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= Fundamental Solar Charms =
+
= Another Exalted Charms =
  
These are the quintessential Solar charms, which cover the basic functionality that Solar Exalted are expected to need. There are a few more than I'd like, particularly in some of the "busier" skills, but I think I'll still end up with fewer than the 2e core book. Some basic effects (like 2e's Feather-Foot Style) aren't listed here simply because they can easily be represented as the codification of a particular stunt. I'll get into that in more detail later.
+
This page will hold all the information on charms for [[Gayo/AnotherExaltedOverview|Another Exalted]] until such time as I need to split it up.
  
These charms represent the natural, instinctual manifestation of things most Solars will want to do, and as such, they're fairly widespread among the Lawgivers. Most Solar charms not listed here will be idiosyncratic custom effects particular to a single Exalt.
+
== Changes to Charm Mechanics ==
  
== Discussion ==
+
Obviously I'm changing a lot of Charms, but my main goal with this system is to provide a ''small and complete'' pool of fundamental Charms (no more than in the core book, and probably fewer), and then have everything else be custom charms designed specifically for the character in question.
  
=== Solar Flaws of Perfection ===
+
=== Miscellaneous Changes ===
  
At some point I'll put a proper discussion of Flaws of Perfection in the main charm document, but for now, here's the overview: You can have at most 3 Flaws of Perfection, one of which must be in your dominant Virtue. They apply to some noncombative things as well in this system variant. The flaw and Power have to make some kind of sense together -- you shouldn't take a flaw designed for use in combat with a charm that's mostly noncombative, you shouldn't take a flaw that assumes you're defending with an aggressive charm, and so on.
+
'''DICE CAPS:''' These no longer exist ''as such.'' However, the old dice caps live on in another form -- charms with the "Capped" keyword.
  
There are two levels of severity for Virtue Flaws. The default level is a flaw that will come up occasionally. However, you can also have a Severe Flaw, which is one that will ''usually'' apply in the situations where you'd be inclined to use it. If a charm has a Severe Flaw of Perfection, you regain a point of Agency every time you use it against a significant threat. However, a single Severe Flaw can't provide more points of Agency per chapter than the Virtue's rating.
+
'''DV PENALTIES:''' Charms do not generally penalize defense, since that was intended to discourage people from making huge flurries, and you can't do that here anyway.
  
Solar Flaws of Perfection involve reliance on and surrender to the associated Virtue. The Flaw demands obsessive adherence to the Virtue, or it triggers in a situation where the character cannot be confident in the Virtue, or it only works when the Virtue is highly relevant to the situation. However, you can be fairly broad and metaphorical in your use of this principle. The following examples are intended to demonstrate the idea behind Solar Flaws of Perfection, as well as to provide inspiration and demonstrate the appropriate level of restriction.
+
'''EXTRA ACTION:''' Extra Action charms do still exist, though they're going to be rather more expensive since nonmagical flurries are out. All the actions are taken in immediate succession.
  
'''EMPATHY:'''
+
'''ESSENCE-ONLY CHARMS:''' A few charms have only an Essence minimum and are not attached to any other trait. These charms are considered favoured for everyone who can use them, but it's not possible to invent new ones. If some mechanic requires the charm's trait minimum, use the Essence minimum for both. Essence-only charms can't supplement rolls of any kind unless they say otherwise.
  
'''Basic flaws:'''
+
'''EXCELLENCIES:''' There's only one universal excellency. Individual Exalt types have their own custom Excellencies as well, but these have descriptive names rather than being called "Nth Excellency."
* Against sentient targets, you can't use the power unless you understand what's driving your opponent's behaviour.
 
* The power can't be used against an unknown hazard (such as an unexpected attack) or when you are caught off-guard in either a physical or mental sense.
 
* You must be acting in defense of something other than yourself or your Circlemates.
 
* You must be in the presence of some other person or item for which you possess an Aspect, and you can't have resisted the compulsion of that Aspect during the same chapter. Any such Aspect will do, and it need not be positive -- something like "Vows to Kill Mnemon" is fine.
 
* You have not attempted to harm any sentient being, physically or emotionally, during the current scene.
 
* You can't use the ability against anyone with more Agency than you.
 
  
'''Severe flaws:'''
+
=== Keywords ===
* You're trying to save someone whose well-being you value more than your own from an immediate threat.
 
* Pick an Aspect related to another person or an item; it can't be something you live or travel with. You can only use the power when in the presence of that thing, and you can't have resisted the compulsion of that Aspect during the current chapter.
 
  
 +
There are a crapload of keywords and, like with Magic: the Gathering, I've totally forgotten about most of them. Thus this isn't an exhaustive list of changes, though it should suffice for Solars.
  
'''CONVICTION:'''
+
<nowiki>Changed/Removed</nowiki> Keywords:
 +
*'''Combo-OK''' is now the default, so it doesn't need a keyword. Every Charm is assumed to be fully combo-compatible unless it says otherwise.
 +
*'''Counterattack''' effects work as they did in 2e, but they no longer penalize your defense to invoke.
 +
*'''Form-type''' charms do not exist, since this functionality is largely been shifted to mortal fighting styles.
  
Basic flaws:
+
All the keywords describing effects (Obvious, Servitude, Sickness, etc) are sticking around, but they should be taken as guidelines -- ultimately, whether a charm counts as a Poison effect should depend on what it does, not on whether it has the Poison keyword.  
* You have no hope of achieving a comparable effect ''without'' using this power or one very similar.
 
* You're acting to directly further your Motivation.
 
  
 +
New Keywords:
 +
*'''No-Combo''' charms can never be used as part of a combo.
 +
*'''Capped''' charms have a variable mote cost. The maximum number of motes you can spend in a single invocation of a Capped charm (or a series of stacked invocations) is equal to the traditional Exalted dice cap. That is, Attribute + Ability for Solars, Ability + Specialty for Dragon-Blooded, Essence for Sidereals, and so on. The cap applies to the cost before accounting for any surcharges or discounts. Not all charms with a variable cost are Capped -- some have unrelated charm-specific limits.
 +
*'''Excellency'''-type charms have a special usage limitation. No two different Excellency-type Charms can modify the same task, even if put in a combo together.
 +
*'''Focus''' indicates that the charm demands focus to use. It costs you your ability to defend yourself for the rest of the turn, and can't be used if you've already employed that ability during the current turn.
 +
*'''Loom''' charms rewrite reality in the style of Avoidance Kata. These will need their own discussion because they're a terrible headache, but for now the keyword is a placeholder that indicates this effect.
  
'''PRUDENCE:'''
+
=== Universal Charms ===
  
'''Basic flaws:'''
+
There are a handful of explicitly "broad-based" charms that every type of Exalted can use, but they tend to have slightly different functionality for different Exalt types. The three Sorcery charms (and Necromancy, I guess) are the closest thing to true universal charms this variant has. In particular, the generalized Martial Arts charmsets do not carry over. I'm going to be doing something quite different with those, but I haven't totally figured out what yet, so, uh, stay tuned!
* You haven't used the same power previously during the current scene. If the power is non-Instant, you can't have exploited its benefits previously during the current scene.
 
* Your anima is at the 0 or 1-3 motes level (before accounting for this power's cost).
 
* You're in immediate danger, but you haven't moved more than a yard over the previous two turns.
 
* You're Guarding.
 
  
'''Severe flaws:'''
+
=== Conflicting Effects ===
* Your peripheral essence pool is completely full (no motes spent ''or'' committed), and you aren't using peripheral essence to activate the power.
 
  
 +
The big question is, "how are you going to handle conflicting Charm effects, especially conflicting perfection?" And I'm not really sure yet, beyond that perfect defense will maintain primacy and the Flaws of Perfection will be expanded somewhat. This is one of the big things I have yet to settle on.
  
