PowerCombat/LightningChain

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Lightning Chain</b>

Artifact <b>•••
Speed +0–+15 Accuracy +0 Damage +4L/+4B Defense +2 Rate 3–8 Requires: Dexterity 4, Martial Arts 4; Commitment: 5

Characters may decide on the weapon's Speed bonus as a reflexive action before initiative is rolled. The variable speed reflects the ability of the chain to lengthen and shorten, from 20 feet to 2 feet. All other abilities as per Castebook: Dawn.

In response to Ikselam's remark, perhaps each -3 to Speed gives +1 to Rate, but the Speed cannot go below 0, and Rate cannot go above 8. At Speed 0, you basically have a chain wrapped around your fist and are punching the crap out of the other guy.

Comments

Why even bother making the rate variable if there's no tradeoff? "Gee, should I take the +15 this turn? Or should I take less than that? Crap, man, this decision is killing me!"
-Ikselam

If I have heard correctly, because in Power Combat, you get penalties to your action the longer you hold it.

Power Combat seems to be, like the Elephant to the blind men, incomprehensible when examined piecemeal and not observed as a whole.
-Kicker

Kicker has it right. The longer you hold your action, the more penalties you get. So, there are conceivable situations where its more useful to adopt a lower Initiative bonus, though in most cases, you'll want your chain as long possible.
-Ascendance

What about enhancement of cliches as described in PC? Yes or no, and if yes, what value should be added?
-WyldSpawn

I like the rule for variable speed rate, but I'd suggest that rate should cap at 7 and speed at +3. It doesn't really make sense that you can have a Speed +0 lightning chain, IMHO.
--CrownedSun

See my comment about what a Speed 0 chain means. As for clinch enhancement, that's an interesting point. Someone needs to rewrite the rules for all the other abilities. Ack. And nobody even bought a damn lightning chain IMC.
-Ascendance

In fact, my new character, which plan to play online (perhaps) uses a lightning chain. So that's the reason I asked about the clinch enhancer.

On the matter of the other abillities of the LC. The enwrapping of weapon, arm or leg is still OK in PC. Enwrapping the target with +1 diff. (see LC description) is a clinch from distance. If the wielder stays at distance, just use the clinch rules with the mentioned +1 diff. on all clinch rolls for the wielder of the LC. The knock down rules with the LC are unchanged. If the wielder uses the chain to enhance his clinch, add the Dexterity of the chain to his strength for all clinch rolls. As clinch enhancer the +1 diff. is not applied.

Comments?
-WyldSpawn

Here's an alterantive for the chain

Speed +3* Accuracy +0 Damage +4L/+4B Defense +2 Rate 7*
Requires: Dexterity 4, Martial Arts 4; Commitment: 5

Characters may decide on the weapon's length, which modified the speed bonus and rate, as a reflexive action before initiative is rolled.

Length    Speed    Rate
1 yard     +3       7
2 yards    +5       6
3 yards    +7       5
4 yards    +9       4
5 yards    +11      3
6 yards    +13      2
7 yards    +15      1

- chnager