Charm Keywords: Difference between revisions
Created page with "Keywords are used to quickly and easily denote that a Charm is using a special rule, or belongs to a particular category that other effects may interact with. A list of keywor..." |
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This Charm's effects can stack. | This Charm's effects can stack. | ||
===Uniform=== | ===Uniform=== | ||
This Charm has the same function for both withering and decisive | This Charm has the same function for both '''[[withering]]''' and '''[[decisive]]]''' [[attack]]s or [[defense]]s. | ||
===Withering-only=== | ===Withering-only=== | ||
If it's an attack Charm, the Charm can only be used with a withering attack. If it is a defensive | If it's an attack Charm, the Charm can only be used with a withering attack. If it is a defensive |
Revision as of 20:52, 11 April 2020
Keywords are used to quickly and easily denote that a Charm is using a special rule, or belongs to a particular category that other effects may interact with. A list of keywords follows:
Aggravated
The Health Track damage inflicted by this Charm cannot be healed magically, nor can magic be used to speed up the natural process of healing it.
Bridge
A Charm with this keyword can be purchased with alternate prerequisites from another Ability. If all the prerequisites used to buy a Bridge Charm enjoy a Caste/Favored cost discount, so does the Bridge Charm. No non-Integrity Charm can act as a prerequisite for more than one Bridge Charm, and Integrity Charms can never serve as an alternate Bridge prerequisite. If Integrity is Caste or Favored, the character may buy in via half the listed number Bridge prerequisites (round up, or round down if Supernal).
Clash
Cannot be used simultaneously with or in response to a Charm with the Counterattack keyword.
Counterattack
Cannot be used in reaction to a Charm with the Counterattack or Clash keyword.
Decisive-only
If it's an attack Charm, the Charm can only be used with a decisive attack. If it is a defensive Charm, it can only be used to defend against a decisive attack.
Dual
This Charm has two different functions, one for withering and one for decisive.
Mute
This Charm's cost will not add to the Exalt's anima level unless she wants it to.
Pilot
The character must be the captain or the helmsman of the sailing vessel to use this Charm.
Psyche
A power with this keyword is an unnatural, hypnotic, or sorcerous power that magically influences, controls, or cripples an opponent's thoughts or feelings.
Perilous
Be cautious about your reliance on this Charm! Charms with this keyword cannot be used in Initiative Crash.
Salient
This keyword indicates that the Charm's cost requires silver, gold, and white points for major, superior, and legendary craft projects, respectively.
Stackable
This Charm's effects can stack.
Uniform
This Charm has the same function for both withering and decisive] attacks or defenses.
Withering-only
If it's an attack Charm, the Charm can only be used with a withering attack. If it is a defensive Charm, it can only be used to defend against a withering attack.
Written-only
A Charm with this keyword can only be used to enhance, supplement, or create written social influence.