Solar Combos

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All solar combos.

And Thus I Fought The Five Dragons To A Standstill

Cost at Creation: 12 freebie points
Experience Cost: 39 xp
Traiing Time, Favored w/ Teacher: 42 days
Traiing Time, Unfavored w/ Teacher: 59 days
Traiing Time, Favored, No Teacher: 126 days
Traiing Time, Unfavored, No Teacher: 177 days
Casting Cost: 1 per die + 1 willpower + reflexives
Combined Charms: Surprise Anticipation Method, Thunderclap Rush Attack, Excellent Strike, Heavenly Guardian Defense, Seven Shadow Evasion, Leaping Dodge Method, Iron Skin Concentration, Life Severing Blow, Death Parrying Stroke, Essence Gathering Temper, Willpower-Enhancing Spirit, Solar Counterattack

From the Exalted Wiki, by TonyC

A combo that must used with a melee attack (because Excellent Strike is supplemental), that gives a host of reflexive options to use in the same turn (which must be paid for individually).

Feeding the Tiger

Cost at Creation: 4 freebie points
Experience Cost: 8 xp
Traiing Time, Favored w/ Teacher: 10 days
Traiing Time, Unfavored w/ Teacher: 14 days
Traiing Time, Favored, No Teacher: 30 days
Traiing Time, Unfavored, No Teacher: 28 days
Casting Cost: 1 mote + 1 mote per die + 1 willpower
Combined Charms: Hungry Tiger Technique, Excellent Strike, Heavenly Guardian Defense, Essence-Gathering Temper

Smoky wisps of icy essence curl from the exalt and her weapon. When exalt strikes or is struck, the wisps give an after image of surrounding the exalt in a tiger made of ice.

Each melee attack made this turn can add a up to Dexterity + Melee dice (minimum one) to the attack roll, and extra damage successes are doubled. In the turn when this combo is activated, the exalt may reflexively:

  • spend 3 motes and 1 willpower to automatically block any incoming attack that she is aware of, even if the attack would not normally be blockable.
  • spend 1 mote when being attacked to roll a number of dice equal to pre-soak damage and, for each success, gain Essence motes (no more than Stamina successes may be used for each invocation).

Flashing Heavenly Fist

Cost at Creation: 3 freebie points
Experience Cost: ? xp
Traiing Time, Favored w/ Teacher: ? days
Traiing Time, Unfavored w/ Teacher: ? days
Traiing Time, Favored, No Teacher: ? days
Traiing Time, Unfavored, No Teacher: ? days
Casting Cost: 5 motes + 1 willpower
Combined Charms: Ferocious Jab, Fists of Iron Technique, Thunderclap Rush Attack

From Cult of the Illuminated, pg. 118

A Good Day's Work

Cost at Creation: 2 freebie points
Experience Cost: ? xp
Traiing Time, Favored w/ Teacher: ? days
Traiing Time, Unfavored w/ Teacher: ? days
Traiing Time, Favored, No Teacher: ? days
Traiing Time, Unfavored, No Teacher: ? days
Casting Cost: 10 motes + 2 willpower + 1 health level + 3 motes per success
Combined Charms: Crack-Mending Technique, Flawless Handiwork Method

From Cult of the Illuminated, pg. 60

Crippling Firefly Infestation

Cost at Creation: 3 freebie points
Experience Cost: 11 xp
Training Time, Favored w/ Teacher: 14 days
Training Time, Unfavored w/ Teacher: 20 days
Training Time, Favored, No Teacher: 42 days
Training Time, Unfavored, No Teacher: 60 days
Casting Cost: 12 motes + 1 willpower
Combined Charms: Cascade of Cutting Terror, Fiery Solar Chakram, Joint-Wounding Attack

The exalt's fist glows with a bright white light, with contrails of white fire trailing a grand sweep of her arm that sends hundreds of thrumming hornets of incandescent fire swarming towards the target. If they hit, they burrow into the skin, throbbing with a dull glow until the effect wears off and they vanish.

Hurl a swarm of burning lights at a single target with double thrown pool, doing 6L damage. This attack may not be dodged. Each health level inflicted gives an additional -1 dice penalty to the target for physical actions for the rest of the scene (though this does not affect automatons or undead). Against creatures of darkness, add Essence automatic successes to attack. Base range is 100 yards.

Hammer and Anvil

Cost at Creation: 2 freebie points
Experience Cost: ? xp
Traiing Time, Favored w/ Teacher: ? days
Traiing Time, Unfavored w/ Teacher: ? days
Traiing Time, Favored, No Teacher: ? days
Traiing Time, Unfavored, No Teacher: ? days
Casting Cost: 5 motes + 2 willpower
Combined Charms: Fist of Iron Technique, Hammer on Iron Technique

From Cult of the Illuminated, pg. 61

Heart-Breaking Revelation Meditation

Cost at Creation: 2 freebie points
Experience Cost: ? xp
Traiing Time, Favored w/ Teacher: ? days
Traiing Time, Unfavored w/ Teacher: ? days
Traiing Time, Favored, No Teacher: ? days
Traiing Time, Unfavored, No Teacher: ? days
Casting Cost: 5 motes + 3 willpower + 2 motes per die
Combined Charms: Horizon-to-Horizon Presence Method, Listener-Swaying Argument

From Cult of the Illuminated, pg. 110

Oak Strengthens the Skin

Cost at Creation: 2 freebie points
Experience Cost: 4 xp
Casting Cost: 3 motes + 2 willpower + 1 mote per 2B increase
Combined Charms: Durability of Oak Meditation, Spirit Strengthens the Skin

Note: This combo is completely illegal under standard Exalted rules, because it combines charms that do not have instant durations. In this campaign, this specific combo is explicitly allowed to violate this rule.

Note: This combo uses the revised versions of the two mentioned charms, described in the House Rules.

The point of this combo is to allow the casting of two complementary Resistance charms in the same action.

Ravenous Precision

Cost at Creation: 2 freebie points
Experience Cost: 3 xp
Traiing Time, Favored w/ Teacher: 4 days
Traiing Time, Unfavored w/ Teacher: 5 days
Traiing Time, Favored, No Teacher: 12 days
Traiing Time, Unfavored, No Teacher: 15 days
Casting Cost: 1 mote + 1 willpower + 1 mote per die
Combined Charms: Excellent Strike, Hungry Tiger Technique

Buy up to Dex + Melee extra dice for a single attack and double all attack successes for purposes of determining damage.

As with all combos, Ravenous Precision may be activated only once per turn, and no other charms may be used that turn. Since both of the charms in the combo are supplemental, this combo may be used in a turn where the dice pool is split.