MartialArts/Ambisinister

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Revision as of 16:53, 12 October 2005 by Ambisinister (talk) (Another one of my weird ideas.)
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This is a space to put styles that are in the works but not quite ready for their own page. Currently on the block:

A yet to be named style. The concept for this style is an experimental mechanic that I wanted to flesh out. The reason I choose martial arts as my medium is because it seems the most fitting for the time being. On to the mechanic:

The easiest way to describe what I'm shooting for is a 'combo system'. Note the lower case "c". I'm attempting to create a series of charms which can be freely Combo'd with one another in an extemporaneous fashion. Proper sequential use of the charms is the key to this mechanic. Think of it like launching a combo string in a fighting genre video game. As it stands, I have 3 charm categories: Openers, Stringers, and Finishers (These names, as with everything else, are under construction). If you use the charms in the proper order, Open, String, Finish, then you can combo them without having to purchase the combo in advance. Or at least that's what I'm going for. Execution and balance is another matter entirely.

Here are some ideas that I've come up with for possible charms:

Openers

  • A charm that grants a parry action.
  • A charm that launches an opponent into the air.
  • A charm that enables a burst of movement.

Stringers

  • A multiple attack charm
  • A grapple intiating charm
  • A charm that knocks opponents prone.

Finishers

  • A knockback charm
  • A throw charm
  • A powerful strike of some sort. Maybe it trumps a defense type, maybe it does agg, something along those lines.

Other Charms The other charms in the style would affect the way you can string together the 'combo' charms. Effect things like cost and combo order.

Those are the basics, what do guys think? Is this an idea worth exploring?