Difference between revisions of "Exalted Redux:Charms"

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[[Exalted_Redux:Main_Page|(Go Back to Main Page)]]
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==Introduction==
 
==Introduction==
  
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.
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Charms now represent generic effects, that 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.
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'''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.  Temporary boosts to a statistic do not help you overcome limits.
  
'''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.
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'''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.  Temporary boosts to a statistic do not help you fulfill requirements for purchasing charms.
  
 
'''Description:'''  This describes the effect of the charm.
 
'''Description:'''  This describes the effect of the charm.
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:: ''Examples of use.''
  
 
==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.  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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'''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.
  
 +
:: ''Peleps Gratia attempts to sneak into a warehouse.  Knowing the guards are going to be extra alert after last night's break-in, she decides to boost her Stealth Ability.  She has a 3 Essence, a Dexterity of 4 and a Stealth of 4.  She keeps her Power Level at 1 to prevent essence flares, giving her 3 Committable Essence Pool for being a Dragon Blood.  She commits all 3 to her Boost Ability (Stealth) charm.  This increases her Stealth ability from a 4 to a 7, for as long as she keeps the essence committed.  This gives her a total die pool of 11 (4 for attribute, 7 for ability).  She rolls her 11 dice and gets 6 successes.  Moving like a ghost, she enters the warehouse, unobserved by the many guards.''
  
 
===Automatic Ability===
 
===Automatic Ability===
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'''Requirements:''' Boost Ability
 
'''Requirements:''' Boost Ability
  
'''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.
+
'''Description:'''  This charm converts dice to be rolled into automatic successes.  The affected dice are not rolled.  Instead, they are treated as automatically rolling one success each.  The maximum number of dice this charm can convert on a given roll is equal to the linked Ability.
  
 +
:: ''That same night, the Sidereal exalt, Go-rin, decides to break into the warehouse to find his missing ring, thinking he lost it the previous night.  Fades has a Dexterity of 3 and a Stealth of 3, giving him a total die pool of 6 dice.  Not wanting to risk being noticed, he keeps his Power Level at 1, giving the 5 committable Essence Pool for being a Celestial Exalt.  He devotes all 5 of these points into his Automatic Ability (Stealth) charm, giving him 5 automatic successes on the roll, and leaving him 1 die to roll.  He rolls the die, not getting a success, and winds up with 5 successes.  He wanders casually into the warehouse, somehow avoiding the sight of the guards, who by coincidence are looking in every direction but his.''
  
 
===Perfect Ability===
 
===Perfect Ability===
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'''Requirements:''' Automatic Ability
 
'''Requirements:''' Automatic Ability
  
'''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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'''Description:''' This charm converts rolled dice into perfect successes.  The affected dice are not rolled, but instead are treated as automatically rolling one success each.  Perfect successes are automically in excess of any difficulty or resisting successes.  For an Ability used defensively, a perfect success on the defender’s side automatically foils the attack.  Perfect successes on both sides of a resisted roll cancel out, one for one.  If this removes all perfect successes from both sides, then it is resolved normally. The maximum converted dice on a roll is equal to the linked Ability.   
  
 +
Each time you choose to convert a die using this charm, you must spend 1 point of temporary willpower.  This decision must be made before the roll is made.
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:: ''Sitting in the rafters of the warehouse, Harmonious Jade watches intently, sure that something is afoot.  Suspecting that all is not as it seems, she decides to activate her Perfect Ability (Awareness) charm.  She commits 2 of her 7 Personal Essence (being at Power Level 1), and spends a temporary willpower.  This gives her 1 Perfect Success, and allows her to disregard the non-perfect successes of those hiding.  Her sharp eyes immediately pick out the fleeting form of the Peleps, and, despite his 'encouragement' for her to look elsewhere, spots the sauntering sidereal.  She also notices the gleam of a ring lying partially underneath a sack of grain. Her eyes narrow as she contemplates her next move.''
  
 
===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.  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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'''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 [[Exalted_Redux:Charms#Ox-Body|Ox-Body]].
  
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:: ''Harmonious Jade shifts her stance on the rafter of the warehouse, and gets ready to move, eyeing the golden ring.  She has a Dexterity of 5, and realizes she's going to be using it a lot in short order.  She considers increasing it, using her Boost Attribute (Dexterity) charm.  With her 7 current Essence Pool, she could give herself 3 more dots of Dexterity, but decides against it.  She needs more surety.  A mistake now could give her away.''
  
