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		<id>http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=IanPrice</id>
		<title>Exalted - Unofficial Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=IanPrice"/>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/wiki/Special:Contributions/IanPrice"/>
		<updated>2026-04-09T12:50:18Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ManseCreation&amp;diff=85313</id>
		<title>ManseCreation</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ManseCreation&amp;diff=85313"/>
				<updated>2011-03-25T16:15:35Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Redirected page to Shataina/ManseCreation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shataina/ManseCreation]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=APanoplyOfDragons&amp;diff=83975</id>
		<title>APanoplyOfDragons</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=APanoplyOfDragons&amp;diff=83975"/>
				<updated>2010-12-03T20:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Redirected page to Creatures/APanoplyOfDragons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Creatures/APanoplyOfDragons]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingFire&amp;diff=83911</id>
		<title>MartialArts/FifteenMonthsDescendingFire</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingFire&amp;diff=83911"/>
				<updated>2010-11-30T20:27:04Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Descending Fire Style ==&lt;br /&gt;
&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
*Back to [[TerrestrialMartialArts]]&lt;br /&gt;
*Back to [[MartialArts/ByContributor|Martial Arts listed by contrubutor]]&lt;br /&gt;
*Back to [[IanPrice]] (the creator of this style)&lt;br /&gt;
*Back to [[MartialArts/FifteenMonths|The Fifteen Cyclic Elemental Styles]]&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
''You understand nothing of conflict until you understand fire. Without understanding, your fire either burns out of control, or dies out. Truly, he who understands his fire is invincible.''&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Zen is the best word to describe Descending Fire Style training. Students learn to infer the techniques from simple tasks their masters assign them day in and day out, or they give up in disgust. Early on, simple tasks include carrying firewood and water, cooking dinner, washing floors, sweeping ashes... etc. Later, students learn to roast single grains of rice. They are required to perform calligraphy with burning sticks. The tasks then become even more esoteric, but by this time the students have learned not to question when their masters tell them to catch a particular burning cinder from the air on one finger without snuffing it out.&lt;br /&gt;
&lt;br /&gt;
Students realize their knowledge the first time they are required to fight. The charm abilities of this style have become instinctive once learned, and when forced to use them students of this style automatically understand what they are able to do. Masters only allow students to perform combat drills once a real life-or-death situation has arisen outside of training, believing this is a necessary step to understand the fire of battle as it really is.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
Weapons and armor are not an issue for this style. None of the techniques depend on them, nor are they hindered by them, save for those charms with the Touch keyword. This style does not teach any form weapons, but charms without the touch keyword may be used in conjunction with the form weapons of any other martial art if that art's form charm is active. No charm in this style with the touch keyword may be used while wearing heavy armor, but the rest of the charms may.&lt;br /&gt;
&lt;br /&gt;
=== Complementary Abilities ===&lt;br /&gt;
&lt;br /&gt;
Students of this style develop a minimum Athletics of &amp;amp;bull;&amp;amp;bull; through their early training. Later training often develops other abilities, including Linguistics, Lore, Resistance, Awareness, and Investigation. However, none of these are technically requirements, merely products of the way and philosophy of the masters who teach the style.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;First Spark&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m or 4m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (step 1, step 2, or step 8)&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
A fire begins with a spark. This charm may be activated in one of three situations: when declaring an attack (such an attack will do no damage, and may inflict no charm effects other than the First Spark on the opponent, though it may benefit the attacker from charms in other ways), when declaring the use of Parry DV against an attack, or when soaking damage from an attack which will inflict at least 1 die of damage after soak. This first activation counts as a charm use and costs 1m; the 4m cost is paid later, and does not count as a charm use.&lt;br /&gt;
*If activated when declaring an attack, the First Spark is delivered if the attack is either parried completely (but not Perfectly) or if it hits.&lt;br /&gt;
*If activated when declaring a Parry, the First Spark is delivered if the attack is fully parried, or if the third activation option becomes valid.&lt;br /&gt;
*If activated when soaking an attack which will roll at least 1 die of damage after soak, the First Spark is automatically delivered.&lt;br /&gt;
&lt;br /&gt;
Once the First Spark has been delivered somehow, a variety of effects become available to the Descending Fire student. The most basic of these effects is built into this charm: any time the student is about to resolve a successful attack against an opponent who carries a First Spark, she may spend 4m reflexively to double the number of damage dice to be rolled after soak. This uses up the First Spark, and so another one must be delivered to use its advantages again.&lt;br /&gt;
&lt;br /&gt;
An opponent may only be the subject of a single First Spark. The First Spark lasts for a number of ticks equal to [Essence + Willpower + Martial Arts]. Any Descending Fire stylist may take advantage of the First Spark delivered by any other artist of the same style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Fire Burns Out Fire&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; First Spark&lt;br /&gt;
&lt;br /&gt;
If a fire meets another fire, both stop, quickly running out of fuel. This understanding allows a student of Descending Fire to use up a First Spark carried by an opponent to block an attack. For 3m1w, roll Dexterity + Martial Arts at a difficulty of the opponent's Essence. If this roll is successful, the attack is parried fully. This may not stop unblockable attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Descending Fire Form&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 8, DV -0)&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Form-Type&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fire Burns Out Fire&lt;br /&gt;
&lt;br /&gt;
With a passive stance and relaxed attitude, the student of Descending Fire comes to understand the fires raging within himself and his opponent, and stand apart from them. The Descending Fire student may activate this Form instead of taking a Join Battle action. If he does so, his successes on Join Battle are considered to be (Wits + Awareness + Essence + Martial Arts) for the purpose of determining the Speed of the Join Battle actions of others. This also becomes the Reaction Count for those joining the battle later, whether the martial artist joined battle using this Form or not.&lt;br /&gt;
&lt;br /&gt;
For the remainder of the scene, the student of Descending Fire Form imposes an internal penalty of his Essence on all attacks, parries, and contested clinch rolls against him. If the opponent is afflicted with a First Spark, the student may use it up to convert this to an external penalty for one roll. Finally, the charm First Spark may be activated as an innate ability rather than a charm during this Form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Scattering Sparks&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Touch&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Descending Fire Form&lt;br /&gt;
&lt;br /&gt;
As a single spark begins one fire, it may explode into a shower of many more sparks. This charm is activated when ending a clinch with a throw, if the victim of the throw is affected by a First Spark. Make a Martial Arts attack roll against another valid target, with a -2 internal penalty; if successful, or if the attack is fully but not perfectly parried, afflict that target with a First Spark as well. If the attack hits, treat the damage as [Strength + 3]B.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Crushing Gathered Embers&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m1w&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Crippling&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Descending Fire Form&lt;br /&gt;
&lt;br /&gt;
When the remains of a fire are gathered in one place, it can be snuffed out easily. This charm supplements a clinch Crush action. In addition to dealing its damage, the supplemented Crush forces the opponent to roll Stamina + Resistance at a difficulty equal to the number of health levels dealt. If the roll succeeds, increase the opponent's Wound Penalty by 1. If the roll fails, reduce the opponent's movement speed to 1 yard per tick, he may not Dash, and reduce his physical dice pools to his Essence if they were higher. This is a Crippling effect. The effects wear off when the damage inflicted by the supplemented Crush action is healed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Burn Through Obstacles&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m1w&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Scattering Sparks&lt;br /&gt;
&lt;br /&gt;
Against a hot enough fire, nothing can stand. This charm supplements an attack against an opponent afflicted with a First Spark, using up the Spark. The attack becomes either unparryable or unsoakable, at the choice of the Exalt using it. The attacking limb or weapon turns into pure flame where it bypasses a physical barrier to strike true.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stealing Fire's Heat&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Touch&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Crushing Gathered Embers&lt;br /&gt;
&lt;br /&gt;
When the body's fire is understood, an understanding of what chakras produce it follows naturally. Roll Dexterity + Martial Arts, with an external penalty of the opponent's DV of choice plus his Essence trait. This is an attack, but it deals no damage. Instead, for each success, remove Essence motes from the opponent's peripheral Essence pool. If not enough motes remain in that pool, remove the remainder from his personal pool. If not enough motes remain in the personal pool, remove all motes and one point of temporary Willpower. If the opponent is also out of temporary Willpower, he must roll Stamina + Resistance at a difficulty of the attacker's Essence. On a success, double his wound penalties. On a failure, he falls unconscious.&lt;br /&gt;
&lt;br /&gt;
If the opponent was also afflicted by a First Spark, the attacker may pay 1w and use up the Spark to transfer any motes and/or Willpower drained from the opponent to herself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Spark-Incited Blaze&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 5, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Burn Through Obstacles, Stealing Fire's Heat&lt;br /&gt;
&lt;br /&gt;
Fire continues to burn so long as there is fuel. When a charm of this style would use up a First Spark afflicting an opponent, this Exalt may now pay 1m reflexively instead, and leave the Spark in effect.&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingFire&amp;diff=83909</id>
		<title>MartialArts/FifteenMonthsDescendingFire</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingFire&amp;diff=83909"/>
				<updated>2010-11-30T20:23:39Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: /* Weapons and Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Descending Fire Style ==&lt;br /&gt;
&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
*Back to [[TerrestrialMartialArts]]&lt;br /&gt;
*Back to [[MartialArts/ByContributor|Martial Arts listed by contrubutor]]&lt;br /&gt;
*Back to [[IanPrice]] (the creator of this style)&lt;br /&gt;
*Back to [[MartialArts/FifteenMonths|The Fifteen Cyclic Elemental Styles]]&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
''You understand nothing of conflict until you understand fire. Without understanding, your fire either burns out of control, or dies out. Truly, he who understands his fire is invincible.''&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Zen is the best word to describe Descending Fire Style training. Students learn to infer the techniques from simple tasks their masters assign them day in and day out, or they give up in disgust. Early on, simple tasks include carrying firewood and water, cooking dinner, washing floors, sweeping ashes... etc. Later, students learn to roast single grains of rice. They are required to perform calligraphy with burning sticks. The tasks then become even more esoteric, but by this time the students have learned not to question when their masters tell them to catch a particular burning cinder from the air on one finger without snuffing it out.&lt;br /&gt;
&lt;br /&gt;
Students realize their knowledge the first time they are required to fight. The charm abilities of this style have become instinctive once learned, and when forced to use them students of this style automatically understand what they are able to do. Masters only allow students to perform combat drills once a real life-or-death situation has arisen outside of training, believing this is a necessary step to understand the fire of battle as it really is.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
Weapons and armor are not an issue for this style. None of the techniques depend on them, nor are they hindered by them, save for those charms with the Touch keyword. This style does not teach any form weapons, but charms without the touch keyword may be used in conjunction with the form weapons of any other martial art if that art's form charm is active. No charm in this style with the touch keyword may be used while wearing heavy armor, but the rest of the charms may.&lt;br /&gt;
&lt;br /&gt;
=== Complementary Abilities ===&lt;br /&gt;
&lt;br /&gt;
Students of this style develop a minimum Athletics of &amp;amp;bull;&amp;amp;bull; through their early training. Later training often develops other abilities, including Linguistics, Lore, Resistance, Awareness, and Investigation. However, none of these are technically requirements, merely products of the way and philosophy of the masters who teach the style.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;First Spark&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m or 4m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (step 1, step 2, or step 8)&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
A fire begins with a spark. This charm may be activated in one of three situations: when declaring an attack, when declaring the use of Parry DV against an attack, or when soaking damage from an attack which will inflict at least 1 die of damage after soak. This first activation counts as a charm use and costs 1m; the 4m cost is paid later, and does not count as a charm use.&lt;br /&gt;
*If activated when declaring an attack, the First Spark is delivered if the attack is either parried completely (but not Perfectly) or if it hits.&lt;br /&gt;
*If activated when declaring a Parry, the First Spark is delivered if the attack is fully parried, or if the third activation option becomes valid.&lt;br /&gt;
*If activated when soaking an attack which will roll at least 1 die of damage after soak, the First Spark is automatically delivered.&lt;br /&gt;
&lt;br /&gt;
Once the First Spark has been delivered somehow, a variety of effects become available to the Descending Fire student. The most basic of these effects is built into this charm: any time the student is about to resolve a successful attack against an opponent who carries a First Spark, she may spend 4m reflexively to double the number of damage dice to be rolled after soak. This uses up the First Spark, and so another one must be delivered to use its advantages again.&lt;br /&gt;
&lt;br /&gt;
An opponent may only be the subject of a single First Spark. The First Spark lasts for a number of ticks equal to [Essence + Willpower + Martial Arts]. Any Descending Fire stylist may take advantage of the First Spark delivered by any other artist of the same style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Fire Burns Out Fire&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; First Spark&lt;br /&gt;
&lt;br /&gt;
If a fire meets another fire, both stop, quickly running out of fuel. This understanding allows a student of Descending Fire to use up a First Spark carried by an opponent to block an attack. For 3m1w, roll Dexterity + Martial Arts at a difficulty of the opponent's Essence. If this roll is successful, the attack is parried fully. This may not stop unblockable attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Descending Fire Form&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 8, DV -0)&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Form-Type&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fire Burns Out Fire&lt;br /&gt;
&lt;br /&gt;
With a passive stance and relaxed attitude, the student of Descending Fire comes to understand the fires raging within himself and his opponent, and stand apart from them. The Descending Fire student may activate this Form instead of taking a Join Battle action. If he does so, his successes on Join Battle are considered to be (Wits + Awareness + Essence + Martial Arts) for the purpose of determining the Speed of the Join Battle actions of others. This also becomes the Reaction Count for those joining the battle later, whether the martial artist joined battle using this Form or not.&lt;br /&gt;
&lt;br /&gt;
For the remainder of the scene, the student of Descending Fire Form imposes an internal penalty of his Essence on all attacks, parries, and contested clinch rolls against him. If the opponent is afflicted with a First Spark, the student may use it up to convert this to an external penalty for one roll. Finally, the charm First Spark may be activated as an innate ability rather than a charm during this Form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Scattering Sparks&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Touch&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Descending Fire Form&lt;br /&gt;
&lt;br /&gt;
As a single spark begins one fire, it may explode into a shower of many more sparks. This charm is activated when ending a clinch with a throw, if the victim of the throw is affected by a First Spark. Make a Martial Arts attack roll against another valid target, with a -2 internal penalty; if successful, or if the attack is fully but not perfectly parried, afflict that target with a First Spark as well. If the attack hits, treat the damage as [Strength + 3]B.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Crushing Gathered Embers&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m1w&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Crippling&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Descending Fire Form&lt;br /&gt;
&lt;br /&gt;
When the remains of a fire are gathered in one place, it can be snuffed out easily. This charm supplements a clinch Crush action. In addition to dealing its damage, the supplemented Crush forces the opponent to roll Stamina + Resistance at a difficulty equal to the number of health levels dealt. If the roll succeeds, increase the opponent's Wound Penalty by 1. If the roll fails, reduce the opponent's movement speed to 1 yard per tick, he may not Dash, and reduce his physical dice pools to his Essence if they were higher. This is a Crippling effect. The effects wear off when the damage inflicted by the supplemented Crush action is healed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Burn Through Obstacles&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5m1w&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Scattering Sparks&lt;br /&gt;
&lt;br /&gt;
Against a hot enough fire, nothing can stand. This charm supplements an attack against an opponent afflicted with a First Spark, using up the Spark. The attack becomes either unparryable or unsoakable, at the choice of the Exalt using it. The attacking limb or weapon turns into pure flame where it bypasses a physical barrier to strike true.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stealing Fire's Heat&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Touch&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Crushing Gathered Embers&lt;br /&gt;
&lt;br /&gt;
When the body's fire is understood, an understanding of what chakras produce it follows naturally. Roll Dexterity + Martial Arts, with an external penalty of the opponent's DV of choice plus his Essence trait. This is an attack, but it deals no damage. Instead, for each success, remove Essence motes from the opponent's peripheral Essence pool. If not enough motes remain in that pool, remove the remainder from his personal pool. If not enough motes remain in the personal pool, remove all motes and one point of temporary Willpower. If the opponent is also out of temporary Willpower, he must roll Stamina + Resistance at a difficulty of the attacker's Essence. On a success, double his wound penalties. On a failure, he falls unconscious.&lt;br /&gt;
&lt;br /&gt;
If the opponent was also afflicted by a First Spark, the attacker may pay 1w and use up the Spark to transfer any motes and/or Willpower drained from the opponent to herself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Spark-Incited Blaze&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 5, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Burn Through Obstacles, Stealing Fire's Heat&lt;br /&gt;
&lt;br /&gt;
Fire continues to burn so long as there is fuel. When a charm of this style would use up a First Spark afflicting an opponent, this Exalt may now pay 1m reflexively instead, and leave the Spark in effect.&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=GreenLantern/ChangingMoonAnima&amp;diff=83573</id>
		<title>GreenLantern/ChangingMoonAnima</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=GreenLantern/ChangingMoonAnima&amp;diff=83573"/>
				<updated>2010-10-17T21:26:26Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: How I'd do it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A question to the wikizens:&lt;br /&gt;
&lt;br /&gt;
