Charm Types

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For the purpose of game mechanics, Solar Charms are divided into five types. A Charm's type governs how often it can be used in an action and if it requires a character’s dice action or not. The five types of Charms follow.

List of Charms by Type.

Simple

The Charm is the character's action. It can only be used once per action. Simple Charms have an associated Speed and DV penalty.

Charm Speeds are measured in ticks. The Speed is the number of ticks that must elapse in combat time before the character can act again. Simple Charms are Speed 6 unless otherwise noted, so using a Simple Charm is usually a six-tick action. For example, a character can use a Speed 6 simple Charm on tick 2 and then take another action when his DV refreshes on tick 8.

Some Charms have a Speed measured in long ticks. These Charms are useful only in social conflict, in mass combat and in general when one has several minutes to spare. For example, a character who uses a Charm with a Speed of six long ticks cannot take another action for six minutes. The Charm usually fails if the character is forced to join battle in the meantime (but see "Dealing with Interruptions," for details).

Some Charms have their Speed listed as a dramatic action. This means that the Charm is tied to a single action that usually takes a long time—gathering food in the woods, for example, or boating down a river. The character is committed to that action for as much as several days unless interrupted, and the Charm usually includes some measure of progress in the event of that interruption.

The DV penalty of a simple Charm reduces the character's DV while using this Charm. Charms default to a -1 DV penalty unless otherwise noted. Charms with unusual Speed or DV penalties list these values in parentheses next to the type. For example, a simple Charm with a Speed of 3 ticks and the default DV penalty would have Type: Simple (Speed 3). If you cannot find the Charm's Speed, the Charm has Speed 6; if you cannot find its DV penalty, the Charm has a DV penalty of -1.

The character cannot take multiple actions when using a simple Charm.

Supplemental

The Charm enhances the character's action. Unless stated otherwise, a supplemental Charm can enhance actions involving only the Ability associated with that Charm. It cannot enhance actions involving other Abilities, and it cannot be used on its own. The character can invoke the Charm multiple times in a flurry, with each invocation assisting a single action.

Reflexive

The Charm isn't part of the character's action. Reflexive Charms used during attack resolution specify the steps of attack resolution during which a character can use the Charm. This information is written in parentheses next to the Type. Characters can use a reflexive Charm in any instant and as many times during her action as she wishes. She can even use it before her first action. She must pay the Charm’s cost with each use.

Using a reflexive Charm counts as the one Charm the character can use in an action. This means that if the character has already used a Charm in her action, she cannot use a reflexive Charm until her next action. It also means that if she uses one reflexive Charm in her action, she cannot use a different one until her DV refreshes. Combos change these limits.

Many reflexive Charms also function as supplemental Charms—they enhance some action the character is taking. For example, characters can use Crashing Wave Throw when throwing an opponent to enhance the effect.

Extra Action

Extra action Charms are Charm-based flurries. Each functions as a normal flurry but has no multiple action penalties. In addition, only the action with the highest DV penalty imposes a DV penalty. The others do not. This magical flurry is the character's action. Therefore, if a flurry gives the character two attacks, those two attacks are her complete action.

The character can use the Charm only once per action and cannot add multiple actions by mundane means.

Permanent

Permanent Charms permanently enhance the character's capabilities. The effect cannot be dispelled, and it has no cost to maintain. Most permanent Charms require the character to spend Essence to take full advantage of their effects, but doing so does not count as a Charm or an action. Permanent Charms do not list duration, and their cost is listed as —.