 
===Automatic Attribute===
 
===Automatic Attribute===
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'''Requirements:''' Boost Attribute
 
'''Requirements:''' Boost Attribute
  
'''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).
+
'''Description:'''  This charm converts rolled dice into automatic successes.  The affected dice are not rolled.  They are treated as automatically rolling one success each.  The maximum number of dice this charm can convert on a roll is equal to the linked Attribute.  Automatic successes on Strength do not affect damage rolls (see [[Exalted_Redux:Charms#Automatic Damage|Automatic Damage]] for this ability), nor do automatic successes on Stamina affect soak (see [[Exalted_Redux:Charms#Oversoak|Oversoak]] for this ability).
  
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:: ''Harmonious Jade draws in her breath, and prepares to move.  She gathers her will, raising her current Power Level to a 2.  This gives her 14 points of committable Essence Pool to use.  She feels her caste mark flare on her brow, but the heavy folds of the black mask she wears conceal all glimmers of it.  She commits 10 of her Essence Pool to her Automatic Attribute (Dexterity) charm, giving her 5 automatic successes on any Dexterity based rolls she makes.  The remaining 4 points she uses to increase her Dexterity score by 2 dots, using her Boost Attribute (Dexterity) charm.  She wishes she could buy more automatic successes, but she is limited by her natural Attribute.''
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:: ''Jade rolls her Dexterity + Athletics.  This gives her a total die pool of 11 (7 for her boosted Dexterity, and 4 for her Athletics). As her Dexterity is involved in the roll, 5 of these dice are not rolled, as they are already successes.  She rolls the remaining 6 dice, coming up with 4 more successes, giving her a total of 9 successes.  She makes a similar Dexterity+Stealth roll, coming up with 10 successes, including the automatic successes from her Dexterity.''
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:: ''With perfect grace, she springs off the beam on which she sits.  Landing nimbly on fingertips between sacks of grain, she catches up the ring, and with a twist of a wrist, springs back into the air.  Twisting lithely in the same leap, she slips with inches to spare between the partially opened shutters of a high window.  Not a sound is made.''
  
 
===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 Defense, however, nor will it let you ignore a defender’s shield.
+
'''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 opposed rolls, Defense, nor the shield of a defender.
  
 +
:: ''Peleps Gratia glanced around the warehouse.  Squinting her eyes, she realized it was too dark to see clearly.  Not willing to alert the guards by using a light source, though not seeing any of their patrols nearby, she dropped her stealth boost, and activated her Scorn Adversity (Awareness) charm, committing 3 Essence Pool to it.  On her following Awareness roll, she was able to ignore the +3 difficulty caused by the poor lighting.''
  
 
===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, 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).
+
'''Description:'''  Allows you to accomplish feats beyond what is normally possible with the linked Ability.  This goes beyond the limits of stunts.  This charm allows you to bend or break the Laws of Creation.  This does NOT replicate extraordinary success.  Rather, it alters fundamental physical laws with regards to the linked Ability, so it may be used in ways not normally possible.   
  
: '''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
+
What follows is a list of the levels, with some possible examples. This charm is vague, and requires Storyteller discretion.  Effects  should include the nature of the being in their effects and description.  For example, Dragonblooded effects should involve the elements, Lunars should involve shapeshifting, Sidereals should involve alterations in fortune and destiny, and Solars should involve transcendent skill and power.
  
: '''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
+
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).
 
 
: '''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
 
 
 
: '''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
 
 
 
: '''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
 
 
 
: '''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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# '''Absurd''' – 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
 +
# '''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, 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
 +
# '''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
 +
# '''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
 +
# '''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, jumping from creation into Yu-Shan, suddenly appearing anywhere in Creation you choose
  
 
===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.  
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'''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.
 
 
  
 
===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.
 
  
 
===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.
 
  
 
===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.
 
  
 
===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.
 
  
 
===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.
 