I've been handling a lot of Lunars 2E lately, working out various and sundry issues and such. One thing that's got me perplexed though - how broad is the Changing Moon Anima power? For example, traditional shapechanging means that the Lunar ''is'' the creature in question. Thus, it's easy to imagine that you could impersonate not only a dog, but a person, with complete applicability and accuracy. If you bled, you'd bleed the blood of the creature. Your fingerprints would change. Voice, hair, and such. It all just 'works'. Cut off the arm, and the arm is that of the creature for all time.&lt;br /&gt;
&lt;br /&gt;
Compare to the Changing Moon Anima. Suppose you don the form of another human (as per the power's description). Would your fingerprints be changed? What about blood type? If you had an arm cut off? Note especially that is says 'illusion' rather than actual shapechange. This brings up other issues - for example, if you were in a True form, and used your caste anima power, would you still have to roll for Tell Exposure as if you were in a true form? �&lt;br /&gt;
&lt;br /&gt;
Just some things I'm wondering how others have handled. I'm leaning towards making it essentially the same as proper lunar shapechanging, but more expensive, but wanted to get the Wiki's opinion.&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
I'd run it as such: if the changing moon/waning moon is present, then everything appears to be fine. The illusion's bonus dice to seem right in the illusory role also apply to any rolls (or unrolled pools) to prevent leaving evidence which would later contradict the illusion. Later, though, any forensic evidence left could reveal who was really there. - IanPrice&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingEarth&amp;diff=82588</id>
		<title>MartialArts/FifteenMonthsDescendingEarth</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingEarth&amp;diff=82588"/>
				<updated>2010-07-01T18:03:20Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Descending Earth Style ==&lt;br /&gt;
&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
*Back to [[TerrestrialMartialArts]]&lt;br /&gt;
*Back to [[MartialArts/ByContributor|Martial Arts listed by contrubutor]]&lt;br /&gt;
*Back to [[IanPrice]] (the creator of this style)&lt;br /&gt;
*Back to [[MartialArts/FifteenMonths|The Fifteen Cyclic Elemental Styles]]&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
''Show me your stance. What, that's it? Pitiful.''&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Descending Earth is not an obviously supernatural style. It is practiced in the same way as traditional mortal martial arts - and class sizes are large, because mortal martial arts students and exalted students are trained side by side. Indeed, this is an exceptional style to teach to mortals, since it teaches enlightened combat through training hard in the most basic principles. Of course, as an Earth style, the core principle is stance. Often, classes of hundreds of students will be taught by a single master. They will be required to rise before dawn and stand in their rows, knees bent and feet slightly more than shoulder-width apart. Until well after noon, they stand like this, the master walking among them and correcting tiny flaws in the stance of each one. Irreverent or lazy students often get beaten with the master's cane.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
The only weapon used by this style is the cane of the masters; treat as a wooden club. The weapon is only learned along with the form, though it can be used with the pre-form charms after it is learned. No armor is allowed.&lt;br /&gt;
&lt;br /&gt;
=== Complementary Abilities ===&lt;br /&gt;
&lt;br /&gt;
Resistance and Athletics &amp;amp;bull;&amp;amp;bull; are requirements of this style, and each charm requires Integrity equal to its Essence requirement.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/DescendingEarthOld|Old version of style (with comments) archived.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Superior Stance Accepts Blows&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3m&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Reflexive (step 4)&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 2&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: none&lt;br /&gt;
&lt;br /&gt;
A proper martial arts stance prepares the Descending Earth student to defend him/herself, reducing the chance of a lucky hit. Reroll one attack made against this martial artist's DV, using the worse result. This charm's effects are canceled if the attacker uses Essence Resurgent or other offensive reroll charms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stand as Stone Poised for Avalanche&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 2m1w&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Reflexive (step 9)&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 3&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: none&lt;br /&gt;
&lt;br /&gt;
Readiness of stance enables instant reaction to any attack. This charm is a Dexterity + Martial Arts counterattack against any close combat attack. However, the Speed of the weapon used to counterattack is added to the ticks remaining before this character's next DV refresh, each time this charm is used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eternal Stone Body Stance&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: none&amp;lt;br&amp;gt;&lt;br /&gt;
Type: permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 4&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: permanent, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Superior Stance Accepts Blows, Stand as Stone Poised for Avalanche&lt;br /&gt;
&lt;br /&gt;
The rigorous training of a student's body creates a fighting machine without comparison. This charm allows characters to attune to their own body as if it bore the following artifacts of Jade: Smashfists (replaces Punch profile), God-Kicking Boots (replaces Kick profile), and Breastplate (counts as armor and prevents wearing other armor). The attuned areas of the body partially transform into Jade as essence is infused into them. Dragon-Blooded may choose to use their Aspect-specific color of Jade, or the generalized Jade profile. The attunement cost of these pseudo-artifact profiles must come from Personal Essence, and non-Dragon-Blooded must pay the doubled cost to harmonize with the Jade profile. Mortals must learn the ability to attune to artifacts and harmonize with magical materials as an additional prerequisite to this charm.&lt;br /&gt;
&lt;br /&gt;
When attuned, body parts assume the strength and color of jade, though the texture of flesh remains.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Descending Earth Form&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 7m&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Simple&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Combo-Basic, Form-Type&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Eternal Stone Body Stance&lt;br /&gt;
&lt;br /&gt;
Descending Earth masters gain many benefits from their perfected stance, represented by this form. Great speed: add Martial Arts to move distance, and twice that to Dash distance. Readiness in all situations: reduce terrain penalties by one. Spotting weak stance: if an opponent's Martial Arts is less than this character's, treat all attack and defense stunts against that opponent as +1 die, including for mote/willpower regeneration. Pick one of these bonuses when the form is activated; which bonus is used may be switched at any time the character's DV refreshes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stone Skips, Seven Ripples Form&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: +1w&amp;lt;br&amp;gt;&lt;br /&gt;
Type: permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 2&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Descending Earth Form&lt;br /&gt;
&lt;br /&gt;
By spending an additional willpower when activating Descending Earth Form, the Great Speed benefit is added in addition to allowing one of the other two of the master's choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Catapult Stone Flying Assault&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3m1w&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 2&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Descending Earth Form&lt;br /&gt;
&lt;br /&gt;
The master makes a flying attack, moving reflexively as if a leap action were taken, and delivering +1 damage for each yard of movement remaining when the opponent is struck. Opponents with equal or greater martial arts are passed by this leaping attack if they were located in the middle of the movement; opponents with less dots in the ability may (on a successful hit) be carried to the destination of the leap by the master if he/she chooses, including the possibility that the master transfers all momentum to the target, causing the opponent to fly the remaining distance with a Knockback effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Stream-Bed Pebble Moves With No Effort&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: --&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 3&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Stone Skips, Seven Ripples Form&lt;br /&gt;
&lt;br /&gt;
As the flow of a stream moves the pebbles in its path, the flow of battle and essence around the master of Descending Earth Style are tools to ease his efforts and see his goals accomplished without exerting himself.&lt;br /&gt;
&lt;br /&gt;
Choose one: Superior Stance Accepts Blows may force a reroll after an attacker chooses to reroll (during the usual step 6 for defense rerolls), forcing the opponent to choose the result of the three rolls which is neither highest nor lowest (the master uses an opponent's luck against her). Stand as Stone Poised for Avalanche no longer costs willpower (masters see weaknesses to exploit in any attack with ease). Eternal Stone Body may now take essence commitment from Peripheral, though that peripheral essence will create an anima flare as if it were being spent every turn, unless the master pays no mote surcharge on Earth aspect charms (masters harmonize more fully with the essence of the world; the texture of flesh disappears as the transformation to jade becomes actual when peripheral essence is used). Stone Skips, Seven Ripples Form now allows all three benefits of Descending Earth Form to be used at once by paying the willpower cost (a master's stance is perfect in all situations). Additional effects from this list may be purchased for 6xp apiece once the charm is learned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Deceptive Shale Posture: Shard Explosion&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 4m/attack (1st attack is free)&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Extra Action&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 3&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Combo-OK, obvious&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Catapult Stone Flying Assault&lt;br /&gt;
&lt;br /&gt;
When the master is attacked on all sides, her stance puts on false rigidity, then collapses in feigned defeat, only to explode from this relaxed posture into devastating returned attacks. This charm may be used to buy extra attacks equal to the number of times the master was attacked since her previous DV refresh; the extra attacks must target the attackers whose actions allowed them. Any opponents in reach who possess fewer dots of martial arts than the master may also be targeted with an extra attack, for the same cost, above and beyond any attacks being returned; the unskilled are too unwary of the deceptive movements of Descending Earth masters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Core of Iron&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: --&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Essence 4&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts 5&amp;lt;br&amp;gt;&lt;br /&gt;
Keywords: Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Stream-Bed Pebble Moves With No Effort, Deceptive Shale Posture: Shard Explosion&lt;br /&gt;
&lt;br /&gt;
Like Iron, the true master of Descending Earth Style is both rigid and flexible at need. All martial arts attacks compatible with this style gain a +3 bonus as though from an applicable specialty. Opponents defending with no applicable specialty take a -1DV penalty for each die less than 3 they do not have in an appropriate dodge, melee, or martial arts specialty, because their knowledge is not refined enough to counter the true master's precision.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
The new version of the style is now complete, so please, enjoy! - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingWater&amp;diff=82584</id>
		<title>MartialArts/FifteenMonthsDescendingWater</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingWater&amp;diff=82584"/>
				<updated>2010-07-01T15:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Charm text completed, Descending Water style's first draft is done.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[MartialArts]]&lt;br /&gt;
*Back to [[TerrestrialMartialArts]]&lt;br /&gt;
*Back to [[MartialArts/ByContributor|Martial Arts listed by contrubutor]]&lt;br /&gt;
*Back to [[MartialArts/FifteenMonths|The Fifteen Month Elemental Cycle Styles]]&lt;br /&gt;
*Back to [[IanPrice]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
''Even if fate decreed it, you could not avoid the trap your own folly has laid. Now mop the dojo floor before sifu gets mad.''&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Descending water emphasizes basic martial arts attacks and defenses for its physical training, with students spending nearly as much time practicing those as the students of Descending Earth do (though with less time correcting their stances). Swimming is also an essential physical training, immersing the student in the nature of water, understanding how it controls him or her before seeking to escape that control. The essence of this style develops as a study in philosophy, and the practice of one-upsmanship through pranks. Sifu who found schools for this style always have a ringer or two in their first class of students to ensure that a tradition of rivals pranking each other develops, while simultaneously inflicting harsh punishments on those who are caught being involved in these pranks.&lt;br /&gt;
&lt;br /&gt;
The philosophy favored by Descending Water masters is derived from Sidereal scriptures of the house of endings, adapted to the element of water. Essentially, students are taught that each action eliminates options, just as water which flows one way cannot go back and take a different course. Actions which &amp;quot;freeze&amp;quot; the situation, which eliminate as many options as possible, are favored highly - but also greatly guarded against, because the enemy who takes these actions will benefit from them.&lt;br /&gt;
&lt;br /&gt;
Students who realize the philosophy of the style in their pranks on other students are able to adapt their basic physical training to the advanced martial knowledge of this style.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
Improvised weapons, tonfa, fighting sticks (including staves, though not seven-section), and sai are form weapons. Armor is not allowed.&lt;br /&gt;
&lt;br /&gt;
=== Complementary Abilities ===&lt;br /&gt;
&lt;br /&gt;
Larceny &amp;amp;bull;&amp;amp;bull;, and Investigation &amp;amp;bull;&amp;amp;bull;, and an Athletics specialty in Swimming are prerequisites to this style. Students often develop good ratings in Lore, but it is not required.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Carve the Channel&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m/attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 2, MA 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Stackable, Cooperative&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
If you attacked an opponent at least twice on your last action, you may use this charm on your attacks this action, so long as you flurry at least two attacks. Your repeated assaults force your opponent into a defensive position of your choosing, leaving him vulnerable to you. Each 2m spent on this charm adds an additional -1 of onslaught penalty to the opponent's DV, as if he were still defending against your original flurry. This may add a penalty up to the number of attacks in the original flurry, or equal to your Martial Arts rating, whichever is lower. If invoked every action with repeated flurries, the number of attacks which qualify may add up. Also, Dragon-Blooded who are members of a Sworn Brotherhood together may cooperate, using this charm to grant their onslaught penalty to sworn brothers who are coordinating attacks with them, so long as both terrestrials know this charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Barrel Catches Rain&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m/attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 2, MA 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Stackable&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Action&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
Descending Water teaches students to defend with an eye to the next seven attacks an opponent could make. With this charm, you put yourself in an advantageous position by successfully parrying an enemy's blow. For 3m, invoked when the successes are compared to Martial Arts Parry DV and found to be less, add +1 to MA PDV (as a success bonus) for the rest of this action. This charm may be invoked following the use of a perfect parry if that parry is a martial arts charm. On your DV refresh, you may re-invoke all stacks of this charm you currently had active for the same 3m each, but if you let them lapse for an action you must successfully defend against new attacks to get the bonus. The maximum bonus this charm may add is equal to Essence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Frozen Rain Cracks Barrel&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 4m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 2, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Carve the Channel, Barrel Catches Rain&lt;br /&gt;
&lt;br /&gt;
Water in its icy, winter state resembles the Earth. It expands and hardens to immobility, and in doing so it may damage or destroy its container. This charm may be invoked when rolling to control a clinch, if you have spent two actions inactive (the opponent clinching you has refreshed DV twice, in other words). Instead of rolling, you automatically escape the clinch, and you and your opponent both inflict Crush damage on each other as an undodgable/unblockable clinch effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Descending Water Form&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 7, DV -2)&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Form-Type&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Frozen Rain Cracks Barrel&lt;br /&gt;
&lt;br /&gt;
Descending Water masters lay traps for their enemies, ruining options opponents thought they had. They also leave tools and weapons for themselves in places they predict will be convenient. Stunts which build on arrangements made with the scenery ahead of time, whether the form was active then or not, convert dice to automatic successes. Finally, though fate binds all, the flow of water cannot bind the master of its Descending aspect. No penalty to attack or defense while fully or partly in water, though thicker muck may apply a penalty since it binds through Earth rather than Water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Fool Slips From Icy Path&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m/attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Supplemental&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Descending Water Form&lt;br /&gt;
&lt;br /&gt;
Your attacks seem to inevitably find the weakest spot in an opponent's defenses, but there is truly no mystery to it - you set him up for this fall. By supplementing the attacks in a flurry with this charm, you may count as up to (Martial Arts) separate attackers coordinating an attack against the target, automatically inflicting the full coordinated attack penalty. If an actual coordinated attack is made, the penalties stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Snowy Path Conceals Icicles&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none (3m1w)&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; none&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fool Slips From Icy Path&lt;br /&gt;
&lt;br /&gt;
This charm is an upgrade to the previous Icy Path charm. With this understanding, the Descending Water master sets up an attack using every trap and trick available, ultimately flustering her opponent with an attack he could do nothing about. Make any combination of 8 martial arts attacks, as a regular flurry but without needing to worry about rate, and spend 3m1wp in addition to invoking Fool Slips From Icy Path on the attacks. The final attack is unexpected as if the opponent were completely surrounded by opponents who had coordinated attacks against him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Cracked Barrel Holds Nothing&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m1w&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 3, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Descending Water Form&lt;br /&gt;
&lt;br /&gt;
You treat your opponent as a vessel for water, and one you know to have flaws; he cannot contain you. If you have previously escaped a clinch from that opponent this scene, then this charm allows you to perfectly escape that person's clinch. You still take damage from any initial Crush maneuver.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Useless Barrel is Discarded&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; none (4m)&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; none&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cracked Barrel Holds Nothing&lt;br /&gt;
&lt;br /&gt;
This charm upgrades Cracked Barrel Holds Nothing with more cunning understanding of an opponent's flaws. For 4m more, the upgraded charm becomes a complete defense against being clinched, with the necessity to have escaped that opponent's clinch without that charm previously in the scene considered a unique flaw of invulnerability. When using this upgraded version, the charm also provides the opportunity to throw the opponent and cause damage as per your own Crush statistics, as a counterattack which requires an opposed clinch roll. If you fail to beat your opponent on the clinch roll, nothing happens, and neither of you is clinched, thrown, crushed, or otherwise affected (save for having paid the cost of charms).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Winter's Onset Ruins the Lazy&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 3m/attack&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive (Step 8)&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Stackable&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; (Essence) Actions&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Snowy Path Conceals Icicles, Useless Barrel is Discarded&lt;br /&gt;
