Actions

Incendiary Judgment

From DivNull RPG

Cost at Creation: 4 freebie points
Experience Cost: 12 xp
Traiing Time, Favored w/ Teacher: 15 days
Traiing Time, Unfavored w/ Teacher: 21 days
Traiing Time, Favored, No Teacher: 45 days
Traiing Time, Unfavored, No Teacher: 63 days
Casting Cost: 7 motes + 1 mote per die + 1 willpower (+1 willpower for combo activation)
Combined Charms: Kiss of the Sun Concentration, Blossom of Inevitable Demise Technique, Azure Abacus Meditation, Heavenly Guardian Defense

When activating this combo, you must spend at least one mote to buy additional dice for the attack, though you may spend up to Martial Arts + Dexterity motes for dice. The attack is undodgeable and may only be blocked by parries that can stop intangible attacks. The target also must make a Willpower (2) test to do anything other than stare or scream in shocked horror. Pre-soak damage is doubled. In the turn when this combo is activated, the exalt may reflexively:

  • spend 3 motes + 1 willpower to perfectly block an attack.

Based on a Simple charm, this combo intends to make one massive attack. Most uses of it will start by summoning a firewand prepared with Blessing of Righteous Solar Spark Meditation ahead of time (which adds Essence to the damage of the first shot, and deals aggravated damage). Assuming Dex, Martial Arts and Essence are all at 5, use of Blessing of Righteous Solar Spark Meditation, maximum extra dice purchased and lack of perfect defense by the target, the 21 die attack will average 11 successes, creating a raw damage of (11 sucesses + 12L weapon damage + 5 Essence) x 2 = 48L damage, costing 17 motes, 2 willpower. If the attack roll somehow rolled all 10s (odds are 1 in 1,000 trillion trillion), the maximum theoretical raw damage would be 118L.

Other combos could be built, based on this same basic concept:

  • Replace Azure Abacus Meditation with Caress of 1,000 Hells. The xp cost and training time for this combo would be unchanged and activation would cost three more motes. Standard defenses would then apply to the attack, but it would do aggravated damage and incinerate to ash anything flammable within Essence yards of the target. After soaking the damage, the target must make a Stamina + Resistance (3) to avoid spending the turn writhing in agony; on success, target still loses Essence dice from all pools. The target is engulfed in flames for Essence turns, each turn soaking the firewand’s base damage and re-rolling the above test at +1 difficulty.
  • Replace or eliminate the perfect defense with some other reflexive(s). Removing this charm entirely would reduce the xp cost of the combo by four, the training time for “favored w/ teacher” by four days.