'''VALOR:'''
+
== Generic Charms ==
  
'''Basic flaws:'''
+
These charms are associated with a specific type of Trait (Attributes for Lunars, Abilities for everyone else), and each Trait of that type has a separate version of the charm, which must be learned individually. Another Exalted has more generic charms than the real thing, because they are responsible for much of a character's overall power, while custom charms provide narrower gimmicks.  
* Either you deliberately initiated the current conflict, or you never had a chance to do so.
 
* Your anima is at the 16+ motes level (before accounting for this power's cost), or it was so within the past two turns.
 
  
'''Severe flaws:'''
+
Note that an "a" in the cost refers to Agency, not aggravated damage.
* You think it's likely that you'll die (or suffer an equally terrible fate) within the next few scenes.
 
* You took a Critical physical consequence during this scene, and you still have it.
 
  
'''GENERAL:'''
+
----
These flaws are suitable for any Virtue.
+
 
 +
'''QUINTESSENTIAL (SKILL) EXCELLENCY'''
 +
 
 +
'''Cost:''' 1m per point
 +
'''Mins:''' Essence 1, (Skill) 1
 +
'''Type:''' Reflexive, Instant
 +
'''Keywords:''' Excellency, Capped, Stackable
 +
'''Prerequisites:''' none
 +
'''Charm Style:''' Universal
  
'''Basic flaws:'''
+
:This is the most fundamental of all Charms, and is available to virtually all Essence-channellers. Every mote spent increases the associated skill by 1 for a single instantaneous usage of that skill. This may be a roll involving the skill, but it may also be an unrolled use of the skill, like a Science minimum required to use an ancient magical weapon.
* Unless you're Limit Breaking, the power can't be used against anyone with an Essence trait equal to or greater than your current Limit.
+
:When using this charm to enhance a rolled action, it uses the timing of a Supplemental charm. When using it defensively, it must be used before the attack roll. Sidereals are the exception: they activate the Quintessential Excellency ''after'' all rolling is done.
 +
:For Lunar Exalted, this is an Attribute-based charm, rather than a Skill-based one. It cannot be used to momentarily increase Health or Willpower.
  
'''Severe flaws:'''
+
----
* Either you're Limit Breaking without partial control, or you've gained at least two limit during the current scene.
 
  
 +
'''FLAWLESS (SKILL) EXECUTION'''
  
 +
'''Cost:''' 1m
 +
'''Mins:''' Essence 1, (Skill) 1
 +
'''Type:''' Reflexive, Instant
 +
'''Keywords:''' Excellency
 +
'''Prerequisites:''' none
 +
'''Charm Style:''' Solar, Abyssal
  
== Specialized Charms ==
+
:This charm modifies a roll involving the associated skill to ensure good performance. Negative dice are treated as neutral (0) when determining the result of the roll. Note that because defense is unrolled, the charm cannot be used to resist attack.
  
=== Generic Charms ===
+
----
  
*Quintessential (Skill) Excellency
+
'''OVERARCHING (SKILL) WORLDVIEW'''
*Flawless (Skill) Execution
 
*Overarching (Skill) Worldview
 
*Infinite (Skill) Mastery
 
*(Skill) Prince's Mandate
 
  
=== Essence-Only Charms ===
+
'''Cost:''' 1m, 1a or 4m, 1a
 +
'''Mins:''' Essence 4, (Skill) 3
 +
'''Type:''' Reflexive, Instant
 +
'''Keywords:''' Excellency
 +
'''Prerequisites:''' Any other (Skill) Excellency
 +
'''Charm Style:''' Solar, Lunar
  
'''ESSENCE-LENDING METHOD'''
+
:With this excellency you can substitute the associated skill for any other in a single instantaneous usage. It costs 1 mote, 1 Agency if both skills are from the same Solar Caste, and costs 4 motes, 1 Agency otherwise.
 +
:The substituted skill is considered to be the "real" one, but actions modified in this way can be supplemented by charms of either the original or substituted skill. The original skill's specialties do not apply, but the substituted skill's do, if they somehow manage to be relevant.
 +
:The Lunar version of this Charm is called All-Purpose (Attribute) Method, and allows substitution of Attributes. It requires Essence 4, (Attribute) 4. It costs 1m, 1a for attributes of the same Lunar Caste, and 3m, 1a for others. As with the Quintessential Excellency, it can't alter Health or Willpower.
  
  '''Cost:''' 1m
+
----
  '''Mins:''' Essence 1
+
 
  '''Type:''' Simple
+
'''INFINITE (SKILL) MASTERY'''
  '''Keywords:''' Obvious, Touch
+
 
 +
'''Cost:''' 3m per point
 +
'''Mins:''' Essence 3, (Skill) 4
 +
'''Type:''' Simple, One Scene
 +
'''Keywords:''' Capped, Stackable, Combo-Basic
 +
'''Prerequisites:''' Any (Skill) Excellency
 +
'''Charm Style:''' Solar, Abyssal, Lunar
 +
 
 +
:Every three motes spent on this charm increase the associated skill by one for its duration. The skill is in every way treated as if it were higher, even if this causes it to exceed the natural maximum. However, every point of increase purchased in this way reduces the spending limit for Capped Excellencies of the same skill by one.
 +
:The Lunar version of this Charm is called Instinctive (Attribute) Unity and it applies to Attributes. Unlike Attribute-enhancers of shorter duration, it ''can'' increase Health and Willpower if appropriate. At Essence 6, Instinctive (Attribute) Unity's duration changes to Indefinite. This does not apply to the Solar and Abyssal versions, however.
 +
 
 +
----
 +
 
 +
'''(SKILL) PRINCE'S MANDATE'''
 +
 
 +
'''Cost:''' 3m
 +
'''Mins:''' Essence 4, (Skill) 5
 +
'''Type:''' Reflexive, Instant
 +
'''Keywords:''' Excellency
 +
'''Prerequisites:''' Any other (Skill) Excellency
 +
'''Charm Style:''' Solar
 +
 
 +
:The Solar places the full weight of his Exalted nature behind an instantaneous usage of the appropriate skill, willing it to succeed. He announces his intentions and bids a number of Agency. He must bid at least 2 agency in Creation and 3 elsewhere, and can bid no more than his Essence. Anyone who is present and would be adversely affected by the Solar's success may opt to pay Agency equal to the bid in order to cancel it. Multiple parties ''cannot'' pool their Agency, and no one can match a bid greater than their own Essence.
 +
:If someone else matches the bid, she loses the Agency while the Solar keeps his own. The action then proceeds as if nothing had happened. If no one can match the bid, however, or if there is no one present to contest it, the Solar spends the Agency and automatically succeeds at the action with a margin of success equal to his (Essence + Skill). Even otherwise impossible actions can be performed this way, though defence retains primacy.
 +
:This charm is subject to a Flaw of Perfection, regardless of how it is used.
 +
 
 +
----
 +
 
 +
'''RESOURCEFUL FLUID (ATTRIBUTE)'''
 +
 
 +
  '''Cost:''' 1m per point
 +
  '''Mins:''' Essence 1, (Attribute) 1
 +
  '''Type:''' Reflexive, Instant
 +
  '''Keywords:''' Excellency, Stackable
 
  '''Prerequisites:''' none
 
  '''Prerequisites:''' none
 +
'''Charm Style:''' Lunar
  
Identical to the 2e version, but the motes-per-use limit is (Essence + Resolve).
+
:Each mote spent on this charm removes (Essence) points' worth of penalties from an instantaneous usage of the associated attribute. Even penalties taken as a result of Aspect compulsion can be negated. However, the excellency can only provide optimal conditions: it cannot make an inherently difficult task easier, it cannot reduce an opponent's abilities, and it cannot enable an inapplicable tactic. In particular, shields and cover can't be circumvented, as they provide bonuses to defense rather than penalties to attack.
 +
:This charm has no spending cap.  
  
