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exalted3:charm_cheatsheet

Charms

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General

[ Charm Trees ]

Rules, page 251.

  • Charms must be declared and costs spent BEFORE any rolls occur
  • Attackers declare charms before defenders
  • Charms cannot add more to a static value than (ATTR + Ability)/2 round DOWN
  • Charms cannot add more dice to a roll than relevant (ATTR + Ability)
    • Specialties do not count towards determining max
    • Charms that add successes count as 2 dice for the (ATTR + Ability) limitation
    • Exception: “non-charm” bonus dice do not count toward this limit

Charm Types

  • Simple: Only one per round (usually on your turn). Cannot be placed in a flurry.
  • Supplemental: Use as many as you want per round when using a relevant ability
  • Reflexive: Use as many any time you want as long as it makes sense in the context of the charm
  • Permanent: Always on

Charm Tags

  • Aggravated: Deals Aggie damage
  • Bridge: This charm can be purchased with various different prereqs
  • Clash: Cannot be used simultaneously with or in response to a Charm with the Counterattack keyword
  • Counterattack: Cannot be used in reaction to a Charm with the Counterattack or Clash keyword
  • Decisive-only: Can only be used on a decisive attack
  • Dual: Has different functions for withering and decisive attacks
  • Mute: This Charm’s cost will not add to the Exalt’s anima level unless she wants it to
  • Pilot: The character must be the captain or the helmsman of the sailing vessel to use this Charm
  • Psyche: Mind-affecting charm
  • Perilous: Cannot be used during initiative crash
  • Salient: This charm requires crafting point components
  • Stackable: This Charm’s effects explicitly stack
  • Uniform: Functions for both decisive and withering attacks
  • Withering-only: Applies to withering attacks only
  • Written-only: Explicitly for written social influence

Charm Duration

  • Instant: It happens instantly
  • One Round: It is active until the end of that round
    • Except for Permanent, all charms with a duration loger than Instant require the motes be committed for the duration. You cannot regain motes back at the end of the round unless the charm has completed by that time
    • You may voluntarily end a charm to release the motes at any time unless the charm text says otherwise
  • One Turn: Effects end at the beginning of the character's next turn
  • One Scene: Lasts for an entire scene
  • Permanent: Always active

Other Rules

  • Repurchase: This charm may have its XP cost paid again with more stringent prereqs in order to gain an additional benefit
  • Upgrade: This charm has added effects at higher levels and does not require the player spend XP a second time
  • Attack Reset: If the conditions are met, the character's attack action is reset and he may take an attack action immediately.

Excellencies

  • Solar automatically gains an excellency for each Ability in his Supernal/Caste/Favored list
  • Solar automatically gains an excellency for each other Ability where at least one other charm has been purchased
  • Excellencies DO NOT count towards charm prerequisites that are of the form “any 10 charms in Ability”

Excellent Solar Ability
Cost: 1m per die; 2m per +1 Mins: Ability 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Any one Ability Charm or Ability as Caste or Favored

Spend 1 mote per extra die to supplement an ability roll. Or, spend 2 motes per +1 to add to a static value such as Parry. Standard limitations apply to the dice/bonus cap.

exalted3/charm_cheatsheet.txt · Last modified: 2016/05/06 13:45 by tara