Difference between revisions of "Combos/BillGarrett"
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− | * Back to | + | * Back to BillGarrett |
− | * Back to [[ | + | * Back to [[Combat/SolarCombos|Solar Combos]] |
= Solar Combos = | = Solar Combos = | ||
− | These are Combos using Solar Charms, organized by the primary ability they use. Charms are organized in nested hierarchies, with Extra Action, then Simple, then Supplemental Charms to indicate what works in which order. Reflexive Charms fall outside this grouping. | + | These are Combos using Solar Charms, organized by the primary ability they use. Charms are organized in nested hierarchies, with Extra Action, then Simple, then Supplemental Charms to indicate what works in which order. Reflexive Charms fall outside this grouping. |
If you add a Combo to this page, please attribute it. | If you add a Combo to this page, please attribute it. | ||
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Archery's strength is that nearly everything in the tree is a Supplemental Charm - even the awesome Rain of Feathered Death. Aside from that, Archery had the first piercing attack of the game (and the only one, outside of Power Combat) and it's trivial to stack up the damage. A character with Strength 4, Essence 3, Immaculate Golden Bow, and Hearthstone Bracers can be firing target arrows with a base damage of 9L for 9 motes committed, and he can double that for another 9 motes with a Combo. | Archery's strength is that nearly everything in the tree is a Supplemental Charm - even the awesome Rain of Feathered Death. Aside from that, Archery had the first piercing attack of the game (and the only one, outside of Power Combat) and it's trivial to stack up the damage. A character with Strength 4, Essence 3, Immaculate Golden Bow, and Hearthstone Bracers can be firing target arrows with a base damage of 9L for 9 motes committed, and he can double that for another 9 motes with a Combo. | ||
− | === Strider-Slaying Archer's Onslaught ( | + | === Strider-Slaying Archer's Onslaught (BillGarrett) === |
* Dazzling Flare Attack | * Dazzling Flare Attack | ||
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<b>Activation Cost:</b> 8m 2W + 5m/dot of Essence (23m 2W for Essence 3) | <b>Activation Cost:</b> 8m 2W + 5m/dot of Essence (23m 2W for Essence 3) | ||
− | === Falcon Strikes the Dove | + | === Falcon Strikes the Dove === |
* Accuracy Without Distance | * Accuracy Without Distance | ||
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Fairly limited in the core set, Solar Brawl focuses primarily on inflicting a tremendous deal of damage, at the expense of accuracy and defense. | Fairly limited in the core set, Solar Brawl focuses primarily on inflicting a tremendous deal of damage, at the expense of accuracy and defense. | ||
− | === Anvil Chorus Assault | + | === Anvil Chorus Assault === |
* Hammer on Iron Technique | * Hammer on Iron Technique | ||
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<b>Activation Cost:</b> 6m, 2W + (2xEssence)m, +3m if Thunderclap Rush Attack is used. | <b>Activation Cost:</b> 6m, 2W + (2xEssence)m, +3m if Thunderclap Rush Attack is used. | ||
− | === Cliff-Shattering Goremaul Fist | + | === Cliff-Shattering Goremaul Fist === |
* Ferocious Jab | * Ferocious Jab | ||
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Melee has a variety of offensive and defensive options. Of all the combat-related Abilities, it is the most complete in terms of its powers; as a consequence, a broad variety of Melee Combos are possible that don't lock you into a single Charm or attack pattern. Its down side is that it lacks an undodgeable/unblockable attack; its up side is that it has the only truly perfect defense in the Solar repertoire. | Melee has a variety of offensive and defensive options. Of all the combat-related Abilities, it is the most complete in terms of its powers; as a consequence, a broad variety of Melee Combos are possible that don't lock you into a single Charm or attack pattern. Its down side is that it lacks an undodgeable/unblockable attack; its up side is that it has the only truly perfect defense in the Solar repertoire. | ||
− | === Blood Tsunami | + | === Blood Tsunami === |
* Excellent Strike | * Excellent Strike | ||
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<b>Activation Cost:</b> 7m 2W + 1m/attack die + 1m/dot of Strength (21m 2W for Str 4 Dex 5 Melee 5) | <b>Activation Cost:</b> 7m 2W + 1m/attack die + 1m/dot of Strength (21m 2W for Str 4 Dex 5 Melee 5) | ||
− | === Cross-Slash | + | === Cross-Slash === |
