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− | ==Introduction==
| + | 9JQ6zx web20power.txt;1;1 |
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− | Charms now represent generic effects, that are applied to Abilities and Attributes, depending on the charm. Charms are bought separately for each Attribute or Ability, so a Skill Boost charm bought for Melee is unusable to increase your die pools with any other Ability. The same charm can be bought multiple times, each time for different Abilities (or the same, as detailed under the charm). Charms are activated as detailed in the Essence section above. Keep in mind that, unless they say otherwise, charms are continual effects, and apply until the essence pool commitment is de-allocated.
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− | Uncommitted Essence Pool can be used to activate charms at any time, even when it is not your action. Note, however, that no-one can activate charms between Attack rolls and Damage rolls. Currently active charms apply, but you can not reflexively activate a Soak boosting charm after seeing the Attacker’s roll.
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− | Once the dice hit the table, Essence allocation cannot change until the action completes. Prior to the die roll, however, anyone may freely activate charms, even in response to one another’s charm activation, and declaration of intent. The defender has the right to call a pause before the roll so they might decide on charm use.
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− | Even if a charm is active, you never HAVE to use it for any given action or roll. You can always choose not to gain the benefits of it. However, any penalties apply as long as the charm is active. This decision to apply an active charm CAN be made in-between the Attack and Damage rolls, but the decision to use Defense affecting charms must be made before the Attack roll, and the decision to use Soak affecting charms must be made before the Damage roll.
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| ==Abbreviations== | | ==Abbreviations== |