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==Charms== All Charms are 'attached' to specific Qualities and should be related to the Quality in question (although Sidereals recieve quite a lot of leeway in this regard). Like Qualities charms are a do-it-yourself process, determining the exact benefits of the charm is between you and the GM, but many do not need precise definition. In PDQ Exalted the mote cost of some charms (such as the Excellency Charms) can be quite a bit higher due to differences in the rules, while others are less potent and are cheaper. In general the cost for a charm should be decided between you and the GM. So far, several charms have been converted or created and can be found [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Charms here]. In turn-by-turn combat, characters may use a number of charms per round equal to their essence, but may only use one per action or reaction (except in combos). In situations where a 'round' is a longer period of time multiple charms might be used each round or even each action, with GM's approval. Combos inflict one Failure Rank on the user due to the intense focus and effort required to pull them off. Essence recovers at the rate of 2 motes per hour of rest, or 3 motes per hour of complete relaxation.
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