  
 
===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
 
  
 
===Reduce Time===
 
===Reduce Time===
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* Century
 
* Century
 
* Millenium
 
* Millenium
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===Damage Boost===
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'''Trait:''' Any Offensive Ability
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'''Cost:''' 1 EP per Point of Damage Increase
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'''Limits:''' Ability
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'''Requirements:''' None
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'''Description:'''  This charms boosts the damage caused by all attacks made with this Ability.  Each point of committed Essence Pool increases the damage dealt by your attacks using this ability by 1.  You cannot increase the damage by more than the level of the associated Ability.
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===Automatic Damage===
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'''Trait:''' Any Offensive Ability
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'''Cost:''' 3 EP per Die Converted
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'''Limits:''' Ability
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'''Requirements:''' Damage Boost, Minimum Ability 3
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'''Description:'''  When an attack using this Ability is made, this charm converts rolled damage 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 damage pool is equal to or less than the active level of this charm, all dice that would be rolled are treated as successes. The maximum number of damage dice this charm can convert on a given roll is equal to the linked Ability.  Ping dice can be converted.  If the attack does not exceed the Hardness of the target, this charm has no effect.
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===Spiritual Action===
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'''Trait:''' Any Ability
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'''Cost:''' 2 EP
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'''Limits:''' None
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'''Requirements:''' Minimum Ability 2
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'''Description:''' Allows any actions while using this Ability to affect the incorporeal. If used by a incorporeal being, it allows them to affect the material world with this Ability.
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===Hinder Target===
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'''Trait:''' Any Offensive Ability
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'''Cost:''' 1 EP per Degree
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'''Limits:'''
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'''Requirements:'''
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'''Description:''' 
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===Boost Initiative===
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'''Trait:''' Alertness
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'''Cost:''' 1 EP per +1
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'''Limits:''' Alertness
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'''Requirements:''' Minimum Alertness 2
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'''Description:''' While this charm is active, it grants +1 per Essence Pool to your Initiative Rolls.
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===Resistance Bonus===
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'''Trait:''' Resistance
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'''Cost:''' 1 EP per dot
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'''Limits:''' Resistance
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'''Requirements:''' Minimum Resistance 2
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'''Description:'''
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===Create Tools===
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'''Trait:''' Any Ability
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'''Cost:''' 3 EP
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'''Limits:''' None
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'''Requirements:''' Minimum Ability 3
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'''Description:'''
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===Create Mount===
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'''Trait:''' Ride
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'''Cost:''' 5 EP
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'''Limits:''' None
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'''Requirements:''' Minimum Ability 3
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'''Description:'''
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===Create Ship===
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'''Trait:''' Sail
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'''Cost:''' 15 EP
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'''Limits:''' None
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'''Requirements:''' Minimum Sail 4
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'''Description:'''
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===Create Airship===
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'''Trait:''' Sail
 +
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'''Cost:''' 30 EP
 +
 +
'''Limits:''' None
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'''Requirements:''' Create Ship, Minimum Sail 5
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'''Description:'''
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 +
===Cause Lethal Damage===
 +
'''Trait:''' Any Offensive Ability
 +
 +
'''Cost:''' 1 EP
 +
 +
'''Limits:''' None
 +
 +
'''Requirements:''' Minimum Ability 3
 +
 +
'''Description:'''
 +
 +
===Cause Aggravated Damage===
 +
'''Trait:''' Any Offensive Ability
 +
 +
'''Cost:''' 4 EP
 +
 +
'''Limits:''' None
 +
 +
'''Requirements:''' Cause Lethal Damage, Minimum Ability 5
 +
 +
'''Description:'''
 +
 +
===Soak Lethal Damage===
 +
'''Trait:''' Resistance
 +
 +
'''Cost:''' 2 EP
 +
 +
'''Limits:''' None
 +
 +
'''Requirements:''' Minimum Ability 3
 +
 +
'''Description:'''
 +
 +
===Soak Aggravated Damage===
 +
'''Trait:''' Resistance
 +
 +
'''Cost:''' 5 EP
 +
 +
'''Limits:''' None
 +
 +
'''Requirements:''' Soak Lethal Damage, Minimum Ability 5
 +
 +
'''Description:'''
 +
 +
===Toughness===
 +
'''Trait:''' Resistance
 +
 +
'''Cost:''' 1 EP per +1 Soak
 +
 +
'''Limits:''' Resistance
 +
 +
'''Requirements:''' None
 +
 +
'''Description:'''
 +
 +
===Oversoak===
 +
'''Trait:''' Resistance
 +
 +
'''Cost:''' 10 EP per 1 Oversoak
 +
 +
'''Limits:''' Resistance, stacks with Toughness
 +
 +
'''Requirements:''' Toughness, Minimum Ability 3
 +
 +
'''Description:'''
 +
 +
===Perfect Soak===
 +
'''Trait:''' Resistance
 +
 +
'''Cost:''' 5 EP + 1 WP per Use
 +
 +
'''Limits:''' None
 +
 +
'''Requirements:''' Toughness, Minimum Ability 5
 +
 +
'''Description:'''
 +
 +
===Total Focus===
 +
'''Trait:''' Permanent Essence
 +
 +
'''Cost:''' 1 WP per Scene
 +
 +
'''Limits:''' Permanent Essence
 +
 +
'''Requirements:''' Minimum Permanent Essence 2
 +
 +
'''Description:'''
 +
 +
===Ox Body===
 +
'''Trait:''' Endurance
 +
 +
'''Cost:''' None
 +
 +
'''Limits:''' Endurance
 +
 +
'''Requirements:''' Minimum Permanent Essence 2
 +
 +
'''Description:'''
 +
 +
===Essential Sight===
 +
'''Trait:''' Awareness
 +
 +
'''Cost:''' 1 WP per Scene
 +
 +
'''Limits:''' Awareness
 +
 +
'''Requirements:''' Minimum Permanent Essence 2
 +
 +
'''Description:'''
 +
 +
===Bond of the Circle===
 +
'''Trait:''' Permanent Essence
 +
 +
'''Cost:''' 1 WP per Scene
 +
 +
'''Limits:''' Permanent Essence
 +
 +
'''Requirements:''' Minimum Permanent Essence 2
 +
 +
'''Description:'''
 +
 +
===Anima Control===
 +
'''Trait:''' Permanent Essence
 +
 +
'''Cost:''' 1 WP per PL Increase
 +
 +
'''Limits:''' None
 +
 +
'''Requirements:''' Minimum Permanent Essence 2, Exalt
 +
 +
'''Description:'''
 +
 +
===Charm Mastery===
 +
'''Trait:''' One Charm
 +
 +
'''Cost:''' None
 +
 +
'''Limits:''' Permanent Essence
 +
 +
'''Requirements:''' None
 +
 +
'''Description:'''

