FiatVictrix/KingoftheGoldenFist

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Revision as of 09:35, 30 March 2006 by LeumasWhite (talk) (2nd edit.)
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King of the Golden Fist

A system for fighting-game styled campaigns! Juggles, super-comboes, unblockables, and horribly unbalanced characters! (mmm... sentinel) Not tested, not as of yet balanced, please comment since I haven't had time to run numbers or get wholly used to Ex2 formatting. Or, y'know, wiki formatting... heh. It's ugly, yes.

Concepts

Status: A keyword to denote a specific effect such as knockdown/back, or the new Launch. Used for ease of reference and for potential anti-Status charms.

Grapple: An attack with the grapple tag may not be parried. Should a character be hit, they are considered to have the Grappled Status, which prohibits use of charms not specifically noted to apply while grappled. Furthermore, they may not defend against further attacks in the Grapple as standard, instead contesting the roll to escape or counter the grapple. A successful counter inflicts the Grappled status on their attacker and frees the character from Grappled Status. Should any character in a grapple be struck, this voids the Grapple status for all participants.

Juggles: Should a character be struck with an attack bearing the Launcher tag, they are considered to have the Launched Status. While this status remains, they are in the air, thus prohibited from normally recieving any terrain-related benefits. They may not dodge without the use of charms which allow dodging without movement, nor may they use hopping defenses unless they are considered perfect. The character will remain Launched until a turn is completed in which they are not struck with an attack.

Frame Advantage (x): An attack bearing the frame advantage tag is considered to apply the Onslaught rules as of that attack, with each tagged attack counting as (x) attacks.

Super-Combo: Each character may select one of their comboes as a Super Combo. This combo may be activated independantly of charm use rules, and will cost (Define later) extra (motes, wp?). Super Comboes are not affected by Impact Parries.

Block-stun: An attack bearing this tag renders the opponent incapabable of further defense should it successfully do damage, outside the use of charm or otherwise magically provided defenses.

Guard-Breaker: An attack bearing this tag renders the opponent incapable of further defense should it be successfully defended against, outside the use of charm or otherwise magically provided defenses.

Chip Damage: An attack bearing this tag rolls 1 damage die even should it miss, unless negated by a perfect defense or in use against a character with Hardness greater than the raw damage of the attack.

Hardness: An attack that does not do more damage than Hardness will not apply any status. However, Hardness no longer negates damage.

Impact Parry: A defense bearing this tag, should it successfully void an attack, ends the attacker's action. Should this be used against a Super Combo, it negates any Onslaught, Block Stun, Guard Breaker, or Frame Advantage effects.

Sample Charms

Roaring Jaguar Form

Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Martial Arts: 4
Minimum Essence: 3

Roaring Jaguar Form is the stance of the ancient Southeastern warrior kings, who did ritual battle for their subjects in great rings of jade and orichalcum. It vastly enhances Grapple attacks, adding Ess to their accuracy and MA to damage for the purposes of defeating Hardness. Should a Grapple attack land, this charm allows you to buy an extra attack for 2 motes, up to your Ess in attacks.

Blazing Phoenix Inferno Strike

Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 2 
Minimum Essence: 3

The art of force overwhelming restraints, Phoenix Style, relies on this to power its devastating punches. Each attack using this charm may either double damage and bear the Knockdown and Knockback tags, or bear the Guard Breaker tag.

True Dragon's Inferno

Cost: 2 motes per attack, 1 WP
Duration: Instant
Type: Extra Action
Minimum Martial Arts: 5 
Minimum Essence: 3

The ultimate technique of the radical branch of Perfect Dragon Style, this charm enables a practicioner to become the whirlwind, giving each attack purchased the Launcher, Block Stun, and Chip Damage tags. In addition, at the end of the turn, each person hit takes damage = Ess + the number of attacks that struck them. This damage may not be soaked. This charm may not be comboed unless it is denoted as a Super Combo.

Clubberin Time!

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 3 
Minimum Essence: 2

As part of the official Nexian Thug Guild training, all thugs are required to learn this charm. It enables them to hold an opponent in a grapple while their superior beats the bedragons out of them. Unless the attack deals more HL than the Strength of the charm-user, it will not negate the Grapple status. This charm may be used in a Grapple.