&lt;br /&gt;
Your mastery of Descending Water's devious attacks no longer requires you to flail wildly in an undignified manner. Each attack may position an opponent for the next, whether it falls immediately or not. Each time you successfully strike an opponent with a martial arts attack, you may pay 3m to reduce his DV by 1 until you have refreshed your DV (Essence) times. This may be done up to (Martial Arts) times, and each time a new penalty is inflicted, the entire stack's duration is reset. It is not possible to refresh the duration of this charm without striking the opponent, however it only costs 3m to refresh the stack no matter how many points of penalty are currently active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Wise Yet Cruel Sell Grain at Steep Prices, aka, Wisdom May Forgo Mercy in Winter&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 8m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-Basic, Obvious&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Winter's Onset Ruins the Lazy&lt;br /&gt;
&lt;br /&gt;
Winter's essence infuses the Descending Water master's mind, giving her the aspect of a cruel miser who laughs at the misery she inflicts on others. Conviction may be channeled on any combat action for the duration of this charm, while Compassion may not be channeled at all. Compassion rolls may be ignored without gaining Limit or spending Willpower, however, except in the case of any Lures associated with a Virtue Flaw. Further, the amusing antics of opponents doomed by your plans and their own folly add to each other in a delightful comedy of errors. Each time one opponent - chosen when this charm is activated - fails a roll or is hit by an attack, add 1 success to a pool of bonus successes you may use on any attack or defense against that opponent. The pool may not exceed (Essence), and once used the successes are gone until new ones are added by repeated failures from the targeted opponent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Fools Never Change&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 7m1w&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 4, MA 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple (Speed 4, DV -2)&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; The Wise Yet Cruel Sell Grain at Steep Prices, aka, Wisdom May Forgo Mercy in Winter&lt;br /&gt;
&lt;br /&gt;
Though you seek to destroy an opponent's ability to be flexible, as a true master of this style, you realize that most combatants do not truly alter their course even without your influence. This is their weakness, and your victory. If your opponent successfully defended against the last attack you made, this charm allows you to make an attack which treats the DV which was not used to defend against that last attack as inapplicable. That is, if your opponent dodged your last attack, this attack is unblockable. If your opponent parried your last attack, this one is undodgable. This is a combination of situational positioning and unnatural mental influence; if 2wp are spent to shake off the UMI, this charm merely inflicts a penalty of (Essence) on the DV it penalizes. This willpower need only be paid once per scene to defend against multiple invocations of this charm.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingWater&amp;diff=82580</id>
		<title>MartialArts/FifteenMonthsDescendingWater</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingWater&amp;diff=82580"/>
				<updated>2010-07-01T04:52:19Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[MartialArts]]&lt;br /&gt;
*Back to [[TerrestrialMartialArts]]&lt;br /&gt;
*Back to [[MartialArts/ByContributor|Martial Arts listed by contrubutor]]&lt;br /&gt;
*Back to [[MartialArts/FifteenMonths|The Fifteen Month Elemental Cycle Styles]]&lt;br /&gt;
*Back to [[IanPrice]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
''Even if fate decreed it, you could not avoid the trap your own folly has laid. Now mop the dojo floor before sifu gets mad.''&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Descending water emphasizes basic martial arts attacks and defenses for its physical training, with students spending nearly as much time practicing those as the students of Descending Earth do (though with less time correcting their stances). Swimming is also an essential physical training, immersing the student in the nature of water, understanding how it controls him or her before seeking to escape that control. The essence of this style develops as a study in philosophy, and the practice of one-upsmanship through pranks. Sifu who found schools for this style always have a ringer or two in their first class of students to ensure that a tradition of rivals pranking each other develops, while simultaneously inflicting harsh punishments on those who are caught being involved in these pranks.&lt;br /&gt;
&lt;br /&gt;
The philosophy favored by Descending Water masters is derived from Sidereal scriptures of the house of endings, adapted to the element of water. Essentially, students are taught that each action eliminates options, just as water which flows one way cannot go back and take a different course. Actions which &amp;quot;freeze&amp;quot; the situation, which eliminate as many options as possible, are favored highly - but also greatly guarded against, because the enemy who takes these actions will benefit from them.&lt;br /&gt;
&lt;br /&gt;
Students who realize the philosophy of the style in their pranks on other students are able to adapt their basic physical training to the advanced martial knowledge of this style.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
Improvised weapons, tonfa, fighting sticks (including staves, though not seven-section), and sai are form weapons. Armor is not allowed.&lt;br /&gt;
&lt;br /&gt;
=== Complementary Abilities ===&lt;br /&gt;
&lt;br /&gt;
Larceny &amp;amp;bull;&amp;amp;bull;, and Investigation &amp;amp;bull;&amp;amp;bull;, and an Athletics specialty in Swimming are prerequisites to this style. Students often develop good ratings in Lore, but it is not required.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence , MA &lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
# Carve the Channel (increase onslaught penalties with repeated flurries)&lt;br /&gt;
# Barrel Catches Rain (increase DV with repeated successful defenses)&lt;br /&gt;
# Frozen Rain Cracks Barrel (escape a clinch after spending two actions inactive)&lt;br /&gt;
# Descending Water Form (Stunts which build on arrangements made with the scenery ahead of time, whether the form was active then or not, convert dice to automatic successes. No penalty to attack or defense while fully or partly in water, though thicker muck may apply a penalty.)&lt;br /&gt;
# Fool Slips From Icy Path (Coordinate attacks with yourself in a flurry, automatically inflicting the maximum penalty, counting as a number of attackers equal to the attacks made in the flurry)&lt;br /&gt;
# Snowy Path Conceals Icicles (Add 3m1w to Fool Slips to make rate = 8, and the 8th attack unexpected as for a person who is completely surrounded)&lt;br /&gt;
# Cracked Barrel Holds Nothing (Escape a clinch, without damage, from an opponent whose clinch you have escaped this scene)&lt;br /&gt;
# Useless Barrel is Discarded (Add 4m to Cracked Barrel to throw and damage (as with crush) opponent whose clinch you escape, as a counterattack)&lt;br /&gt;
# Winter's Onset Ruins the Lazy (reduce opponent's DV with repeated successful attacks)&lt;br /&gt;
# The Wise Yet Cruel Sell Grain at Steep Prices, aka, Wisdom May Forgo Mercy in Winter (May channel Conviction on any combat action while this charm is active, and may ignore Compassion checks unless it is affected by a Virtue Flaw, in which case may not ignore the Flaw's Lures. Each time opponent designated when charm is activated fails a roll or is hit by an attack, add 1 to pool of bonus successes which may be spent on any attack or defense against that opponent)&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingWater&amp;diff=82579</id>
		<title>MartialArts/FifteenMonthsDescendingWater</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingWater&amp;diff=82579"/>
				<updated>2010-06-30T15:33:55Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[MartialArts]]&lt;br /&gt;
*Back to [[TerrestrialMartialArts]]&lt;br /&gt;
*Back to [[MartialArts/ByContributor|Martial Arts listed by contrubutor]]&lt;br /&gt;
*Back to [[MartialArts/FifteenMonths|The Fifteen Month Elemental Cycle Styles]]&lt;br /&gt;
*Back to [[IanPrice]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
''Even if fate decreed it, you could not avoid the trap your own folly has laid. Now mop the dojo floor before sifu gets mad.''&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
Descending water emphasizes basic martial arts attacks and defenses for its physical training, with students spending nearly as much time practicing those as the students of Descending Earth do (though with less time correcting their stances). The essence of this style develops as a study in philosophy, and the practice of one-upsmanship through pranks. Sifu who found schools for this style always have a ringer or two in their first class of students to ensure that a tradition of rivals pranking each other develops, while simultaneously inflicting harsh punishments on those who are caught being involved in these pranks.&lt;br /&gt;
&lt;br /&gt;
The philosophy favored by Descending Water masters is derived from Sidereal scriptures of the house of endings, adapted to the element of water. Essentially, students are taught that each action eliminates options, just as water which flows one way cannot go back and take a different course. Actions which &amp;quot;freeze&amp;quot; the situation, which eliminate as many options as possible, are favored highly - but also greatly guarded against, because the enemy who takes these actions will benefit from them.&lt;br /&gt;
&lt;br /&gt;
Students who realize the philosophy of the style in their pranks on other students are able to adapt their basic physical training to the advanced martial knowledge of this style.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
Improvised weapons, tonfa, fighting sticks (including staves, though not seven-section), and sai are form weapons. Armor is not allowed.&lt;br /&gt;
&lt;br /&gt;
=== Complementary Abilities ===&lt;br /&gt;
&lt;br /&gt;
Larceny &amp;amp;bull;&amp;amp;bull;, and Investigation &amp;amp;bull;&amp;amp;bull; are prerequisites to this style. Students often develop good ratings in Lore, but it is not required.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Charm Name&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; m&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence , MA &lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; &lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingWater&amp;diff=82577</id>
		<title>MartialArts/FifteenMonthsDescendingWater</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonthsDescendingWater&amp;diff=82577"/>
				<updated>2010-06-30T15:13:33Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Created page with '*Back to MartialArts *Back to TerrestrialMartialArts *Back to Martial Arts listed by contrubutor *Back to [[MartialArts/FifteenMonths|The Fi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[MartialArts]]&lt;br /&gt;
*Back to [[TerrestrialMartialArts]]&lt;br /&gt;
*Back to [[MartialArts/ByContributor|Martial Arts listed by contrubutor]]&lt;br /&gt;
*Back to [[MartialArts/FifteenMonths|The Fifteen Month Elemental Cycle Styles]]&lt;br /&gt;
*Back to [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonths&amp;diff=82576</id>
		<title>MartialArts/FifteenMonths</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/FifteenMonths&amp;diff=82576"/>
				<updated>2010-06-30T15:11:59Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Back to [[MartialArts]]&lt;br /&gt;
*Back to [[TerrestrialMartialArts]]&lt;br /&gt;
*Back to [[MartialArts/ByContributor|Martial Arts listed by contrubutor]]&lt;br /&gt;
*Back to [[IanPrice]]&lt;br /&gt;
== The Fifteen Month Elemental Cycle Styles ==&lt;br /&gt;
&lt;br /&gt;
As it is said, for each blade of grass, there is a Terrestrial Martial Art. Some of these so-called styles are bastardized, really a combination of techniques from different areas which may or may not complement each other, used together and called a &amp;quot;style&amp;quot; by some fighter. Despite this, there are still a staggering number of legitimate styles, and the wise commander realizes that anything which can be taught to his troops is a more potent weapon than something he can only use by himself.&lt;br /&gt;
&lt;br /&gt;
Each of the fifteen styles corresponds to a month of the year. Thus for each of Air, Earth, Fire, Water, and Wood, there is an Ascending, Resplendent, and Descending style. The Ascending styles bring out the qualities of their element in the practitioner; air gives mobility, Earth strength and solidity, etc. Resplendent styles wield physical expressions of their element; auras of flame, spears of thorns, and so on. Descending styles suppress the qualities of their element in others, and provide protection from their element for the martial artist; thus, a Descending Wood stylist would learn attacks whose damage could not be healed easily, and would gain resistance to poison.&lt;br /&gt;
&lt;br /&gt;
In the folly of recent years, the Immaculate Order has been declaring many martial arts styles heretical, even those once practiced by its own temples. The Fifteen Cyclic Elemental Styles were once teaching tools for Immaculate soldiers, but have fallen into disfavor. These styles are known to some members of the Gold Faction, though. Should those dragon-blooded under the command of Gold-faction backed Solars start appearing on the battlefield wielding these techniques, victory could not be far behind.&lt;br /&gt;
&lt;br /&gt;
The terrible truth of these styles is not their fighting power, but their enlightening power: if a Martial Artist with access only to the Root of the Perfected Lotus learns all three Cyclic Styles of a single Element, he or she may access the Bulb of the Perfected Lotus just enough to learn the Elemental Dragon Style of the same element. As usual, once study of a Dragon Path is commenced, no other Martial Arts may be studied until completion of the Dragon Path. This was the original purpose of these martial arts, as an alternative to the Spirit Mastery path. Furthermore, full initiation into the Bulb of the Perfected Lotus is achieved upon completion of the student's first Dragon Path, allowing the pursuit of other Dragon Paths, or any other Celestial Martial Art the student is tutored in.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
This charm serves as a pinnacle for each Element, uniting the three styles as one and allowing pursuit of a Dragon Path.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;(Element) Mastery Attainment&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; None&lt;br /&gt;
 &amp;lt;b&amp;gt;Minimums:&amp;lt;/b&amp;gt; Essence 5, MA 5, Lore 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Enlightening&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Ascending (Element) Style, Resplendent (Element) Style, Descending (Element) Style&lt;br /&gt;
&lt;br /&gt;
With perfect understanding of this element, the master no longer pays any elemental surcharge (if he did in the first place) on charms of these styles. Furthermore, his understanding of this element is so complete that any form weapons and/or armor allowed by any style of this element (including elemental martial arts outside of the fifteen cyclic styles) may be shared across charms of all such styles. If this charm is learned for each element, then form weapons and armor of any martial art the character knows become valid for use with any other martial art he knows. Finally, if this character posesses only a Terrestrial initiation into the Lotus of Perfected Understanding, this charm allows him to access a Celestial initiation through the associated Dragon Path. If he is already at the Celestial initiation, then he may extrapolate the charms of the associated Dragon Path without a sifu, simply taking the doubled training time as if practicing from old memories or an ancient scroll of techniques.&lt;br /&gt;
&lt;br /&gt;
=== Air ===&lt;br /&gt;
&lt;br /&gt;
;[[MartialArts/FifteenMonthsAscendingAir|Ascending]]: An acrobatic style whose pinnacle allows aerobatic feats almost like flight.&lt;br /&gt;
;[[MartialArts/FifteenMonthsResplendentAir|Resplendent]]: Throws bearing the opponent aloft on high winds and strikes with the force of a hurricane.&lt;br /&gt;
;[[MartialArts/FifteenMonthsDescendingAir|Descending]]: A &amp;quot;soft&amp;quot; style, rendering the mobility of opponents moot and practicing controlled breathing.&lt;br /&gt;
&lt;br /&gt;
=== Earth ===&lt;br /&gt;
&lt;br /&gt;
;[[MartialArts/FifteenMonthsAscendingEarth|Ascending]]: Reminiscent of Jade Mountain, this is a heavyweight-oriented wrestling style.&lt;br /&gt;
;[[MartialArts/FifteenMonthsResplendentEarth|Resplendent]]: This style creates - or enhances - its form weapons with the essence of Earth.&lt;br /&gt;
;[[MartialArts/FifteenMonthsDescendingEarth|Descending]]: Descending Earth crushes an opponent's stance, while its own stance is immovable.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
;[[MartialArts/FifteenMonthsAscendingFire|Ascending]]: An acrobatic style like Ascending Air, but focused on avoiding attacks rather than movement.&lt;br /&gt;
;[[MartialArts/FifteenMonthsResplendentFire|Resplendent]]: An artist of this style is wreathed in flames, using them to strike and sear all enemies.&lt;br /&gt;
;[[MartialArts/FifteenMonthsDescendingFire|Descending]]: Pressure points and joint locks allow the Descending Fire master to trap his opponent while retaining full mobility.&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
&lt;br /&gt;
;[[MartialArts/FifteenMonthsAscendingWater|Ascending]]: Another &amp;quot;soft&amp;quot; style, emphasizing fluidity and circular motion, but including some &amp;quot;hard&amp;quot; elements using the power of rotational force.&lt;br /&gt;
;[[MartialArts/FifteenMonthsResplendentWater|Resplendent]]: A &amp;quot;suppressing&amp;quot; style, emphasizing choke holds enhanced by drowning the opponent. Also includes crushing waves and undertow trips.&lt;br /&gt;
;[[MartialArts/FifteenMonthsDescendingWater|Descending]]: By limiting an opponent's offensive and defensive options, Descending Water style robs them of flexibility. Masters of this style are good at slipping out of clinches and are excellent swimmers.&lt;br /&gt;
&lt;br /&gt;
=== Wood ===&lt;br /&gt;
&lt;br /&gt;
;[[MartialArts/FifteenMonthsAscendingWood|Ascending]]: This meditative style emphasizes taking only perfect actions, meanwhile striving for a perfect internal balance in stillness.&lt;br /&gt;
;[[MartialArts/FifteenMonthsResplendentWood|Resplendent]]: Resplendent Wood attacks wildly with growths of thorns, poison spit, and ultimately the aid of a Wood Elemental companion.&lt;br /&gt;
;[[MartialArts/FifteenMonthsDescendingWood|Descending]]: A style for assassins. This style may not be practiced unarmed, but only with a bow and arrow. Some charms apply specific exceptions, affecting the martial artist's body.&lt;br /&gt;
&lt;br /&gt;
===== Comments: =====&lt;br /&gt;
Oooh, ooh! Are you intending to write all of these? would you like help in the form of charms or critique or a gigantic basket of sugary sweets? On that last note, I should have eaten less sugar myself. &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
:I am indeed. I'd love suggestions and critique, though I want to overall do it myself. So, if you feel inspired to do any complete styles, great, but put them on their own pages because this isn't mostly a collaboratve project. Do let me know about them if so, though, because I'd love to see what you come up with. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Ian, if you want to run any of these through a [[TrialBySchmendrick]], let me know. Maybe would could get three or four combatants at once. -- [[Wordman]]&lt;br /&gt;
:I think I would, after I've finished writing all the styles. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
This project is more than half done, so I'd love to get more commentary on it! Thank you to all the people who pointed out to me how unbalanced Descending Earth style was in the first draft, I like it better now that it's toned down. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
The first drafts of these styles all aimed at the high end of Terrestrial power, and much of the time I overshot. Thanks to some testing in the [[TrialBySchmendrick]], Ascending and Resplendent Air styles have received some much needed tuning. I welcome anybody's perspective on the styles I have here, telling me either glaring errors I've missed or things you love. Anything in between is cool too, and please, make suggestions! I put this stuff here not just so it can be seen, but so that it can be discussed! - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Since I'm not (and haven't been) posting to this wiki in a while, I revise my earlier statement: anybody who stumbles onto this page and wants to finish the project is free to. Just leave my credits intact for what's been done and credit yourself with the parts you create. If you want to modify what's already here, please archive my version and provide a link to it. - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IanPrice/Content&amp;diff=76373</id>
		<title>IanPrice/Content</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IanPrice/Content&amp;diff=76373"/>
				<updated>2010-05-16T23:41:37Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Who am I? Just some guy, who sometimes does fun stuff, sometimes ends up pissing people off.&lt;br /&gt;
&lt;br /&gt;
The story of the first Exalted character I got to play in a face to face game is summed up at [[IanPrice/CharacterTimeline]].&lt;br /&gt;
&lt;br /&gt;
I've played plenty of other White Wolf games too. A little of everything [[WoD]], as well as [[Adventure]] and [[Aberrant]]. Been storyteller as much as I've played, and people seem to enjoy it. I came here doing some research at first, specifically, trying to find some good house rules for two-weapon fighting. My friend who will be running the game decided on his own set of rules instead, but the entries here were educational.&lt;br /&gt;
&lt;br /&gt;
I'm also a freelance writer for White Wolf, so hopefully I can get some work on an Exalted book or three. Or more. We'll see what happens. For now, you can find my name inside the cover of Ghouls for Vampire: The Requiem.&lt;br /&gt;
