- Cost: ––; Mins: Conviction OR Survival 3, Essence 2; Type: Permanent
- Keywords: None
- Duration: Permanent/Scene
- Prerequisite Charms: None
A character with this charm may adapt on the fly to changing circumstances, drawing new possibilities from deep within themselves.
Whenever the user gains motes from a Stunt, he or she also gains an equal number of temporary XP – which may be spent without regard for training times or (in the case of buying mutations) explanations. Sadly, both the XP and it’s benefits go away at the end of the scene and the user may not profit from more than (Essence x 8) points of temporary experience at any one time – although new awards can be spent on things to replace old ones.
OK, this is weird in terms of the usual game rules – but it does mean that the characters will have combat abilities that they have to build up to – rather than starting off by using their most powerful abilities at the beginning of a fight.
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Filed under: Game Rules | Tagged: Exalted, Game Rules, Role Playing Game, RPG, White Wolf |
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