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Simple D6 expansion Exalted
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==Charms== Pick an interesting charm from some Exalted book, that doesn't have complicated dice math stuff and that DOES something unique, or make one up. You can now buy it! Charms cost 5 XP, or 4 XP if they belong to your Caste/Quality. Charms are either "always on", or they cost Essence to activate (usually 1). Interesting things that Charms can do, depending on the type of Exalted you are: Count as weapons/armor/tools that you can use.<br> Let you do incredible jumps or run at amazing speeds.<br> Give you hints towards the solution of a mystery.<br> Grant extra skills to mortals or animals.<br> Hit multiple targets with a single attack.<br> Inflict extra damage to Creatures of Darkness.<br> Making your melee attacks ranged.<br> Protect your against unusual effects like poison or shaping.<br> Let you heal Physical HP at incredible speeds.<br> Let you perfectly defend against a single attack.<br> Let you talk to animals.<br> Give you amazingly sharp senses.<br> See immaterial beings.<br> Hit immaterial beings.<br> Change the wind direction.<br> Raise someone as an undead soldier.<br> Do amazing surgery that wouldn't normally be possible.<br> Specific spells of Sorcery.<br> Gain incredible strength for the purpose of lifting or breaking stuff.<br> Let you work and make stuff at super fast speed. Things that are NOT interesting and that you shouldn't let them do: Extra dice.<br> Extra HP.<br> Increase your defenses.<br> (etc.)
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