&lt;br /&gt;
My friend and I are working on some [[MortalMartialArts]] for his game. Sneak preview available now. One of these arts will be inspired by Konsekai: Swordwaltzer (http://www.xerjester.com/). The feel of this comic is very good for Exalted.&lt;br /&gt;
&lt;br /&gt;
Love and Peace!&lt;br /&gt;
&lt;br /&gt;
Edit 10/12/2005: Updated [[MortalMartialArts]] with more information on the two styles mentioned so far. Swordwaltzer styles will come next.&lt;br /&gt;
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Edit 10/13/2005: Inspired by [[BrigandRansom]]'s [[NarutoMod]], I have created a [[BleachMod]]. Or rather, started to create one.&lt;br /&gt;
&lt;br /&gt;
Edit 10/16/2005: Contributed to [[MartialArtsRelay]] and [[MartialArtsRelay/MorningGloryStyle]]. That was fun. ^_^&lt;br /&gt;
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Edit 10/26/2005: I have some thoughts about mass combat. I will be archiving them at [[IanPrice/MailAndSteel]].&lt;br /&gt;
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Edit 11/06/2005: I had some ideas, and so, [[SolarResistance/IanPrice]] now exists.&lt;br /&gt;
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Edit 11/11/2005: Whee, violence on Armistice Day. [[SolarMelee/IanPrice]] now exists, to contain charms for one of my favorite anime shticks.&lt;br /&gt;
&lt;br /&gt;
Edit 11/13/2005: I was bored, and somebody suggested it, so go check out [[SolarStealth/IanPrice]]. Then shake somebody's hand and watch the confusion as the person behind you dies horribly.&lt;br /&gt;
&lt;br /&gt;
Edit 11/14/2005: [[GregLink]] found my weakness: he suggested a cool idea that needed to be done. So, we're doing it, under the auspices of [[SolarLore/IanPrice]].&lt;br /&gt;
&lt;br /&gt;
Edit 11/18/2005: I suppose I ought to link to [[IanPrice/TrialHouseRules]] here, since I'm going to ST some of the fights in the [[BrigandRansom/TrialByFire|Trial By Fire]].&lt;br /&gt;
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Edit 11/21/2005: Oh yeah, right. [[SolarEndurance/IanPrice]]. Heh, knew I forgot something.&lt;br /&gt;
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Edit 12/01/2005: Archived [[IanPrice/BrawlCombo|Sunburst Dragon Crash]] and [[IanPrice/OldComments|some other old comments]].&lt;br /&gt;
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Edit 12/02/2005: [[IanPrice/TBFFinalBoss|Behold.]]&lt;br /&gt;
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Edit 12/06/2005: [[SolarInvestigation/IanPrice]] - home to another randomish idea.&lt;br /&gt;
&lt;br /&gt;
Edit 05/30/2006: I return! So much time has passed... and in that time, I published more books, played a bit more exalted, and became president of my own startup company. Oh, and graduated from college. Not necessarily in that order. Anyway, I have now updated the [[TrialByFire|Trial By Fire]] for 2ed, and I do wish to have it occur! This has invalidated the thing I put at [[IanPrice/TBFFinalBoss]], but meh, that wasn't so important. I created a new nifty thing at [[SolarMulti/IanPrice]], inspired by the new Excellency system. All in all, I am very happy with the new edition. Very happy indeed.&lt;br /&gt;
&lt;br /&gt;
Edit 05/31/2006: [[ArtifactRelay|Artifact Relay.]]&lt;br /&gt;
&lt;br /&gt;
Edit 06/01/2006: [[SolarLinguistics/IanPrice|Solars and Communication Theory.]]&lt;br /&gt;
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Edit 06/07/2006: [[MartialArts/WingedSerpentStyle|Winged Serpent - a new martial art.]]&lt;br /&gt;
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Edit 06/12/2006: [[IanPrice/SocialWarCombo|The perfect way to start an Exalted chronicle.]]&lt;br /&gt;
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Edit 07/05/2006: [[Artifacts/IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Edit 01/05/2007: New content again at last, bolstering an area I've always felt lacking: terrestrial martial arts. The [[MartialArts/FifteenMonths|Fifteen Cyclic Elemental Styles]] each correspond to a month in the year of Creation.&lt;br /&gt;
&lt;br /&gt;
Edit whatever: [[SolarCraft/IanPrice]] and [[SolarOccult/IanPrice]] - been up there a bit but I forgot to link from here.&lt;br /&gt;
&lt;br /&gt;
Communal Project: [[Rhetoric]].&lt;br /&gt;
&lt;br /&gt;
My favorite stuff at[[IanPrice/Favorites]].&lt;br /&gt;
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[[LoreOneExalted]] is cool.&lt;br /&gt;
&lt;br /&gt;
[[MartialArts/HungrySoulStyle]]&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent|Golden Serpent]]&lt;br /&gt;
&lt;br /&gt;
(Page created by, strangely enough, [[IanPrice]])&lt;br /&gt;
&lt;br /&gt;
=== Idea Pile. ===&lt;br /&gt;
&lt;br /&gt;
My storyteller is using this set of house rules, which I rather like, for dual-wielding weapons:&lt;br /&gt;
&lt;br /&gt;
*The trait minimums to wield the weapons paired are equal to the highest minimum either weapon has for each trait, plus one.&lt;br /&gt;
**The off-hand penalty is considered to subtract one from the Strength of that hand, as an extending interpretation of the normal -1 off-hand penalty. So, rolls with a weapon in that hand are at -1, and the Strength of that hand is one less.&lt;br /&gt;
**So wielding two Chopping Swords requires Strength 4; the minimum for each is 3 when dual-wielding, but the Strength of the off-hand does not meet that without strength 4. Two Hook Swords would require Strength 4, Dexterity 4, and Martial Arts 4.&lt;br /&gt;
**The &amp;lt;nowiki&amp;gt;Ambidextrous/Omnidextrous&amp;lt;/nowiki&amp;gt; Merit removes the Strength penalty as well as the normal one.&lt;br /&gt;
&lt;br /&gt;
*There are two ways to use two weapons: together as one weapon used in tandem, or separately with one acting like a shield in defense and one acting as normal.&lt;br /&gt;
**In the first mode, add together the Accuracy, Damage, and Defense traits of the two weapons (negative values subtract from positive values as one would mathematically expect). Add the Speed traits together and divide by two, round up. If using Power Combat, then Rate is handled according to the official ruling (we don't use PC, so doesn't impact us).&lt;br /&gt;
**In the second mode, the weapon devoted to defense adds its Defense trait to the difficulty of all melee attacks made against the character. The primary weapon continues to be used as normal. A single weapon cannot be used to defend this way.&lt;br /&gt;
----&lt;br /&gt;
*In Exalted 2, the above requirements for wielding paired weapons still work normally.&lt;br /&gt;
**Weapons noted as intended for paired use do not suffer the penalty, thus allowing a character to function as if Ambidextrous. Also, these weapons do not require any higher strength than indicated to wield paired.&lt;br /&gt;
**When attempting to dual-wield normally 2-handed weapons, the strength requirement increase is factored in before the requirement is tripled. Thus, dual-wielding Greatswords would require a strength of 13 (or 12 with Ambidexterity) to suffer no penalty for missing the minimums.&lt;br /&gt;
**Standard rules allow each weapon in a pair to make attacks up to its Rate. In addition to this benefit, we in our game allow an off-hand weapon to be used to Guard in a Flurry, preserving Parry DV even though attacks penalize Dodge DV normally. This guard may not be aborted like the normal guard action.&lt;br /&gt;
**We also allow the Defense of each weapon to be added to the Parry DV calculation.&lt;br /&gt;
&lt;br /&gt;
*The rate rules in Second Edition make it un-neccessary to add potency to the two-weapon choice as compared to sword and shield or two-handed weapon.&lt;br /&gt;
**We are interpreting &amp;quot;may attack with a weapon up to its rate&amp;quot; to mean that each weapon weilded may be used up to its own rate.&lt;br /&gt;
**Yes, this means you can attack three times with each fist and twice with each foot, if you want to take the multiple-action and DV penalties for a 10-action non-magical flurry.&lt;br /&gt;
**This also allows unarmed attacks with free hands &amp;lt;nowiki&amp;gt;and/or&amp;lt;/nowiki&amp;gt; feet, which could be important if holding non-form weapons and attempting to use MA charms.&lt;br /&gt;
----&lt;br /&gt;
Specialty house rules:&lt;br /&gt;
*You may take only a total of three specialties in non-favored, non-caste abilities.&lt;br /&gt;
*You may take any number of specialties in favored or caste abilities, but may not benefit from more than three at once. Any individual specialty may be purchased up to three times.&lt;br /&gt;
*If you have the Prodigy merit for an ability at the level beyond favored, you still may not buy any individual specialty more than three times, but you may benefit from all applicable specialties in a situation. (so if you had Socialize specialties in Partying and Drinking at two each, you'd get four bonus dice for a drinking party)&lt;br /&gt;
----&lt;br /&gt;
Prodigy house rules:&lt;br /&gt;
*Charm costs in the prodigious ability are reduced by a further 2 xp.&lt;br /&gt;
*The extra die granted with the ability counts as another dot in the ability for any prerequisite fulfulliment purposes.&lt;br /&gt;
----&lt;br /&gt;
Craft house rules:&lt;br /&gt;
*Like Linguistics, each dot of Craft lets you learn one of the &amp;quot;languages&amp;quot; of the Ability.&lt;br /&gt;
*Unlike Linguistics, there is no &amp;quot;native craft,&amp;quot; so characters do not get one more crafting ability than they have dots.&lt;br /&gt;
*All crafts fall under the Elemental areas or Magitech, Fate, or Glamour.&lt;br /&gt;
*Specialties may not fall outside of the character's known &amp;quot;craft languages,&amp;quot; nor may a specialty purchase a new one.&lt;br /&gt;
*Since the extra die granted by Prodigy counts as a dot in an ability, it grants an additional &amp;quot;craft language.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Linguistics house rules:&lt;br /&gt;
*Linguistics specialties may buy new languages. These specialties do not count towards limits, and each may be purchased only once.&lt;br /&gt;
*Specialties in a dialect are treated as standard specialties, along with specialties such as cryptography.&lt;br /&gt;
*Tribal tongues are purchased at a rate of (Intelligence) languages per dot invested, not a flat four.&lt;br /&gt;
**If Intelligence increases after purchase, the additional languages may be freely learned with a few days' exposure.&lt;br /&gt;
*If tribal tongues are purchased with a specialty, half as many are learned.&lt;br /&gt;
----&lt;br /&gt;
Martial Arts house rules:&lt;br /&gt;
*Any MA style which allows armor also allows fighting gauntlets, cesti, iron boots, and artifact versions of the same.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;br /&gt;
&lt;br /&gt;
Ian - I'm working on my martial arts submission for the [[TrialByFire]], and, have some questions on how you might interpret certain things. Due to security through obscurity, however, I hate to ask them openly on the Wiki, as, well, it'll give what could be my mad strategeez away. Would you be willing to communicate over email about such things? If so, find my email address at [http://drgreglink.com/wiki/index.php/Contact_Information Greg's Contact Info] and send one my way, with Exalted in the subject, so I know about it. (This way your email doesn't need to be posted on the web for spambots to find). -- [[GregLink]]&lt;br /&gt;
&lt;br /&gt;
And here I thought Link was some obscure reference, but it's your real last name. Huh, that's pretty cool. Well, I guess my name's somewhat odd too. - [[IanPrice]]&amp;lt;i&amp;gt;, guessing Zelda jokes would be beating an undead horse...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You've got mail!  And yeah, I'm a real person. Considering changing my Wiki name soon though, to prevent my real name from getting googled to an Exalted Wiki, rather than my actual personal website, which currently has the #1 hit for &amp;quot;Greg Link&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Niffly page! ^_^ Thought I'd say hi back atcha :) I see that you've been busy working on that martial arts form today, too. Maybe you can give me some tips sometime, I've considered making one myself at one point but honestly I don't have the knowledge or experience in the game to even know where to start T_T - [[KittenyKat]]&lt;br /&gt;
&lt;br /&gt;
:Well, thanks for the compliments. Really, the best way to learn is to read a whole bunch of the fan-styles on this here wiki and the comments people have made on them, as well as reading the canon styles. Also, remember to sign your additions, so people know you wrote them. I fixed that for you this time. ^_^; - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:Whoopsies, thanks ^_^; I was a bit rushed &amp;gt;.&amp;gt; - [[KittenyKat]], &amp;lt;i&amp;gt;Hyperkitteh!&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey!  As one of my favorite people on the wiki (hehe!) I'd love to talk to you through AIM or something.  Do you have one?  Thanks ~[[Overshee]]&lt;br /&gt;
&lt;br /&gt;
:Add HAWK to the front of my wiki-name. All one word. - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Talk:Nikink/ImmortalKombat&amp;diff=76245</id>
		<title>Talk:Nikink/ImmortalKombat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Talk:Nikink/ImmortalKombat&amp;diff=76245"/>
				<updated>2010-05-10T15:26:24Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okies!&lt;br /&gt;
&lt;br /&gt;
So, how about we do a rematch of HULK and TCL at Essence 3? I'm going to re-work the build from the ground up, and take out PCB so that they aren't a significant difference in the outcome. This of course necessitates additional charm reworking, as i can't depend on persistent PCB defense/acc adders. (tho having NO weapon bonuses is pretty fiercely hard to deal with). I'll leave up the original build in case anyone wants to fight it still. =) -[[Sabis]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IanPrice/Content&amp;diff=76244</id>
		<title>IanPrice/Content</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IanPrice/Content&amp;diff=76244"/>
				<updated>2010-05-10T15:25:46Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Who am I? Just some guy, who sometimes does fun stuff, sometimes ends up pissing people off.&lt;br /&gt;
&lt;br /&gt;
The story of the first Exalted character I got to play in a face to face game is summed up at[[IanPrice/Content/CharacterTimeline]].&lt;br /&gt;
&lt;br /&gt;
I've played plenty of other White Wolf games too. A little of everything [[WoD]], as well as [[Adventure]] and [[Aberrant]]. Been storyteller as much as I've played, and people seem to enjoy it. I came here doing some research at first, specifically, trying to find some good house rules for two-weapon fighting. My friend who will be running the game decided on his own set of rules instead, but the entries here were educational.&lt;br /&gt;
&lt;br /&gt;
I'm also a freelance writer for White Wolf, so hopefully I can get some work on an Exalted book or three. Or more. We'll see what happens. For now, you can find my name inside the cover of Ghouls for Vampire: The Requiem.&lt;br /&gt;
&lt;br /&gt;
My friend and I are working on some [[MortalMartialArts]] for his game. Sneak preview available now. One of these arts will be inspired by Konsekai: Swordwaltzer (http://www.xerjester.com/). The feel of this comic is very good for Exalted.&lt;br /&gt;
&lt;br /&gt;
Love and Peace!&lt;br /&gt;
&lt;br /&gt;
Edit 10/12/2005: Updated [[MortalMartialArts]] with more information on the two styles mentioned so far. Swordwaltzer styles will come next.&lt;br /&gt;
&lt;br /&gt;
Edit 10/13/2005: Inspired by [[BrigandRansom]]'s [[NarutoMod]], I have created a [[BleachMod]]. Or rather, started to create one.&lt;br /&gt;
&lt;br /&gt;
Edit 10/16/2005: Contributed to [[MartialArtsRelay]] and [[MartialArtsRelay/MorningGloryStyle]]. That was fun. ^_^&lt;br /&gt;
&lt;br /&gt;
Edit 10/26/2005: I have some thoughts about mass combat. I will be archiving them at [[IanPrice/MailAndSteel |[[IanPrice/Content/MailAndSteel]]]].&lt;br /&gt;
&lt;br /&gt;
Edit 11/06/2005: I had some ideas, and so, [[SolarResistance/IanPrice]] now exists.&lt;br /&gt;
&lt;br /&gt;
Edit 11/11/2005: Whee, violence on Armistice Day. [[SolarMelee/IanPrice]] now exists, to contain charms for one of my favorite anime shticks.&lt;br /&gt;
&lt;br /&gt;
Edit 11/13/2005: I was bored, and somebody suggested it, so go check out [[SolarStealth/IanPrice]]. Then shake somebody's hand and watch the confusion as the person behind you dies horribly.&lt;br /&gt;
&lt;br /&gt;
Edit 11/14/2005: [[GregLink]] found my weakness: he suggested a cool idea that needed to be done. So, we're doing it, under the auspices of [[SolarLore/IanPrice]].&lt;br /&gt;
&lt;br /&gt;
Edit 11/18/2005: I suppose I ought to link to[[IanPrice/Content/TrialHouseRules]] here, since I'm going to ST some of the fights in the [[BrigandRansom/TrialByFire|Trial By Fire]].&lt;br /&gt;
&lt;br /&gt;
Edit 11/21/2005: Oh yeah, right. [[SolarEndurance/IanPrice]]. Heh, knew I forgot something.&lt;br /&gt;
&lt;br /&gt;
Edit 12/01/2005: Archived [[IanPrice/BrawlCombo|Sunburst Dragon Crash]] and [[IanPrice/OldComments|some other old comments]].&lt;br /&gt;
&lt;br /&gt;
Edit 12/02/2005: [[IanPrice/TBFFinalBoss|Behold.]]&lt;br /&gt;
&lt;br /&gt;
Edit 12/06/2005: [[SolarInvestigation/IanPrice]] - home to another randomish idea.&lt;br /&gt;
&lt;br /&gt;
Edit 05/30/2006: I return! So much time has passed... and in that time, I published more books, played a bit more exalted, and became president of my own startup company. Oh, and graduated from college. Not necessarily in that order. Anyway, I have now updated the [[TrialByFire|Trial By Fire]] for 2ed, and I do wish to have it occur! This has invalidated the thing I put at [[IanPrice/TBFFinalBoss]], but meh, that wasn't so important. I created a new nifty thing at [[SolarMulti/IanPrice]], inspired by the new Excellency system. All in all, I am very happy with the new edition. Very happy indeed.&lt;br /&gt;
&lt;br /&gt;
Edit 05/31/2006: [[ArtifactRelay|Artifact Relay.]]&lt;br /&gt;
&lt;br /&gt;
Edit 06/01/2006: [[SolarLinguistics/IanPrice|Solars and Communication Theory.]]&lt;br /&gt;
&lt;br /&gt;
Edit 06/07/2006: [[MartialArts/WingedSerpentStyle|Winged Serpent - a new martial art.]]&lt;br /&gt;
&lt;br /&gt;
Edit 06/12/2006: [[IanPrice/SocialWarCombo|The perfect way to start an Exalted chronicle.]]&lt;br /&gt;
&lt;br /&gt;
Edit 07/05/2006: [[Artifacts/IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Edit 01/05/2007: New content again at last, bolstering an area I've always felt lacking: terrestrial martial arts. The [[MartialArts/FifteenMonths|Fifteen Cyclic Elemental Styles]] each correspond to a month in the year of Creation.&lt;br /&gt;
&lt;br /&gt;
Edit whatever: [[SolarCraft/IanPrice]] and [[SolarOccult/IanPrice]] - been up there a bit but I forgot to link from here.&lt;br /&gt;
&lt;br /&gt;
Communal Project: [[Rhetoric]].&lt;br /&gt;
&lt;br /&gt;
My favorite stuff at[[IanPrice/Content/Favorites]].&lt;br /&gt;
&lt;br /&gt;
[[LoreOneExalted]] is cool.&lt;br /&gt;
&lt;br /&gt;
[[MartialArts/HungrySoulStyle]]&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent|Golden Serpent]]&lt;br /&gt;
&lt;br /&gt;
(Page created by, strangely enough, [[IanPrice]])&lt;br /&gt;
&lt;br /&gt;
=== Idea Pile. ===&lt;br /&gt;
&lt;br /&gt;
My storyteller is using this set of house rules, which I rather like, for dual-wielding weapons:&lt;br /&gt;
&lt;br /&gt;
*The trait minimums to wield the weapons paired are equal to the highest minimum either weapon has for each trait, plus one.&lt;br /&gt;
**The off-hand penalty is considered to subtract one from the Strength of that hand, as an extending interpretation of the normal -1 off-hand penalty. So, rolls with a weapon in that hand are at -1, and the Strength of that hand is one less.&lt;br /&gt;
**So wielding two Chopping Swords requires Strength 4; the minimum for each is 3 when dual-wielding, but the Strength of the off-hand does not meet that without strength 4. Two Hook Swords would require Strength 4, Dexterity 4, and Martial Arts 4.&lt;br /&gt;
**The &amp;lt;nowiki&amp;gt;Ambidextrous/Omnidextrous&amp;lt;/nowiki&amp;gt; Merit removes the Strength penalty as well as the normal one.&lt;br /&gt;
&lt;br /&gt;
*There are two ways to use two weapons: together as one weapon used in tandem, or separately with one acting like a shield in defense and one acting as normal.&lt;br /&gt;
**In the first mode, add together the Accuracy, Damage, and Defense traits of the two weapons (negative values subtract from positive values as one would mathematically expect). Add the Speed traits together and divide by two, round up. If using Power Combat, then Rate is handled according to the official ruling (we don't use PC, so doesn't impact us).&lt;br /&gt;
**In the second mode, the weapon devoted to defense adds its Defense trait to the difficulty of all melee attacks made against the character. The primary weapon continues to be used as normal. A single weapon cannot be used to defend this way.&lt;br /&gt;
----&lt;br /&gt;
*In Exalted 2, the above requirements for wielding paired weapons still work normally.&lt;br /&gt;
**Weapons noted as intended for paired use do not suffer the penalty, thus allowing a character to function as if Ambidextrous. Also, these weapons do not require any higher strength than indicated to wield paired.&lt;br /&gt;
**When attempting to dual-wield normally 2-handed weapons, the strength requirement increase is factored in before the requirement is tripled. Thus, dual-wielding Greatswords would require a strength of 13 (or 12 with Ambidexterity) to suffer no penalty for missing the minimums.&lt;br /&gt;
**Standard rules allow each weapon in a pair to make attacks up to its Rate. In addition to this benefit, we in our game allow an off-hand weapon to be used to Guard in a Flurry, preserving Parry DV even though attacks penalize Dodge DV normally. This guard may not be aborted like the normal guard action.&lt;br /&gt;
**We also allow the Defense of each weapon to be added to the Parry DV calculation.&lt;br /&gt;
&lt;br /&gt;
*The rate rules in Second Edition make it un-neccessary to add potency to the two-weapon choice as compared to sword and shield or two-handed weapon.&lt;br /&gt;
**We are interpreting &amp;quot;may attack with a weapon up to its rate&amp;quot; to mean that each weapon weilded may be used up to its own rate.&lt;br /&gt;
**Yes, this means you can attack three times with each fist and twice with each foot, if you want to take the multiple-action and DV penalties for a 10-action non-magical flurry.&lt;br /&gt;
**This also allows unarmed attacks with free hands &amp;lt;nowiki&amp;gt;and/or&amp;lt;/nowiki&amp;gt; feet, which could be important if holding non-form weapons and attempting to use MA charms.&lt;br /&gt;
----&lt;br /&gt;
Specialty house rules:&lt;br /&gt;
*You may take only a total of three specialties in non-favored, non-caste abilities.&lt;br /&gt;
