General Charms

1st (Ability) Excellency

Cost: 1m/die
Duration: Instant
Type: Reflexive (attacker step 1, defender step 2)
Keywords:

Add one die per mote to a single roll. If defending, roll and add +1 DV per success. Can be Comboed or used with 2nd Excellency. Incompatible with 3rd Excellency.

Second Edition Core 183

2nd (Ability) Excellency

Cost: 2m/success
Duration: Instant
Type: Reflexive (attacker step 1, defender step 2)
Keywords:

Add one success per two motes to a single roll. If defending, add +1 DV per 2 motes spent. Each added success counts as two added dice. Can be Comboed or used with 2nd Excellency. Incompatible with 3rd Excellency.

Second Edition Core 184

3rd (Ability) Excellency

Cost: 3m
Duration: Instant
Type: Reflexive (attacker step 4, defender step 6)
Keywords:

Reroll a single roll, and take the new result if it is better than the old one. If defending, increase the relevant DV by half Ability, rounded up. May not affect any roll that has been enhanced with the First or Second Excellency.

Second Edition Core 185

4th (Ability) Excellency

Cost: 2+m, 1wp
Duration: One scene
Type: Simple
Keywords:

Reduce the mote cost of the first three Excellencies by 1 per 2 motes committed. Up to Essence 3, a maximum of 6 motes can be committed. Essence 4+ has no limit.

Second Edition Core 185

5th (Ability) Excellency

Cost:
Duration: Instant
Type: Permanent
Keywords:

The 1st, 2nd, and 3rd Excellencies may be invoked as innate powers that do not count as Charm use for that action. Incompatible with effects that reduce mote cost of Excellencies.

Second Edition Core 187