 
----
 
----
  
*Terrestrial Circle Sorcery
+
'''FLAWLESS (ATTRIBUTE) FOCUS'''
*Celestial Circle Sorcery
 
*Solar Circle Sorcery
 
*Shadowlands Circle Necromancy
 
*Labyrinth Circle Necromancy
 
  
== Dawn Skills ==
+
'''Cost:''' --
 +
'''Mins:''' Essence 3, (Attribute) 4
 +
'''Type:''' Permanent
 +
'''Keywords:''' Stackable
 +
'''Prerequisites:''' Any (Attribute) Excellency
 +
'''Charm Style:''' Lunar
  
=== Brawl ===
+
:Identical to the 2e Lunars Charm of the same name.
  
=== Intimidation ===
+
----
  
=== Melee ===
+
'''INDOMITABLE RESURGENT (SKILL)'''
  
=== Missile ===
+
'''Cost:''' 2m
 +
'''Mins:''' Essence 1, (Skill) 1
 +
'''Type:''' Reflexive, Instant
 +
'''Keywords:''' Excellency, Stackable
 +
'''Prerequisites:''' none
 +
'''Charm Style:''' Dragon-Blooded
 +
 
 +
:This charm is invoked after a roll involving the associated skill, and allows the Dragon-Blood to reroll any or all of the dice. If the new total is still unsatisfactory, the charm may be used as many times as the user wishes, provided she has enough motes. Unrolled uses of the skill (like defending) cannot benefit from the charm.
  
=== War ===
+
----
 +
 
 +
'''DIVINE (SKILL) CALLING'''
 +
 
 +
'''Cost:''' 1m
 +
'''Mins:''' Essence 1, (Skill) 1
 +
'''Type:''' Reflexive, Instant
 +
'''Keywords:''' Excellency
 +
'''Prerequisites:''' none
 +
'''Charm Style:''' Dragon-Blooded
  
== Zenith Skills ==
+
:This charm doubles the benefit of all the associated skill's Specialties for a single instantaneous usage of that skill. It follows the same timing rules as the Quintessential Excellency.
  
=== Discipline ===
+
----
  
'''ESSENCE-GATHERING TEMPER'''
+
'''AUDACIOUS (SKILL) BRINKMANSHIP'''
  
 
  '''Cost:''' --
 
  '''Cost:''' --
  '''Mins:''' Essence 2, Discipline 2
+
  '''Mins:''' Essence 1, (Skill) 1
 
  '''Type:''' Permanent
 
  '''Type:''' Permanent
 
  '''Keywords:''' none
 
  '''Keywords:''' none
 
  '''Prerequisites:''' none
 
  '''Prerequisites:''' none
:When your consequences are compelled, you may choose to regain 3m instead of a point of Agency. This applies to both physical and mental consequences. but not to Aspects of other kinds.
+
'''Charm Style:''' Dragon-Blooded
 +
 
 +
:This charm permanently enhances chance rolls involving the associated skill. The chance rolls also succeed if one die comes up '''+''' and one comes up '''0''', whereas normally both dice must come up '''+''' for a chance roll to succeed.
 +
 
 +
----
 +
 
 +
'''AUSPICIOUS IDEAL (SKILL)'''
 +
 
 +
'''Cost:''' 2m, 1a
 +
'''Mins:''' Essence 1, (Skill) 1
 +
'''Type:''' Instant
 +
'''Keywords:''' Excellency
 +
'''Prerequisites:''' none
 +
'''Charm Style:''' Sidereal
 +
 
 +
:This charm removes the random factor from a roll involving the chosen skill, ensuring that it goes as well as possible. Don't even make the roll -- it's treated as if it came up +5. The charm may also be used when defending with a skill, in which case it adds +5 to the defense.
 +
 
 +
----
 +
 
 +
'''EFFORTLESS CONFIDENT (SKILL)'''
 +
 
 +
'''Cost:''' 2m
 +
'''Mins:''' Essence 1, (Skill) 1
 +
'''Type:''' Simple, Indefinite
 +
'''Keywords:''' none
 +
'''Prerequisites:''' none
 +
'''Charm Style:''' Sidereal
 +
 
 +
:As long as this charm is in effect, the user is incapable of botching with the associated skill. Chance rolls that would result in a botch are instead treated as simple failure, as are effects that force a botch. However, this effect can't be used in conjunction with any that increases the likelihood of success on a chance roll.
 +
 
 +
----
 +
 
 +
'''PROPITIOUS (SKILL) ALIGNMENT'''
 +
 
 +
'''Cost:''' 1m or more, 1a
 +
'''Mins:''' Essence 3, (Skill) 3
 +
'''Type:''' Simple, One Scene
 +
'''Keywords:''' Capped, Stackable
 +
'''Prerequisites:''' Any (Skill) Excellency
 +
'''Charm Style:''' Sidereal
 +
 
 +
:This charm makes it easier for the Sidereal to use Aspects for tasks involving the chosen skill. For any task using that skill (whether rolled or not), the Sidereal can invoke one aspect free of charge (or tag an opponent's aspect) for each mote committed to the charm. The normal limitations of Aspect use apply.
 +
 
 +
 
 +
== Non-Generic Cross-Type Charms ==
 +
 
 +
These charms are associated with specific Traits but are possessed by multiple types of Exalted, because they represent fundamental powers of essence users.
  
 
----
 
----
  
'''PHOENIX RENEWAL TACTIC'''
+
'''SORCERY AND NECROMANCY'''
 +
 
 +
:I'll put more detail into this later, but the Charms enabling the use of Sorcery and Necromancy function as they do in 2e (with the same restrictions on who can learn them). However, they are Essence-only charms, and learning a circle also grants a free spell of that circle, which must be either summoning or countermagic. Spells expend Agency rather than Willpower, reflecting the control over reality necessary to wield them.
 +
 
 +
----
 +
 
 +
'''OX-BODY TECHNIQUE'''
  
 
  '''Cost:''' --
 
  '''Cost:''' --
  '''Mins:''' Essence 2, Discipline 3
+
  '''Mins:''' Essence 1, Exertion 1
 
  '''Type:''' Permanent
 
  '''Type:''' Permanent
  '''Keywords:''' none
+
  '''Keywords:''' Stackable
  '''Prerequisites:''' Any Discipline Excellency
+
'''Prerequisites:''' none
 +
  '''Charm Style:''' Universal
  
:Normally a given Virtue may only be channelled once per chapter. An Exalt with this charm may forfeit a single point of Agency gain (such as from a stunt or Aspect compulsion) in order to restore a channelled Virtue, allowing her to channel it again immediately.
+
:This charm may be taken a number of times equal to your Exertion. It raises all your Consequence Thresholds by 1, and increases your Health or allows you to suffer additional physical consequences. The threshold increase is the same for everyone, but the other benefits vary:
 +
*'''Solar and Abyssal Ox-Body''' grant either +1 Critical consequence ''OR'' +1 Serious consequence and +1 Health ''OR'' +1 Minor consequence and +2 Health.
 +
*'''Lunar Ox-Body''' grants either +1 Serious consequence and +1 Minor consequence ''OR'' +3 Health.
 +
*'''Sidereal Ox-Body''' grants +2 Minor consequences.
 +
*'''Dragon-Blooded and Spirit Ox-Body''' grant +1 Minor consequence and +1 Health.
 +
:Lunars' Ox-Body is a Stamina charm that can be taken a number of times equal to the Lunar's Stamina. Spirits' Ox-Body is an Essence-only charm that can be taken a number of times equal to the spirit's Essence.
  
