Editing Exalted Redux:Charms
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==Introduction== | ==Introduction== | ||
− | Charms now represent generic effects, | + | Charms now represent generic effects, at are applied to Abilities and Attributes, depending on the charm. Charms are bought separately for each Attribute or Ability, so a Skill Boost charm bought for Melee is unusable to increase your die pools with any other Ability. The same charm can be bought multiple times, each time for different Abilities (or the same, as detailed under the charm). Charms are activated as detailed in the Essence section above. Keep in mind that, unless they say otherwise, charms are continual effects, and apply until the essence pool commitment is de-allocated. |
Uncommitted Essence Pool can be used to activate charms at any time, even when it is not your action. Note, however, that no-one can activate charms between Attack rolls and Damage rolls. Currently active charms apply, but you can not reflexively activate a Soak boosting charm after seeing the Attacker’s roll. | Uncommitted Essence Pool can be used to activate charms at any time, even when it is not your action. Note, however, that no-one can activate charms between Attack rolls and Damage rolls. Currently active charms apply, but you can not reflexively activate a Soak boosting charm after seeing the Attacker’s roll. | ||
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'''Cost:''' The Essence Pool commitment cost to make this charm active, plus any additional costs. | '''Cost:''' The Essence Pool commitment cost to make this charm active, plus any additional costs. | ||
− | '''Limits:''' This lists any restrictions on the use of the charm. If it lists ‘Ability’, ‘Attribute’, or some other trait, then this charm can be used to a maximum effect based on the Trait for which this charm was purchased. For ‘Action Limit’, see above under the combat section | + | '''Limits:''' This lists any restrictions on the use of the charm. If it lists ‘Ability’, ‘Attribute’, or some other trait, then this charm can be used to a maximum effect based on the Trait for which this charm was purchased. For ‘Action Limit’, see above under the combat section. |
− | '''Requirements:''' Any requirements that must be fulfilled by the purchaser before this charm can be bought. If, at any time, these requirements are no longer fulfilled, the charm deactivates, if active, and becomes unavailable until the requirements are again fulfilled. If a charm is listed as a requirement, that charm must be possessed for the same trait as this charm | + | '''Requirements:''' Any requirements that must be fulfilled by the purchaser before this charm can be bought. If, at any time, these requirements are no longer fulfilled, the charm deactivates, if active, and becomes unavailable until the requirements are again fulfilled. If a charm is listed as a requirement, that charm must be possessed for the same trait as this charm. |
'''Description:''' This describes the effect of the charm. | '''Description:''' This describes the effect of the charm. | ||
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==Charm List== | ==Charm List== | ||
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'''Requirements:''' None | '''Requirements:''' None | ||
− | '''Description:''' This charm increases the effective number of dots in the Ability as long as it is active, but no higher than twice the original value. | + | '''Description:''' This charm increases the effective number of dots in the Ability as long as it is active, but no higher than twice the original value. Note: This increase is not applicable for the purposes of fulfilling Charm minimum Ability requirements, nor does it increase any Charm use limits. |
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===Automatic Ability=== | ===Automatic Ability=== | ||
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'''Requirements:''' Boost Ability | '''Requirements:''' Boost Ability | ||
− | '''Description:''' | + | '''Description:''' When this Ability is used, his charm converts rolled dice into automatic successes. The affected dice are not rolled, but instead are treated as automatically rolling one success each. If the size of the die pool to be rolled is equal to or less than the active level of this charm, all dice that would be rolled are treated as successes. For an Ability used defensively (see Defense Rolls above), these converted dice are not divided as normal. Instead, they are added to the difficulty after the regular dice are divided as normal. The maximum number of dice this charm can convert on a given roll is equal to the linked Ability. |
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===Perfect Ability=== | ===Perfect Ability=== | ||
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'''Requirements:''' Automatic Ability | '''Requirements:''' Automatic Ability | ||
