Exalted/Rules/Charms

Exalted/Charms/Sidereal Exalted/Charms/Sources

New Keywords

 * Maidens: has special effects for each Maiden. Requires special approval from the Maiden in question.
 * Fate: has flaws versus Creatures outside Fate.

Signature Charms
Charms may be re-bought, to improve them in several ways:


 * Charm no longer counts against the 1 Charm per round limit.

Thes following signature effects have the the first effect as prerequisite.
 * Charm cost is lessened by Essence motes (minimum 1).
 * Charm cost is lessened by [Applicable Specialization] motes (minimum 1).
 * Charm that has an area of effect based on a radius is doubled.
 * Charm with duration other than Instant is doubled.
 * Charm with a range other than touch or personal is doubled.

Sidereal Signatures

 * May share information through fortunetelling implements. With better implements come more detailed results. Requires that the Charm has the Fortune Keyword.

Dragonblooded Signatures

 * May share a Dragonblood Charm with up to [2 x Essence] targets except for Instant Duration Charms with a cost of 1 mote per target.
 * Reflexive Charms' costs may be reduced to 0 if they have the Innate Keyword.

Charm Maxima
A Charm type may lower or raise the Difficulty of an action by the same amount as the maxima.

A Charm type may cause a number of automatic successes equal to the maxima.

A Charm type may add or remove a number of dice equal to the maxima.

Solar charms have these maxima

Dragonblooded have these maxima

Abyssal have these maxima

Lunars have these maxima

Sidereals have these maxima

Celestial Martial Arts have these maxima