 
----
 
----
  
'''ZEAL'''
+
'''UNHESITATING DEDICATION'''
  
 
  '''Cost:''' --
 
  '''Cost:''' --
  '''Mins:''' Essence 5, Discipline 5
+
  '''Mins:''' Essence 1, Discipline 1
 
  '''Type:''' Permanent
 
  '''Type:''' Permanent
 
  '''Keywords:''' none
 
  '''Keywords:''' none
  '''Prerequisites:''' ???
+
  '''Prerequisites:''' none
 +
'''Charm Style:''' Universal
  
:A Lawgiver who learns this charm binds her heart to a belief until the two are one and the same. By declaring her undying and unhesitating dedication to a single ideal, she gives herself invincible resolve at the cost of her ability to doubt.
+
:This charm permanently enhances one of the character's Aspects. Invoking that Aspect to enhance a roll or defense gives a flat +3 bonus, rather than the usual benefit. Only Aspects of a particular type can be enhanced by this charm, and the type varies by the type of Exalted. However, I forget exactly how that works so I will specify the types later!
:When learning this charm, the character chooses a general belief of paramount importance to them, which must be associated with their dominant Virtue. The belief must be timeless, and it must either be universal in scope or be centred on the Solar herself. Some examples include:
+
:Unhesitating Dedication can be taken repeatedly, for a different Aspect each time. If an associated Aspect is ever lost, the Charm can be transferred to another for 2 XP.
*'''Empathy:''' "Everyone deserves a second chance," "The greatest good is whatever produces the greatest happiness," "'An eye for an eye' is the essence of justice," "One mustn't pass judgment without a complete understanding."
 
*'''Conviction:''' "Only I can do what needs to be done," "Nothing is worse than hypocrisy," "Anything worth doing is worth doing wholeheartedly," "[My cause] is the most important thing there is."
 
*'''Prudence:''' "I have too much responsibility to risk making a bad decision," "It's best to have balance in all things," "Never risk anything you're not willing to lose," "A confrontation avoided is a confrontation won."
 
*'''Valor:''' "Fear is worse than death," "I can overcome anything if I believe in myself," "Showing weakness is inviting abuse," "Battle is the truest measure of a person."
 
:Any attempts to persuade the Exalt that it is wrong or force her to betray it automatically fail, whether she wants them to or not. The belief becomes an Aspect which can be invoked for free to provide a bonus equal to the Virtue's rating. However, because the belief ''is'' the Solar's heart, denying it shatters her. She receives no benefit for allowing the Aspect to be compelled, and rather than costing her Agency, resisting compulsion of the Aspect gives her ''permanent'' Limit. The amount of Limit gained depends on how likely the belief is to lead to trouble. A belief that drips with hubris adds only one limit when resisted, one that is fairly "safe" adds three points, and those that fall between the extremes add two points.
 
:A Solar Exalted can voluntarily reject the belief she has enshrined if she convinces herself it is wrong. This breaks her heart, with catastrophic consequences. She immediately gains a point of permanent Limit and loses a dot each of Essence, Stamina, Resolve, Composure, Discipline, and the associated Virtue. The charm is lost and can never be relearned, and the character can never again channel her Virtues. No one can persuade or coerce the Lawgiver to abandon her zeal; it is something she must do for herself.
 
  
 
----
 
----
  
*Unhesitating Dedication
+
'''GRACEFUL CRANE STANCE'''
  
=== Exertion ===
+
'''Cost:''' 3m
 +
'''Mins:''' Essence 1, (Athletics 1 for Solars, Dexterity 2 for Lunars)
 +
'''Type:''' Reflexive, One Scene
 +
'''Keywords:''' none
 +
'''Prerequisites:''' none
 +
'''Charm Style:''' Universal
 +
:Identical to the 2e version of the same name. It's an Athletics charm for Solar Exalted and a Dexterity charm for Lunar Exalted.
 +
 
 +
 
 +
== Fundamental Solar Charms ==
 +
 
 +
These have been filled out enough that I've moved them to [[Gayo/AnotherExaltedSolarCharmsFundamental|their own page]].
 +
 
 +
== Fundamental Lunar Charms ==
 +
 
 +
== Fundamental Dragon-Blooded Charms ==
  
'''BODY-MENDING MEDITATION'''
+
'''HARMONIOUS BATTLE DANCE'''
  
  '''Cost:''' 10m
+
  '''Cost:''' 1m
  '''Mins:''' Essence 1, Exertion 1
+
  '''Mins:''' Essence 1, War 1
  '''Type:''' Simple (Dramatic Action), Until Healed
+
  '''Type:''' Reflexive, Instant, War, Social
  '''Keywords:''' none
+
  '''Keywords:''' ???
 
  '''Prerequisites:''' none
 
  '''Prerequisites:''' none
  
:The Solar rolls Stamina + Exertion + Essence to redouble his vitality. For the duration of the charm, he heals physical injuries and afflictions that many times faster than usual. For instance, if he had a (Stamina + Exertion + Essence) of 7 and rolled +2, he would heal at 9 times the normal rate. Regardless of the roll's result, the Solar immediately regains all Health.
+
:The Exalt has mastered the subtle shifting of the battlefield, and can effortlessly coordinate her actions with her allies. This charm switches the user's place in the initiative roster with that of another willing party. It can only be used before either character has acted in the current turn.
:Invoking this charm is a dramatic action requiring 15 minutes of serene inactivity. It can be used while unconscious or incapacitated, however. The Charm lasts until the user is completely physically healed.
+
 
 +
 
 +
== Fundamental Sidereal Charms ==
 +
 
 +
The Sidereal charm trees are an exception in this system as they are in real Exalted, and they're going to take a ''lot'' of planning. As such, I haven't figured out which Skill most of these go with yet.
  
 
----
 
----
  
'''DURABILITY OF OAK MEDITATION'''
+
'''GRACIOUS AGENT OF (MAIDEN)'''
  
  '''Cost:''' 1m
+
  '''Cost:''' --
  '''Mins:''' Essence 1, Exertion 2
+
  '''Mins:''' Essence 1, (Skill) 2
  '''Type:''' Reflexive, Instant
+
  '''Type:''' Permanent
 
  '''Keywords:''' none
 
  '''Keywords:''' none
 
  '''Prerequisites:''' none
 
  '''Prerequisites:''' none
  
:This charm downgrades lethal damage to bashing damage.
+
:This is actually five separate charms, one for each Maiden, and each is associated with a different skill. Battles is a War charm, Endings is Medicine, Journeys is Travel, Secrets is Investigation, and Serenity is Charm.
 +
:Whenever doing so would directly serve the purview of the associated Maiden, the Sidereal may spend 2m to invoke or tag Aspects, rather than a point of Agency. For instance, Gracious Agent of Battles lets him do this when fighting or inciting conflict.
  
 
----
 
----
  
'''SPIRIT STRENGTHENS THE SKIN'''
+
'''HINDSIGHT TO FORESIGHT RATIONALIZATION'''
  
  '''Cost:''' 2m per point of soak, 1a
+
  '''Cost:''' 2m
  '''Mins:''' Essence 2, Exertion 3
+
  '''Mins:''' Essence 1, ???
  '''Type:''' Simple, One Scene
+
  '''Type:''' Reflexive, Instant
  '''Keywords:''' Capped (Resolve + Exertion)
+
  '''Keywords:''' Loom
 
  '''Prerequisites:''' ???
 
  '''Prerequisites:''' ???
  
:Every two motes spent on this charm raise the user's natural soak by 2 while unarmored or 1 while armored. At Essence 4, the charm's duration becomes Indefinite.
+
:When he invokes this effect, a Sidereal can instantly increase any Trait at the normal XP cost, provided he recently had the time and means to fulfill its training requirements. He retroactively declares that he spent that time training, and it becomes so. The charm must be invoked separately for each distinct purchase.
:For the purposes of the charm's spending cap, treat it as using the Resolve Attribute.
 
  
 
----
 
----
  
'''ADAMANT SKIN TECHNIQUE'''
+
'''ANOTHER-WORLD APOCALYPSE'''
  
  '''Cost:''' 3m
+
  '''Cost:''' 4m, 2a, 1xp
  '''Mins:''' Essence 3, Exertion 4
+
  '''Mins:''' Essence 3, ???
 