− | '''Description:''' | + | '''Description:''' When this Ability is used, his charm converts rolled dice into perfect successes. The affected dice are not rolled, but instead are treated as automatically rolling one success each. If the size of the die pool to be rolled is equal to or less than the active level of this charm, all dice that would be rolled are treated as perfect successes. Perfect successes are treated as normal successes, unless the roll is resisted, or is used versus a difficulty. Against a resistance roll or difficulty, the perfect successes are considered successes AFTER taking into account difficulty and resisting dice. For instance, 2 successes and 3 perfect successes versus a resisting roll with 9 successes would exceeded the resisting roll by 3 successes, in spite of the greater number of successes gained by the second roll, granting the first roll victory. For an Ability used defensively (see Defense Rolls above), a single perfect success on the defender’s side automatically foils the attack. If perfect successes exist on both sides of a resisted roll, then they cancel out, one for one. If this removes all perfect successes from both sides of the roll, then the roll is resolved normally. The maximum number of dice this charm can convert on a given roll is equal to the linked Ability. Each time these perfect successes are applied to a roll, you must spend 1 point of temporary willpower for each success. You may choose to not spend this willpower, but each point of willpower not spent is one die that is not converted. This decision must be made before the roll is made. |
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===Boost Attribute=== | ===Boost Attribute=== | ||
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'''Requirements:''' None | '''Requirements:''' None | ||
− | '''Description:''' This charm increases the effective number of dots in the Attribute as long as it is active, but no higher than twice the original value. Exception: Increasing Stamina gives does not give extra health levels. For that, see | + | '''Description:''' This charm increases the effective number of dots in the Attribute as long as it is active, but no higher than twice the original value. Note: This increase is not applicable for the purposes of fulfilling Charm minimum Attribute requirements, nor does it increase any Charm use limits. Exception: Increasing Stamina gives does not give extra health levels. For that, see Ox-Body Technique. |
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===Automatic Attribute=== | ===Automatic Attribute=== | ||
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'''Requirements:''' Boost Attribute | '''Requirements:''' Boost Attribute | ||
− | '''Description:''' | + | '''Description:''' When this Attribute is used, his charm converts rolled dice into automatic successes. The affected dice are not rolled, but instead are treated as automatically rolling one success each. If the size of the die pool to be rolled is equal to or less than the active level of this charm, all dice that would be rolled are treated as successes. For an Attribute used defensively (see Defense Rolls above), these converted dice are not divided as normal. Instead, they are added to the difficulty after the regular dice are divided as normal. The maximum number of dice this charm can convert on a given roll is equal to the linked Attribute. Automatic successes on Strength do not affect damage rolls (see Automatic Damage charm for this ability), nor do automatic successes on Stamina affect soak (see Oversoak charm for this ability). |
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===Scorn Adversity=== | ===Scorn Adversity=== | ||
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'''Requirements:''' None | '''Requirements:''' None | ||
− | '''Description:''' This charm allows you to ignore one level of difficulty per EP devoted to this charm, on each roll involving this Ability. This charm will not help you overcome | + | '''Description:''' This charm allows you to ignore one level of difficulty per EP devoted to this charm, on each roll involving this Ability. This charm will not help you overcome Defense, however, nor will it let you ignore a defender’s shield. |
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===Transcendant Action=== | ===Transcendant Action=== | ||
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'''Requirements:''' Scorn Adversity | '''Requirements:''' Scorn Adversity | ||
− | '''Description:''' Allows you to accomplish feats beyond what is normally possible with the linked Ability | + | '''Description:''' Allows you to accomplish feats beyond what is normally possible with the linked Ability, beyond the bounds of stunts. Having this charm active allows you to bend or break the laws of Creation. This feat does NOT replicate extraordinary success. Rather, it alters the fundamental laws on which creation operates with regards to the linked Ability, so it may be used in ways not normally possible. What follows is a list of the levels, with some possible examples. This charm is deliberately vague, and is largely based on Storyteller discretion. Effects created through the use of this charm should include the nature of the being undertaking them in their effects and description. For instance, Dragonblooded effects should involve the elements, Lunars should involve shapeshifting, Sidereals should involve alterations in luck, fate, and the fabric of reality, and Solars should involve transcendent skill and power. Level 0 is included here for comparison, as it represents the already shaky foundations of Creation, governed through the Stunting rules. You may not accomplish a feat of a level higher than your permanent Essence, nor can you exceed the limits based on your type of being (see above). |
