GENERAL CHARMS
Excellencies
Excellencies are improvements that can be applied to specific situations. If a situation arises that a player can channel their virtue they can substitute virtue with an Excellency and not use a virtue channel. If the player chooses too, they can channel their virtue and apply their Excellency at the same time. The Champions Player must state which virtue she is going to base the Excellency upon before the roll is made. The extra dice provided by channeling their virtue are not affected by the Excellency and are not subject to dice cap.
Example:
Player one chooses to channel her Valor and apply her 2nd Excellency to a roll. Her character has a Valor of 5. She rolls her the virtue she is channeling (Valor). She gets 2 successes. Then she adds 3 successes from the Excellency for a total of 5 successes.
Dice Cap: A Champions dice cap is equal to the virtue the charm is based on.
First Excellency
Cost: 1m per die
Mins: Virtue 3
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm is just like the Solar First Excellency Charm but with a Champions dice cap.
Second Excellency
Cost: 2m per success
Mins: Virtue 3, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm is just like the Solar Second Excellency Charm but with a Champions dice cap.
Third Excellency
Cost: 3m per reroll
Mins: Virtue 3, Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm is just like the Solar Third Excellency Charm but with a Champions dice cap.
Forth Excellency
Cost: 3m per -1
Mins: Virtue 4, Essence 3
Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Excellency
Few can withstand the might and glory of a Champion. This charm makes even more difficulty. When the champion activated this charm reduces Success Doubling Threshold by one per three motes spent up to 7. In addition to the possible greater success the Champion cannot botch any roll that this Excellency is used on.
Focused Excellency
Cost 10m, 1wp
Mins: Virtue 4, Essence 4
Type: Simple
Keywords: Obvious
Duration: Scene
Prerequisite Charms: Any Excellency
A Champion is a creature of purpose and dive. When she has chosen the focus of her power few can stand in her way.
For the scene any roll that has anything to do with an intimacy can gain a discount on Excellency rolls as long as the situation fits the Virtue that the charm is based off of.
Terrestrial Circle Sorcery
Cost: N/A
Mins: Virtue 3 , Occult 3, Essence 3
Type: N/A
Keywords: N/A
Duration: N/A
Prerequisite Charms: None
The study of Sorcery is almost a standard among Exalted. It grants the chosen one access to powers that are beyond the gifts of their patrons. With this charm the Champion can access and use Terrestrial Circle Sorcery.
Celestial Circle Sorcery
Cost: N/A
Mins: Virtue 5 , Occult 4, Essence 4
Type: N/A
Keywords: N/A
Duration: N/A
Prerequisite Charms: Terrestrial Circle Sorcery
As the champion grows in power so does his understanding of the inner workings of creation. He now can access Celestial Circle Sorcery and use as any other exalted type.
Harmony of Body and Bone
Cost: 5m, 1wp
Mins: Valor 3, Craft 3, Essence 2
Type: Reflexive
Keywords: Touch, Combo-Ok
Duration: Five Tics
Prerequisite Charms: None
A Champion that has this charm is a true terror on the battle field. This charm is activated at the same time as she activates a counterattack charm. For the next five tics she can continue to use the chosen counterattack charm against any incoming attack with out paying any additional costs.