Latest revision as of 10:51, 28 September 2011

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Introduction[edit]

Charms now represent generic effects, that 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.

Once the dice hit the table, Essence allocation cannot change until the action completes. Prior to the die roll, however, anyone may freely activate charms, even in response to one another’s charm activation, and declaration of intent. The defender has the right to call a pause before the roll so they might decide on charm use.

Even if a charm is active, you never HAVE to use it for any given action or roll. You can always choose not to gain the benefits of it. However, any penalties apply as long as the charm is active. This decision to apply an active charm CAN be made in-between the Attack and Damage rolls, but the decision to use Defense affecting charms must be made before the Attack roll, and the decision to use Soak affecting charms must be made before the Damage roll.

Abbreviations[edit]

The following Abbreviations are used:

EP – Essence Pool

WP - Willpower

Charm Block Format[edit]

Charms descriptions follow this format:

Charm Name

Trait: This lists the traits that the charm applies to, and can be bought for. Unless otherwise specified, the same charm can be bought multiple times for different traits. It is unnecessary to purchase the same charm more than once per trait unless it specifies otherwise.

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. Temporary boosts to a statistic do not help you overcome limits.

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. Temporary boosts to a statistic do not help you fulfill requirements for purchasing charms.

Description: This describes the effect of the charm.

Examples of use.

Charm List[edit]

Boost Ability[edit]

Trait: Any Ability

Cost: 1 EP per dot of increase

Limits: Ability

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.

Peleps Gratia attempts to sneak into a warehouse. Knowing the guards are going to be extra alert after last night's break-in, she decides to boost her Stealth Ability. She has a 3 Essence, a Dexterity of 4 and a Stealth of 4. She keeps her Power Level at 1 to prevent essence flares, giving her 3 Committable Essence Pool for being a Dragon Blood. She commits all 3 to her Boost Ability (Stealth) charm. This increases her Stealth ability from a 4 to a 7, for as long as she keeps the essence committed. This gives her a total die pool of 11 (4 for attribute, 7 for ability). She rolls her 11 dice and gets 6 successes. Moving like a ghost, she enters the warehouse, unobserved by the many guards.

