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Infernal Monster Expansion Charm <Input Requested>

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JiveX Posted: 3 Nov 2009 11:41 AM
Cost: 4m Mins: Martial Arts: 4, Essence 3 Type: Reflexive (Step 1)
Keywords: Combo-Basic, Obvious
Duration: One Attack or Flurry
The Infernal Monster's strenght and fury gives Creation reason to tremble, and tremble it does before its might.  Quaking and falling apart in the wake of his passage.  When the Martial Artist strikes a blow or launches a flurry he does so with such fury and power that compounding waves of concussive force, invisible to the eye but as solid as the basalt walls of Malfeas, erupt from his blows.  Regardless of whether his attacks hit or not, this maelstrom forces that the Infernal Monster's actions provoke buffets his target.  Having weathered the Infernal Monsters horrible might, few things may stand the destructive wake that follows. 

This charm may be activated whenever the martial artist launches an attack or flurry, and must be directed at a specific target (who must be a target the martial artist attempted to strike with his attack or flurry but needn't be the only one).  Regardless of whether the infernals attack misses, the target is struck by a secondary attack, which comes as a biproduct of the infernal's wild strength, and may manifest as a wave of concusive force, a shard of earth, dislodge by an errant blow, which strikes the target, or something else.  This attack is treated as an unblockable attack that has a number of successes equal to the Infernal's (Strength+ [The Number of Attacks in the flurry aimed at the target]).  The Damage is equal to the Infernal's (Strengthx2)B, if the form is active this damage is piercing. 

Only one person at a time may be targeted with this charm.
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Martial Arts aren't my thing.  But it looks pretty solid.  I'd just change it's duration to One Action.
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deathmatchfm:
Martial Arts aren't my thing.  But it looks pretty solid.  I'd just change it's duration to One Action.

Nah, you should be able to stunt back your motes before your DV refreshes.

thanks.
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deathmatchfm:
Martial Arts aren't my thing.  But it looks pretty solid.  I'd just change it's duration to One Action.


Agreed. I'm already envisioning some upgrades for it. Some stun effects here, destroying inanimate objects around it there. This leads to fun places, Id say.
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Your charm is missing the most critical portion and is thus useless, an awesome evocative name worth screaming at the top on my lungs every time I activate it.

I guess the only think I'm unclear on is if this strikes once per flurry or once for every attack in the flurry, I think it is the first.
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Hark:


I guess the only think I'm unclear on is if this strikes once per flurry or once for every attack in the flurry, I think it is the first.

It the first, boy oh boy would the second be aweful.

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JiveX:
Nah, you should be able to stunt back your motes before your DV refreshes.


What does that have to do with anything?  One Weapon Two Blows has a duration of One Action, though it can only apply to a single attack if that's what you want.
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deathmatchfm:
JiveX:
Nah, you should be able to stunt back your motes before your DV refreshes.


What does that have to do with anything?  One Weapon Two Blows has a duration of One Action, though it can only apply to a single attack if that's what you want.

One Weapon doesn't apply to only one attack–it boosts the stats of your weapon for one action. If you make a flurry, then every attack in it gets those benefits. On the other hand, charms that only enhance a single attack should be instant duration. Pretty much always.
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The Demented One:
One Weapon doesn't apply to only one attack–it boosts the stats of your weapon for one action. If you make a flurry, then every attack in it gets those benefits. On the other hand, charms that only enhance a single attack should be instant duration. Pretty much always.


I agree.  But Charms that can apply to one or more attacks should have have a duration of either One Action, or preferably One Tick.
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One weapon two blows applies to all attacks for the one action. Its motes remain commited until your dv refreshes.  But it also applies its benefits to all attacks in the action.  Thats why its good. for 1m you increase the stats of your weapon for 3-5 ticks.   Anyway thats not the issue, the issue here is that I dont want the motes to remain tied up for 5 ticks as a result of this charm.
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deathmatchfm:


I agree.  But Charms that can apply to one or more attacks should have have a duration of either One Action, or preferably One Tick.

Maybe one tick, definately not one action, in this instance it modifies an attack or flurry so I am being specific.   Also, again, mote commitment issues.   You want motes to remain tied up no longer than they need to.
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Then put the duration to One Tick. 
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One Tick is probably best because it would apply equally to a single attack or a flurry of attacks.
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The Demented One:
If you make a flurry, then every attack in it gets those benefits. On the other hand, charms that only enhance a single attack should be instant duration. Pretty much always.

If you are addressing my charm then no thats not the case, Charm headers, especially duration, are most often clarrified by the body and are best used as an indicator for effects and a determinant for length of comitment.  This isnt an INSTANT charm because if it was you would need to re-invoke it for each attack (in step one) this isn't a one tick charm because If someone attacks you during the tick you attack and you stunt a defense you should be able to re-coup the motes.  If you wish to further debate charm duration, and I mean this as politely as possible, please not in this thread.

Thanks.

Yes one tick would, it would apply for the whole tick.  There are plenty of one attack or flurry charms that exist, however. I am not introducing something new and it is the best of all possible durations as it is the most accurate.
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What if you have it comboed with a counter attack charm and someone attacks you during the same tick that you attack?
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