*You may take any number of specialties in favored or caste abilities, but may not benefit from more than three at once. Any individual specialty may be purchased up to three times.&lt;br /&gt;
*If you have the Prodigy merit for an ability at the level beyond favored, you still may not buy any individual specialty more than three times, but you may benefit from all applicable specialties in a situation. (so if you had Socialize specialties in Partying and Drinking at two each, you'd get four bonus dice for a drinking party)&lt;br /&gt;
----&lt;br /&gt;
Prodigy house rules:&lt;br /&gt;
*Charm costs in the prodigious ability are reduced by a further 2 xp.&lt;br /&gt;
*The extra die granted with the ability counts as another dot in the ability for any prerequisite fulfulliment purposes.&lt;br /&gt;
----&lt;br /&gt;
Craft house rules:&lt;br /&gt;
*Like Linguistics, each dot of Craft lets you learn one of the &amp;quot;languages&amp;quot; of the Ability.&lt;br /&gt;
*Unlike Linguistics, there is no &amp;quot;native craft,&amp;quot; so characters do not get one more crafting ability than they have dots.&lt;br /&gt;
*All crafts fall under the Elemental areas or Magitech, Fate, or Glamour.&lt;br /&gt;
*Specialties may not fall outside of the character's known &amp;quot;craft languages,&amp;quot; nor may a specialty purchase a new one.&lt;br /&gt;
*Since the extra die granted by Prodigy counts as a dot in an ability, it grants an additional &amp;quot;craft language.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Linguistics house rules:&lt;br /&gt;
*Linguistics specialties may buy new languages. These specialties do not count towards limits, and each may be purchased only once.&lt;br /&gt;
*Specialties in a dialect are treated as standard specialties, along with specialties such as cryptography.&lt;br /&gt;
*Tribal tongues are purchased at a rate of (Intelligence) languages per dot invested, not a flat four.&lt;br /&gt;
**If Intelligence increases after purchase, the additional languages may be freely learned with a few days' exposure.&lt;br /&gt;
*If tribal tongues are purchased with a specialty, half as many are learned.&lt;br /&gt;
----&lt;br /&gt;
Martial Arts house rules:&lt;br /&gt;
*Any MA style which allows armor also allows fighting gauntlets, cesti, iron boots, and artifact versions of the same.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;br /&gt;
&lt;br /&gt;
Ian - I'm working on my martial arts submission for the [[TrialByFire]], and, have some questions on how you might interpret certain things. Due to security through obscurity, however, I hate to ask them openly on the Wiki, as, well, it'll give what could be my mad strategeez away. Would you be willing to communicate over email about such things? If so, find my email address at [http://drgreglink.com/wiki/index.php/Contact_Information Greg's Contact Info] and send one my way, with Exalted in the subject, so I know about it. (This way your email doesn't need to be posted on the web for spambots to find). -- [[GregLink]]&lt;br /&gt;
&lt;br /&gt;
And here I thought Link was some obscure reference, but it's your real last name. Huh, that's pretty cool. Well, I guess my name's somewhat odd too. - [[IanPrice]]&amp;lt;i&amp;gt;, guessing Zelda jokes would be beating an undead horse...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You've got mail!  And yeah, I'm a real person. Considering changing my Wiki name soon though, to prevent my real name from getting googled to an Exalted Wiki, rather than my actual personal website, which currently has the #1 hit for &amp;quot;Greg Link&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Niffly page! ^_^ Thought I'd say hi back atcha :) I see that you've been busy working on that martial arts form today, too. Maybe you can give me some tips sometime, I've considered making one myself at one point but honestly I don't have the knowledge or experience in the game to even know where to start [[T_T]] - [[KittenyKat]]&lt;br /&gt;
&lt;br /&gt;
:Well, thanks for the compliments. Really, the best way to learn is to read a whole bunch of the fan-styles on this here wiki and the comments people have made on them, as well as reading the canon styles. Also, remember to sign your additions, so people know you wrote them. I fixed that for you this time. ^_^; - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
:Whoopsies, thanks ^_^; I was a bit rushed &amp;gt;.&amp;gt; - [[KittenyKat]], &amp;lt;i&amp;gt;Hyperkitteh!&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey!  As one of my favorite people on the wiki (hehe!) I'd love to talk to you through AIM or something.  Do you have one?  Thanks ~[[Overshee]]&lt;br /&gt;
&lt;br /&gt;
:Add HAWK to the front of my wiki-name. All one word. - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&amp;diff=76243</id>
		<title>Nikink/ImmortalKombat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&amp;diff=76243"/>
				<updated>2010-05-10T15:24:49Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Immortal Kombat =&lt;br /&gt;
== Matches ==&lt;br /&gt;
*[[Nikink/IKMatch1|Match 1]] '''Hestia''' 1, Aoshi 0&lt;br /&gt;
*[[Nikink/IKMatch2|Match 2]] '''Aoshi''' 1, Hestia 0&lt;br /&gt;
*[[Nikink/IKMatch3|Match 3]] Transitory Ardent Assimilator 0, The Horror Under Lock and Key 0 ('''Draw!''')&lt;br /&gt;
*[[Nikink/IKMatch4|Match 4]] '''Aoshi''' 2, The Horror Under Lock and Key -1 &lt;br /&gt;
*[[Nikink/IKMatch5|Match 5]] '''Transitory Ardent Assimilator 1''', Hestia 0&lt;br /&gt;
*[[Nikink/IKMatch6|Match 6]] '''Requiem for a Dream 1''', Hestia 0 &lt;br /&gt;
*[[Nikink/IKMatch7|Match 7]] Twice-Clashing Lightning vs The Horror Under Lock and Key&lt;br /&gt;
*[[Nikink/IKMatch8|Match 8]] '''The Horror Under Lock and Key''' 1 vs Hestia 0  &lt;br /&gt;
*[[Nikink/IKMatch9|Match 9]] '''Aoshi''' 1 vs Transitory Ardent Assimilator 0&lt;br /&gt;
*[[Nikink/IKMatch10|Match 10]] '''Eroding Mountain of the Faithful''' 1 vs Golden Serpent 0&lt;br /&gt;
*[[Nikink/IKMatch11|Match 11]] Aoshi vs Whirlpool of Retribution&lt;br /&gt;
&lt;br /&gt;
== Running totals (Essence 3): ==&lt;br /&gt;
:Add your own contestants here, update totals, correct mistakes etc. :)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color:green; background-color:#ffffcc;&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-style:italic; color:red;&amp;quot;&lt;br /&gt;
|  Contestant                 ||Played||Won||Lost||Draw||   Points &lt;br /&gt;
|-&lt;br /&gt;
|   Aoshi                     ||   4  || 3 ||1   || 0  ||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|   Hestia                    ||   5  || 1 ||4   || 0  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|Requiem for a Dream          ||   1  || 1 ||0   || 0  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|Transitory Ardent Assimilator||   3  || 1 ||1   || 1  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|The Horror Under Lock and Key||   3  || 1 ||1   || 1  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|Eroding Mountain of the Faithful||   1  || 1 ||0   || 0  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|Golden Serpent               ||   1  || 0 ||1   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Running totals (Essence 5): ==&lt;br /&gt;
:Add your own contestants here, update totals, correct mistakes etc. :)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color:green; background-color:#ffffcc;&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-style:italic; color:red;&amp;quot;&lt;br /&gt;
|  Contestant                 ||Played||Won||Lost||Draw||   Points &lt;br /&gt;
|-&lt;br /&gt;
|   Aoshi                     ||   0  || 0 ||0   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|   Hestia                    ||   0  || 0 ||0   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Requiem for a Dream          ||   0  || 0 ||0   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Transitory Ardent Assimilator||   0  || 0 ||0   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|The Horror Under Lock and Key||   1  || 0 ||0   || 1  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Twice Clashing Lightning     ||   1  || 0 ||0   || 1  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
The rules are simple, the fluff nigh non-existent. Pick a splat, pick a Martial Arts Style; '''FIGHT'''.&lt;br /&gt;
&lt;br /&gt;
It would be best if all participants in a match were of equivalent power tier and Essence.&lt;br /&gt;
&lt;br /&gt;
* Perhaps a series of matches&lt;br /&gt;
** Unarmed + Unarmoured&lt;br /&gt;
** Armed and Armoured (No Artefacts)&lt;br /&gt;
** Artefacts&lt;br /&gt;
* Say, 20 Charms total per contestant&lt;br /&gt;
** This includes MA Style (usually 9-12 Charms)&lt;br /&gt;
** Contestants may mutually agree to more or fewer Charms&lt;br /&gt;
* Same Essence level&lt;br /&gt;
** perhaps a match at Ess 3, and a match at Ess 5&lt;br /&gt;
* Double ups are allowed!&lt;br /&gt;
** Nothing wrong with two Solar with Lunar Hero Style pairing off, for example, it just won't prove who's MA style is strongest. :)&lt;br /&gt;
&lt;br /&gt;
This is a potential 6 matches per pair of contestants! But some can be skipped, negotiation encouraged. Depends how long the matches go for I suppose. All for fun. :)&lt;br /&gt;
&lt;br /&gt;
* Essence 3 Character builds&lt;br /&gt;
** Make a starting character. Simple eh? ''This should include '''motivations''' and '''Intimacies'''''&lt;br /&gt;
** The Charms and Essence are assumed to be where all your XP has been spent to date.&lt;br /&gt;
** Any Charms you do not qualify for in your Style, you do not have. Duh! But you do get that number of extra Charms if needed to balance with opponent.&lt;br /&gt;
** you get three bonus points to use solely for building a combo&lt;br /&gt;
* Essence 5 Character builds&lt;br /&gt;
** Take that same character, &lt;br /&gt;
** increase Essence to 5, &lt;br /&gt;
** add 50xp&lt;br /&gt;
** Get the rest of Style Charms free, 5 other charms of your choice and character with least number of Charms in total gets bonus Charms.&lt;br /&gt;
** You get 4bp, and then 5bp solely for building combos (Or Arrays, as it were)&lt;br /&gt;
&lt;br /&gt;
=== Allowed/recommended Celestial MA Styles listed below === &lt;br /&gt;
&lt;br /&gt;
Put your name next to any you wish to try out.&lt;br /&gt;
&lt;br /&gt;
* Usable as written : Recommended&lt;br /&gt;
** Storm Crow Style&lt;br /&gt;
*** [[Muzz]] - [[Aoshi]], Endings Caste Sidereal.&lt;br /&gt;
** Arms of the Unconquered Sun Style&lt;br /&gt;
*** [[Sabis]] - Solar: ''[[Sabis/TwiceClashingLightning| Twice Clashing Lightning]]''&lt;br /&gt;
** Crane Style&lt;br /&gt;
*** [[Sabis]] - Lunar: ''[[Sabis/MartialWisdom| Martial Wisdom]]''&lt;br /&gt;
** Crystal Chameleon Style&lt;br /&gt;
*** [[katarenka]] - Hestia, Lunar Changing Moon&lt;br /&gt;
** Dark Messiah Style (I will not allow Void Avatar Prana in this tournament, consider it non-existent)&lt;br /&gt;
*** [[Bencyclopedia]] - Abyssal ''[[Bencyclopedia/CadaverWreathedInAnguish| Cadaver Wreathed In Anguish]]''&lt;br /&gt;
*** [[nikink]] - ''[[Nikink/BadMoonRising| Bad Moon Rising]]'', lunar full moon&lt;br /&gt;
** Hungry Ghost Style&lt;br /&gt;
*** [[nikink]] - Shade of Winter&lt;br /&gt;
*** [[Muzz]] - Solar&lt;br /&gt;
** Infernal Monster Style&lt;br /&gt;
*** [[nikink]] - Infernal: ''[[Nikink/TheHorrorUnderLockAndKey| The Horror Under Lock and Key]]'' ;)&lt;br /&gt;
** Lunar Hero Style&lt;br /&gt;
** Snake Style&lt;br /&gt;
** Solar Hero Style&lt;br /&gt;
** Solar Hero Style (Jon Chung's revision, disallowed for Solars in this tournament due to being Solar level charms for them)&lt;br /&gt;
** Thousand Wounding Gears (Alchemical)&lt;br /&gt;
*** [[Bencyclopedia]] - Moonsilver Alchemical ''[[Bencyclopedia/TransitoryArdentAssimilator| Transitory Ardent Assimilator]]''&lt;br /&gt;
** Violet Bier of Sorrows Style (Jon Chung's revision, more mechanically sound)&lt;br /&gt;
&lt;br /&gt;
* Ok, but some charms poorly executed: Feel free to use if you wish, they have been errated. Remaining wonky Charms (if any) will be addressed as they arise.&lt;br /&gt;
** Air Dragon Style (I have compiled the Style + Errata if you want it)&lt;br /&gt;
*** [[Sabis]] Jade Alchemical ''[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]]''&lt;br /&gt;
** Earth Dragon Style (I have compiled the Style + Errata if you want it)&lt;br /&gt;
*** [[Bencyclopedia]] - Sidereal&lt;br /&gt;
*** [[Muzz]] - Castless Lunar ''[[Muzz/RequiemforaDream| Requiem for a Dream]]''&lt;br /&gt;
** Fire Dragon Style&lt;br /&gt;
** Violet Bier of Sorrows Style&lt;br /&gt;
*** [[Bencyclopedia]] - Solar&lt;br /&gt;
** Water Dragon Style&lt;br /&gt;
***[[Sabis]] - Infernal: ''[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]]''&lt;br /&gt;
** Wood Dragon Style&lt;br /&gt;
&lt;br /&gt;
* Ok, bit wonky: Feel free to use, but they have not yet been errated, so more wonky than the others.&lt;br /&gt;
** The Art of Forceful Declaration Style&lt;br /&gt;
*** [[nikink]] - ''[[Nikink/HardLi| Hard Li]]'' Fire Aspect DB&lt;br /&gt;
** The Art of Meditative Discussion Style&lt;br /&gt;
*** [[nikink]] - Soft Li DB&lt;br /&gt;
** The Art of Relentless Persuasion Style&lt;br /&gt;
*** [[nikink]] - Mean Li DB&lt;br /&gt;
** The Art of Victorious Concession Style&lt;br /&gt;
*** [[nikink]] - Kind Li DB&lt;br /&gt;
** Ebon Shadow Style&lt;br /&gt;
** Mantis Style&lt;br /&gt;
** Tiger Style&lt;br /&gt;
*** [[Bencyclopedia]] - Orichalcum Alchemical ''[[Bencyclopedia/CapacitorOfRetribution| Capacitor of Retribution]]''&lt;br /&gt;
&lt;br /&gt;
=== Comments and Observations ===&lt;br /&gt;
I would imagine, before any contest has begun, the Immaculate Dragon Styles will be among the most powerful. I would like Storm Crow Style to be slightly more powerful than Snake by Essence 5, and hopefully about equal at Essence 3.&lt;br /&gt;
&lt;br /&gt;
[[Bencyclopedia]] has also been pondering a Lunar Clinch god build. Clinchy styles I can think of (without double checking books): IMS, SHS, MS and DMS.&lt;br /&gt;
&lt;br /&gt;
[[Sabis]] Just to clarify, Your full moon lunar is NOT tattooed, right? Because if it is, IIRC it cannot benefit from the Pinnacle charm of EDF, as the tattoo's stop any effects that alter the Lunar's body except for their own innate charms and gifts.&lt;br /&gt;
&lt;br /&gt;
Hey! That's a good point... rofl! :) [[nikink]]&lt;br /&gt;
&lt;br /&gt;
It makes me sad tho, because otherwise they are such good candidates for EDF. Untattooed Lunars and Alchemicals (due to their attribute boosting) are by far the best for EDF. --[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
Hm, of all the things to overlook. Yes, the Lunar will now be castless, will make the changes later. [[Muzz]]&lt;br /&gt;
&lt;br /&gt;
Looking for Challengers! Must have something to do in my downtime. All builds up and ready to go! Everything must go! -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
More then happy to Have Aoshi pair up with anybody she hasn't fought yet. Ess 3 preferably, although I can work her into an Ess 5 build if I have to. - [[Muzz]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=76242</id>
		<title>IanPrice/GoldenSerpent</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=76242"/>
				<updated>2010-05-10T15:24:25Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: meh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to [[Nikink/ImmortalKombat|Immortal Kombat]]&amp;lt;br&amp;gt;&lt;br /&gt;
back to [[IanPrice]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden Serpent&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Caste Martial Arts Warlord&amp;lt;br&amp;gt;&lt;br /&gt;
Motivation: Build an army of enlightened martial artists with which to put the Realm's Legions to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Essence 3 ===&lt;br /&gt;
&lt;br /&gt;
Str &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Dex &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Sta &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Int &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Wits &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (4BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Per &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
App &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Cha &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Man &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dawn&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Thrown &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
War &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zenith&amp;lt;br&amp;gt;&lt;br /&gt;
Integrity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Performance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Presence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;(Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
Some backgrounds irrelevent to Kombat, but what the points for here are spent on is...&amp;lt;br&amp;gt;&lt;br /&gt;
Orichalcum Serpent-Sting Staff &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Orichalcum Hearthstone Bracers &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (The Freedom Stone)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
Compassion &amp;amp;bull;&amp;amp;bull; (Intimacies: Martial Arts [belief in as a way to enlightenment], His Troops [Fatherhood])&amp;lt;br&amp;gt;&lt;br /&gt;
Conviction &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Temperance &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Valor &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Limit Break: Foolhardy Contempt)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willpower &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Essence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charms&amp;lt;br&amp;gt;&lt;br /&gt;
Snake Style (9 charms)&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Cobra Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Serpentine Evasion&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Form&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Strikes the Heel&amp;lt;br&amp;gt;&lt;br /&gt;
:Uncoiling Serpent Prana&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Serpent Speed&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence Fangs and Scales Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Armor-Penetrating Fang Strike&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence-Venom Strike&amp;lt;br&amp;gt;&lt;br /&gt;
First Martial Arts Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Durability of Oak Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Skin Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Strengthens the Skin&amp;lt;br&amp;gt;&lt;br /&gt;
Adamant Skin Technique (Valor flaw)&amp;lt;br&amp;gt;&lt;br /&gt;
Monkey Leap Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Second Awareness Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise Anticipation Method&amp;lt;br&amp;gt;&lt;br /&gt;
First Presence Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Majestic Radiant Presence&amp;lt;br&amp;gt;&lt;br /&gt;
Respect Commanding Attitude&amp;lt;br&amp;gt;&lt;br /&gt;
(probably some war charms irrelevant to a one-on-one fight)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combos&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Leaping Cobra's Eye&amp;lt;/i&amp;gt; - Second Awareness Excellency, Striking Cobra Technique, Monkey Leap Technique (3BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Victory in Stillness&amp;lt;/i&amp;gt; - Adamant Skin Technique, Snake Strikes the Heel, First Martial Arts Excellency (3BP)&lt;br /&gt;
&lt;br /&gt;
=== Essence 5 ===&lt;br /&gt;
&lt;br /&gt;
BP&lt;br /&gt;
Str 5 - 4&lt;br /&gt;
&lt;br /&gt;
XP&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Shadow-Snake Insinuation&amp;lt;/i&amp;gt; - combo, 21&lt;br /&gt;
MA Specialty: 7-section Staff x2 - 6&lt;br /&gt;
Sta 4 - 12&lt;br /&gt;
Willpower 6 - 10&lt;br /&gt;
&lt;br /&gt;
Charms&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning Speed&amp;lt;br&amp;gt;&lt;br /&gt;
Graceful Crane Stance&amp;lt;br&amp;gt;&lt;br /&gt;
Feather-Foot Style&amp;lt;br&amp;gt;&lt;br /&gt;
Spider-Foot Style&amp;lt;br&amp;gt;&lt;br /&gt;
Infinite Martial Arts Mastery&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combos&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Leaping Cobra's Eye&amp;lt;/i&amp;gt;&lt;br /&gt;
:add Lightning Speed, Graceful Crane Stance, Feather-Foot Style, and Spider-Foot Style for 4 more BP.&lt;br /&gt;
&amp;lt;i&amp;gt;Victory in Stillness&amp;lt;/i&amp;gt; &lt;br /&gt;
:add Armor-Penetrating Fang Strike for 1 more BP&lt;br /&gt;
&amp;lt;i&amp;gt;Shadow-Snake Insinuation&amp;lt;/i&amp;gt; &lt;br /&gt;
:new combo containing Armor-Penetrating Fang Strike, Uncoiling Serpent Prana, First Martial Arts Excellency, Essence-Venom Strike, and Adamant Skin Technique (21xp)&lt;br /&gt;
&lt;br /&gt;
===Comments===&lt;br /&gt;
Umm, Attributes cost 4BP, not 5, so you have an extra BP for something.=) -[[Sabis]]&lt;br /&gt;
:Heh, my bad. I'll make my Join Battle combo better then. - IanPrice&lt;br /&gt;
&lt;br /&gt;
So confused on your Essence 5 build. You may have been confused as I was by the wording.&lt;br /&gt;
For Essence 5, you get: Free upgrade to Essence 5. 50xp. 4bp for a new 4 charm combo, and then 5bp for a new 5 charm combo. The rest of the charms in your MA tree, and then 5 charms of any type. &lt;br /&gt;
To the best of my knowledge, you cannot upgrade previous combo's after they are set up. Unless Nikink was allowing that specifically, as RAW says it doesn't work that way. - [[Sabis]]&lt;br /&gt;
:I assumed the builds were separate since BP doesn't happen at separate steps ever before in my experience. Anyway, that being the case, forget it. - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArtsRelay&amp;diff=76208</id>
		<title>MartialArtsRelay</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArtsRelay&amp;diff=76208"/>
				<updated>2010-05-10T01:11:40Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: giving the archived themes a numbered list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= [[MartialArts]] Relay =&lt;br /&gt;
* back to [[CrunchRelay]]. &lt;br /&gt;
&lt;br /&gt;
== The Twenty-Fourth Theme is ''The Best Defense'' ==&lt;br /&gt;
''Steel Winter Style''&lt;br /&gt;
&lt;br /&gt;
''This is a '''First Edition''' Terrestrial martial art, developed and used by a small tribe of Outcastes in the north. Drawing inspiration from the unrelenting and cutting winter, it is a style of pure grinding offense and aims to transform the martial artist into an icy killing machine. It has 10 Charms, 3 pre-form, 6 post-form. Charms of this style count the use of Grimclevers as unarmed and typically expect the martial artist to be wielding two at once. It is an unarmored martial art.''&lt;br /&gt;
&lt;br /&gt;
''All Charms in this style draw heavily on the Essence of the Air. As a result, only Air Aspected Terrestrials and the God-Blooded children of air elementals and air or winter-alligned detities may use this style at the listed costs. All other characters pay the standard 1 mote elemental surcharge to use any of these Charms. '' – Greymane&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
