Post by DC on Sept 6, 2014 18:45:52 GMT -5
Here in this forum, for any combat situation, you will be using the Prep/Charge system. It is a fairly simple system, however if you would like to practice with it, seek out someone who knows it well and train with them in the Colosseum, in "Spars". You'll have it in no time, it really isn't that bad.
"Preps"
If you have seen how I have been posting my responses in combat, then you've already seen the prep/charge system in works. Preps are just the little footnotes at the bottom of each post. They entail how many turns you've charged whatever you're charging, and on occasion will have a brief summary of the actions in the post (this is done when the post is written in a complex manner, and a more direct explanation of the attack/post is needed).
"Charges"
This is the most common type of prepping that is done. As Faustus said, you borrow from the present to pay in the future. What this means is, when you start gathering the energy for an attack, you have to include a footnote at the bottom that explains this, and each turn after that first turn, you can attach a bigger number. For example, let's say that we're preparing a fireball. The first turn would follow as:
"I gather the heat within the palm of my hand", and the footnote would entail something along the lines of (Fireball [0])*.
The next turn would have something like:
"A flame starts to dance within the palm of my hand as the heat intensifies", and the footnote would then give the number 1 instead of zero. You do not start automatically at 1, because there is no way you can fully charge something in one post. One turn is from the end of one post to the beginning of the next post. Also, you do not immediately have to release a 5 charge-stacked attack. You can hold onto it to make an even greater, devastating combo...
"Combos"
These are attacks that are joined simultaneously to create one massive attack. This still must obey the maximum charge of 5+, however it can be done in almost any way possible. The plus would be from an advantage. For example:
You charge up a fireball to three charges, and a flammable gas for two. The total equals five, so you cannot charge anything more to either of them, but you can combine them for a total of 5 to end the fight. Since one cannot charge further than five, the division of concentration is only allowed to meet what one could solely concentrate on.
"Advantages"
This is possibly the most confusing of the prep/charge system. This is where you would have to explain the subtle differences in your footnotes. Using the fireball example, this is a style that borrows from the past and uses it now.
So, your opponent left the oil around his/her feet. You threw a fireball that you charged for 4 turns. In your footnote, you would have to either use an asterisk or a plus sign to show that an advantage is being used; generally, if you use an advantage, it is highly recommended you explain what the advantage actually was. It would look something like this:
Fireball [4+]: The fireball drew more power from the oil slick that you had created to make the resulting explosion of fire even greater.
In a nutshell:
Charging takes full turns to make even 1 charge; you start from 0.
You cannot charge any individual attack more than 5 turns, but you can combine different charged attacks that equal five for interesting combination attacks.
Advantages make charged attacks greater in power.
Additional Info/Updates:
Additional Effects Per Turn
"Preps"
If you have seen how I have been posting my responses in combat, then you've already seen the prep/charge system in works. Preps are just the little footnotes at the bottom of each post. They entail how many turns you've charged whatever you're charging, and on occasion will have a brief summary of the actions in the post (this is done when the post is written in a complex manner, and a more direct explanation of the attack/post is needed).
"Charges"
This is the most common type of prepping that is done. As Faustus said, you borrow from the present to pay in the future. What this means is, when you start gathering the energy for an attack, you have to include a footnote at the bottom that explains this, and each turn after that first turn, you can attach a bigger number. For example, let's say that we're preparing a fireball. The first turn would follow as:
"I gather the heat within the palm of my hand", and the footnote would entail something along the lines of (Fireball [0])*.
The next turn would have something like:
"A flame starts to dance within the palm of my hand as the heat intensifies", and the footnote would then give the number 1 instead of zero. You do not start automatically at 1, because there is no way you can fully charge something in one post. One turn is from the end of one post to the beginning of the next post. Also, you do not immediately have to release a 5 charge-stacked attack. You can hold onto it to make an even greater, devastating combo...
"Combos"
These are attacks that are joined simultaneously to create one massive attack. This still must obey the maximum charge of 5+, however it can be done in almost any way possible. The plus would be from an advantage. For example:
You charge up a fireball to three charges, and a flammable gas for two. The total equals five, so you cannot charge anything more to either of them, but you can combine them for a total of 5 to end the fight. Since one cannot charge further than five, the division of concentration is only allowed to meet what one could solely concentrate on.
"Advantages"
This is possibly the most confusing of the prep/charge system. This is where you would have to explain the subtle differences in your footnotes. Using the fireball example, this is a style that borrows from the past and uses it now.
So, your opponent left the oil around his/her feet. You threw a fireball that you charged for 4 turns. In your footnote, you would have to either use an asterisk or a plus sign to show that an advantage is being used; generally, if you use an advantage, it is highly recommended you explain what the advantage actually was. It would look something like this:
Fireball [4+]: The fireball drew more power from the oil slick that you had created to make the resulting explosion of fire even greater.
In a nutshell:
Charging takes full turns to make even 1 charge; you start from 0.
You cannot charge any individual attack more than 5 turns, but you can combine different charged attacks that equal five for interesting combination attacks.
Advantages make charged attacks greater in power.
Additional Info/Updates:
Additional Effects Per Turn
An individual character is limited to only two actions per turn:
However, there is a way to get a third action going per turn. These actions are not available when you are creating a new character. Third options are only available when you have an item or entity of some sort that builds up mana on its own. It requires that you spend one of your two actions creating the object/focal point that will build up on its own. Note that this can still be disrupted. These are not disrupted by the character who created them's losing concentration, but instead are stopped by actively destroying/nullifying its method of buildup. The maximum number of "additional effects" you may implement is one. This means that, if set up correctly, you may have three things going on per turn.
- attack+attack
- attack+block(or dodge)
- attack+charge
- block(or dodge)+block(or dodge)
- block+charge
- charge+charge
However, there is a way to get a third action going per turn. These actions are not available when you are creating a new character. Third options are only available when you have an item or entity of some sort that builds up mana on its own. It requires that you spend one of your two actions creating the object/focal point that will build up on its own. Note that this can still be disrupted. These are not disrupted by the character who created them's losing concentration, but instead are stopped by actively destroying/nullifying its method of buildup. The maximum number of "additional effects" you may implement is one. This means that, if set up correctly, you may have three things going on per turn.