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Campaign:SUNSHINE AND DECAY
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==house rules== === Combos === In Sunshine and Decay, Combos <s>exist in two forms: Instant Combos and</s> Editable Combos. === Special Offer on Combos: === '''Because Instant Combos make Solars too EasyModo and totally screw up 5+ charms, the Storyteller has agreed to the following:''' All characters both new and old are allowed up to '''Three''' Free combos, of any charms they know and that are legal. This is to replace any standard loadouts the players may've had using the Instant Combo rules. These free combos can be redeemed at any time, so you are not expected to make them all right away. But, be aware that without a combo, you are stuck using 1 charm per action unless otherwise stated. After creating 3 combos, players must spend XP as normal to make new combos or add to them, and these combos are subject to Editing as detailed below. <!--<strike> On A character's action, the player may spend 1 point of temporary willpower and declare whatever charms are to be included in a combo. They do not need to spend experience points to create an instant combo. The Player may use up to [Essence+1] charms without penalty. Non-reflexive charms take up space in the [Essence+1] allotment. So if you have a simple charm and 3 reflexive, and don't use one of the reflexives, you must pay a 2 mote penalty on your next action. Let's say I have an Essence 2 character. This means I can declare a combo for 1wp. Let's say it has Mob-Dispersing Rebuke, Dipping Swallow Defense, Heavenly Guardian Defense, and Solar Counterattack. That's 1 Simple Charm and 2 reflexive charms, and 1 counter attack. Since Essence 2+1 is 3, the simple and counterattack charms are without penalty even if I don't use them. For every unused reflexive charm after the third charm of any type, I pay 2m. So If i were to use this combo, I would have to use Mob-Dispersing Rebuke, as it's a simple charm, and then, if I get attacked, i could invoke Dipping Swallow Defense and Solar Counterattack, but since i didn't use Heavenly Guardian Defense, I pay 2m penalty on my next action. </strike> Disregard that I suck cocks.--> === Signature Moves (Editable Combos) === Editable combos function exactly like Combos as Written in Exalted 2nd Edition with one exception: You may add charms to existing combos for the charm's Ability Minimum in XP. Every time you add the same charm to a different combo after the first, the cost is reduced by 1xp, to a minimum cost of 1xp. So if you add Seven Shadow Evasion to 3 combos, the first time costs 4xp, the second costs 3xp, and the third costs 2xp. <!--- http://fixalted.bazzalisk.org/index.php?title=Combos#Unlimited_Combos Short version: you can make any combo, any time, with any number of charms, for free. When using a combo, you must declare what charms you're using (OOC, obviously) However, when you invoke a combo during play, any reflexive charms you did NOT use must have their cost paid on your next action. YOU CAN ONLY HAVE AS MANY CHARMS IN YOUR COMBO AS YOUR ESSENCE. So for example, if you had a combo with Graceful Crane Technique and Seven-Shadow Evasion, but only used Graceful Crane after using the combo that tick, at the beginning of your next tick, you need to pay the 3m that Seven-Shadow Evasion costs. Added by Shyft, because Clarence said he was using these rules but never said so on this page. If this is wrong, he can take it down. --->
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