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General Charm Information

New & Revised Keywords

Clinch (Option): This Charm is usable, or has special effects, in a Clinch. If a parenthetical is attached, the Charm can only be used when taking the specified Clinch Option or if a Simple charm counts as the indicated Clinch option for the purposes of other Charms.

Environmental: This Charm creates an Environmental effect. In most cases, this is an Environmental Damage effect (even if the "damage" is something other than health levels), which is described on page 130 of the Corebook and can be resisted with Charms such as Element-Resisting Prana. Other charms with this keyboard create a more general environmental hardship, usually with a system described within the charm and resisted by charms such as Hardship-Surviving Mendicant Spirit.

Flaw(Virtue): A defense with this Keyword is a perfect defense, with a Flaw of Invulnerability. In most cases this is one of the four "Virtue-based" Flaws, the exact nature of which is denoted within the parentheses. Other perfect defenses have a lower-tier Flaw(Innate), however, which denotes a weakness within the Charm itself rather than stepping from an imperfection.

Perfect: An attack with this Keyword hits regardless of any successes on the accuracy roll, or without a roll being involved at all. Such attacks are considered to be "unblockable" and "undodgeable" for the purposes of defenses with a Flaw against such, but do not actually use those mechanics for attack resolution. Thus, Heavenly Guardian Defense can block a perfect attack while Impeding the Flow and Unassailable (Element) Body cannot.

Reaction: This Charm can be used as part of a Join Battle, Join War or Join Debate action and counts as a Charm Activation until the character's her first action in the Initiative sequence. Multiple charms with this Keyword, thus, cannot be used in the same pre-battle period without a Combo. A Charm without this Keyword that is used in a similar situation also follows these rules.

Substitution (Charm Name, page #): A charm with this Keyword can fill in for the named charm in any Prerequisite Tree.

Tiered: You can purchase this charm more than once, with effects as outlined in the charm text.

Duration

Concentration: The charm must be reactivated every action in order to remain in effect, but the cost to do so is 0m as long as the Exalt does not substantially modify the way in which he is using the charm.

One Scene: Any charm with a Duration of "One Scene" should be considered to read "1+ Scene" and last until there is a notable fade-out. Lesser scene changes without a fade -- where the action remains more or less continuous - do not require the character to reactivate any scene-length charms.

One Day: Any charm with a duration of "One Day" should be considered to read "1+ Day" and lasts until there is a notable period of downtime. These charms can last for more than one day, provided there is nothing more than a small fade-out and a scene change between one day and the next.

Regaining Willpower: In general, a character only gains a Conviction roll to regain Willpower following a notable period of downtime as defined above. In more frantically paced scenes of 1+ days, any rest the character receives is assumed to go toward regaining willpower spent "off screen".

Split Duration: Some charms have a duration listed as: "Instant (One Action)". This form represents a charm with a lingering effect; any essence spent on the charm is only committed for the listed duration, but the charm has one or more effects that linger for the parenthetical duration.