  '''Type:''' Reflexive, Instant
 
  '''Type:''' Reflexive, Instant
  '''Keywords:''' Obvious
+
  '''Keywords:''' No-Combo, ''probably a Prayer Strip of some kind''
 
  '''Prerequisites:''' ???
 
  '''Prerequisites:''' ???
  
:Using this charm guarantees that you will not take a physical consequence from a source of damage. If the damage is bashing, you don't lose Health from it, either.
+
:The Sidereal glimpses a tangle in the Loom of Fate and recognizes that the Story of Man has taken a turn it was never meant to. With a gentle tug, she may undo the snare and restore reality to its ideal configuration.
:This charm is subject to a Flaw of Perfection.
+
:When this charm is invoked, the Sidereal's player proposes an outcome or change in the story. This may be present, future, or past, and can be as general or as specific as she wishes. Some examples include "What if Mnemon were really an agent of the Silver Prince?", "Let's just say we make it to Malfeas somehow and pick up when we arrive," or "Maybe instead of dying, John's character was just badly hurt." The entire troupe stops to discuss the proposal, and any player or the Storyteller may suggest changes to it. If all the players and the Storyteller can reach a consensus that a something ought to happen (or ought to <i>have</i> happened), it becomes reality. The Sidereal recognizes that this is the way things were always meant to be, and corrects the error. No one knows exactly what has changed, only that a bad destiny has been averted. If no unanimous agreement can be reached after a reasonable length of time, the charm fails. In this case the motes are lost, but the user regains the spent Agency and XP. Either way, it can only be attempted ''by anyone'' once per chapter.
 +
:Another-World Apocalypse transcends all ordinary system mechanics because it relies on the Golden Rule. Thus it is not considered Loom- or Shaping-type, and any being who wishes to contest it must rely on a member of the troupe as its advocate. People should base their decisions on what makes for the best story, and in particular the Storyteller has the responsibility of preserving the integrity of the setting and narrative. He shouldn't allow the players to insulate themselves from the consequences of their actions of trivialize important obstacles, but at the same time should be charitable in allowing an inspired or practical change that the players agree upon.
  
 +
----
  
=== Expression ===
+
'''RESTLESS STEP DISTRACTION'''
  
=== Persuasion ===
+
'''Cost:''' 4m, 2a
 +
'''Mins:''' Essence 2, Discipline 4
 +
'''Type:''' Simple, One Journey
 +
'''Keywords:''' none
 +
'''Prerequisites:''' ???
  
=== Survival ===
+
:Life is hard, and people are weak. No matter where the Sidereal travels, there are a thousand pitfalls in her path. But to hell with them: she's got ''places to be.''
 +
:The Sidereal invokes this charm while travelling to a particular place for a particular reason. She hardens her resolve to complete her journey in spite of adversity. Until she reaches her destination or abandons her journey, she can resist the compulsion of temporary Aspects, including consequences, at no cost, and she can spend 2m rather than a point of Agency to resist the compulsion of permanent Aspects.
  
== Twilight Skills ==
+
----
  
=== Craft ===
+
== Fundamental Abyssal Charms ==
  
'''ESSENCE-SCULPTING METHOD'''
+
'''DRINKING LAST MISERY'''
  
  '''Cost:''' 2m per Resources dot
+
  '''Cost:''' --
  '''Mins:''' Essence 3, Craft 3
+
  '''Mins:''' Essence 2, Insight 1
  '''Type:''' Simple, Indefinite
+
  '''Type:''' Permanent
  '''Keywords:''' Obvious, Capped (Intelligence + Craft), Focus
+
  '''Keywords:''' --
  '''Prerequisites:''' Craftsman Needs No Tools
+
  '''Prerequisites:''' none
  
:The Solar draws out a portion of his anima and shapes it into whatever form he desires. He can create any non-magical, non-combative object that he can hold in one hand at a cost of two motes per dot of the object's Resources cost. If trying to make something very specific or complex, like the key to open a particular door, he must succeed on a Wits + Craft roll at the same difficulty as if he were creating the item manually in a well-stocked workshop.
+
:Those killed by the children of night can take solace in the fact that their anguish did not go unappreciated. An Abyssal with this charm has refined his understanding of his victims' suffering to the point where it renews his own spirit.
:Things created with this charm are made of golden essence and are only superficially material. They can't mimic chemical or magical properties, and will evaporate if they leave the Solar's hands for more than a single turn.
+
:Whenever the Abyssal performs a stunt that causes the destruction of an unwilling sentient being, the mote bonus from the stunt is doubled. This benefit does not apply if the Abyssal chooses to regain Agency, and the Abyssal must be present when the victim dies.
:For the purposes of the charm's spending cap, treat it as using the Intelligence Attribute.
 
  
 +
----
  
=== Lore ===
+
'''FUTILITY APPRECIATION OUTLOOK'''
  
=== Investigation ===
+
'''Cost:''' 3m, 1a
 +
'''Mins:''' Essence 4, Insight 4
 +
'''Type:''' Supplemental
 +
'''Keywords:''' --
 +
'''Prerequisites:''' Drinking Last Misery, Any Insight Excellency
  
=== Medicine ===
+
:The living muster their greatest strength in the face of death, but everything is doomed in time to die. When one's purpose is to kill the world, one learns to see the beauty of fruitless heroism.
 +
:If the supplemented action directly cause the destruction of one or more sentient beings, the Abyssal can harvest their wasted energy. He receives all the Agency and motes of Essence spent by his victims on failed attempts to resist the action. However, he's limited by his ability to appreciate the effort: no combination of charms including Futility Appreciation Outlook can restore more than the user's (Essence x Empathy) motes or (Empathy) Agency in a single turn.
 +
:This charm can supplement actions of any skill.
  
=== Science ===
+
----
  
== Night Skills ==
+
'''INEVITABILITY'''
  
=== Athletics ===
+
'''Cost:''' 1m
 +
'''Mins:''' Essence 2, Persuasion 2
 +
'''Type:''' Reflexive, Instant
 +
'''Keywords:''' ???
 +
'''Prerequisites:''' ???
  
*Graceful Crane Stance
+
:The only truth is this: in the end the Void will devour great and small alike, and not even their tales will remain. By channelling the nihilistic certainty of death, an Abyssal denies her enemies the right to question their fate.
 +
:This charm is invoked when the Abyssal's player tags someone else's Aspect. If the victim permits the Aspect to be compelled, they receive nothing in return. The charm must be used before the subject decides whether to oppose the tag or not.
  
=== Awareness ===
+
----
  
=== Larceny ===
+
'''HEART-CRUSHING DURESS'''
  
=== Stealth ===
+
'''Cost:''' 2m
 +
'''Mins:''' Essence 2, Persuasion 4
 +
'''Type:''' Supplemental
 +
'''Keywords:''' ???
 +
'''Prerequisites:''' ???
  
=== Subterfuge ===
+
:Some things are truly sacred, and even a mouse will fight like a lion in their defense. But what is "sacred" to the agents of the Neverborn? Only a challenge waiting to be met. This charm, which supplements a social attack, stands as proof that nothing is too precious to be defiled. The Abyssal's persuasion gets a +1 bonus, and if it inflicts Crushed Spirit on a victim with no Agency left, it can force them to follow unacceptable orders. If the victim has Essence 1, they can also be forced to obey unacceptable orders by mind control effects, provided again that they have no Agency.
 +
:This charm can supplement both Persuasion and Intimidation actions.
  
== Eclipse ==
+
----
  
=== Animals ===
+
'''COLLECTING ON BORROWED TIME'''
  
=== Bureaucracy ===
+
'''Cost:''' --
 
+
'''Mins:''' Essence 3, Medicine 2
=== Charm ===
+
'''Type:''' Permanent
 
+
'''Keywords:''' ???
=== Insight ===
+
'''Prerequisites:''' ???
  