− | + | : '''0. Improbable''' – Stunts, running upside down around an arch, stomping the ground and having something leap into your hand, catching arrows, leaping 30ft straight up, running up a 100ft wall, hiding in a space ½ the necessary size, holding your breath for 10 minutes | |
− | + | : '''1. Absurd''' – Seeing ghosts, running across water, fighting while blind, bouncing off water by touching it with your weapon, delaying damage, controlling someone’s body by grasping and manipulating their neck, shooting incoming arrow out of the air, cutting someone’s head off with a streamer of silk at 10 feet, kicking a pebble at a weapon and having it bounce into your hand, understanding unknown languages after a few words, holding your breath for an hour | |
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+ | : '''2. Impossible''' – Standing on water, standing and fighting on the ceiling, double-jumping, bouncing off clouds, stopping an incoming arrow with the pressure created by a punch, causing a weapon to burst into flame as you wield it, calling a weapon to your hand from across the room, punching ghosts, hurting someone through lethal vibrations created by touching the end of their spear, not needing to breathe, leaping a thousand feet, falling any distance and landing lightly, sliding under a door, moving so fast as to create false images, sensing the pattern on a surface by hearing the wind move across it, curing a cold with a touch, closing wounds by laying on hands, suddenly fluently speaking a language you’ve never heard before | ||
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+ | : '''3. Mystical''' – Grabbing a ghost and pulling them into the physical world, flying through force of will, leaping a league, levelling a castle with a punch, turning to mist, being in two places at once, causing your sword to teleport to your hand, walking through walls, seeing distant places with your mind, curing leprosy or healing wounds by force of will, creating temporary crafts out of impossible ingredients – max for Dragon Blooded | ||
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+ | : '''4. Legendary''' – Sailing a seagoing ship across solid ground or making it fly, moving hundreds of feet in a blink of an eye, Changing lead into gold with a hammerblow, curing the Great Contagion in a person, Make crafts that ignore the ravages of time and are as extraordinarily tough – Max for Celestial Exalted | ||
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+ | : '''5. Godlike''' – Creating a cure for the great contagion, creating items out of impossible materials that will last nearly forever, crafting objects and lands out of pure Wyld | ||
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===Extra Action=== | ===Extra Action=== | ||
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'''Requirements:''' Minimum Ability 4 | '''Requirements:''' Minimum Ability 4 | ||
− | '''Description:''' Grants you an extra action in which to use this Ability. Your base action for the round does not have to involve this Ability. You may take this extra action even if you forfeit your normal action by aborting to a defense. This extra action does not give extra difficulty to all actions, as mundane multiple actions do, nor does it suffer the difficulty increase from mundane multiple actions. Each commitment of EP to this charm grants a single extra action, up to the standard Action limit. Extra actions occur on your normal initiative. You may not take multiple actions within this extra action. | + | '''Description:''' Grants you an extra action in which to use this Ability. Your base action for the round does not have to involve this Ability. You may take this extra action even if you forfeit your normal action by aborting to a defense. This extra action does not give extra difficulty to all actions, as mundane multiple actions do, nor does it suffer the difficulty increase from mundane multiple actions. Each commitment of EP to this charm grants a single extra action, up to the standard Action limit. Extra actions occur on your normal initiative. You may not take multiple actions within this extra action. |
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===Extra Attack=== | ===Extra Attack=== | ||
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'''Description:''' Grants you an extra attack when you attack with this Ability. Extra Attacks must accompany an attack using this Ability granted by an Action (either regular or extra). However, extra attacks may be used against any valid target, not just the original target. Additionally, they may be used multiple times on the same target. This extra attack does not give extra difficulty to all actions, as mundane multiple actions do, nor does it suffer the difficulty increase from mundane multiple actions. Each commitment of EP to this charm grants a single extra attack. These attacks count as actions against the standard Action limit. | '''Description:''' Grants you an extra attack when you attack with this Ability. Extra Attacks must accompany an attack using this Ability granted by an Action (either regular or extra). However, extra attacks may be used against any valid target, not just the original target. Additionally, they may be used multiple times on the same target. This extra attack does not give extra difficulty to all actions, as mundane multiple actions do, nor does it suffer the difficulty increase from mundane multiple actions. Each commitment of EP to this charm grants a single extra attack. These attacks count as actions against the standard Action limit. | ||
