Add Radiant Combat
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Radiant-Combat.md
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Radiant-Combat.md
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**The Radiant System**
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Players are points. Radii are the lines of energy that form between them when their actions align. The system is called Radiant because these connections emanate outward from players and between them in radial patterns.
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**Core Structure**
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A Radiant interaction requires two things to be true simultaneously: a player emits a catalyst, and one or more other players are in a valid receiving state. When both conditions meet, a Radius forms between them and the Radiant state activates.
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No catalyst plus receiving state, no Radius. No Radius, no Radiant.
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**Catalyst Forms**
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The catalyst determines the shape of the Radius that forms.
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- **Focal** - the Radius forms locally, connecting the emitting player to nearby receiving players at the moment of emission
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- **Beam** - the emitting player fires the catalyst as a projectile, the Radius forms when it arrives at the receiving player
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- **Pulse** - the catalyst broadcasts outward, forming Radii simultaneously with any receiving players in range
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**Timing Properties**
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Each catalyst has a timing property that defines how much of a catch window exists.
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- **Sustain** - the catalyst lingers, giving receiving players a window to enter their receiving state
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- **Arc** - the catalyst travels and expires, both players must act within the flight time
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- **Flash** - instantaneous, receiving players must already be in their receiving state
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**Failure**
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When a Radius fails to form, both players receive distinct feedback indicating which side broke the chain.
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**Chaining**
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A Radiant state on two players can itself become a catalyst, forming a new Radius to a third player. This extends the system to full team coordination without requiring it.
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# Examples
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**Deflect Absorb**
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Player A deflects a magic projectile with perfect timing. A Focal Sustain catalyst emits from the deflection point. Player B is charging a melee attack in proximity. A Radius forms between the deflection and Player B's weapon. Player B's strike discharges the absorbed magic as bonus damage.
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**Dodge Beacon**
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Player A executes a perfect dodge. A Beam Arc catalyst forms. Player A fires an arrow toward Player B. Player B must be in a braced or channeling state when the arrow lands. The Radius forms on impact, granting Player B an empowered state for their next action.
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**Execution Echo**
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Player A lands a finishing blow on an enemy. A Pulse Flash catalyst emits outward. Any player already mid-attack when the kill lands receives a Radius connecting their strike to the execution. Their attack gains bonus damage or a secondary effect.
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**Barrier Siphon**
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Player A raises a barrier and holds it. A Focal Sustain catalyst persists for the duration. Player B channels an ability while standing behind the barrier. A Radius forms along the barrier's face, funneling Player B's channeled energy into an amplified forward burst when Player A drops the barrier.
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**Chain Potential**
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Deflect Absorb resolves. Player B's empowered strike kills an enemy. That kill triggers Execution Echo. A Radius forms to Player C who was already attacking. Three players, two Radii, one unbroken chain.
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