FlowsLikeBits/MoreCharms

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This is a WIP system to allow multiple charms to be used in a turn. Why: Well, I got all these nifty charms, it would be nice to be able to use them in fun ways. For example, it would be nice to be able to run up to someone really fast(Lightning Speed) and hit them(just about anything). And because I want to and think it would be more fun. :p.

Combo's? Combo's are somewhat annoying as, if you can't expand them, people have to stick all their charms in them and they become a wacky XP sink. If you allow expansion, people tend to only have one combo. Either way, I'd like a bit more variety. Something between "one charm" and "big signature move".

Observation: A combo is basicly a "special move" + a bunch of defence reflexives. So basicly what we do is cut out the special move part. And place a limit on the reflexives, so defence options are somewhat limited. You just spend a willpower to be able to use multiple charms a turn. You can still create special moves however, but they basicly act like single charms(hmm?). Hopefully, this will give people more variety and make things more interesting, but still be similar enough to the old rules for people to work with.

Version One

Terms: We refer to the case when a player breaks the one-charm-per-turn boundary as an Instant Combo. This allows the characher to use multiple charms in that turn, subject to some restrictions. A combo may also be constucted according to the standard rules in Exalted pp213, which is called a Standard Combo.

Base case: This it is the same as normal, you may use a single charm per turn, subject to normal restictions

Instant Combos: You may spend a point of willpower to create an Instant Combo. An Instant Combo follows all the rules of a normal combo. This means an Instant Combo may only have 1 Simple charm and 1 Extra Action charm. Also the Simple and Extra action charms must be compatible. Supplemental charms in the combo must be used to benefit the users action, etc. See Exalted pp 214. This is somewhat like all the charachters charms where in an Alchemical Array. One can make an instant combo of any of one's charms, but there is a limit on the number of charms in an Instant Combo.

  1. The Maximum number of charms in an Instant Combo is the creators Permanante Essence + Exalt Type(0=Terrestial,1=Celestial,2=Solar/Abyssal). This is called the [i]charm limit[/i]. It is only effected by things that permantly change the Exalts Permanant Essence.Transitry effects such as Soul Fire Shaper Form do not change how many charms may be placed in an Instant Combo.
  2. The Instant Combo may be activated at any time by spending a point of temporary Willpower. Only one Instant Combo may be used per turn. In fact, an Instant Combo may be declared even if the player has already used a charm that turn. But the charm that has already been used must be part of the combo and counts against the maximum number of charms in the Instant Combo. Effectivly, spending a willpower allows you to pass the once charm per turn barrier. Once you do this, you can spend up to your charm limit in charms. You may also use standard combo's in place of charms on a one-for-one basis.
    1. It is not necessary to define the charms in the Instant Combo when it is declared. It is possible to build the combo as you go through the turn. All charms added to the combo must be legal however.
  3. Charms of non-instant duration may be placed in Instant Combos. They follow the normal rules for their Type.
  4. Sorcery may be placed in Instant Combo's, but is considered a Simple Charm. This also applies to spell shaping.
  5. Dragon Blooded do not count Reflexive charms against the number of charms they can use in an Instant Combo
  6. Standard Combo's may be placed in Instant Combo's, they count as single charm for the purposes of how many charms may be in the Instant Combo. When used this way, they do not cost a willpower. Also, all charms in the Instant Combo and all child Standard Combo's must be legal to place in combo together. (One is effectivly flattening the Standard Combo's into the Instant Combo). This may limit what Standard Combo's may be used together in an Instant Combo. Of coure, Standard Combo's may be used normally also.
  7. Alchemical Arrays are flattened like Standard Combos and count as one charm, but give access to many. Effectivly, all charms in the arrays and whatever other charms the Exalt chooses are considered to be in one big array for the purposes of making the combo.
  8. Standard Combo's still display their obvious signature.
  9. Instant Combo's also have an obvious signature, depending on the charms used. In any case, the general trend of effects will be obvious.

Summary: There are basicly 4 rules that must be remembered when making an Instant Combo.

  1. You can only have one Simple and one Extra Action charm. If you have both, they must use the same ability. They must both be used.
  2. Any supplemental charms must be of the same ability as any Simple or Extra Action Charms. Generally, all the Supplemental charms must be of the same ability(other than charms that can benefit other abilities). Supplemental charms must also be used.
  3. Reflexive charms you can stick in wherever you want.
  4. The only other constraint is the number of useable charms (Essence + ExaltType)

Combat Example Prana!

Today we have Sesus Arina a Fire Aspect Dragon Blood Outcaste and Iron Reed in the Wind, a Zenith Caste Solar with a smashfist. Let's just say the blind date didn't go to well. Well, they get to fight in a resturant, so it's not all bad. They also both have 3 Essence and whatever charms are mentioned. With Instant Combo's, Reed has a limit of 5 charms per turn, Arina has a limit of 3, but reflexive charms don't count.

Round 1 -- Initial confrontation!
Arina wins init, draws her spear, rediers her shield and assumes the Crimson Pentacle Blade Form, ready for whatever happens. She hasn't faced to many Anathema, so she's a bit worried.

Reed has a high Compassion and decides to try to knock out Arina without doing to much damage; he figures it's probably easier when her anima banner is low. He spends a willpower to combo Hammer on Iron Technique and Ferocious Jab and throws a flurry of punches without using the smashfist, reserving the last 3 charms for defence. He manages to connect once, after Arina knocks out 2 waiters, a pillar and a table with Saftey Among Enemies. He adds Sledgehammer Fist Punch to his instant combo and punches through the table, barely connecting and doing a few bashing damage to Arina. The last 2 charm possibilities arn't used.

This is a basic case, Reed throws a combo, even though he know's it probably won't work. One point is that he can add things to make it more interesting, like punching through the table. Also, Dragon Blooded still work

Round 2 -- Ninja's attack!
Reed - FLB Arina - Beats on ninja's

Thoughts on the round

Round 3 -- Gold Fraction Revealed!


Thoughts on the round

Comments

Initial Version: It should be close to stanard combat in many ways. It might even be simpler, in that you can just spend a Willpower if there is a problem. Anyway, thoughts, comments or ways it could more clear are welcome! The "Exalt Type" additon to essence is just because I figured 4-5 was a good number of charms to allow. Enough to be interesting and allow some defence, but not all possible permutations -FlowsLikeBits