Project C and Incendiary Judgment: Difference between pages

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


* A high fantasy campaign world.
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:
* System agnostic
* Creative commons license.


== Design Principles ==
* spend 3 motes + 1 willpower to perfectly block an attack.


* Defy the standards
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.
* More real world science
* Magic as evolutionary force
* History from creation of planet through ages
* Non-responsive gods
* No cycle of titans usurped by gods, etc.
* Non-christian-like monotheism
** A prophet that sounds a bit Jesus-like, but really evil
** Reaction against monotheism because of this
* No standard races
* Elemental races, enslaved by others
** Rebellions and such because of this
* Prophesy important and real
** Oracle of delphi like
* Many lost cultures, but no "declining empire"
* Heroes can rise to significant power, and alter history
* Logical consequences of magic.
** Magically conjured materials


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


* Continent or region suffering a zombie plague
*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.
** Sealed off by Curtain
*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.
** Inside, all life consumed.
** Uninfected have to make radical changes to survive when food runs out.
** Possibly using elemental slaves for sustenance
** Become undead by choice
** Over centuries, zombies disintegrate.
** Locals find cause and cure for plague, but can't penetrate Curtain.
* Continent basically abandoned to magic beasts
** Sort of a "Lost World" type area, with significant attempts to prevent entry.
** Once site of magically advanced race.
** Some civilization on coastline at strategic points.
** Probably a force needed to keep aquatic creatures from "escaping".


== Thoughts ==
[[Category:Combo]] [[system::Exalted| ]]
 
<noinclude>[[Category:Celestial Martial Arts]]</noinclude>
* Very limited metal. Most weapons and armor use either enchanted stone or "resin" a plastic-like material excreted by some sort of beast that is "farmed" in most parts of civilization.
* During planet formation, two smaller planets that fused in some type of wild magic catastrophe.
* [http://en.wikipedia.org/wiki/Nemesis_(star) Nemesis]

Latest revision as of 00:39, 31 August 2009

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.