StarJaunter/NWODCharms
A large list of re-written charms will eventually go here. Charms will be rewritten to best match the function of the original, if mechanical differences between the games don't allow it I will probably use the charm to address some piece of mechanics that Exalted charms don't cover.
Charms
Solar Charms First step is the beginning
Lunar Charms Now I am getting ambitious
Sidereal Charms Maybe...
Dragon Blood Charms Now I am just being ridiculous
Sorcery Charms Rule and mote changes, read original for flavor text
Supernatural Fighting Styles Excepting Hero Style
Example: Fire and stones strike will now give your attack an armor piercing quality up to the motes you spend, since you can no longer add post soak damage dice.
I will post some musing and comparisons here until I get some Charms written
Comparing Exalt Type Charm power levels
Penalties
Dragonbloods: Remove a kind of penalty in a specific circumstance or reduce a kind of penalty by something Celestial: Remove a kind of penalty or reduce all penalties by an amount Solar: Remove all penalties
Overwhelming
Dragonbloods: Can give themselves a dice advantage against an opponent. Celestial: Can remove opponents ability to oppose rolls, so only luck and opponents magic can resist Solar: Can perform perfect actions, can only be resisted, possibly, with other perfect actions
Artifacts
Dragonbloods: They struggle to produce level 3 artifacts Celestial: With some effort they can make level 4 artifacts in a human life time, or live long enough to surpass even this Solars: With a little effort they can produce level 5 artifacts within one lifetime, and make make mind numbing expression of occult mastery given time
Social Fu
Dragonbloods: Can give a bonus in circumstances, or remove penalties Celestial: Can remove someone's ability to resist a certain kind of social attack, like forcing someone to believe you are lying if you speak the truth Solar: Solars can give unresistable commands to another and rewrite memories.