1. '''''Mountain Overwhelming Onslaught''''' - [[Greymane]]&lt;br /&gt;
:'''Cost''': 2 motes&lt;br /&gt;
:'''Duration''': Instant &lt;br /&gt;
:'''Type''': Reflexive&lt;br /&gt;
:'''Minimum Martial Arts''': 2&lt;br /&gt;
:'''Minimum Essence''': 1&lt;br /&gt;
:'''Perquisite Charms''': None&lt;br /&gt;
As the storm is unstopped by the mountains craggy peeks, driving all before him, the martial artist assault is unslowed by the petty barriers that stand in his way. With every attack made, the martial artist may move forward, up to his permanent Essence in yards, forcing the target of his attack to move as well - be they dead or alive after the attack.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
This relay hadn't been touched by anyone in forever, so as the second-to-last person to make a Charm for the previous theme, I thought I'd give the relay a kick and start the next one. Anyway, I'm picturing the style as pure, undiluted offense. Something without any real defensive elements at all. - [[Greymane]]&lt;br /&gt;
&lt;br /&gt;
== Previous Themes ==&lt;br /&gt;
#[[MartialArtsRelay/PressurePoints]] - the Charadrius Style.&lt;br /&gt;
#[[MartialArtsRelay/SerpentOcean]] - a toxic, action-splitting, violent style&lt;br /&gt;
#[[MartialArtsRelay/GiantSlaying]] - Mountain Killing Gadfly Style&lt;br /&gt;
#[[MartialArtsRelay/LucentGuardianintheNightSky]] - Sidereal Warstrider astrology based martial art&lt;br /&gt;
#[[MartialArtsRelay/ConstrictingIvy]] - A Wood-Aspected Terrestrial grappling MA.&lt;br /&gt;
#[[MartialArtsRelay/CloudPalmStyle]] - Terrestrial Air phantom-fist style&lt;br /&gt;
#[[MartialArtsRelay/LocustStyle]] - Celestial style intended for group use&lt;br /&gt;
#[[MartialArtsRelay/BelovedBlossomStyle]] - Emotional flower warfare.&lt;br /&gt;
#[[MartialArtsRelay/ParadoxStyle]] - Odd and esoteric.&lt;br /&gt;
#[[MartialArtsRelay/Jesters]] - Slapstick and making others look foolish&lt;br /&gt;
#[[MartialArtsRelay/Crossbows]] - Bird of Vanileth Style&lt;br /&gt;
#[[MartialArtsRelay/GoldenPsalmOfGlory]] - Songs to the Glory of the Unconquered Sun&lt;br /&gt;
#[[MartialArtsRelay/SableEvocationOfImage]] - Unfinished Sidereal Style, with 200% more Painting!&lt;br /&gt;
#[[MartialArtsRelay/PhantomFireWarriorStyle]] - Fire-Aspected Celestial MA that does some cool things with animas&lt;br /&gt;
#[[MartialArtsRelay/MorningGloryStyle]] - A beautiful and intoxicating Celestial art, inspired by the Morning Glory flower.&lt;br /&gt;
#[[MartialArtsRelay/TerrestrialSphereStyle]] - A Terrestrial through Celestial MA describing the progression through life.&lt;br /&gt;
#[[MartialArtsRelay/AboveTheEarth]] - Dancing Zephyr Style, Terrestrial Air in the manner of Jade Mountain for Terrestrial Earth&lt;br /&gt;
#[[MartialArtsRelay/TornadoOnTheSummit]] - High level Celestial MA combining the endurance of a mountain with the speed of a storm.&lt;br /&gt;
#[[MartialArtsRelay/FesteringCadaverStyle]] - Low level Celestial Style drawing upon the power of death&lt;br /&gt;
#[[MartialArtsRelay/Raksha]] - Unfinished style for Fair Folk&lt;br /&gt;
#[[MartialArtsRelay/Cards]] - yet another unfinished sidereal style&lt;br /&gt;
#[[MartialArtsRelay/Simplicity]] - Slack and Hashed Style, a no-nonsense, no-imagination Terrestrial Style.&lt;br /&gt;
#[[MartialArtsRelay/InevitableFateofIronStyle]] - An Abyssal style created to fight within Autochton, embodying the principle of Rust.&lt;br /&gt;
#[[MartialArtsRelay/BlackClaw]] - A shadowy Celestial style used by Mara the Shadow-Lover, focused on emotion and manipulation.&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Talk:Nikink/ImmortalKombat&amp;diff=76201</id>
		<title>Talk:Nikink/ImmortalKombat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Talk:Nikink/ImmortalKombat&amp;diff=76201"/>
				<updated>2010-05-10T01:06:44Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okies!&lt;br /&gt;
&lt;br /&gt;
So, how about we do a rematch of HULK and TCL at Essence 3? I'm going to re-work the build from the ground up, and take out PCB so that they aren't a significant difference in the outcome. This of course necessitates additional charm reworking, as i can't depend on persistent PCB defense/acc adders. (tho having NO weapon bonuses is pretty fiercely hard to deal with). I'll leave up the original build in case anyone wants to fight it still. =) -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
I'd also be happy to take anyone on with either level of Golden Serpent. With or without artifacts. - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=76195</id>
		<title>IanPrice/GoldenSerpent</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=76195"/>
				<updated>2010-05-10T00:59:08Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Essence 5 build, with more delicious athletics charms and an offensive combo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to [[Nikink/ImmortalKombat|Immortal Kombat]]&amp;lt;br&amp;gt;&lt;br /&gt;
back to [[IanPrice]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden Serpent&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Caste Martial Arts Warlord&amp;lt;br&amp;gt;&lt;br /&gt;
Motivation: Build an army of enlightened martial artists with which to put the Realm's Legions to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Essence 3 ===&lt;br /&gt;
&lt;br /&gt;
Str &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Dex &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Sta &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Int &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Wits &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (4BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Per &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
App &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Cha &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Man &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dawn&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Thrown &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
War &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zenith&amp;lt;br&amp;gt;&lt;br /&gt;
Integrity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Performance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Presence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;(Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
Some backgrounds irrelevent to Kombat, but what the points for here are spent on is...&amp;lt;br&amp;gt;&lt;br /&gt;
Orichalcum Serpent-Sting Staff &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Orichalcum Hearthstone Bracers &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (The Freedom Stone)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
Compassion &amp;amp;bull;&amp;amp;bull; (Intimacies: Martial Arts [belief in as a way to enlightenment], His Troops [Fatherhood])&amp;lt;br&amp;gt;&lt;br /&gt;
Conviction &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Temperance &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Valor &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Limit Break: Foolhardy Contempt)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willpower &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Essence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charms&amp;lt;br&amp;gt;&lt;br /&gt;
Snake Style (9 charms)&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Cobra Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Serpentine Evasion&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Form&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Strikes the Heel&amp;lt;br&amp;gt;&lt;br /&gt;
:Uncoiling Serpent Prana&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Serpent Speed&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence Fangs and Scales Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Armor-Penetrating Fang Strike&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence-Venom Strike&amp;lt;br&amp;gt;&lt;br /&gt;
First Martial Arts Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Durability of Oak Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Skin Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Strengthens the Skin&amp;lt;br&amp;gt;&lt;br /&gt;
Adamant Skin Technique (Valor flaw)&amp;lt;br&amp;gt;&lt;br /&gt;
Monkey Leap Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Second Awareness Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise Anticipation Method&amp;lt;br&amp;gt;&lt;br /&gt;
First Presence Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Majestic Radiant Presence&amp;lt;br&amp;gt;&lt;br /&gt;
Respect Commanding Attitude&amp;lt;br&amp;gt;&lt;br /&gt;
(probably some war charms irrelevant to a one-on-one fight)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combos&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Leaping Cobra's Eye&amp;lt;/i&amp;gt; - Second Awareness Excellency, Striking Cobra Technique, Monkey Leap Technique (3BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Victory in Stillness&amp;lt;/i&amp;gt; - Adamant Skin Technique, Snake Strikes the Heel, First Martial Arts Excellency (3BP)&lt;br /&gt;
&lt;br /&gt;
=== Essence 5 ===&lt;br /&gt;
&lt;br /&gt;
BP&lt;br /&gt;
Str 5 - 4&lt;br /&gt;
&lt;br /&gt;
XP&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Shadow-Snake Insinuation&amp;lt;/i&amp;gt; - combo, 21&lt;br /&gt;
MA Specialty: 7-section Staff x2 - 6&lt;br /&gt;
Sta 4 - 12&lt;br /&gt;
Willpower 6 - 10&lt;br /&gt;
&lt;br /&gt;
Charms&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning Speed&amp;lt;br&amp;gt;&lt;br /&gt;
Graceful Crane Stance&amp;lt;br&amp;gt;&lt;br /&gt;
Feather-Foot Style&amp;lt;br&amp;gt;&lt;br /&gt;
Spider-Foot Style&amp;lt;br&amp;gt;&lt;br /&gt;
Infinite Martial Arts Mastery&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combos&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Leaping Cobra's Eye&amp;lt;/i&amp;gt; - add Lightning Speed, Graceful Crane Stance, Feather-Foot Style, and Spider-Foot Style for 4 more BP.&lt;br /&gt;
&amp;lt;i&amp;gt;Victory in Stillness&amp;lt;/i&amp;gt; - add Armor-Penetrating Fang Strike for 1 more BP&lt;br /&gt;
&amp;lt;i&amp;gt;Shadow-Snake Insinuation&amp;lt;/i&amp;gt; - new combo containing Armor-Penetrating Fang Strike, Uncoiling Serpent Prana, First Martial Arts Excellency, Essence-Venom Strike, and Adamant Skin Technique (21xp)&lt;br /&gt;
&lt;br /&gt;
===Comments===&lt;br /&gt;
Umm, Attributes cost 4BP, not 5, so you have an extra BP for something.=) -[[Sabis]]&lt;br /&gt;
:Heh, my bad. I'll make my Join Battle combo better then. - IanPrice&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=76192</id>
		<title>IanPrice/GoldenSerpent</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=76192"/>
				<updated>2010-05-10T00:12:45Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to [[Nikink/ImmortalKombat|Immortal Kombat]]&amp;lt;br&amp;gt;&lt;br /&gt;
back to [[IanPrice]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden Serpent&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Caste Martial Arts Warlord&amp;lt;br&amp;gt;&lt;br /&gt;
Motivation: Build an army of enlightened martial artists with which to put the Realm's Legions to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Str &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Dex &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Sta &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Int &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Wits &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (4BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Per &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
App &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Cha &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Man &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dawn&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Thrown &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
War &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zenith&amp;lt;br&amp;gt;&lt;br /&gt;
Integrity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Performance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Presence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;(Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
Some backgrounds irrelevent to Kombat, but what the points for here are spent on is...&amp;lt;br&amp;gt;&lt;br /&gt;
Orichalcum Serpent-Sting Staff &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Orichalcum Hearthstone Bracers &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (The Freedom Stone)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
Compassion &amp;amp;bull;&amp;amp;bull; (Intimacies: Martial Arts [belief in as a way to enlightenment], His Troops [Fatherhood])&amp;lt;br&amp;gt;&lt;br /&gt;
Conviction &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Temperance &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Valor &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Limit Break: Foolhardy Contempt)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willpower &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Essence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charms&amp;lt;br&amp;gt;&lt;br /&gt;
Snake Style (9 charms)&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Cobra Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Serpentine Evasion&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Form&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Strikes the Heel&amp;lt;br&amp;gt;&lt;br /&gt;
:Uncoiling Serpent Prana&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Serpent Speed&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence Fangs and Scales Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Armor-Penetrating Fang Strike&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence-Venom Strike&amp;lt;br&amp;gt;&lt;br /&gt;
First Martial Arts Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Durability of Oak Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Skin Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Strengthens the Skin&amp;lt;br&amp;gt;&lt;br /&gt;
Adamant Skin Technique (Valor flaw)&amp;lt;br&amp;gt;&lt;br /&gt;
Monkey Leap Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Second Awareness Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise Anticipation Method&amp;lt;br&amp;gt;&lt;br /&gt;
First Presence Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Majestic Radiant Presence&amp;lt;br&amp;gt;&lt;br /&gt;
Respect Commanding Attitude&amp;lt;br&amp;gt;&lt;br /&gt;
(probably some war charms irrelevant to a one-on-one fight)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combos&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Leaping Cobra's Eye&amp;lt;/i&amp;gt; - Second Awareness Excellency, Striking Cobra Technique, Monkey Leap Technique (3BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Victory in Stillness&amp;lt;/i&amp;gt; - Adamant Skin Technique, Snake Strikes the Heel, First Martial Arts Excellency (3BP)&lt;br /&gt;
&lt;br /&gt;
===Comments===&lt;br /&gt;
Umm, Attributes cost 4BP, not 5, so you have an extra BP for something.=) -[[Sabis]]&lt;br /&gt;
:Heh, my bad. I'll make my Join Battle combo better then. - IanPrice&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=76191</id>
		<title>IanPrice/GoldenSerpent</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=76191"/>
				<updated>2010-05-10T00:11:19Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Meaningless non-Kombat backgrounds traded out for things I ought to spend points on in this context.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to [[Nikink/ImmortalKombat|Immortal Kombat]]&amp;lt;br&amp;gt;&lt;br /&gt;
back to [[IanPrice]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden Serpent&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Caste Martial Arts Warlord&amp;lt;br&amp;gt;&lt;br /&gt;
Motivation: Build an army of enlightened martial artists with which to put the Realm's Legions to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Str &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Dex &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Sta &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Int &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Wits &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (4BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Per &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
App &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Cha &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Man &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dawn&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Thrown &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
War &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zenith&amp;lt;br&amp;gt;&lt;br /&gt;
Integrity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Performance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Presence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;(Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
Some backgrounds irrelevent to Kombat, but what the points for here are spent on is...&amp;lt;br&amp;gt;&lt;br /&gt;
Orichalcum Serpent-Sting Staff &amp;amp;bull;&amp;amp;bull;&lt;br /&gt;
Orichalcum Hearthstone Bracers &amp;amp;bull;&amp;amp;bull;&lt;br /&gt;
Manse &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (The Freedom Stone)&lt;br /&gt;
&lt;br /&gt;
Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
Compassion &amp;amp;bull;&amp;amp;bull; (Intimacies: Martial Arts [belief in as a way to enlightenment], His Troops [Fatherhood])&amp;lt;br&amp;gt;&lt;br /&gt;
Conviction &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Temperance &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Valor &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Limit Break: Foolhardy Contempt)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willpower &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Essence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charms&amp;lt;br&amp;gt;&lt;br /&gt;
Snake Style (9 charms)&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Cobra Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Serpentine Evasion&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Form&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Strikes the Heel&amp;lt;br&amp;gt;&lt;br /&gt;
:Uncoiling Serpent Prana&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Serpent Speed&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence Fangs and Scales Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Armor-Penetrating Fang Strike&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence-Venom Strike&amp;lt;br&amp;gt;&lt;br /&gt;
First Martial Arts Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Durability of Oak Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Skin Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Strengthens the Skin&amp;lt;br&amp;gt;&lt;br /&gt;
Adamant Skin Technique (Valor flaw)&amp;lt;br&amp;gt;&lt;br /&gt;
Monkey Leap Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Second Awareness Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise Anticipation Method&amp;lt;br&amp;gt;&lt;br /&gt;
First Presence Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Majestic Radiant Presence&amp;lt;br&amp;gt;&lt;br /&gt;
Respect Commanding Attitude&amp;lt;br&amp;gt;&lt;br /&gt;
(probably some war charms irrelevant to a one-on-one fight)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combos&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Leaping Cobra's Eye&amp;lt;/i&amp;gt; - Second Awareness Excellency, Striking Cobra Technique, Monkey Leap Technique (3BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Victory in Stillness&amp;lt;/i&amp;gt; - Adamant Skin Technique, Snake Strikes the Heel, First Martial Arts Excellency (3BP)&lt;br /&gt;
&lt;br /&gt;
===Comments===&lt;br /&gt;
Umm, Attributes cost 4BP, not 5, so you have an extra BP for something.=) -[[Sabis]]&lt;br /&gt;
:Heh, my bad. I'll make my Join Battle combo better then. - IanPrice&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76134</id>
		<title>Nikink/IKMatch10</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76134"/>
				<updated>2010-05-07T22:40:14Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: IC surrender.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''&lt;br /&gt;
&lt;br /&gt;
'''Trial started:''' Tuesday, May 5, 2010 2:44PM PDT&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trial completed:''' {date}&lt;br /&gt;
&lt;br /&gt;
== Contestants ==&lt;br /&gt;
&lt;br /&gt;
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style&lt;br /&gt;
&lt;br /&gt;
1. Full Essence 3 builds allowed.&lt;br /&gt;
&lt;br /&gt;
2. Full Artifacts allowed.&lt;br /&gt;
&lt;br /&gt;
== Blank Tick Template ==&lt;br /&gt;
''Flavor text describing the events, stunts, etc.''&lt;br /&gt;
&lt;br /&gt;
:Mechanics of one fighter&lt;br /&gt;
&lt;br /&gt;
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:&lt;br /&gt;
&lt;br /&gt;
# Attack specifics, including charm use.&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
== Arena + Setup ==&lt;br /&gt;
&lt;br /&gt;
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.&lt;br /&gt;
:Swamp to me says there are things like logs and rocks for solid ground, with mostly a waist-deep muck that smells really terrible everywhere. There are trees like weeping willows, some living and some dead, and there are lots of bugs and maybe creatures like alligators/crocodiles.&lt;br /&gt;
:Yep, sound right to me. &lt;br /&gt;
&lt;br /&gt;
Serpent will face his opponent standing on a flat, mossy rock. He is clad in loose black trousers and a brown vest with a stylized cobra's hood represented on the back in gold; he is wielding a pair of hooked swords with hilt ornamentation displaying hooded cobras whose fangs form the finger-guards. He eyes the mechanical man before him and says, &amp;quot;Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. &amp;quot;You'll find the warriors of the Machine God do not fall so easily. Still, you could join our cause, and help all people work towards the common good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
=== Tick -1 ===&lt;br /&gt;
&lt;br /&gt;
Golden Serpent activates Leaping Cobra's Eye for 1wp, spending 3m on Striking Cobra Technique and 3m on Monkey Leap Technique. His anima surges forward with the image of a cobra whose fangs seek Mountain's throat, but he leaps upwards into the treetops. Join Battle (10 dice + 5 successes): 9, 8, 9, 5, 8, 10, 9, 5, 5, 6 (7 + 5 = 12 successes). Serpent has 4/5 willpower, 29/35 peripheral essence, 14/14 personal essence, 7/7 health levels.&lt;br /&gt;
&lt;br /&gt;
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. &lt;br /&gt;
&lt;br /&gt;
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
GS Acts on Tick 0, EMF acts on Tick 5.&lt;br /&gt;
&lt;br /&gt;
=== Tick 0 ===&lt;br /&gt;
&lt;br /&gt;