Automatic Ability[edit]

Trait: Any Ability

Cost: 1 EP per die converted to an automatic success

Limits: Ability

Requirements: Boost Ability

Description: This charm converts dice to be rolled into automatic successes. The affected dice are not rolled. Instead, they are treated as automatically rolling one success each. The maximum number of dice this charm can convert on a given roll is equal to the linked Ability.

That same night, the Sidereal exalt, Go-rin, decides to break into the warehouse to find his missing ring, thinking he lost it the previous night. Fades has a Dexterity of 3 and a Stealth of 3, giving him a total die pool of 6 dice. Not wanting to risk being noticed, he keeps his Power Level at 1, giving the 5 committable Essence Pool for being a Celestial Exalt. He devotes all 5 of these points into his Automatic Ability (Stealth) charm, giving him 5 automatic successes on the roll, and leaving him 1 die to roll. He rolls the die, not getting a success, and winds up with 5 successes. He wanders casually into the warehouse, somehow avoiding the sight of the guards, who by coincidence are looking in every direction but his.

Perfect Ability[edit]

Trait: Any Ability

Cost: 2 EP per die converted to a perfect success, 1 WP per perfect success per use

Limits: Ability

Requirements: Automatic Ability

Description: This charm converts rolled dice into perfect successes. The affected dice are not rolled, but instead are treated as automatically rolling one success each. Perfect successes are automically in excess of any difficulty or resisting successes. For an Ability used defensively, a perfect success on the defender’s side automatically foils the attack. Perfect successes on both sides of a resisted roll cancel out, one for one. If this removes all perfect successes from both sides, then it is resolved normally. The maximum converted dice on a roll is equal to the linked Ability.

Each time you choose to convert a die using this charm, you must spend 1 point of temporary willpower. This decision must be made before the roll is made.

Sitting in the rafters of the warehouse, Harmonious Jade watches intently, sure that something is afoot. Suspecting that all is not as it seems, she decides to activate her Perfect Ability (Awareness) charm. She commits 2 of her 7 Personal Essence (being at Power Level 1), and spends a temporary willpower. This gives her 1 Perfect Success, and allows her to disregard the non-perfect successes of those hiding. Her sharp eyes immediately pick out the fleeting form of the Peleps, and, despite his 'encouragement' for her to look elsewhere, spots the sauntering sidereal. She also notices the gleam of a ring lying partially underneath a sack of grain. Her eyes narrow as she contemplates her next move.

Boost Attribute[edit]

Trait: Any Attribute

Cost: 2 EP per dot of increase

Limits: Attribute

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 Ox-Body.

Harmonious Jade shifts her stance on the rafter of the warehouse, and gets ready to move, eyeing the golden ring. She has a Dexterity of 5, and realizes she's going to be using it a lot in short order. She considers increasing it, using her Boost Attribute (Dexterity) charm. With her 7 current Essence Pool, she could give herself 3 more dots of Dexterity, but decides against it. She needs more surety. A mistake now could give her away.

Automatic Attribute[edit]

Trait: Any Attribute

Cost: 2 EP per die converted to an automatic success

Limits: Attribute

Requirements: Boost Attribute

Description: This charm converts rolled dice into automatic successes. The affected dice are not rolled. They are treated as automatically rolling one success each. The maximum number of dice this charm can convert on a roll is equal to the linked Attribute. Automatic successes on Strength do not affect damage rolls (see Automatic Damage for this ability), nor do automatic successes on Stamina affect soak (see Oversoak for this ability).

Harmonious Jade draws in her breath, and prepares to move. She gathers her will, raising her current Power Level to a 2. This gives her 14 points of committable Essence Pool to use. She feels her caste mark flare on her brow, but the heavy folds of the black mask she wears conceal all glimmers of it. She commits 10 of her Essence Pool to her Automatic Attribute (Dexterity) charm, giving her 5 automatic successes on any Dexterity based rolls she makes. The remaining 4 points she uses to increase her Dexterity score by 2 dots, using her Boost Attribute (Dexterity) charm. She wishes she could buy more automatic successes, but she is limited by her natural Attribute.
Jade rolls her Dexterity + Athletics. This gives her a total die pool of 11 (7 for her boosted Dexterity, and 4 for her Athletics). As her Dexterity is involved in the roll, 5 of these dice are not rolled, as they are already successes. She rolls the remaining 6 dice, coming up with 4 more successes, giving her a total of 9 successes. She makes a similar Dexterity+Stealth roll, coming up with 10 successes, including the automatic successes from her Dexterity.
With perfect grace, she springs off the beam on which she sits. Landing nimbly on fingertips between sacks of grain, she catches up the ring, and with a twist of a wrist, springs back into the air. Twisting lithely in the same leap, she slips with inches to spare between the partially opened shutters of a high window. Not a sound is made.