* One Weapon, Two Blows | * One Weapon, Two Blows | ||
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<b>Activation Cost:</b> 5m 1W (4m 1W in Power Combat) plus 2m/defense. | <b>Activation Cost:</b> 5m 1W (4m 1W in Power Combat) plus 2m/defense. | ||
− | === Dragon Dance | + | === Dragon Dance === |
* Iron Whirlwind Attack | * Iron Whirlwind Attack | ||
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<b>Maximum Cost:</b> 5m 2W + 3m/point of Dex + 1m/use of STLS (20m 2W + 1m/use for Dex 5) | <b>Maximum Cost:</b> 5m 2W + 3m/point of Dex + 1m/use of STLS (20m 2W + 1m/use for Dex 5) | ||
− | === Thousand Swords Hurricane | + | === Thousand Swords Hurricane === |
* Iron Whirlwind Attack | * Iron Whirlwind Attack | ||
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The strength of Thrown lies primarily in accuracy and speed; it cannot deal as much raw damage as another attack ability, but is often harder to evade. | The strength of Thrown lies primarily in accuracy and speed; it cannot deal as much raw damage as another attack ability, but is often harder to evade. | ||
− | === Unswerving Hornet Swarm Method | + | === Unswerving Hornet Swarm Method === |
* Precision of the Striking Raptor | * Precision of the Striking Raptor |
Revision as of 22:01, 31 March 2005
- Back to BillGarrett
- Back to Solar Combos
Contents
Solar Combos
These are Combos using Solar Charms, organized by the primary ability they use. Charms are organized in nested hierarchies, with Extra Action, then Simple, then Supplemental Charms to indicate what works in which order. Reflexive Charms fall outside this grouping.
If you add a Combo to this page, please attribute it.
Archery Combos
Archery's strength is that nearly everything in the tree is a Supplemental Charm - even the awesome Rain of Feathered Death. Aside from that, Archery had the first piercing attack of the game (and the only one, outside of Power Combat) and it's trivial to stack up the damage. A character with Strength 4, Essence 3, Immaculate Golden Bow, and Hearthstone Bracers can be firing target arrows with a base damage of 9L for 9 motes committed, and he can double that for another 9 motes with a Combo.
Strider-Slaying Archer's Onslaught (BillGarrett)
- Dazzling Flare Attack
- Fiery Arrow Attack
- Phantom Arrow Technique
- Rain of Feathered Death
- Thunderbolt Attack Prana
Purpose: an extremely high-damage Archery attack against foes with great soak but average defenses.
Effect: the character rolls his Archery attack at +1. He does not require ammunition and may choose a base arrow type to use (usually target arrows against armor soak or frog crotch for creatures with high natural soak). He adds his Essence to the base damage of the arrow. He may buy up to +2L of damage per point of Essence. He may create up to (his Essence) duplicate arrows. All damage is doubled after the damage rolls for each hit are determined.
Purchase Cost: 5 freebies, 14 XP
Activation Cost: 8m 2W + 5m/dot of Essence (23m 2W for Essence 3)
Falcon Strikes the Dove
- Accuracy Without Distance
- Dazzling Flare Attack
- Fiery Arrow Technique
- Phantom Arrow Technique
- Thunderbolt Attack Prana
Purpose: a high-damage perfect attack, ideally a one-hit kill against an opponent capable of high non-perfect defenses.
Effect: the character rolls an Archery attack at +1; if the attack would otherwise miss or be dodged or parried by a non-perfect defense, he strikes with one success. He does not require ammunition and may choose a base arrow type to use (target arrow, unless the opponent's armor soak is less than 2, in which case frog crotch is used). He adds Essence to damage, +2 per additional mote spent, to a maximum of Essence. Damage is doubled after damage rolls are determined.
Purchase Cost: 5 bonus points, 16 xp.
Activation cost: 9m, 3W + 1m per +2 damage (minimum 1, maximum Essence)
Brawl Combos
Fairly limited in the core set, Solar Brawl focuses primarily on inflicting a tremendous deal of damage, at the expense of accuracy and defense.
Anvil Chorus Assault
- Hammer on Iron Technique
- Ferocious Jab
- Fist of Iron Technique
- Thunderclap Rush Attack
Purpose: Launch a series of extremely damaging blows before an opponent can act.
Effect: The character makes a number of attacks equal to (Essence +1) against a single opponent, each dealing lethal damage and doubling the number of successes when counting damage. If desired, the character may choose to act before the chosen opponent, regardless of rolled initiative.
Purchase Cost: 4 bonus points, 11 xp
Activation Cost: 6m, 2W + (2xEssence)m, +3m if Thunderclap Rush Attack is used.
