;gt;&lt;br /&gt;
use out of the Motes of Essence they all carry around with them they need to learn and &amp;lt;br&amp;gt;&lt;br /&gt;
use Charms.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At its most basic one charm may be used per turn, but that same charm may be used multiple&amp;lt;br&amp;gt;&lt;br /&gt;
times in that turn if appropriate and.  In order to activate multiple charms in the same &amp;lt;br&amp;gt;&lt;br /&gt;
turn an Exalt must create a Combo including all Charms they want to activate and spend a &amp;lt;Br&amp;gt;&lt;br /&gt;
willpower point when the first charm is activated. Then they may use as many charms as they&amp;lt;Br&amp;gt;&lt;br /&gt;
can afford to pay the essence cost.  See below for more on Comboes.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
&lt;br /&gt;
Charms, unless permanent, cost a least one mote to activate. Some may take multiple motes &amp;lt;br&amp;gt;&lt;br /&gt;
and others add a Willpower cost.  Rarely a charm will have a health level or experience&amp;lt;br&amp;gt;&lt;br /&gt;
point cost. For charms with a duration longer than an instant, the mote cost is committed&amp;lt;Br&amp;gt;&lt;br /&gt;
until duration ends or the exalt chooses to end it.  This means the Mote is spent and &amp;lt;br&amp;gt;&lt;br /&gt;
cannot be regained by any means until the commitment ends.&lt;br /&gt;
&lt;br /&gt;
== Minimums ==&lt;br /&gt;
&lt;br /&gt;
Charms must have a minimum of essence and usually some other statistic before they can be&amp;lt;Br&amp;gt;&lt;br /&gt;
purchased. Solars, Abyssals, and Dragonblooded use Abilities, Lunars use Attributes, Sidereals&amp;lt;br&amp;gt;&lt;br /&gt;
use merits. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
'''Simple:''' Charms of this type replace a character's action.  During combat turn they may&amp;lt;br&amp;gt;&lt;br /&gt;
move at their speed and use their defense or abandon their defense and move at double speed,&amp;lt;br&amp;gt;&lt;br /&gt;
but may not perform other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Supplemental:'''  Charms of this type enhance a character's action.  They can only be used&amp;lt;br&amp;gt;&lt;br /&gt;
when an action in the same attribute or ability is being used unless specifically indicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Reflexive:'''  Charms of this type aren't part of a character's action. They occur instantly&amp;lt;Br&amp;gt;&lt;br /&gt;
and with no true effort on the Exalts part. Still only one type may be used per turn without a&amp;lt;br&amp;gt;&lt;br /&gt;
Combo.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Extra Action:''' Extra actions allow an Exalt to perform an extra action as part of their&amp;lt;br&amp;gt;&lt;br /&gt;
turn. Extra actions can simulate having extra turns before another reacts but only in limited&amp;lt;br&amp;gt;&lt;br /&gt;
ways, such as being able to attack again, but not use speed or defense again.  Extra action&amp;lt;br&amp;gt;&lt;br /&gt;
charms rarely allow merits to be used to effect the extra actions, but they can effect the&amp;lt;Br&amp;gt;&lt;br /&gt;
normal action in the same turn an extra action is used. In a Combo only one charm with the&amp;lt;Br&amp;gt;&lt;br /&gt;
Extra Action type may exist.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Permanent:'''  Permanent Charms permanently enhance a characters capabilities. Some enhance&amp;lt;Br&amp;gt;&lt;br /&gt;
previous charms, but others create permanent unending enhancements to the character or give &amp;lt;br&amp;gt;&lt;br /&gt;
them a mote expending power without counting as a charm use.&lt;br /&gt;
&lt;br /&gt;
== Keywords ==&lt;br /&gt;
&lt;br /&gt;
'''Combo-OK:'''  Only charms with this keyword may be included in Comboes.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Counter-Attack:'''  The charm is a counter-attack and may only be used with the exalt has&amp;lt;br&amp;gt;&lt;br /&gt;
been attacked. Using a counter-attack causes defense to decrease by one for the rest of the &amp;lt;br&amp;gt;&lt;br /&gt;
turn, this is in addition to the decrease the attack itself probably caused.&lt;br /&gt;
&lt;br /&gt;
'''Compulsion:'''  This charm produces a compulsion which may be resisted by certain charms or&amp;lt;br&amp;gt;&lt;br /&gt;
ignored for one turn per willpower point spent.&lt;br /&gt;
&lt;br /&gt;
'''Crippling:''' This charm produces a crippling effect.  This usually takes the form of extra&amp;lt;br&amp;gt;&lt;br /&gt;
dice penalties added to a target's rolls from extra pain or non-functioning limbs. Some crippling&amp;lt;Br&amp;gt;&lt;br /&gt;
leads to permanent harm in Mortals. Some charms resist crippling effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Emotion:'''  This charm can effect or create a target's emotional state.  Once effected the &amp;lt;Br&amp;gt;&lt;br /&gt;
emotion acts as a real one would for the subject.  Some charms resist Emotion effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Illusion:''' This charm causes a illusion or false belief in the target.  Some charms resist&amp;lt;br&amp;gt;&lt;br /&gt;