=== Travel ===
+
:What the Abyssal Exalted give, they can take away. This charm grants the deathknight possession of the lives of others. It takes effect under any of three circumstances: either the Abyssal managed to Take Out the subject and chose to inflict no harm, or he saved the subject from certain death by medical treatment, or he raised the subject as one of the undead. Regardless of the method, the subject feels with icy clarity that their existence now hangs by a thread.
 +
:At any time, and from any distance, the Abyssal may Take Out someone whose life he owns in this way. This is a standard action that costs motes equal to twice the victim's Essence rating (which does not count as a charm activation). He is not limited to killing the target, but can inflict wracking pain or arbitrary physical harm. Generally this manifests as internal injuries or sudden unexplained death, but more gruesome effects are possible.
 +
:This charm does not function on Abyssal Exalted, characters with the Whispers background, or characters with a higher Essence than the charm-user. A victim who later fulfills any of these conditions permanently shakes off the charm's curse.

Latest revision as of 20:20, 8 June 2010

Another Exalted Charms

This page will hold all the information on charms for Another Exalted until such time as I need to split it up.

Changes to Charm Mechanics

Obviously I'm changing a lot of Charms, but my main goal with this system is to provide a small and complete pool of fundamental Charms (no more than in the core book, and probably fewer), and then have everything else be custom charms designed specifically for the character in question.

Miscellaneous Changes

DICE CAPS: These no longer exist as such. However, the old dice caps live on in another form -- charms with the "Capped" keyword.

DV PENALTIES: Charms do not generally penalize defense, since that was intended to discourage people from making huge flurries, and you can't do that here anyway.

EXTRA ACTION: Extra Action charms do still exist, though they're going to be rather more expensive since nonmagical flurries are out. All the actions are taken in immediate succession.

ESSENCE-ONLY CHARMS: A few charms have only an Essence minimum and are not attached to any other trait. These charms are considered favoured for everyone who can use them, but it's not possible to invent new ones. If some mechanic requires the charm's trait minimum, use the Essence minimum for both. Essence-only charms can't supplement rolls of any kind unless they say otherwise.

EXCELLENCIES: There's only one universal excellency. Individual Exalt types have their own custom Excellencies as well, but these have descriptive names rather than being called "Nth Excellency."

Keywords

There are a crapload of keywords and, like with Magic: the Gathering, I've totally forgotten about most of them. Thus this isn't an exhaustive list of changes, though it should suffice for Solars.

Changed/Removed Keywords:

  • Combo-OK is now the default, so it doesn't need a keyword. Every Charm is assumed to be fully combo-compatible unless it says otherwise.
  • Counterattack effects work as they did in 2e, but they no longer penalize your defense to invoke.
  • Form-type charms do not exist, since this functionality is largely been shifted to mortal fighting styles.

All the keywords describing effects (Obvious, Servitude, Sickness, etc) are sticking around, but they should be taken as guidelines -- ultimately, whether a charm counts as a Poison effect should depend on what it does, not on whether it has the Poison keyword.

New Keywords:

  • No-Combo charms can never be used as part of a combo.
  • Capped charms have a variable mote cost. The maximum number of motes you can spend in a single invocation of a Capped charm (or a series of stacked invocations) is equal to the traditional Exalted dice cap. That is, Attribute + Ability for Solars, Ability + Specialty for Dragon-Blooded, Essence for Sidereals, and so on. The cap applies to the cost before accounting for any surcharges or discounts. Not all charms with a variable cost are Capped -- some have unrelated charm-specific limits.
  • Excellency-type charms have a special usage limitation. No two different Excellency-type Charms can modify the same task, even if put in a combo together.
  • Focus indicates that the charm demands focus to use. It costs you your ability to defend yourself for the rest of the turn, and can't be used if you've already employed that ability during the current turn.
  • Loom charms rewrite reality in the style of Avoidance Kata. These will need their own discussion because they're a terrible headache, but for now the keyword is a placeholder that indicates this effect.

Universal Charms

There are a handful of explicitly "broad-based" charms that every type of Exalted can use, but they tend to have slightly different functionality for different Exalt types. The three Sorcery charms (and Necromancy, I guess) are the closest thing to true universal charms this variant has. In particular, the generalized Martial Arts charmsets do not carry over. I'm going to be doing something quite different with those, but I haven't totally figured out what yet, so, uh, stay tuned!

Conflicting Effects

The big question is, "how are you going to handle conflicting Charm effects, especially conflicting perfection?" And I'm not really sure yet, beyond that perfect defense will maintain primacy and the Flaws of Perfection will be expanded somewhat. This is one of the big things I have yet to settle on.

Generic Charms

These charms are associated with a specific type of Trait (Attributes for Lunars, Abilities for everyone else), and each Trait of that type has a separate version of the charm, which must be learned individually. Another Exalted has more generic charms than the real thing, because they are responsible for much of a character's overall power, while custom charms provide narrower gimmicks.

Note that an "a" in the cost refers to Agency, not aggravated damage.


QUINTESSENTIAL (SKILL) EXCELLENCY

Cost: 1m per point
Mins: Essence 1, (Skill) 1
Type: Reflexive, Instant 
Keywords: Excellency, Capped, Stackable
Prerequisites: none
Charm Style: Universal 
This is the most fundamental of all Charms, and is available to virtually all Essence-channellers. Every mote spent increases the associated skill by 1 for a single instantaneous usage of that skill. This may be a roll involving the skill, but it may also be an unrolled use of the skill, like a Science minimum required to use an ancient magical weapon.
When using this charm to enhance a rolled action, it uses the timing of a Supplemental charm. When using it defensively, it must be used before the attack roll. Sidereals are the exception: they activate the Quintessential Excellency after all rolling is done.
For Lunar Exalted, this is an Attribute-based charm, rather than a Skill-based one. It cannot be used to momentarily increase Health or Willpower.

FLAWLESS (SKILL) EXECUTION

Cost: 1m
Mins: Essence 1, (Skill) 1
Type: Reflexive, Instant 
Keywords: Excellency
Prerequisites: none
Charm Style: Solar, Abyssal
This charm modifies a roll involving the associated skill to ensure good performance. Negative dice are treated as neutral (0) when determining the result of the roll. Note that because defense is unrolled, the charm cannot be used to resist attack.

OVERARCHING (SKILL) WORLDVIEW

Cost: 1m, 1a or 4m, 1a
Mins: Essence 4, (Skill) 3
Type: Reflexive, Instant 
Keywords: Excellency
Prerequisites: Any other (Skill) Excellency
Charm Style: Solar, Lunar
With this excellency you can substitute the associated skill for any other in a single instantaneous usage. It costs 1 mote, 1 Agency if both skills are from the same Solar Caste, and costs 4 motes, 1 Agency otherwise.
The substituted skill is considered to be the "real" one, but actions modified in this way can be supplemented by charms of either the original or substituted skill. The original skill's specialties do not apply, but the substituted skill's do, if they somehow manage to be relevant.
The Lunar version of this Charm is called All-Purpose (Attribute) Method, and allows substitution of Attributes. It requires Essence 4, (Attribute) 4. It costs 1m, 1a for attributes of the same Lunar Caste, and 3m, 1a for others. As with the Quintessential Excellency, it can't alter Health or Willpower.

INFINITE (SKILL) MASTERY

Cost: 3m per point
Mins: Essence 3, (Skill) 4
Type: Simple, One Scene
Keywords: Capped, Stackable, Combo-Basic
Prerequisites: Any (Skill) Excellency
Charm Style: Solar, Abyssal, Lunar
Every three motes spent on this charm increase the associated skill by one for its duration. The skill is in every way treated as if it were higher, even if this causes it to exceed the natural maximum. However, every point of increase purchased in this way reduces the spending limit for Capped Excellencies of the same skill by one.
The Lunar version of this Charm is called Instinctive (Attribute) Unity and it applies to Attributes. Unlike Attribute-enhancers of shorter duration, it can increase Health and Willpower if appropriate. At Essence 6, Instinctive (Attribute) Unity's duration changes to Indefinite. This does not apply to the Solar and Abyssal versions, however.

(SKILL) PRINCE'S MANDATE

Cost: 3m
Mins: Essence 4, (Skill) 5
Type: Reflexive, Instant
Keywords: Excellency
Prerequisites: Any other (Skill) Excellency
Charm Style: Solar
The Solar places the full weight of his Exalted nature behind an instantaneous usage of the appropriate skill, willing it to succeed. He announces his intentions and bids a number of Agency. He must bid at least 2 agency in Creation and 3 elsewhere, and can bid no more than his Essence. Anyone who is present and would be adversely affected by the Solar's success may opt to pay Agency equal to the bid in order to cancel it. Multiple parties cannot pool their Agency, and no one can match a bid greater than their own Essence.
If someone else matches the bid, she loses the Agency while the Solar keeps his own. The action then proceeds as if nothing had happened. If no one can match the bid, however, or if there is no one present to contest it, the Solar spends the Agency and automatically succeeds at the action with a margin of success equal to his (Essence + Skill). Even otherwise impossible actions can be performed this way, though defence retains primacy.
This charm is subject to a Flaw of Perfection, regardless of how it is used.

RESOURCEFUL FLUID (ATTRIBUTE)

Cost: 1m per point
Mins: Essence 1, (Attribute) 1
Type: Reflexive, Instant
Keywords: Excellency, Stackable
Prerequisites: none
Charm Style: Lunar
Each mote spent on this charm removes (Essence) points' worth of penalties from an instantaneous usage of the associated attribute. Even penalties taken as a result of Aspect compulsion can be negated. However, the excellency can only provide optimal conditions: it cannot make an inherently difficult task easier, it cannot reduce an opponent's abilities, and it cannot enable an inapplicable tactic. In particular, shields and cover can't be circumvented, as they provide bonuses to defense rather than penalties to attack.
This charm has no spending cap.

FLAWLESS (ATTRIBUTE) FOCUS

Cost: --
Mins: Essence 3, (Attribute) 4
Type: Permanent
Keywords: Stackable
Prerequisites: Any (Attribute) Excellency
Charm Style: Lunar
Identical to the 2e Lunars Charm of the same name.

INDOMITABLE RESURGENT (SKILL)

Cost: 2m
Mins: Essence 1, (Skill) 1
Type: Reflexive, Instant
Keywords: Excellency, Stackable
Prerequisites: none
Charm Style: Dragon-Blooded
This charm is invoked after a roll involving the associated skill, and allows the Dragon-Blood to reroll any or all of the dice. If the new total is still unsatisfactory, the charm may be used as many times as the user wishes, provided she has enough motes. Unrolled uses of the skill (like defending) cannot benefit from the charm.

DIVINE (SKILL) CALLING

Cost: 1m
Mins: Essence 1, (Skill) 1
Type: Reflexive, Instant
Keywords: Excellency
Prerequisites: none
Charm Style: Dragon-Blooded
This charm doubles the benefit of all the associated skill's Specialties for a single instantaneous usage of that skill. It follows the same timing rules as the Quintessential Excellency.

AUDACIOUS (SKILL) BRINKMANSHIP

Cost: --
Mins: Essence 1, (Skill) 1
Type: Permanent
Keywords: none
Prerequisites: none
Charm Style: Dragon-Blooded
This charm permanently enhances chance rolls involving the associated skill. The chance rolls also succeed if one die comes up + and one comes up 0, whereas normally both dice must come up + for a chance roll to succeed.

AUSPICIOUS IDEAL (SKILL)

Cost: 2m, 1a
Mins: Essence 1, (Skill) 1
Type: Instant
Keywords: Excellency
Prerequisites: none
Charm Style: Sidereal
This charm removes the random factor from a roll involving the chosen skill, ensuring that it goes as well as possible. Don't even make the roll -- it's treated as if it came up +5. The charm may also be used when defending with a skill, in which case it adds +5 to the defense.

EFFORTLESS CONFIDENT (SKILL)

Cost: 2m
Mins: Essence 1, (Skill) 1
Type: Simple, Indefinite
Keywords: none
Prerequisites: none
Charm Style: Sidereal
As long as this charm is in effect, the user is incapable of botching with the associated skill. Chance rolls that would result in a botch are instead treated as simple failure, as are effects that force a botch. However, this effect can't be used in conjunction with any that increases the likelihood of success on a chance roll.

PROPITIOUS (SKILL) ALIGNMENT

Cost: 1m or more, 1a
Mins: Essence 3, (Skill) 3
Type: Simple, One Scene
Keywords: Capped, Stackable
Prerequisites: Any (Skill) Excellency
Charm Style: Sidereal
This charm makes it easier for the Sidereal to use Aspects for tasks involving the chosen skill. For any task using that skill (whether rolled or not), the Sidereal can invoke one aspect free of charge (or tag an opponent's aspect) for each mote committed to the charm. The normal limitations of Aspect use apply.


Non-Generic Cross-Type Charms

These charms are associated with specific Traits but are possessed by multiple types of Exalted, because they represent fundamental powers of essence users.


SORCERY AND NECROMANCY

I'll put more detail into this later, but the Charms enabling the use of Sorcery and Necromancy function as they do in 2e (with the same restrictions on who can learn them). However, they are Essence-only charms, and learning a circle also grants a free spell of that circle, which must be either summoning or countermagic. Spells expend Agency rather than Willpower, reflecting the control over reality necessary to wield them.

OX-BODY TECHNIQUE

Cost: --
Mins: Essence 1, Exertion 1
Type: Permanent
Keywords: Stackable
Prerequisites: none
Charm Style: Universal
This charm may be taken a number of times equal to your Exertion. It raises all your Consequence Thresholds by 1, and increases your Health or allows you to suffer additional physical consequences. The threshold increase is the same for everyone, but the other benefits vary:
  • Solar and Abyssal Ox-Body grant either +1 Critical consequence OR +1 Serious consequence and +1 Health OR +1 Minor consequence and +2 Health.
  • Lunar Ox-Body grants either +1 Serious consequence and +1 Minor consequence OR +3 Health.
  • Sidereal Ox-Body grants +2 Minor consequences.
  • Dragon-Blooded and Spirit Ox-Body grant +1 Minor consequence and +1 Health.
Lunars' Ox-Body is a Stamina charm that can be taken a number of times equal to the Lunar's Stamina. Spirits' Ox-Body is an Essence-only charm that can be taken a number of times equal to the spirit's Essence.

UNHESITATING DEDICATION

Cost: --
Mins: Essence 1, Discipline 1
Type: Permanent
Keywords: none
Prerequisites: none
Charm Style: Universal
This charm permanently enhances one of the character's Aspects. Invoking that Aspect to enhance a roll or defense gives a flat +3 bonus, rather than the usual benefit. Only Aspects of a particular type can be enhanced by this charm, and the type varies by the type of Exalted. However, I forget exactly how that works so I will specify the types later!
Unhesitating Dedication can be taken repeatedly, for a different Aspect each time. If an associated Aspect is ever lost, the Charm can be transferred to another for 2 XP.

GRACEFUL CRANE STANCE

Cost: 3m
Mins: Essence 1, (Athletics 1 for Solars, Dexterity 2 for Lunars)
Type: Reflexive, One Scene
Keywords: none
Prerequisites: none
Charm Style: Universal
Identical to the 2e version of the same name. It's an Athletics charm for Solar Exalted and a Dexterity charm for Lunar Exalted.


Fundamental Solar Charms

These have been filled out enough that I've moved them to their own page.

