Difference between revisions of "MeteorExalted/CharmRules"
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Latest revision as of 05:48, 17 May 2005
Charms
They're the generic fantasy Exalted - in mechanics, not theme. So -
-There should be basic functions pretty much everywhere.
-Terresstrial power level.
-Uses Celestial rules
-Have some Celestial level powers such as Reflexive defenses.
-Doesn't have DB tricks such as scene long die adders, teamwork charms, or comboless Charm use.
-Many charms, mostly simple, that are more blatantly magical than most Exalted Charms.
-Ability die cap, 2 dice per mote. Specialities not part of the die cap.
Aaaand we're off to the races.