Thursday, September 4, 2014

Choosing Talents and Weapons For Your Character in Solar Echoes (part 4)


However, I didn't stop there with my Archaeloid. I really wanted to ensure that he was difficult to escape, so I looked at a few other weapon choices. The primitive bola seemed an excellent choice—this throwing weapon consists of weights on the ends of interconnected cords, which can entangle a target and prevent them from running. Another weapon I selected was the whip. It doesn't have the range of the Glob Pistol or the bola, but I could use it to entangle or trip any opponent within two squares. Tripping them put them in the prone position, which causes them to suffer a -1 penalty against melee attacks and requires them to expend their movement just to stand up again. All of this is music to the ears of a dedicated melee fighter. I had decided to make my Archaeloid a martial artist, so I purchased a pair of spiked gloves and spiked boots (which both give me armor-piercing for unarmed attacks) and I selected the Thrust Kick talent so he could seriously kick some...yeah. But, I also know that being a one-trick pony can really backfire in Solar Echoes, so I played it safe and bought a couple long-range weapons: a Phoenix Blaster which fires energy rays, and a handy revolver, which would not only work well with my Quick Draw talent, but also added a little flavor for my Archaeloid—he seems to prefer low-tech fighting methods. Plus, I had fun imagining him walking around with a 10-gallon hat and a southern accent. Howdy, y'all!

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