Scorn Adversity[edit]

Trait: Any Ability

Cost: 1 EP per level of difficulty ignored

Limits: Ability

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 opposed rolls, Defense, nor the shield of a defender.

Peleps Gratia glanced around the warehouse. Squinting her eyes, she realized it was too dark to see clearly. Not willing to alert the guards by using a light source, though not seeing any of their patrols nearby, she dropped her stealth boost, and activated her Scorn Adversity (Awareness) charm, committing 3 Essence Pool to it. On her following Awareness roll, she was able to ignore the +3 difficulty caused by the poor lighting.

Transcendant Action[edit]

Trait: Any Ability

Cost: 3 EP per level of Transcendent Action active

Limits: Essence. Maximum level is also dependant on type of being:

Level 1 – Mortals
Level 2 – Half-bloods, 1st Circle Demons
Level 3 – Terrestrial Exalted, Spirits, Fair Folk
Level 4 – Lunars, Sidereals, Dragon Kings, 2nd Circle Demons
Level 5 – Solars, Abyssals, 3rd Circle Demons, Deathlords, Incarna

Requirements: Scorn Adversity

Description: Allows you to accomplish feats beyond what is normally possible with the linked Ability. This goes beyond the limits of stunts. This charm allows you to bend or break the Laws of Creation. This does NOT replicate extraordinary success. Rather, it alters fundamental physical laws 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 vague, and requires Storyteller discretion. Effects should include the nature of the being in their effects and description. For example, Dragonblooded effects should involve the elements, Lunars should involve shapeshifting, Sidereals should involve alterations in fortune and destiny, and Solars should involve transcendent skill and power.

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).

  1. Absurd – 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
  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, 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
  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
  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
  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, jumping from creation into Yu-Shan, suddenly appearing anywhere in Creation you choose

Extra Action[edit]

Trait: Any Ability

Cost: 3 EP per Extra Action

Limits: Action limit

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.

Extra Attack[edit]

Trait: Any Offensive Ability

Cost: 2 EP per Extra Attack

Limits: Action limit

Requirements: Minimum Ability 3

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.

Extra Defense[edit]

Trait: Any Defensive Ability

Cost: 1 EP per Extra Defense

Limits: Ability

Requirements: Minimum Ability 2

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.

Persistant Defense[edit]

Trait: Any Defensive Ability

Cost: 5 EP

Limits: None

Requirements: Extra Defense, Minimum Ability 5

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.

Counterattack[edit]

Trait: Any Offensive Ability

Cost: 1 EP per Counterattack

Limits: Action Limit

Requirements: Minimum Ability 3

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.

Multitarget[edit]

Trait: Any Ability

Cost: Variable

Limits: None

Requirements: Minimum Ability 3

Description: This charm can be used in three ways.


1. Multiply Targets: This charm can be used to increase the normal maximum number of targets for an action, and have that action apply against each.

Examples:

  • Attack multiple people with a single attack roll.
  • Craft multiple items at the same time
  • Carry on one-on-one quality conversations with multiple people at once.
  • Give a speech to 10,000 people as if you were giving it to 100.

This charm mulltiples the standard number of targets. You may freely choose individual targets, if the action would normally be individually targeted. If you are multiplying an action that normally affects more than one target, you must choose one set of targets per multiple no larger than the normal targeted number. You can not multitarget a multitargeted action.


Costs (this can be broken down further, at GM discretion):

2 EP = Normal Targets x 2
5 EP = Normal Targets x 5
10 EP = Normal Targets x 10
20 EP = Normal Targets x 100
30 EP = Normal Targets x 1000
40 EP = Normal Targets x 10,000


2. Area-of-Effect This charm can be used to affect all valid targets within a given range. Increased levels of this effect allow you to increase the area affected, beyond the normal range of the effect. See the Increase Range charm for explaination of Standard Range.

