Difference between revisions of "SolarMelee/Clebo"
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== Clebo's Solar Melee Charms == | == Clebo's Solar Melee Charms == | ||
− | All of the below charms are also in the MeleePaths page, but as no-one ever seems to comment on those, I'd post the charms here. Maybe people think that it's too much to read in the other page. Well, here's some of the charms that I suspect might be the more interesting. | + | All of the below charms are also in the [[MeleePaths]] page, but as no-one ever seems to comment on those, I'd post the charms here. Maybe people think that it's too much to read in the other page. Well, here's some of the charms that I suspect might be the more interesting. |
<b><i>Sting Ray Attack</b></i> | <b><i>Sting Ray Attack</b></i> | ||
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Each net success in a successful parry supplemented by this charm becomes a mote of essence that the defender can store as her own. However, each strike cannot generate more than the Solar's Melee rating, and no motes than Melee x 3 can be generated per turn. This charm can be activated after the number of successes of the incoming attack is known, but it has to be activated before the parry roll. This charm can never be in the same combo as Heavenly Guardian Defense. | Each net success in a successful parry supplemented by this charm becomes a mote of essence that the defender can store as her own. However, each strike cannot generate more than the Solar's Melee rating, and no motes than Melee x 3 can be generated per turn. This charm can be activated after the number of successes of the incoming attack is known, but it has to be activated before the parry roll. This charm can never be in the same combo as Heavenly Guardian Defense. | ||
− | Here, there is a extra bonus if you are a Master of the Shining Solar Path. See MeleePaths. | + | Here, there is a extra bonus if you are a Master of the Shining Solar Path. See [[MeleePaths]]. |
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Latest revision as of 01:17, 6 April 2010
Clebo's Solar Melee Charms
All of the below charms are also in the MeleePaths page, but as no-one ever seems to comment on those, I'd post the charms here. Maybe people think that it's too much to read in the other page. Well, here's some of the charms that I suspect might be the more interesting.
Sting Ray Attack</b>
<b>Cost: 1 per die Duration: Instant Type: Supplemental Min. Melee: 2 Min Essence: 2 Prereqs: None
This is the most basic surprise technique taught by Fading Light Masters. Instead of adding more skill to a single blow, this very unusual technique is created to confound the opponents. Effectively, this charm creates another attack pool to be added to an initial strike. An attack is defended as usual, but after the first (of possible two) defense the extra dice are rolled and considered as successes passed through the first defense. However, if no defense is declared, the dice are wasted. Also, this charm cannot be comboed with another charm that supplementally adds dice to hit, such as Excellent Strike.
Triple-Action Technique</b>
<b>Cost: 5 motes, 1 Willpower Duration: One scene Type: Reflexive Min. Melee: 5 Min Essence: 3 Prereqs: Iron-Whirlwind Attack
After mastering the Iron Winds, the Solar is able to more persistently attack multiple times without any further effort spent. This charm has no visual effects whatsoever. It only appears in the sense the Solar is brilliantly using her weapon of choice (or moment) to a superior expertise. Each turn the Solar gets [Essence/2 rounded up] additional melee actions. These actions can only be attacks or blocks, and it is fully compatible with the extra combat action granted by the Dawn caste power (see House Rules on caste abilities). Furthermore, while this charm is activated, comboes with supplemental charms are interpreted more beneficially. Usually, all supplemental charms must supplement all applicable action. When using the Triple-Action Technique, these rules are no longer used. Thus, a combo consisting of Excellent Strike, Hungry Tiger Technique, and Fire and Stones Strike give the Whirling Strikes Path Master the opportunity to choose which attack to supplement with each attack. The Master may also choose not to supplement an action at all even though supplemental charms normally do so. This rare and secret technique enables triple-attack combos, where each attack is supplemented by different charms.
Fury Converting Block</b>
<b>Cost: 1 mote Duration: Instant Type: Supplemental Min. Melee: 3 Min Essence: 1 Prereqs: Dipping Swallow Defense
When the opponent's strike is met with impeding weapon, sparks from the area of contact forms into a sphere of golden essence that flies up and down a few times before it merges with the defender's chest. The more experienced defenders are able to use the malicious intent of opponents attacks and turn them into something constructive and useful. This particular instance has created a philosophical debate of the moral stance of consequence ethics. Each net success in a successful parry supplemented by this charm becomes a mote of essence that the defender can store as her own. However, each strike cannot generate more than the Solar's Melee rating, and no motes than Melee x 3 can be generated per turn. This charm can be activated after the number of successes of the incoming attack is known, but it has to be activated before the parry roll. This charm can never be in the same combo as Heavenly Guardian Defense.
Here, there is a extra bonus if you are a Master of the Shining Solar Path. See MeleePaths.