Template:ExaltedKeywords

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Charm Keywords

  • Aggravated: The Health Track damage in icted 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 re- sponse 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.
  • Form: Each style has a Form, a scene-long Charm that aligns the martial artist wholly with the spirit or principle of the style. As such, a character can only have one Form Charm active at a time—activating a new one during the same scene ends the old one. However, when this happens, all motes committed to the previous Form Charm are counted towards the cost of the new Form, requiring that the martial artist pay only the difference. For example, a character transitioning from the eight-mote Snake Form to the 10-mote Tiger Form would only need to commit an additional two motes to pay the cost of Tiger Form. Conversely, if that character later transitioned from Tiger Form back to Snake Form, he would not need to pay any additional motes at all, with the two excess motes becoming uncommitted as usual. Note that cost transfer does not apply to other Charms that enhance or modify Form Charms, such as Snake style’s Essence Fangs and Scales Technique or Tiger style’s Angry Predator Frenzy.
  • Mastery: This keyword denotes Charms that have a greater e ect when used by those Exalted who are masters of mortal Abilities: the Solar and Abyssal Exalted. The Sidereal Exalted, peerless masters of the martial arts, have their own esoteric methods for accessing these effects.
  • Terrestrial: This keyword denotes that a Martial Arts Charm grants a lesser or restricted effect when used by Dragon-Blooded martial artists. Certain masters of the Immaculate Order have developed spiritual initiations that allow them to overcome these limitations.
  • 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 helms- man 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 wither- ing attack.
  • Written-only: A Charm with this keyword can only be used to enhance, supplement, or create written social in uence.