Using Multitarget with increased area does not allow you to select targets. All possible targets are effected. For example, if you use area-of-effect with a melee attack, and increase the area of effect beyond the normal range (reach), everyone and everything that could be targeted by that attack within range will be attacked.


Costs:

5 EP = All targets within Standard Range (may choose targets freely)
10 EP = All targets within Standard Range + 1
20 EP = All targets within Standard Range + 2
30 EP = All targets within Standard Range + 3
40 EP = All targets within Standard Range + 4


3. Selective Area-of-Effect This is a combination of the Increase Range charm and the Area-of-Effect option under this charm. If you possess the Increase Range charm for this ability, and increase the range to match the area granted by this charm, you can declare that the Increase Range charm is making it a Selective Area-of-Effect. A Selective Area-of-Effect, rather than automatically affecting all targets in the area, allows you to choose which targets are affected, and which are not.

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.

Increase Range[edit]

Trait: Any Ability

Cost: 3 EP per Step of Range Increase

Limits: Ability

Requirements: Minimum Ability 2

Description: This charm allows you to increase the maximum effective range of an ability. This charm will also allow you to increase personal effects to affect others. Additionally, it allows you to perform actions that would normally require the use of your hands beyond your reach, manipulating the targets through raw essence-guided force. It will also allow you to vastly increase the range of actions that normally affect things at a distance.

In order to determine the cost of this ability, find the basic range of the effect on the chart below. For instance, a sword blow is range 'Reach', while giving a speech is range 'Medium'. If the range falls between these steps, round down to the smaller step for determining the cost of this charm.

Each step of range increase costs 3 committed Essence Pool. As usual, this charm affects all uses of this Ability while it is active. This charm does not create any range penalties, and the range increment of weapons increases proportionally with the maximum range. However, your perceptions are not extended (unless you use this with Awareness), and you may suffer penalties for this (GM's option). Affecting targets behind valid obstructions, or outside of the normal line of your perceptions may require the use of Transcendant Action charm at level 2 if they could be reached from your current location, at level 3 if they could not.

Using this charm to extend range from Personal allows you to lend the effects of charms, as well as skill expertize, to others. However, unless you use the Multitarget charm, this prevents you from using the lended effect. For this purpose, each activation of this charm is seperate from normal activation, and is treated as a seperate charm.

You may not increase range more than a number of steps equal to your Ability.

Range Steps:

  • Personal (affecting just you)
  • Reach
  • Close (~10 ft, kicked chair)
  • Medium (~100 ft, voice)
  • Long (~1000 ft, bowshot)
  • Distant (10 miles, sight, a day’s travel on foot)
  • Extreme (100s of miles, a day’s travel on ship)
  • Polar (1000s of miles, in same Elemental Direction)
  • Anywhere in Creation

Reduce Time[edit]

Trait: Any Ability

Cost: 5 per Step of Time Reduction

Limits: Maximum Steps Shifted is limited by type:

1 Step - Mortals, Half-bloods, 1st Circle Demons
2 Steps - Dragonbloods, Spirits, Fair Folk
3 Steps - Lunars, Sidereals, 2nd Circle Demons, Dragon Kings
4 Steps - Solars, Abyssals, 3rd Circle Demons, Deathlords
5 Steps - Incarna

Requirements: Minimum Ability 4

Description: This charm reduces the time an action using this Ability takes. Each step of time reduction costs 5 committed Essence Pool.

In order to use this charm, figure take the base time this action will take. Find the unit of time this base uses on the chart below. Each activation of this charm moves the unit of base time upward by one step. The number of units of that time are not changed, unless the unit is reduced to 'Instant'. For example, a task which would normally take 3 Weeks, if reduced by 3 steps, would instead take 3 Minutes.

This charm cannot effect combat attacks or defenses, as they are already considered Instant effects. However, if an action is reduced to 'Instant', it may be used as an Attack or Defense during the normal combat round, assuming it is applicable.

This charm cannot reduce the casting time of Sorcery.