Fundamental Lunar Charms

Fundamental Dragon-Blooded Charms

HARMONIOUS BATTLE DANCE

Cost: 1m
Mins: Essence 1, War 1
Type: Reflexive, Instant, War, Social
Keywords: ???
Prerequisites: none
The Exalt has mastered the subtle shifting of the battlefield, and can effortlessly coordinate her actions with her allies. This charm switches the user's place in the initiative roster with that of another willing party. It can only be used before either character has acted in the current turn.


Fundamental Sidereal Charms

The Sidereal charm trees are an exception in this system as they are in real Exalted, and they're going to take a lot of planning. As such, I haven't figured out which Skill most of these go with yet.


GRACIOUS AGENT OF (MAIDEN)

Cost: --
Mins: Essence 1, (Skill) 2
Type: Permanent
Keywords: none
Prerequisites: none
This is actually five separate charms, one for each Maiden, and each is associated with a different skill. Battles is a War charm, Endings is Medicine, Journeys is Travel, Secrets is Investigation, and Serenity is Charm.
Whenever doing so would directly serve the purview of the associated Maiden, the Sidereal may spend 2m to invoke or tag Aspects, rather than a point of Agency. For instance, Gracious Agent of Battles lets him do this when fighting or inciting conflict.

HINDSIGHT TO FORESIGHT RATIONALIZATION

Cost: 2m
Mins: Essence 1, ???
Type: Reflexive, Instant
Keywords: Loom
Prerequisites: ???
When he invokes this effect, a Sidereal can instantly increase any Trait at the normal XP cost, provided he recently had the time and means to fulfill its training requirements. He retroactively declares that he spent that time training, and it becomes so. The charm must be invoked separately for each distinct purchase.

ANOTHER-WORLD APOCALYPSE

Cost: 4m, 2a, 1xp
Mins: Essence 3, ???
Type: Reflexive, Instant
Keywords: No-Combo, probably a Prayer Strip of some kind
Prerequisites: ???
The Sidereal glimpses a tangle in the Loom of Fate and recognizes that the Story of Man has taken a turn it was never meant to. With a gentle tug, she may undo the snare and restore reality to its ideal configuration.
When this charm is invoked, the Sidereal's player proposes an outcome or change in the story. This may be present, future, or past, and can be as general or as specific as she wishes. Some examples include "What if Mnemon were really an agent of the Silver Prince?", "Let's just say we make it to Malfeas somehow and pick up when we arrive," or "Maybe instead of dying, John's character was just badly hurt." The entire troupe stops to discuss the proposal, and any player or the Storyteller may suggest changes to it. If all the players and the Storyteller can reach a consensus that a something ought to happen (or ought to have happened), it becomes reality. The Sidereal recognizes that this is the way things were always meant to be, and corrects the error. No one knows exactly what has changed, only that a bad destiny has been averted. If no unanimous agreement can be reached after a reasonable length of time, the charm fails. In this case the motes are lost, but the user regains the spent Agency and XP. Either way, it can only be attempted by anyone once per chapter.
Another-World Apocalypse transcends all ordinary system mechanics because it relies on the Golden Rule. Thus it is not considered Loom- or Shaping-type, and any being who wishes to contest it must rely on a member of the troupe as its advocate. People should base their decisions on what makes for the best story, and in particular the Storyteller has the responsibility of preserving the integrity of the setting and narrative. He shouldn't allow the players to insulate themselves from the consequences of their actions of trivialize important obstacles, but at the same time should be charitable in allowing an inspired or practical change that the players agree upon.

RESTLESS STEP DISTRACTION

Cost: 4m, 2a
Mins: Essence 2, Discipline 4
Type: Simple, One Journey
Keywords: none
Prerequisites: ???
Life is hard, and people are weak. No matter where the Sidereal travels, there are a thousand pitfalls in her path. But to hell with them: she's got places to be.
The Sidereal invokes this charm while travelling to a particular place for a particular reason. She hardens her resolve to complete her journey in spite of adversity. Until she reaches her destination or abandons her journey, she can resist the compulsion of temporary Aspects, including consequences, at no cost, and she can spend 2m rather than a point of Agency to resist the compulsion of permanent Aspects.

Fundamental Abyssal Charms

DRINKING LAST MISERY

Cost: --
Mins: Essence 2, Insight 1
Type: Permanent
Keywords: --
Prerequisites: none
Those killed by the children of night can take solace in the fact that their anguish did not go unappreciated. An Abyssal with this charm has refined his understanding of his victims' suffering to the point where it renews his own spirit.
Whenever the Abyssal performs a stunt that causes the destruction of an unwilling sentient being, the mote bonus from the stunt is doubled. This benefit does not apply if the Abyssal chooses to regain Agency, and the Abyssal must be present when the victim dies.

FUTILITY APPRECIATION OUTLOOK

Cost: 3m, 1a
Mins: Essence 4, Insight 4
Type: Supplemental
Keywords: --
Prerequisites: Drinking Last Misery, Any Insight Excellency
The living muster their greatest strength in the face of death, but everything is doomed in time to die. When one's purpose is to kill the world, one learns to see the beauty of fruitless heroism.
If the supplemented action directly cause the destruction of one or more sentient beings, the Abyssal can harvest their wasted energy. He receives all the Agency and motes of Essence spent by his victims on failed attempts to resist the action. However, he's limited by his ability to appreciate the effort: no combination of charms including Futility Appreciation Outlook can restore more than the user's (Essence x Empathy) motes or (Empathy) Agency in a single turn.
This charm can supplement actions of any skill.

INEVITABILITY

Cost: 1m
Mins: Essence 2, Persuasion 2
Type: Reflexive, Instant
Keywords: ???
Prerequisites: ???
The only truth is this: in the end the Void will devour great and small alike, and not even their tales will remain. By channelling the nihilistic certainty of death, an Abyssal denies her enemies the right to question their fate.
This charm is invoked when the Abyssal's player tags someone else's Aspect. If the victim permits the Aspect to be compelled, they receive nothing in return. The charm must be used before the subject decides whether to oppose the tag or not.

HEART-CRUSHING DURESS

Cost: 2m
Mins: Essence 2, Persuasion 4
Type: Supplemental
Keywords: ???
Prerequisites: ???
Some things are truly sacred, and even a mouse will fight like a lion in their defense. But what is "sacred" to the agents of the Neverborn? Only a challenge waiting to be met. This charm, which supplements a social attack, stands as proof that nothing is too precious to be defiled. The Abyssal's persuasion gets a +1 bonus, and if it inflicts Crushed Spirit on a victim with no Agency left, it can force them to follow unacceptable orders. If the victim has Essence 1, they can also be forced to obey unacceptable orders by mind control effects, provided again that they have no Agency.
This charm can supplement both Persuasion and Intimidation actions.

COLLECTING ON BORROWED TIME

Cost: --
Mins: Essence 3, Medicine 2
Type: Permanent
Keywords: ???
Prerequisites: ???
What the Abyssal Exalted give, they can take away. This charm grants the deathknight possession of the lives of others. It takes effect under any of three circumstances: either the Abyssal managed to Take Out the subject and chose to inflict no harm, or he saved the subject from certain death by medical treatment, or he raised the subject as one of the undead. Regardless of the method, the subject feels with icy clarity that their existence now hangs by a thread.
At any time, and from any distance, the Abyssal may Take Out someone whose life he owns in this way. This is a standard action that costs motes equal to twice the victim's Essence rating (which does not count as a charm activation). He is not limited to killing the target, but can inflict wracking pain or arbitrary physical harm. Generally this manifests as internal injuries or sudden unexplained death, but more gruesome effects are possible.
This charm does not function on Abyssal Exalted, characters with the Whispers background, or characters with a higher Essence than the charm-user. A victim who later fulfills any of these conditions permanently shakes off the charm's curse.