GS's leap carries him soaring onto a high bough - the summit of one of the trees, and upon reaching it he crackles with essence as ephemeral golden scales form on his skin and the ghostly forms of snake's heads engulf the hooks of his swords, extending their fangs along the points of them. He laughs. &amp;quot;Let's see just how tough that metal body of yours is then!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crunch: Leap 18 yards up (reflexively as my movement action thanks to Monkey Leap technique). Reflexive roll of Dexterity + Athletics to perch atop the tree (8, 7, 5, 6, 4, 3, 4, 6, 3, 4 = 2 successes, should be enough). Activate Essence Fangs and Scales Technique for 6m (Speed 5). Current Peripheral motes: 23/35. Anima flare is at the 11+ level, causing Dawn power to activate.&lt;br /&gt;
&lt;br /&gt;
EMF Darts back, lightly stepping from log to log, keeping as much distance as possible. &lt;br /&gt;
&lt;br /&gt;
Crunch: Distance +7 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 1 ===&lt;br /&gt;
&lt;br /&gt;
Still only one leap per flurry, so GS runs forward along the tree branches overhead. 5 yards per tick, continued on ticks 1-4 -20 yards&lt;br /&gt;
&lt;br /&gt;
Moving away, 7 yards a tick, continued from 1-4 +28 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 3 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 4 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 5 ===&lt;br /&gt;
&lt;br /&gt;
Simultaneous actions! Our Wits + Awareness totals are equal, so I'll just go ahead and declare that GS leaps towards EMF (36 yards horizontal) while Aiming.&lt;br /&gt;
&lt;br /&gt;
Adopting a flowing, quickly changing stance, EMF activates Air Dragon Form and keeps circlin&lt;br /&gt;
Speed 5 DV -1. +7 yards. Next action tick 10.&lt;br /&gt;
6/6 WP 0/0 Personal 14/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
Distance is 44-20+42-36 = 30 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 6 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 7 ===&lt;br /&gt;
&lt;br /&gt;
GS reaches his full Aim bonus of +3 to his next attack.&lt;br /&gt;
&lt;br /&gt;
=== Tick 8 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 9 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 10 ===&lt;br /&gt;
&lt;br /&gt;
GS leaps again, bounding up through the tree branches again. Horizontal distance closes to 4 yards if movement rates remain constant; vertical distance opens to 18 yards again. Serpent laughs, &amp;quot;Ha! They made you fast at least! Less confident than you boast?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not at all. Distance is... relevant.&amp;quot;&lt;br /&gt;
With a spin like an ice skater stepping into a pirouette EMF unleashes a barrage of 4 chakram which seem to materialize out of the wind generated by his powerful gyrations. Their aim seems true as they effortlessly slice their way through branches and leaves on the way to their intended target. With a snap upright EMF comes to a halt, the light shower of leaves drifting down standing in stark contrast to the statuesque Alchemical.&lt;br /&gt;
&lt;br /&gt;
:Making a non magical flurry of 4 attacks. Waiting on Stunt Die awards before rolls. &lt;br /&gt;
::I'll give that 2 dice, but ask you to also make a Dexterity + Athletics roll to come to a stop on something solid instead of swampy (which the dice apply to as well as the attacks of course). Difficulty 3 I'd say.&lt;br /&gt;
:::1,4,2,9,6,2,6,4,3,7,9,10 = 5 successes. &lt;br /&gt;
::Speed 3, DV -4 Next action tick 13.&lt;br /&gt;
&lt;br /&gt;
Serpent's laughter continues as he bounces off a branch and spins in the air, rolling into a diving fall through the storm of chakrams. He hooks his swords together, hook to guard, letting the connected weapons fly out as a sweeping radius of danger with his falling spin. When each chakram touches his skin, his anima flares, revealing a great golden cobra whose eyes transfix his enemy's, and whose scales are utterly impenetrable. Bouncing off the attacks, Serpent reaches for Mountain with a steely whirl of counters.&lt;br /&gt;
&lt;br /&gt;
:I likes it. =) 2 Dice for sure... but getting to travel 20ish yards for all of the attacks seems a bit much for a stunt, as you already had to leap 36 yards to get this close. I'd be fine with either you choosing a different action/charm (and landing 4 yards away from me) or you continuing with that, but only being close enough to counterattack for the last attack. Kinda like a reverse leaping dodge effect (which seems to make sense to me). Either way, here I go rolling attacks. =)&lt;br /&gt;
::Remember that the long distance is vertical, up from EMF. Gravity brings you down to earth and all that, since Serpent is deciding not to actually stand on a branch this time. I'll take the one counter restriction as fair given my stunt, but I'd like to use the one highest-success attack you rolled (which is technically attack #2) for the purposes of Snake Strikes the Heel.&lt;br /&gt;
:::What i was saying was you falling, accelerating due to gravity, from 0 to whatever, 18 yards (that's 54 feet, or 5 and 1/2 stories tall) in less than a second is almost twice the distance you should get to fall (and you're not moving/jumping down, as you already did this to get to the place you want to fall from). To call physics into light (assuming Exalted has normal earth gravity, which seems to be the setting assumption), acceleration due to gravity is 9.81meters/s/s. meters to yards is 1.1, so you get a bit over 10 yards in a second if starting from 0. That still leaves you 8ish yards above me at the end of the tick (which, for argument sake, you're actually 4 yards distant from me with perhaps a 2 yard reach, leaving the idea of you more or less over me kinda silly.) I felt I was being more than fair getting you here, but, for the fun of it and to make things more epic, let's assume you fall at double the normal rate. And you get the most favorable possible attack to hit. Let's see what happens. =) (also, you will need to take falling damage for that distance. As you MUST fall the whole way without stopping yourself to have a chance of hitting me back, you can make a reflexive Wits + Athletics roll, each success adding one point to your bashing soak for 9B damage (which is piercing))&lt;br /&gt;
::Also, you're still getting shot at 4 times, so you're going to need to declare defenses for those other 3 attacks. I know the counter one is exciting, but the rest still happen. =)&lt;br /&gt;
&lt;br /&gt;
:Activating ''Victory in Stillness'' for 1wp, foregoing DV, and activating Adamant Skin Technique against any attack which rolls successes. Trying to stunt to get in range for counterattacks via Snake Strikes the Heel. 12m on AST, 3m on SStH, dice pool 9 + 5 + 2 = 16 base + 3 die aim. 16m on first MA excellency = 35 die pool.&lt;br /&gt;
&lt;br /&gt;
# First Attack&lt;br /&gt;
## Stunt 2 Die&lt;br /&gt;
## Defensive Stunt 2 Die&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# 15 dice: 3,3,4,4,5,5,6,6,6,7,9,9,9,0= 8Sux&lt;br /&gt;
# None or DV&lt;br /&gt;
# None&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
## Perfect&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Second&lt;br /&gt;
## Stunt 2 Die&lt;br /&gt;
## Defensive Stunt 2 Die&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# 14 dice: 1,1,1,2,5,6,7,7,8,9,9,9,9,0 = 9 Sux&lt;br /&gt;
# None or DV&lt;br /&gt;
# None&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
## Perfect&lt;br /&gt;
# Counterattacks&lt;br /&gt;
## Snake Strikes the Heel (And 1st MA Excelency?)&lt;br /&gt;
## 35 dice: 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 4, 4, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 7, 8, 8, 9, 10, 10, 10 (13 successes)&lt;br /&gt;
## Defense declaration (any DV will be penalized by 4 for flurry, 2 for height advantage) &amp;quot;Moving as he lets the flailing sword strike out at him, the jade man curtsies neatly under the serpents instinctive blow.&amp;quot; (Dodge declared) For math, I'm just going to assume a 1 die stunt.&lt;br /&gt;
&lt;br /&gt;
## DDV 7 (Base 12 + 1 stunt -4 flurry -2 height)&lt;br /&gt;
## Attack Reroll (none)&lt;br /&gt;
## Defense Reroll (none)&lt;br /&gt;
## Base Damage: 6 attack successes + 4 str + 3L Hook Sword = 13L. Damage is piercing.&lt;br /&gt;
## Soak (Piercing reduces EMF's armor by half, making soak 16. I'm unclear if piercing reduces hardness on artifact armor; if not, then we are faced with an odd situation where hardness exceeds soak. I'm also unclear why the armor plating charm appears to contradict the general ruling that hardness does not stack, at least the way you've written it up. If hardness is reduced by piercing, or does not stack, the attack manages to do ping. Otherwise, it manages to do nothing.)&lt;br /&gt;
:Hardness is separate from, and applied before soak. (Main book 149 &amp;quot;Before worrying about soak, however, the attacker's player should compare the raw damage of the attack to any Hardness&amp;quot;) Piercing tag (as far as I've been scouring the errata since the beginning of this match a few days ago looking for this answer) affects soak, but has no effect on hardness.&lt;br /&gt;
:From MOEP: Alchemicals: Page 134 &amp;quot;This exoskeleton is Obvious, and while artifact armor may always be worn over it for cumulative benefit, mundane protective gear must be specifically tailored to accommodate the Exalt.&amp;quot; Also, the hardness isn't listed as #/#, it's listed as +#/#, adding to an armor rather than providing a static number. Thus hardness stacking. &lt;br /&gt;
# Nothing. (unless someone knows something special from errata/clarifications I don't have) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Third&lt;br /&gt;
## Stunt 2 Die&lt;br /&gt;
## Defensive Stunt 2 Die&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# 13 dice: 1,1,1,1,2,3,3,5,7,9,9,0,0 = 7 Sux&lt;br /&gt;
# None or DV&lt;br /&gt;
# None&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
## Perfect&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Foruth&lt;br /&gt;
## Stunt 2 Die&lt;br /&gt;
## Defensive Stunt 2 Die&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# 12 dice: 1,2,3,4,4,5,5,7,7,7,8,8 = 5 Sux&lt;br /&gt;
# None or DV&lt;br /&gt;
# None&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
## Perfect&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Falling Damage (on GS)&lt;br /&gt;
# Auto hit the ground&lt;br /&gt;
# No Defense&lt;br /&gt;
# Raw Damage 9B (piercing)&lt;br /&gt;
# Soak: Athletics roll: 2, 2, 3, 4, 5, 8, 8, 9, 9, 10 (6 successes). Total soak is thus 9, and environmental effects such as falling can be soaked to 0.&lt;br /&gt;
# Results: No damage.&lt;br /&gt;
&lt;br /&gt;
=== Tick 11 ===&lt;br /&gt;
&lt;br /&gt;
Serpent splashes into the muck, rising and coughing, blinking as he sees Mountain's unscratched carapace. He stands as he can, then bows slightly and offers his weapons. &amp;quot;I can offer no stronger attack. I apologize for my insolence. Please accept my surrender, and allow me to send word to my men so they may negotiate my release.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Conclusions ==&lt;br /&gt;
&lt;br /&gt;
A section for what was learned &lt;br /&gt;
&lt;br /&gt;
=== Home player ===&lt;br /&gt;
&lt;br /&gt;
I forfeit, as it is impractical for me to pierce the rather excessive hardness possessed by my opponent. Though I would have done so had I managed an average roll on that counterattack, and had I used other tactics might have been able to manage multiple counterattacks, it would take more luck and essence than I could expect to have for Golden Serpent to consistently inflict damage.&lt;br /&gt;
&lt;br /&gt;
My objective with Golden Serpent was to determine if Snake Strikes the Heel + Adamant Skin Technique was as broken a combination as I remember it. Conclusion: Yes, but flawed unless combined with Armor-Penetrating Fang Strike. Even then, unless errata comes out to apply that charm and/or the Piercing tag to Hardness, the inability to use heavy weapons with the style becomes crippling against certain opponents. Namely, Alchemical Exalted focused on armoring themselves. Allowing Exoskeletal Armor Plating to stack with other armor hardness because it is listed with a &amp;quot;+&amp;quot; by the number makes this augmentation considerably more powerful than any Solar soak charm short of Adamant Skin Technique, and even then, AST costs motes to activate. The armor plating is continuously present. Had EMF been constructed with an Essence Shield Projector instead of Aegis Integration, I might have faced 21 hardness. A strength 5 character with a grand goremaul would have to score more than a single net success to penetrate that, and with Motic Field Stabilizers it can be active indefinitely.&lt;br /&gt;
&lt;br /&gt;
Ultimately, my conclusion must be that Alchemical defenses are significantly better than Solar defenses.&lt;br /&gt;
&lt;br /&gt;
=== Away player ===&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
&lt;br /&gt;
== Initial Negotiations ==&lt;br /&gt;
&lt;br /&gt;
Where and what is the font of mourning? I only have my core book and storyteller's companion with me. A swamp sounds fine though. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
== Player Chat ==&lt;br /&gt;
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]&lt;br /&gt;
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Observer Comments ==&lt;br /&gt;
&lt;br /&gt;
Font of Mourning is the area around Calan's Loss in the South West. It's the blighted and dangerous region where Thrice-Damned Gorol was revealed to be an Akuma in the First Age and killed his friend and friend's lunar mate via trickery and deceit. The first infernal demesne and 'natural' source of vitriol. [[nikink]]&lt;br /&gt;
&lt;br /&gt;
'''Tick 1''': I don't understand what you mean by 'Can only leap once per flurry, so GS will take a Move action on these remaining ticks' (excuse the paraphrase)? If MLT lets you jump as a reflexive action instead of Move, then surely on the other ticks you could continue jumping? The limit of one Jump per flurry is (as I understand it) the same as one Move action per Flurry, so you cannot Jump-Attack-Jump-Attack-Jump-Attack for example (without charms that let you do so that is). [[nikink]]&lt;br /&gt;
: Actually, in the description of the jumping miscellaneous action, it says &amp;quot;a character can make only one jump in a flurry or on its own,&amp;quot; but Move lists its speed as per-tick. Since making every tick a leap would make MLT sooo much better than the equivalent-level charm Lightning Speed, I've always seen it interpreted that one jump per DV refresh remains the rule. - [[IanPrice]]&lt;br /&gt;
: The errata on the official wiki even clarifies that this is the case, you can only leap once per action. - [[Bencyclopedia]]&lt;br /&gt;
::No more than one jump per action. (Scroll of Eratta, page 15: [You may jump] &amp;quot;Only once every 5 ticks, as normal.&amp;quot;) -[[Sabis]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76133</id>
		<title>Nikink/IKMatch10</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76133"/>
				<updated>2010-05-07T22:34:10Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: /* Home player */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''&lt;br /&gt;
&lt;br /&gt;
'''Trial started:''' Tuesday, May 5, 2010 2:44PM PDT&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trial completed:''' {date}&lt;br /&gt;
&lt;br /&gt;
== Contestants ==&lt;br /&gt;
&lt;br /&gt;
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style&lt;br /&gt;
&lt;br /&gt;
1. Full Essence 3 builds allowed.&lt;br /&gt;
&lt;br /&gt;
2. Full Artifacts allowed.&lt;br /&gt;
&lt;br /&gt;
== Blank Tick Template ==&lt;br /&gt;
''Flavor text describing the events, stunts, etc.''&lt;br /&gt;
&lt;br /&gt;
:Mechanics of one fighter&lt;br /&gt;
&lt;br /&gt;
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:&lt;br /&gt;
&lt;br /&gt;
# Attack specifics, including charm use.&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
== Arena + Setup ==&lt;br /&gt;
&lt;br /&gt;
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.&lt;br /&gt;
:Swamp to me says there are things like logs and rocks for solid ground, with mostly a waist-deep muck that smells really terrible everywhere. There are trees like weeping willows, some living and some dead, and there are lots of bugs and maybe creatures like alligators/crocodiles.&lt;br /&gt;
:Yep, sound right to me. &lt;br /&gt;
&lt;br /&gt;
Serpent will face his opponent standing on a flat, mossy rock. He is clad in loose black trousers and a brown vest with a stylized cobra's hood represented on the back in gold; he is wielding a pair of hooked swords with hilt ornamentation displaying hooded cobras whose fangs form the finger-guards. He eyes the mechanical man before him and says, &amp;quot;Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. &amp;quot;You'll find the warriors of the Machine God do not fall so easily. Still, you could join our cause, and help all people work towards the common good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
=== Tick -1 ===&lt;br /&gt;
&lt;br /&gt;
Golden Serpent activates Leaping Cobra's Eye for 1wp, spending 3m on Striking Cobra Technique and 3m on Monkey Leap Technique. His anima surges forward with the image of a cobra whose fangs seek Mountain's throat, but he leaps upwards into the treetops. Join Battle (10 dice + 5 successes): 9, 8, 9, 5, 8, 10, 9, 5, 5, 6 (7 + 5 = 12 successes). Serpent has 4/5 willpower, 29/35 peripheral essence, 14/14 personal essence, 7/7 health levels.&lt;br /&gt;
&lt;br /&gt;
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. &lt;br /&gt;
&lt;br /&gt;
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
GS Acts on Tick 0, EMF acts on Tick 5.&lt;br /&gt;
&lt;br /&gt;
=== Tick 0 ===&lt;br /&gt;
&lt;br /&gt;
GS's leap carries him soaring onto a high bough - the summit of one of the trees, and upon reaching it he crackles with essence as ephemeral golden scales form on his skin and the ghostly forms of snake's heads engulf the hooks of his swords, extending their fangs along the points of them. He laughs. &amp;quot;Let's see just how tough that metal body of yours is then!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crunch: Leap 18 yards up (reflexively as my movement action thanks to Monkey Leap technique). Reflexive roll of Dexterity + Athletics to perch atop the tree (8, 7, 5, 6, 4, 3, 4, 6, 3, 4 = 2 successes, should be enough). Activate Essence Fangs and Scales Technique for 6m (Speed 5). Current Peripheral motes: 23/35. Anima flare is at the 11+ level, causing Dawn power to activate.&lt;br /&gt;
&lt;br /&gt;
EMF Darts back, lightly stepping from log to log, keeping as much distance as possible. &lt;br /&gt;
&lt;br /&gt;
Crunch: Distance +7 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 1 ===&lt;br /&gt;
&lt;br /&gt;
Still only one leap per flurry, so GS runs forward along the tree branches overhead. 5 yards per tick, continued on ticks 1-4 -20 yards&lt;br /&gt;
&lt;br /&gt;
Moving away, 7 yards a tick, continued from 1-4 +28 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 3 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 4 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 5 ===&lt;br /&gt;
&lt;br /&gt;
Simultaneous actions! Our Wits + Awareness totals are equal, so I'll just go ahead and declare that GS leaps towards EMF (36 yards horizontal) while Aiming.&lt;br /&gt;
&lt;br /&gt;
Adopting a flowing, quickly changing stance, EMF activates Air Dragon Form and keeps circlin&lt;br /&gt;
Speed 5 DV -1. +7 yards. Next action tick 10.&lt;br /&gt;
6/6 WP 0/0 Personal 14/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
Distance is 44-20+42-36 = 30 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 6 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 7 ===&lt;br /&gt;
&lt;br /&gt;
GS reaches his full Aim bonus of +3 to his next attack.&lt;br /&gt;
&lt;br /&gt;
=== Tick 8 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 9 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 10 ===&lt;br /&gt;
&lt;br /&gt;
GS leaps again, bounding up through the tree branches again. Horizontal distance closes to 4 yards if movement rates remain constant; vertical distance opens to 18 yards again. Serpent laughs, &amp;quot;Ha! They made you fast at least! Less confident than you boast?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not at all. Distance is... relevant.&amp;quot;&lt;br /&gt;
With a spin like an ice skater stepping into a pirouette EMF unleashes a barrage of 4 chakram which seem to materialize out of the wind generated by his powerful gyrations. Their aim seems true as they effortlessly slice their way through branches and leaves on the way to their intended target. With a snap upright EMF comes to a halt, the light shower of leaves drifting down standing in stark contrast to the statuesque Alchemical.&lt;br /&gt;
&lt;br /&gt;
:Making a non magical flurry of 4 attacks. Waiting on Stunt Die awards before rolls. &lt;br /&gt;
::I'll give that 2 dice, but ask you to also make a Dexterity + Athletics roll to come to a stop on something solid instead of swampy (which the dice apply to as well as the attacks of course). Difficulty 3 I'd say.&lt;br /&gt;
:::1,4,2,9,6,2,6,4,3,7,9,10 = 5 successes. &lt;br /&gt;
::Speed 3, DV -4 Next action tick 13.&lt;br /&gt;
&lt;br /&gt;
Serpent's laughter continues as he bounces off a branch and spins in the air, rolling into a diving fall through the storm of chakrams. He hooks his swords together, hook to guard, letting the connected weapons fly out as a sweeping radius of danger with his falling spin. When each chakram touches his skin, his anima flares, revealing a great golden cobra whose eyes transfix his enemy's, and whose scales are utterly impenetrable. Bouncing off the attacks, Serpent reaches for Mountain with a steely whirl of counters.&lt;br /&gt;
&lt;br /&gt;
:I likes it. =) 2 Dice for sure... but getting to travel 20ish yards for all of the attacks seems a bit much for a stunt, as you already had to leap 36 yards to get this close. I'd be fine with either you choosing a different action/charm (and landing 4 yards away from me) or you continuing with that, but only being close enough to counterattack for the last attack. Kinda like a reverse leaping dodge effect (which seems to make sense to me). Either way, here I go rolling attacks. =)&lt;br /&gt;
::Remember that the long distance is vertical, up from EMF. Gravity brings you down to earth and all that, since Serpent is deciding not to actually stand on a branch this time. I'll take the one counter restriction as fair given my stunt, but I'd like to use the one highest-success attack you rolled (which is technically attack #2) for the purposes of Snake Strikes the Heel.&lt;br /&gt;