Time Units:

  • Instant
  • Combat Round
  • Minute
  • Hour
  • Day
  • Week
  • Month
  • Season
  • Year
  • Century
  • Millenium

Damage Boost[edit]

Trait: Any Offensive Ability

Cost: 1 EP per Point of Damage Increase

Limits: Ability

Requirements: None

Description: This charms boosts the damage caused by all attacks made with this Ability. Each point of committed Essence Pool increases the damage dealt by your attacks using this ability by 1. You cannot increase the damage by more than the level of the associated Ability.

Automatic Damage[edit]

Trait: Any Offensive Ability

Cost: 3 EP per Die Converted

Limits: Ability

Requirements: Damage Boost, Minimum Ability 3

Description: When an attack using this Ability is made, this charm converts rolled damage 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 damage pool is equal to or less than the active level of this charm, all dice that would be rolled are treated as successes. The maximum number of damage dice this charm can convert on a given roll is equal to the linked Ability. Ping dice can be converted. If the attack does not exceed the Hardness of the target, this charm has no effect.

Spiritual Action[edit]

Trait: Any Ability

Cost: 2 EP

Limits: None

Requirements: Minimum Ability 2

Description: Allows any actions while using this Ability to affect the incorporeal. If used by a incorporeal being, it allows them to affect the material world with this Ability.

Hinder Target[edit]

Trait: Any Offensive Ability

Cost: 1 EP per Degree

Limits:

Requirements:

Description:

Boost Initiative[edit]

Trait: Alertness

Cost: 1 EP per +1

Limits: Alertness

Requirements: Minimum Alertness 2

Description: While this charm is active, it grants +1 per Essence Pool to your Initiative Rolls.

Resistance Bonus[edit]

Trait: Resistance

Cost: 1 EP per dot

Limits: Resistance

Requirements: Minimum Resistance 2

Description:

Create Tools[edit]

Trait: Any Ability

Cost: 3 EP

Limits: None

Requirements: Minimum Ability 3

Description:

Create Mount[edit]

Trait: Ride

Cost: 5 EP

Limits: None

Requirements: Minimum Ability 3

Description:

Create Ship[edit]

Trait: Sail

Cost: 15 EP

Limits: None

Requirements: Minimum Sail 4

Description:

Create Airship[edit]

Trait: Sail

Cost: 30 EP

Limits: None

Requirements: Create Ship, Minimum Sail 5

Description:

Cause Lethal Damage[edit]

Trait: Any Offensive Ability

Cost: 1 EP

Limits: None

Requirements: Minimum Ability 3

Description:

Cause Aggravated Damage[edit]

Trait: Any Offensive Ability

Cost: 4 EP

Limits: None

Requirements: Cause Lethal Damage, Minimum Ability 5

Description:

Soak Lethal Damage[edit]

Trait: Resistance

Cost: 2 EP

Limits: None

Requirements: Minimum Ability 3

Description:

Soak Aggravated Damage[edit]

Trait: Resistance

Cost: 5 EP

Limits: None

Requirements: Soak Lethal Damage, Minimum Ability 5

Description:

Toughness[edit]

Trait: Resistance

Cost: 1 EP per +1 Soak

Limits: Resistance

Requirements: None

Description:

Oversoak[edit]

Trait: Resistance

Cost: 10 EP per 1 Oversoak

Limits: Resistance, stacks with Toughness

Requirements: Toughness, Minimum Ability 3

Description:

Perfect Soak[edit]

Trait: Resistance

Cost: 5 EP + 1 WP per Use

Limits: None

Requirements: Toughness, Minimum Ability 5

Description:

Total Focus[edit]

Trait: Permanent Essence

Cost: 1 WP per Scene

Limits: Permanent Essence

Requirements: Minimum Permanent Essence 2

Description:

Ox Body[edit]

Trait: Endurance

Cost: None

Limits: Endurance

Requirements: Minimum Permanent Essence 2

Description:

Essential Sight[edit]

Trait: Awareness

Cost: 1 WP per Scene

Limits: Awareness

Requirements: Minimum Permanent Essence 2

Description:

Bond of the Circle[edit]

Trait: Permanent Essence

Cost: 1 WP per Scene

Limits: Permanent Essence

Requirements: Minimum Permanent Essence 2

Description:

Anima Control[edit]

Trait: Permanent Essence

Cost: 1 WP per PL Increase

Limits: None

Requirements: Minimum Permanent Essence 2, Exalt

Description:

Charm Mastery[edit]

Trait: One Charm

Cost: None

Limits: Permanent Essence

Requirements: None

Description: