Difference between revisions of "SolarOccult/Charlequin"

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I'm pretty sure that it means when someone attacks you with SDS up, you can attack with Iron Raptor, allowing you to counter people who attack from a distance. - [[haren]]
 
I'm pretty sure that it means when someone attacks you with SDS up, you can attack with Iron Raptor, allowing you to counter people who attack from a distance. - [[haren]]
  
Well, it says it replaces the original charm.. .. but.. I'd read it as taking place exactly when the original charm triggers... so while it wouldn't be a counter attack as <i>such</i>.. I think it would take place simultaneously with the attack, and could be countered as any normal attack. FluffySquirrel
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Well, it says it replaces the original charm.. .. but.. I'd read it as taking place exactly when the original charm triggers... so while it wouldn't be a counter attack as <i>such</i>.. I think it would take place simultaneously with the attack, and could be countered as any normal attack. [[FluffySquirrel]]
 
:I think that this is the intended interpretation...I remember when we kinda talked about these Charms. - willows
 
:I think that this is the intended interpretation...I remember when we kinda talked about these Charms. - willows

Latest revision as of 01:17, 6 April 2010

This Charm tree deals with Combos -- by learning Charms in this tree, a Solar can discover new ways to combine Charms he already knows, giving him access to new types of Combos.

Enduring Conjunction Method

 Cost: None
 Duration: Permanent
 Type: Special
 Minimum Occult: 3 
 Minimum Essence: 3
 Prerequisite Charms: None 

The Solar has begun to combine her Essence in new ways, allowing her to tie techniques together in a new and surprising way. Learning this Charm allows the character to purchase a new type of Combo known as a Conjunctive Combo. These Combos use the following rules:

  • Each Conjunctive Combo consists either of a single Charm of Instant duration which grants a Reflexive action, a Simple Charm of Instant duration, and any number of Reflexive Charms of Instant duration, or a single Charm of greater than Instant duration which grants Reflexive actions, a Simple Charm of Instant duration, and any number of Reflexive Charms of Instant duration.
  • The Simple Charm in a Conjunctive Combo must be of the same ability as the Reflexive action(s) granted by the first Charm. In addition, the Simple Charm must affect the same type of target as the Reflexive action -- thus, a defensive Simple Charm could only be paired with a defensive Reflexive action, a Simple Charm which attacked one target could only be paired with a Reflexive action that attacked one target, and so on.
  • Reflexive Charms in a Conjunctive Combo can be used freely during the turn in which the Combo is activated, just as in a normal Combo.
  • When a Conjunctive Combo is activated, the character must spend 1 Willpower. If the combo contains a Charm of greater-than-instant duration, she must activate it at this point. For the remainder of the turn (if the Combo contains an instant Reflexive action Charm) or for the Charm's duration (if it contains a longer-than-instant-duration Charm), whenever the character makes use of a Reflexive action granted by the Charm in the Combo, she may spend the cost of the Simple Charm to replace the Reflexive action with the action granted by the Simple Charm. Doing so does not count as the use of a Charm for that turn.
  • The cost of a Conjunctive Combo in Experience Points is the same as that of a normal Combo.

For example: a character creates a Conjunctive Combo of Steel Devil Style and Iron Raptor Technique. Upon activating this Combo, she must activate Steel Devil Style. While Steel Devil Style is active, whenever it triggers a counterattack, she may spend 2 motes to make that counterattack at up to Dexterity x 5 yards away. Doing so does not count as the use of a Charm for the turn.


Enduring Union Method

 Cost: None
 Duration: Permanent
 Type: Special
 Minimum Occult: 3
 Minimum Essence: 4
 Prerequisite Charms: Enduring Conjunction Method 

The Solar has learned to tie her magics together in another new fashion, allowing the flows of Essence within her body to serve multiple purposes when enacting empowering Charms. Learning this Charm allows the character to learn a new type of Combo known as a Union Combo. These Combos use the following rules:

  • Each Union Combo consists of an Extra Action Charm, any number of Charms of greater-than-Instant duration, and any number of Reflexive Charms of Instant duration.
  • Each Charm of greater-than-Instant duration must be of the same Ability as the Extra Action Charm.
  • The Reflexive Charms of Instant Duration in this Combo follow the same rules as for normal Combos.
  • When this Combo is activated, the character spends 1 Willpower. She must activate the Extra Action Charm at this point. With each action granted by the Extra Action Charm, she may activate a single greater-than-Instant duration Charm included in this Combo, paying all normal costs to do so. These Extra Actions may be used for no other purpose. She may use any Reflexive Charms in the Combo freely during the turn, as with a normal Combo.
  • The cost for purchasing a Union Combo with Experience Points follows the same formula as for normal Combos.

For example: a character purchases a Union Combo of Striking Serpent Speed, Essence Fangs and Scales Technique, and Snake Form. Upon activating the Combo, she would use Striking Serpent Speed. She could use the Extra Actions provided by this Charm to activate Essence Fangs and Scales Technique and Snake Form, but not for any other purpose.


Enduring Sympathy Method

 Cost: None
 Duration: Permanent
 Type: Special
 Minimum Occult: 3
 Minimum Essence: 5
 Prerequisite Charms: Enduring Union Method 

The Solar has learned to tie his magics more closely together, allowing him to tie a lesser Charm's magic directly into the Essence weave of a long-term one. Learning this Charm allows the character to purchase a new type of Combo known as a Sympathetic Combo. These Combos use the following rules:

  • Each sympathetic Combo consists of one Charm of longer than instant duration which provides multiple or reflexive actions, and any number of Supplemental or Reflexive Charms of Instant duration.
  • Each Supplemental Charm in a Sympathetic Combo must be capable of supplementing the extra or reflexive actions granted by the longer-than-instant-duration Charm, though they do not need to be of the same ability.
  • Reflexive Charms in a Sympathetic Combo which can serve as Supplemental Charms may be added as if they were Supplemental Charms; otherwise, they follow the standard rules for Reflexive Charms in a Combo.
  • When a Sympathetic Combo is activated, the character must spend 2 Willpower plus the total cost of all Supplemental Charms in the Combo. He may choose whether or not to pay the costs for any Reflexive Charms in the Combo which can serve as Supplemental Charms. He then activates the longer-than-instant-duration Charm. For the remainder of its duration, all actions granted by the longer-than-instant-duration Charm are treated as if they are supplemented by the Supplemental Charms activated along with the Combo. If any of those Charms have a variable activation cost, use the amount paid for their activation to determine their effects.
  • Any Reflexive Charms which are part of a Sympathetic Combo may be freely used during the turn the Combo is activated, exactly as if they were part of a standard Combo.
  • The cost of a Sympathetic Combo in Experience Points uses the same formula as for a standard Combo.

For example: A character purchases a Sympathetic Combo of Flow Like Blood and Reed in the Wind. When he activates it, he pays 2 Willpower, then chooses to spend 5 motes for Reed in the Wind. For the duration of Flow Like Blood, all reflexive dodges made using Flow Like Blood receive a bonus of 10 dice from Reed in the Wind.

Comments:

These are interesting, cool, and slightly difficult to get my head around. I'm currently tempted to say that the first one is a little under-prerequisitied for what it does... but I like them all!

Oh, something I'd like to hear... why did you choose occult rather than lore to put these in?
-- Darloth

After reading these over... isn't the example to the first actually wrong, as you've written the rules? Iron Raptor doesn't grant a counterattack, it grants an attack. Thus, technically, it wouldn't be a counterattack, and would happen after the wound penalties from the original attack were applied, even though it was triggered by someone attacking. Indeed, you could also provoke a counter from your Iron Raptor, although you couldn't then Iron Raptor again because the trigger-condition for SDS won't fire if it's a counter. Just wanted to point this out... Finally... would you have to -aim- the Iron Raptor at the person that attacked you? I think conjunctive combos may need more work to get their mechanics working without holes like this.
-- Darloth

I'm pretty sure that it means when someone attacks you with SDS up, you can attack with Iron Raptor, allowing you to counter people who attack from a distance. - haren

Well, it says it replaces the original charm.. .. but.. I'd read it as taking place exactly when the original charm triggers... so while it wouldn't be a counter attack as such.. I think it would take place simultaneously with the attack, and could be countered as any normal attack. FluffySquirrel

I think that this is the intended interpretation...I remember when we kinda talked about these Charms. - willows