Advanced Combos


The basic combos shown in the corebook are quite useful in and of themselves, but they do not represent the upper limit of Exalted Combat. Some advanced techniques for constructing even more powerful and flexible combos are provided below.

Definitions

  • Activation refers to when you spend a Willpower point to turn a combo on for one action.
  • Use is any time you actually make use of a charm from the combo during your action.

Basic Options
The following options are available to all Exalted, regardless of Essence rating.

Basic Slot. This is the basic unit of combos. It allows the use of one set charm in a combo, and follows all rules given on page 245. A basic slot requires a number of experience points equal to the Minimum Ability of the charm it contains, and Training Time equal to its Essence in days.
Example: Melee Excellency, and Hungry Tiger Technique. (3xp)

Combo-Mastery. Any Exalt can add additional charms to a combo, subject to the normal rules for building combos. This costs experience points equal to the Minimum Ability of the charms added, and requires a number of days practice equal to the Essence minimum of the new charm added. You can also upgrade charm slots to more advanced slots, provided this doesn't remove options from the combo. You cannot remove or replace charms through this method.
Example: The above solar adds "Peony Blossom Attack" to the preceding combo. This only costs another 3xp.

Variable Slot. This flexible slot can contain two different Simple, Supplemental or Extra Action charms. The Exalt picks which charm will fill the slot when he activates the combo, and that charm is fixed for the duration of the action. A Variable Slot costs a number of Experience Points equal to (the Highest Minimum Ability + 1), and requires Training Time equal to (the Highest Minimum Essence). A Combo can only have one Variable Slot, and both charms within the Slot must be of the same Type.
Example: Melee Excellency, Hungry Tiger Technique, [Peony Blossom Attack OR Iron Whirlwind Attack]. (9xp)

Excellency Slot. A variable slot that includes nothing but Excellency charms. When purchased, you select three different excellencies. Whenever you activate the combo you can select one of the Excellencies to fill the slot. This costs 2xp, and has a training time as if including a charm of (Minimum Ability 2) in the slot. You can have two Excellency Slots in a combo, or one Excellency slot and a Variable Slot.
Example: [Excellency: Integrity, Performance, Presence], [Respect Commanding Presence OR Hypnotic Tongue Technique]. (6xp)

Essence 3
Flexible Slot. A slightly more advanced slot. Supplemental Charms in a Flexible slot do not have to be activated, but are instead treated as Reflexive charms for the purposes of combo timing rules. Flexible Slots cost a number of Experience Points equal to the (Minimum Ability + 2), and require additional Training Time equal to twice the Minimum Essence of the charm in days. A combo can only has as many Flexible Slots as half your Essence (round up).

Example: Melee Excellency, *Hungry Tiger Technique*, Peony Blossom Attack, Iron Raptor Technique. (10xp)
I.e., the above Combo requires the Solar to purchase a number of Iron Raptor Technique attacks. The Solar may choose to enhance these with the Excellency and/or Hungry Tiger Technique as he wishes; he's not required to do so.

Combo-Supremacy. An Exalt can replace a charm in a combo with another charm from the same prerequisite tree. I.e., the new charm must require the old charm at some point in its chain of prerequisites. This new charm utterly replaces the old charm, replacing it in the combo. This costs a number of Experience Points equal to (New Charm's Minimum Ability - Old Charm's Minimum Ability), to a minimum of 1xp, and requires Training Time equal to (New Charm's Minimum Essence) in days.

Example: The above Solar replaces Peony Blossom Attack with Iron Whirlwind Attack. This costs 2xp.

Combo-Instincts. An Exalt may spend 1 experience point to gain any valid combo that he could purchase, though activating this combo costs 2 willpower instead of the usual one. The experience point spent counts toward learning the combo, or a similar combo (i.e., one that includes most of the same charms) in the future. It is possible to learn a new combo without training through the use of ones Instincts.

Example: It would take 20 different activations, at 1 experience point each, to fully master the above combo without training.
I.e., A Solar in a tough position could spend 1xp to momentarily combo Shadow Over Water and Reflex Sidestep Technique.

Action Slot. A very advanced slot, specifically intended for Combos that include Extra Action charms. An Action slot is similar to a Variable slot, but is not limited to two Charms and only includes Simple Charms amongst its subset. The charms in this slot can be used, or not, during the actions provided by the Combo's Extra Action charm. An Action Slot can also include a normal Action as if it was an Minimum Ability 2 charm. An Action Slot costs (Highest Charm's Minimum Ability + [Half of Other Charm's Minimum Ability]) experience points to buy, rounding down any fractional remainders. The Training Time required is equal to the sum of the Minimum Essence requirements for all Charms in the Action Slot.

Example: Melee Excellency, *Hungry Tiger Technique*, Peony Blossom Attack, {Blazing Solar Bolt, Iron Raptor Technique, Action}. (14xp).
I.e., the above Combo would allow it's wielder to buy up to three extra actions, which could include a single Blazing Solar Bolt and two Attacks, or a single Attack and two Iron Raptor Techniques, or even just three Normal Attacks. These individual actions do not have to be enhanced with Hungry Tiger Technique.

Essence 4
Mastery Slots. A supremely powerful slot allowing the Exalt to adapt to the unexpected. The Exalted defines what charm is in a Mastery slot when he activates the combo, whereupon it is fixed to that particular charm for that action. The Exalt may pick any single charm he knows of Essence 3 or lower, provided that charm is Combo-OK or Combo-Basic and meets all requirements for inclusion in the combo. Treat the charm as being in a Basic Slot for all requirements and usage guidelines. Mastery Slot's cost 7 experience points, requires a Training Time of one week. You can only have a single Mastery slot in a combo.

Example: Melee Excellency, *Hungry Tiger Technique*, Peony Blossom Attack, {Blazing Solar Bolt, Iron Raptor Technique, Action}, >Mastery Slot<. (21 xp)
I.e., the above Combo works identically to the Combo described under the Action Slot Example, except that the Mastery Slot allows the Solar to activate another charm of his wishes chosen whenever he activates the combo. This could be Solar Counterattack, Heavenly Guardian Defense, or what have you. This charm is chosen when the Solar activates the Combo, and is then set.