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PDQ/Exalted Conversion Charms
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===Essence 3=== '''''Combat Charms''''' Burning Fury Blade: Ignites the solar's weapon with white-hot fire for the rest of the scene. In addition to igniting flammable objects, providing illumination, or affecting creatures with a weakness to fire the attached quality is treated as a Power Attack for the rest of the scene. 6 Motes. Blazing Solar Bolt: Allows the solar to use the attached Quality as a ranged attack, it also adds the user's Essence to damage on a sucessful attack against creatures of darkness. 3 motes. Glorious Solar Saber (or Axe...or hammer...etc.): Creates a weapon from pure, glowing essence. The weapon is normally an Average [0] weapon, but spending additional 2 motes spent increases it's rank by one (Average to Good, Good to Expert, etc.) to a maximum of the attached Quality's rank. In addition the Saber is a holy weapon and adds the weilder's Essence to damage against creatures of darkness. 4+ Motes. Whirlwind of Steel: Attacks all within reach of the exalt's weapon once, ignoring any multi-attack penalties. 7 Motes. '''''Defensive Charms''''' Blade Tangling Defense: A dodge-style defense which makes it difficult for multiple opponents to attack the charm user. For 1 turn all hand-to-hand attacks against the solar suffer a number of downshifts equal to the number of enemies beyond the first in close combat with him. 6 Motes. '''''Social/Manipulation Charms''''' Husband Seducing Demon Dance: So long as the performance lasts, the solar may initiate a Conflict Situation with all listeners using the attached Quality as well as any other appropriate Qualities, affecting all who listen to the performance at once (essentially making a single offense roll and applying it to every target). Those who are zeroed out fall in love with either the solar himself or something or someone the solar is representing. Making these attacks counts as a charm use, preventing modification by additional charms without a combo. This effectively gives them a new Motivation and a new Weakness related to this infatuation (the weakness applies to resisting further persuasion by the solar, or actively resisting him), which lasts until the character is betrayed by the Solar in some way, or until the character spends 2 XP to come to their senses (the effect always lasts at least one scene however). Targets who have not yet been zeroed out may take any actions they like, including attacking the solar or attempting to escape, successfully injuring the performer usually forces the performance to end. 12 Motes. '''''Crafting Charms''''' Clockwork Wonder Crafting Technique: This charm allows the creation of autonomous, clockwork beings. They are typically as intelligent as a trained animal and possess their own qualities. Each creation is granted a number of quality points equal to 6 + the MOD of the attached Quality quality to determine their abilities. Crafting one of these requires access to sufficient amounts of one or more of the five magical materials. 20 motes, 1 xp, 4 motes must remain committed. Tool Disdaining Practice: This charm allows you to work without tools (raw materials are still required). Repairs or construction is possible with just bare hands or simple tools condensed from Essence. In addition, this allows feats impossible with normal tools, such as joining two objects together seemlessly without nails or glue. 3 motes
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