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===Extra Defense=== | ===Extra Defense=== | ||
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'''Description:''' Grants you an extra defense using this Ability. Each extra defense may be used once, and is then used up until your next initiative, and can be used at any time until then. You do not have to declare a defense using one of your actions in order to use this charm. You many not have more iterations of this charm active for a given Ability than the level of the underlying Ability. Mundane multiple actions do not impose their difficulty penalty on these extra defenses. You must have some means of perceiving the attack for this charm to apply. | '''Description:''' Grants you an extra defense using this Ability. Each extra defense may be used once, and is then used up until your next initiative, and can be used at any time until then. You do not have to declare a defense using one of your actions in order to use this charm. You many not have more iterations of this charm active for a given Ability than the level of the underlying Ability. Mundane multiple actions do not impose their difficulty penalty on these extra defenses. You must have some means of perceiving the attack for this charm to apply. | ||
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===Persistant Defense=== | ===Persistant Defense=== | ||
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'''Description:''' Until your next initiative, this charm grants you a defense against every incoming attack that can be defended using this Ability. Mundane multiple actions do not impose their difficulty penalty on these extra defenses. You must have some means of perceiving the attack for this charm to apply. | '''Description:''' Until your next initiative, this charm grants you a defense against every incoming attack that can be defended using this Ability. Mundane multiple actions do not impose their difficulty penalty on these extra defenses. You must have some means of perceiving the attack for this charm to apply. | ||
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===Counterattack=== | ===Counterattack=== | ||
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'''Description:''' Grants you an extra attack outside of the normal turn order. This attack may only be used when you are attacked (successfully or not), and the attacker is within range of the counterattack. Each attack can trigger only one counterattack, and each counterattack you have committed essence to can only be used once. Counterattacks cannot trigger counterattacks. This attack is considered to occur simultaneously with the triggering attack. These counterattacks count against the standard Action Limit. | '''Description:''' Grants you an extra attack outside of the normal turn order. This attack may only be used when you are attacked (successfully or not), and the attacker is within range of the counterattack. Each attack can trigger only one counterattack, and each counterattack you have committed essence to can only be used once. Counterattacks cannot trigger counterattacks. This attack is considered to occur simultaneously with the triggering attack. These counterattacks count against the standard Action Limit. | ||
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===Multitarget=== | ===Multitarget=== | ||
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The ''Increase Range'' charm can be activated seperately from this option, to allow you to alter the location at which the Area-of-Effect occurs. You may also combine these two options, activating ''Increase Range'' twice, once in order to relocate the area of effect, and the second in order to make it Selective. | The ''Increase Range'' charm can be activated seperately from this option, to allow you to alter the location at which the Area-of-Effect occurs. You may also combine these two options, activating ''Increase Range'' twice, once in order to relocate the area of effect, and the second in order to make it Selective. | ||
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===Increase Range=== | ===Increase Range=== | ||
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* Polar (1000s of miles, in same Elemental Direction) | * Polar (1000s of miles, in same Elemental Direction) | ||
* Anywhere in Creation | * Anywhere in Creation | ||
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===Reduce Time=== | ===Reduce Time=== | ||
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* Century | * Century | ||
* Millenium | * Millenium | ||
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