Gayo/AnotherExaltedCharms
Contents
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 generic fundamental Charms 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:
- Capped charms have a variable mote cost. The maximum number of motes you can spend in a single invocation of a Capped charm 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. 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 Excellency-type Charms can modify the same task, even if put in a combo together.
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!
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.