Cliff-Shattering Goremaul Fist
- Ferocious Jab
- Fist of Iron Technique
- Thunderclap Rush Attack
- Heaven Thunder Hammer
- Leaping Tiger Attack
Purpose:Launch a single attack of overwhelming damage before an opponent can react, hurling any foe which survives too far from the brawler for them to counterattack.
Effect:The character makes a single attack, doubling the number of successes before soak is applied, and throwing the opponent one yard per die of raw damage. Post-soak damage is lethal, and doubled before rolling. The character may choose to act before the chosen target, regardless of rolled initiative.
Purchase Cost:5 bonus points, 15 xp
Activation Cost: 8m, 2W, +3m if Thunderclap Rush Attack is used.
Melee Combos
Melee has a variety of offensive and defensive options. Of all the combat-related Abilities, it is the most complete in terms of its powers; as a consequence, a broad variety of Melee Combos are possible that don't lock you into a single Charm or attack pattern. Its down side is that it lacks an undodgeable/unblockable attack; its up side is that it has the only truly perfect defense in the Solar repertoire.
Blood Tsunami
- Excellent Strike
- Fire & Stones Strike
- Hungry Tiger Technique
- Leaping Tiger Attack
- Thunderclap Rush Attack
Purpose: a fast, hard-hitting attack against a single target where initiative order matters.
Effect: the character wins initiative over a single opponent. He may move up to his sprinting distance and attack, adding dice to the attack, and doubling his net successes for damage purposes. After soak is applied, he doubles his damage dice, then turns up to his Strength in damage dice into automatic health levels.
Purchase Cost: 5 freebies, 12 XP
Activation Cost: 7m 2W + 1m/attack die + 1m/dot of Strength (21m 2W for Str 4 Dex 5 Melee 5)
Cross-Slash
- One Weapon, Two Blows
- Hungry Tiger Technique
- Dipping Swallow Defense
Purpose: a basic, cheap Combo for use with a hard-hitting, accurate weapon.
Effect: the character attacks twice. If the defender gets a defense roll, its result is applied to both attacks. The character doubles his net attack successes for calculating damage. The character may also parry attacks directed at him at his full dice pool.
Purchase Cost: 3 freebies, 6 XP
Activation Cost: 5m 1W (4m 1W in Power Combat) plus 2m/defense.
Dragon Dance
- Iron Whirlwind Attack
- Iron Raptor Technique
- Hungry Tiger Technique
- Iron Raptor Technique
- Summon the Loyal Steel
Purpose: a ranged attack against several average opponents.
Effect: the character makes (his Dexterity) attacks, each of which has a maximum range of (Dex x 5) yards. The character doubles his net attack successes for calculating damage. The character may summon or banish his weapon Elsewhere, or may pull it back if it gets stuck, as a reflexive action.
Purchase Cost: 4 freebies, 13 XP
Maximum Cost: 5m 2W + 3m/point of Dex + 1m/use of STLS (20m 2W + 1m/use for Dex 5)
Thousand Swords Hurricane
- Iron Whirlwind Attack
- Hungry Tiger Technique
- Golden Essence Block
- Heavenly Guardian Defense
- Solar Counterattack
Purpose: a mixed offense/defense Combo for anyone with a persistent parry, making it intensely dangerous to approach the character.
Effect: the character makes (his Dexterity) attacks, and doubles his net attack successes for calculating damage on each attack. The character may add bonus dice to a block, invoke a perfect block, and/or counterattack at his option
Purchase Cost: 5 freebies, 16 XP
Maximum Cost: 5m 2W + 1m/point of Dex + 1m/2 block dice + 3m 1W/perfect + 3m/counter (10m 2W + etc. for Dex 5)
Thrown Combos
The strength of Thrown lies primarily in accuracy and speed; it cannot deal as much raw damage as another attack ability, but is often harder to evade.
Unswerving Hornet Swarm Method
- Precision of the Striking Raptor
- Joint-Wounding Technique
- Cascade of Cutting Terror
- Falling Icicle Strike
Purpose: an attack which is extremely accurate, extremely damaging against unaware targets, and which cripples any opponent not killed outright.
Effect: the character makes an attack which doubles his entire pool, including equipment bonus and specialties, and may add further dice up to a maximum of his Dex+Thrown, at a cost of 1 mote/die. Against an unaware target, each health level of damage dealt is doubled, and in any event each level dealt imposes an additional -1 wound penalty for the scene.
Purchase Cost: 4 bonus points, 13 XP
Activation Cost: 14m, 1W, + up to Dex+Thrown in additional motes per +1 on attack