the effects of illusion but otherwise target must spend a willpower point per turn to resist.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Holy:''' This charm has a special effect on a creature of darkness, ie dead, demons, and the fae.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Knockback:''' This charm will cause an effect that pushes the target back, some effects will &amp;lt;br&amp;gt;&lt;br /&gt;
mitigate knockback effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Obvious:''' The charm is obvious in its use, and most witness can even make an educated guess&amp;lt;Br&amp;gt;&lt;br /&gt;
as to the effect the charm will have.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Perfect:'''  This charm is a perfect effect, it will contradict any attempt to resist it unless&amp;lt;br&amp;gt;&lt;br /&gt;
the attempt also possesses the Perfect keyword, in which case the keywords cancel each other out &amp;lt;Br&amp;gt;&lt;br /&gt;
and the charms will have their written effects.Offensive perfects usually add a success to a roll&amp;lt;br&amp;gt;\&lt;br /&gt;
regardless of the rolls outcome, defensive ones ignore all successes, so will always win.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Poison:'''  The charm causes or acts like a poison or drug and can be resisted as the same.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Servitude:''' This charm causes an individual to serve the Exalt in some fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shaping:'''  This charm is considered a shaping effect and may be resisted as one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sickness:'''  This charm causes or acts like a disease and can be resisted as one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stackable:'''  This charm can have stacked effects by being activated multiple times or in&amp;lt;br&amp;gt;&lt;br /&gt;
some cases being purchased multiple times.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Supernatural:''' The effects this charm creates or supplements cannot be overcome without &amp;lt;br&amp;gt;&lt;br /&gt;
the use of a superhuman effort.  This can take the form of Charms, but stunts, other supernatural&amp;lt;Br&amp;gt;&lt;br /&gt;
abilities, naturally gifted animals or beings, even spending a willpower point negate the &amp;lt;Br&amp;gt;&lt;br /&gt;
immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Touch:''' Target must be touched to be effected by this charm, this can require dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
plus brawling rolls against resistant targets.&lt;br /&gt;
&lt;br /&gt;
'''Training:'''  Targets are trained by the exalt with this charm.  Targets may spend experience&amp;lt;br&amp;gt;&lt;br /&gt;
to learn the trained abilities otherwise they will expire with the charms duration.  Training&amp;lt;br&amp;gt;&lt;br /&gt;
charms count as the training time needed though, no additional time is needed to buy the traits,&amp;lt;br&amp;gt;&lt;br /&gt;
just the experience.&lt;br /&gt;
&lt;br /&gt;
=== Solar Only ===&lt;br /&gt;
&lt;br /&gt;
'''Administration:''' This charm allows a Solar to administer a large group of people for greater&amp;lt;br&amp;gt;&lt;br /&gt;
effect overall than a Solar acting alone can achieve.  Normally a solar may administer as many&amp;lt;Br&amp;gt;&lt;br /&gt;
people as their ability score squared, this frequently involves a number of sub-commanders equal&amp;lt;br&amp;gt;&lt;br /&gt;
to the Solar's ability score, who pass commands onto the rest for the Solar.  A Solar must spend&amp;lt;br&amp;gt;&lt;br /&gt;
at least 8 hours a day working the organization to keep the charms benefit.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Delegation:''' This charm allows a Solar to delegate others to perform a task in their stead.&amp;lt;Br&amp;gt;&lt;br /&gt;
This charm will grant the delegates benefits related to the ability but primarily allows the Solar&amp;lt;br&amp;gt;&lt;br /&gt;
to use their own dice pool and to activate excellency and a few other charms to benefit any rolls &amp;lt;br&amp;gt;&lt;br /&gt;
the delegates undertake.  The group usually must have at least as many people as the Solar's &amp;lt;br&amp;gt;&lt;br /&gt;
relevant ability, if short the rolls take a die penalty equal to missing people as the Solar cannot&amp;lt;br&amp;gt;&lt;br /&gt;
channel themselves properly though. Commonly a group of delegates can act as the head for an &amp;lt;br&amp;gt;&lt;br /&gt;
Administration charm if appropriate.  The delegates bonuses end when the motes are uncommitted. &lt;br /&gt;
&lt;br /&gt;
== Duration ==&lt;br /&gt;
&lt;br /&gt;
This is the length of time the charm lasts as long as the motes of essence remain committed.&amp;lt;Br&amp;gt;&lt;br /&gt;
This duration can usually be shortened by dropping the commitment but the duration is the &amp;lt;br&amp;gt;&lt;br /&gt;
longest the Exalt can keep the charm active before it needs to be renewed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
Some charms are very simple and an exalt can learn them on their own, but many charms are more&amp;lt;Br&amp;gt;&lt;br /&gt;
complex and must build on the mastery an Exalt has gained with previous Charms. You cannot &amp;lt;Br&amp;gt;&lt;br /&gt;
purchase a charm without having already learned its prerequisites.  &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>StarJaunter</name></author>	</entry>

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