CallMeCanon/Machinical/Charms

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Machinical Charms

Charisms

Charisms are the analogue to Alchemical Augments, which are similar in many ways to Excellencies. The first three are identical; beyond that, things get interesting.

Fourth (Attribute) Charism

Cost: -- [1m, first only]
Minimums: Essence 1, (Attribute) 1
Type: Permanent
Keywords: Obvious, Stackable
Duration: Permanent
Prerequisite Charms: None

This Charm increases the cap for its respective Attribute and adds a dot to it for as long as the Charm is installed. This Charm may be installed as many times per Attribute as half the Machinical's Essence, rounded up. Dots added this way do not count towards the Experience cost of buying Attribute dots, but they count towards everything else.

Hyperbolic (Attribute) Aleph

Transpuissant (Attribute) Upgrade Cost: 0m [1m]
Minimums: Essence 31, (Attribute) 5
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any (Atribute) Charism

This Charm converts all Specialty dice to successes. Can only be used on rolls involving the relevant Attribute.

STRENGTH

DEXTERITY

STAMINA

CHARISMA

MANIPULATION

APPEARANCE

PERCEPTION

INTELLIGENCE

WITS

WILLPOWER

Willpower Charms fall into one of two categories with associated keywords: Apocalyptic, or Heretical.
Apocalyptic Charms are why the Yozis made the Machinicals, and work toward their ultimate goal.
Heretical Charms are considered utter blasphemies to the Yozis, and the creation or use of any of them is sure to invite their wrath.

Apocalyptic Charms

Heretical Charms