:::What i was saying was you falling, accelerating due to gravity, from 0 to whatever, 18 yards (that's 54 feet, or 5 and 1/2 stories tall) in less than a second is almost twice the distance you should get to fall (and you're not moving/jumping down, as you already did this to get to the place you want to fall from). To call physics into light (assuming Exalted has normal earth gravity, which seems to be the setting assumption), acceleration due to gravity is 9.81meters/s/s. meters to yards is 1.1, so you get a bit over 10 yards in a second if starting from 0. That still leaves you 8ish yards above me at the end of the tick (which, for argument sake, you're actually 4 yards distant from me with perhaps a 2 yard reach, leaving the idea of you more or less over me kinda silly.) I felt I was being more than fair getting you here, but, for the fun of it and to make things more epic, let's assume you fall at double the normal rate. And you get the most favorable possible attack to hit. Let's see what happens. =) (also, you will need to take falling damage for that distance. As you MUST fall the whole way without stopping yourself to have a chance of hitting me back, you can make a reflexive Wits + Athletics roll, each success adding one point to your bashing soak for 9B damage (which is piercing))&lt;br /&gt;
::Also, you're still getting shot at 4 times, so you're going to need to declare defenses for those other 3 attacks. I know the counter one is exciting, but the rest still happen. =)&lt;br /&gt;
&lt;br /&gt;
:Activating ''Victory in Stillness'' for 1wp, foregoing DV, and activating Adamant Skin Technique against any attack which rolls successes. Trying to stunt to get in range for counterattacks via Snake Strikes the Heel. 12m on AST, 3m on SStH, dice pool 9 + 5 + 2 = 16 base + 3 die aim. 16m on first MA excellency = 35 die pool.&lt;br /&gt;
&lt;br /&gt;
# First Attack&lt;br /&gt;
## Stunt 2 Die&lt;br /&gt;
## Defensive Stunt 2 Die&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# 15 dice: 3,3,4,4,5,5,6,6,6,7,9,9,9,0= 8Sux&lt;br /&gt;
# None or DV&lt;br /&gt;
# None&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
## Perfect&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Second&lt;br /&gt;
## Stunt 2 Die&lt;br /&gt;
## Defensive Stunt 2 Die&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# 14 dice: 1,1,1,2,5,6,7,7,8,9,9,9,9,0 = 9 Sux&lt;br /&gt;
# None or DV&lt;br /&gt;
# None&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
## Perfect&lt;br /&gt;
# Counterattacks&lt;br /&gt;
## Snake Strikes the Heel (And 1st MA Excelency?)&lt;br /&gt;
## 35 dice: 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 4, 4, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 7, 8, 8, 9, 10, 10, 10 (13 successes)&lt;br /&gt;
## Defense declaration (any DV will be penalized by 4 for flurry, 2 for height advantage) &amp;quot;Moving as he lets the flailing sword strike out at him, the jade man curtsies neatly under the serpents instinctive blow.&amp;quot; (Dodge declared) For math, I'm just going to assume a 1 die stunt.&lt;br /&gt;
&lt;br /&gt;
## DDV 7 (Base 12 + 1 stunt -4 flurry -2 height)&lt;br /&gt;
## Attack Reroll (none)&lt;br /&gt;
## Defense Reroll (none)&lt;br /&gt;
## Base Damage: 6 attack successes + 4 str + 3L Hook Sword = 13L. Damage is piercing.&lt;br /&gt;
## Soak (Piercing reduces EMF's armor by half, making soak 16. I'm unclear if piercing reduces hardness on artifact armor; if not, then we are faced with an odd situation where hardness exceeds soak. I'm also unclear why the armor plating charm appears to contradict the general ruling that hardness does not stack, at least the way you've written it up. If hardness is reduced by piercing, or does not stack, the attack manages to do ping. Otherwise, it manages to do nothing.)&lt;br /&gt;
:Hardness is separate from, and applied before soak. (Main book 149 &amp;quot;Before worrying about soak, however, the attacker's player should compare the raw damage of the attack to any Hardness&amp;quot;) Piercing tag (as far as I've been scouring the errata since the beginning of this match a few days ago looking for this answer) affects soak, but has no effect on hardness.&lt;br /&gt;
:From MOEP: Alchemicals: Page 134 &amp;quot;This exoskeleton is Obvious, and while artifact armor may always be worn over it for cumulative benefit, mundane protective gear must be specifically tailored to accommodate the Exalt.&amp;quot; Also, the hardness isn't listed as #/#, it's listed as +#/#, adding to an armor rather than providing a static number. Thus hardness stacking. &lt;br /&gt;
# Nothing. (unless someone knows something special from errata/clarifications I don't have) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Third&lt;br /&gt;
## Stunt 2 Die&lt;br /&gt;
## Defensive Stunt 2 Die&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# 13 dice: 1,1,1,1,2,3,3,5,7,9,9,0,0 = 7 Sux&lt;br /&gt;
# None or DV&lt;br /&gt;
# None&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
## Perfect&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Foruth&lt;br /&gt;
## Stunt 2 Die&lt;br /&gt;
## Defensive Stunt 2 Die&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# 12 dice: 1,2,3,4,4,5,5,7,7,7,8,8 = 5 Sux&lt;br /&gt;
# None or DV&lt;br /&gt;
# None&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
## Perfect&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Falling Damage (on GS)&lt;br /&gt;
# Auto hit the ground&lt;br /&gt;
# No Defense&lt;br /&gt;
# Raw Damage 9B (piercing)&lt;br /&gt;
# Soak ? (take it? Perfect soak?)&lt;br /&gt;
# Results&lt;br /&gt;
&lt;br /&gt;
=== Tick 12 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 13 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 14 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 15 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 16 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 17 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 18 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 19 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 20 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 21 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 22 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 23 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 24 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 25 ===&lt;br /&gt;
&lt;br /&gt;
== Conclusions ==&lt;br /&gt;
&lt;br /&gt;
A section for what was learned &lt;br /&gt;
&lt;br /&gt;
=== Home player ===&lt;br /&gt;
&lt;br /&gt;
I forfeit, as it is impractical for me to pierce the rather excessive hardness possessed by my opponent. Though I would have done so had I managed an average roll on that counterattack, and had I used other tactics might have been able to manage multiple counterattacks, it would take more luck and essence than I could expect to have for Golden Serpent to consistently inflict damage.&lt;br /&gt;
&lt;br /&gt;
My objective with Golden Serpent was to determine if Snake Strikes the Heel + Adamant Skin Technique was as broken a combination as I remember it. Conclusion: Yes, but flawed unless combined with Armor-Penetrating Fang Strike. Even then, unless errata comes out to apply that charm and/or the Piercing tag to Hardness, the inability to use heavy weapons with the style becomes crippling against certain opponents. Namely, Alchemical Exalted focused on armoring themselves. Allowing Exoskeletal Armor Plating to stack with other armor hardness because it is listed with a &amp;quot;+&amp;quot; by the number makes this augmentation considerably more powerful than any Solar soak charm short of Adamant Skin Technique, and even then, AST costs motes to activate. The armor plating is continuously present. Had EMF been constructed with an Essence Shield Projector instead of Aegis Integration, I might have faced 21 hardness. A strength 5 character with a grand goremaul would have to score more than a single net success to penetrate that, and with Motic Field Stabilizers it can be active indefinitely.&lt;br /&gt;
&lt;br /&gt;
Ultimately, my conclusion must be that Alchemical defenses are significantly better than Solar defenses.&lt;br /&gt;
&lt;br /&gt;
=== Away player ===&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
&lt;br /&gt;
== Initial Negotiations ==&lt;br /&gt;
&lt;br /&gt;
Where and what is the font of mourning? I only have my core book and storyteller's companion with me. A swamp sounds fine though. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
== Player Chat ==&lt;br /&gt;
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]&lt;br /&gt;
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Observer Comments ==&lt;br /&gt;
&lt;br /&gt;
Font of Mourning is the area around Calan's Loss in the South West. It's the blighted and dangerous region where Thrice-Damned Gorol was revealed to be an Akuma in the First Age and killed his friend and friend's lunar mate via trickery and deceit. The first infernal demesne and 'natural' source of vitriol. [[nikink]]&lt;br /&gt;
&lt;br /&gt;
'''Tick 1''': I don't understand what you mean by 'Can only leap once per flurry, so GS will take a Move action on these remaining ticks' (excuse the paraphrase)? If MLT lets you jump as a reflexive action instead of Move, then surely on the other ticks you could continue jumping? The limit of one Jump per flurry is (as I understand it) the same as one Move action per Flurry, so you cannot Jump-Attack-Jump-Attack-Jump-Attack for example (without charms that let you do so that is). [[nikink]]&lt;br /&gt;
: Actually, in the description of the jumping miscellaneous action, it says &amp;quot;a character can make only one jump in a flurry or on its own,&amp;quot; but Move lists its speed as per-tick. Since making every tick a leap would make MLT sooo much better than the equivalent-level charm Lightning Speed, I've always seen it interpreted that one jump per DV refresh remains the rule. - [[IanPrice]]&lt;br /&gt;
: The errata on the official wiki even clarifies that this is the case, you can only leap once per action. - [[Bencyclopedia]]&lt;br /&gt;
::No more than one jump per action. (Scroll of Eratta, page 15: [You may jump] &amp;quot;Only once every 5 ticks, as normal.&amp;quot;) -[[Sabis]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76126</id>
		<title>Nikink/IKMatch10</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76126"/>
				<updated>2010-05-07T19:50:10Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Defense stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''&lt;br /&gt;
&lt;br /&gt;
'''Trial started:''' Tuesday, May 5, 2010 2:44PM PDT&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trial completed:''' {date}&lt;br /&gt;
&lt;br /&gt;
== Contestants ==&lt;br /&gt;
&lt;br /&gt;
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style&lt;br /&gt;
&lt;br /&gt;
1. Full Essence 3 builds allowed.&lt;br /&gt;
&lt;br /&gt;
2. Full Artifacts allowed.&lt;br /&gt;
&lt;br /&gt;
== Blank Tick Template ==&lt;br /&gt;
''Flavor text describing the events, stunts, etc.''&lt;br /&gt;
&lt;br /&gt;
:Mechanics of one fighter&lt;br /&gt;
&lt;br /&gt;
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:&lt;br /&gt;
&lt;br /&gt;
# Attack specifics, including charm use.&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
== Arena + Setup ==&lt;br /&gt;
&lt;br /&gt;
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.&lt;br /&gt;
:Swamp to me says there are things like logs and rocks for solid ground, with mostly a waist-deep muck that smells really terrible everywhere. There are trees like weeping willows, some living and some dead, and there are lots of bugs and maybe creatures like alligators/crocodiles.&lt;br /&gt;
:Yep, sound right to me. &lt;br /&gt;
&lt;br /&gt;
Serpent will face his opponent standing on a flat, mossy rock. He is clad in loose black trousers and a brown vest with a stylized cobra's hood represented on the back in gold; he is wielding a pair of hooked swords with hilt ornamentation displaying hooded cobras whose fangs form the finger-guards. He eyes the mechanical man before him and says, &amp;quot;Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. &amp;quot;You'll find the warriors of the Machine God do not fall so easily. Still, you could join our cause, and help all people work towards the common good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
=== Tick -1 ===&lt;br /&gt;
&lt;br /&gt;
Golden Serpent activates Leaping Cobra's Eye for 1wp, spending 3m on Striking Cobra Technique and 3m on Monkey Leap Technique. His anima surges forward with the image of a cobra whose fangs seek Mountain's throat, but he leaps upwards into the treetops. Join Battle (10 dice + 5 successes): 9, 8, 9, 5, 8, 10, 9, 5, 5, 6 (7 + 5 = 12 successes). Serpent has 4/5 willpower, 29/35 peripheral essence, 14/14 personal essence, 7/7 health levels.&lt;br /&gt;
&lt;br /&gt;
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. &lt;br /&gt;
&lt;br /&gt;
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
GS Acts on Tick 0, EMF acts on Tick 5.&lt;br /&gt;
&lt;br /&gt;
=== Tick 0 ===&lt;br /&gt;
&lt;br /&gt;
GS's leap carries him soaring onto a high bough - the summit of one of the trees, and upon reaching it he crackles with essence as ephemeral golden scales form on his skin and the ghostly forms of snake's heads engulf the hooks of his swords, extending their fangs along the points of them. He laughs. &amp;quot;Let's see just how tough that metal body of yours is then!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crunch: Leap 18 yards up (reflexively as my movement action thanks to Monkey Leap technique). Reflexive roll of Dexterity + Athletics to perch atop the tree (8, 7, 5, 6, 4, 3, 4, 6, 3, 4 = 2 successes, should be enough). Activate Essence Fangs and Scales Technique for 6m (Speed 5). Current Peripheral motes: 23/35. Anima flare is at the 11+ level, causing Dawn power to activate.&lt;br /&gt;
&lt;br /&gt;
EMF Darts back, lightly stepping from log to log, keeping as much distance as possible. &lt;br /&gt;
&lt;br /&gt;
Crunch: Distance +7 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 1 ===&lt;br /&gt;
&lt;br /&gt;
Still only one leap per flurry, so GS runs forward along the tree branches overhead. 5 yards per tick, continued on ticks 1-4 -20 yards&lt;br /&gt;
&lt;br /&gt;
Moving away, 7 yards a tick, continued from 1-4 +28 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 3 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 4 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 5 ===&lt;br /&gt;
&lt;br /&gt;
Simultaneous actions! Our Wits + Awareness totals are equal, so I'll just go ahead and declare that GS leaps towards EMF (36 yards horizontal) while Aiming.&lt;br /&gt;
&lt;br /&gt;
Adopting a flowing, quickly changing stance, EMF activates Air Dragon Form and keeps circlin&lt;br /&gt;
Speed 5 DV -1. +7 yards. Next action tick 10.&lt;br /&gt;
6/6 WP 0/0 Personal 14/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
Distance is 44-20+42-36 = 30 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 6 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 7 ===&lt;br /&gt;
&lt;br /&gt;
GS reaches his full Aim bonus of +3 to his next attack.&lt;br /&gt;
&lt;br /&gt;
=== Tick 8 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 9 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 10 ===&lt;br /&gt;
&lt;br /&gt;
GS leaps again, bounding up through the tree branches again. Horizontal distance closes to 4 yards if movement rates remain constant; vertical distance opens to 18 yards again. Serpent laughs, &amp;quot;Ha! They made you fast at least! Less confident than you boast?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not at all. Distance is... relevant.&amp;quot;&lt;br /&gt;
With a spin like an ice skater stepping into a pirouette EMF unleashes a barrage of 4 chakram which seem to materialize out of the wind generated by his powerful gyrations. Their aim seems true as they effortlessly slice their way through branches and leaves on the way to their intended target. With a snap upright EMF comes to a halt, the light shower of leaves drifting down standing in stark contrast to the statuesque Alchemical.&lt;br /&gt;
&lt;br /&gt;
:Making a non magical flurry of 4 attacks. Waiting on Stunt Die awards before rolls. &lt;br /&gt;
::I'll give that 2 dice, but ask you to also make a Dexterity + Athletics roll to come to a stop on something solid instead of swampy (which the dice apply to as well as the attacks of course). Difficulty 3 I'd say.&lt;br /&gt;
&lt;br /&gt;
Serpent's laughter continues as he bounces off a branch and spins in the air, rolling into a diving fall through the storm of chakrams. He hooks his swords together, hook to guard, letting the connected weapons fly out as a sweeping radius of danger with his falling spin. When each chakram touches his skin, his anima flares, revealing a great golden cobra whose eyes transfix his enemy's, and whose scales are utterly impenetrable. Bouncing off the attacks, Serpent reaches for Mountain with a steely whirl of counters.&lt;br /&gt;
&lt;br /&gt;
:Activating ''Victory in Stillness'' for 1wp, foregoing DV, and activating Adamant Skin Technique against any attack which rolls successes. Trying to stunt to get in range for counterattacks via Snake Strikes the Heel.&lt;br /&gt;
&lt;br /&gt;
# First Attack&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Second&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Third&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Foruth&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
=== Tick 11 ===&lt;br /&gt;
&lt;br /&gt;
== Conclusions ==&lt;br /&gt;
&lt;br /&gt;
A section for what was learned &lt;br /&gt;
&lt;br /&gt;
=== Home player ===&lt;br /&gt;
&lt;br /&gt;
=== Away player ===&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
&lt;br /&gt;
== Initial Negotiations ==&lt;br /&gt;
&lt;br /&gt;
Where and what is the font of mourning? I only have my core book and storyteller's companion with me. A swamp sounds fine though. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
== Player Chat ==&lt;br /&gt;
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]&lt;br /&gt;
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Observer Comments ==&lt;br /&gt;
&lt;br /&gt;
Font of Mourning is the area around Calan's Loss in the South West. It's the blighted and dangerous region where Thrice-Damned Gorol was revealed to be an Akuma in the First Age and killed his friend and friend's lunar mate via trickery and deceit. The first infernal demesne and 'natural' source of vitriol. [[nikink]]&lt;br /&gt;
&lt;br /&gt;
'''Tick 1''': I don't understand what you mean by 'Can only leap once per flurry, so GS will take a Move action on these remaining ticks' (excuse the paraphrase)? If MLT lets you jump as a reflexive action instead of Move, then surely on the other ticks you could continue jumping? The limit of one Jump per flurry is (as I understand it) the same as one Move action per Flurry, so you cannot Jump-Attack-Jump-Attack-Jump-Attack for example (without charms that let you do so that is). [[nikink]]&lt;br /&gt;
: Actually, in the description of the jumping miscellaneous action, it says &amp;quot;a character can make only one jump in a flurry or on its own,&amp;quot; but Move lists its speed as per-tick. Since making every tick a leap would make MLT sooo much better than the equivalent-level charm Lightning Speed, I've always seen it interpreted that one jump per DV refresh remains the rule. - [[IanPrice]]&lt;br /&gt;
: The errata on the official wiki even clarifies that this is the case, you can only leap once per action. - [[Bencyclopedia]]&lt;br /&gt;
::No more than one jump per action. (Scroll of Eratta, page 15: [You may jump] &amp;quot;Only once every 5 ticks, as normal.&amp;quot;) -[[Sabis]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76123</id>
		<title>Nikink/IKMatch10</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76123"/>
				<updated>2010-05-07T19:13:23Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Whoops, errata confirms that snake style still disallows armor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''&lt;br /&gt;
&lt;br /&gt;
'''Trial started:''' Tuesday, May 5, 2010 2:44PM PDT&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trial completed:''' {date}&lt;br /&gt;
&lt;br /&gt;
== Contestants ==&lt;br /&gt;
&lt;br /&gt;
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style&lt;br /&gt;
&lt;br /&gt;
1. Full Essence 3 builds allowed.&lt;br /&gt;
&lt;br /&gt;
2. Full Artifacts allowed.&lt;br /&gt;
&lt;br /&gt;
== Blank Tick Template ==&lt;br /&gt;
''Flavor text describing the events, stunts, etc.''&lt;br /&gt;
&lt;br /&gt;
:Mechanics of one fighter&lt;br /&gt;
&lt;br /&gt;
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:&lt;br /&gt;
&lt;br /&gt;
# Attack specifics, including charm use.&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
== Arena + Setup ==&lt;br /&gt;
&lt;br /&gt;
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.&lt;br /&gt;
:Swamp to me says there are things like logs and rocks for solid ground, with mostly a waist-deep muck that smells really terrible everywhere. There are trees like weeping willows, some living and some dead, and there are lots of bugs and maybe creatures like alligators/crocodiles.&lt;br /&gt;
:Yep, sound right to me. &lt;br /&gt;
&lt;br /&gt;
Serpent will face his opponent standing on a flat, mossy rock. He is clad in loose black trousers and a brown vest with a stylized cobra's hood represented on the back in gold; he is wielding a pair of hooked swords with hilt ornamentation displaying hooded cobras whose fangs form the finger-guards. He eyes the mechanical man before him and says, &amp;quot;Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. &amp;quot;You'll find the warriors of the Machine God do not fall so easily. Still, you could join our cause, and help all people work towards the common good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
=== Tick -1 ===&lt;br /&gt;
&lt;br /&gt;
Golden Serpent activates Leaping Cobra's Eye for 1wp, spending 3m on Striking Cobra Technique and 3m on Monkey Leap Technique. His anima surges forward with the image of a cobra whose fangs seek Mountain's throat, but he leaps upwards into the treetops. Join Battle (10 dice + 5 successes): 9, 8, 9, 5, 8, 10, 9, 5, 5, 6 (7 + 5 = 12 successes). Serpent has 4/5 willpower, 29/35 peripheral essence, 14/14 personal essence, 7/7 health levels.&lt;br /&gt;
&lt;br /&gt;
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. &lt;br /&gt;
&lt;br /&gt;
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
GS Acts on Tick 0, EMF acts on Tick 5.&lt;br /&gt;
&lt;br /&gt;
=== Tick 0 ===&lt;br /&gt;
&lt;br /&gt;
GS's leap carries him soaring onto a high bough - the summit of one of the trees, and upon reaching it he crackles with essence as ephemeral golden scales form on his skin and the ghostly forms of snake's heads engulf the hooks of his swords, extending their fangs along the points of them. He laughs. &amp;quot;Let's see just how tough that metal body of yours is then!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crunch: Leap 18 yards up (reflexively as my movement action thanks to Monkey Leap technique). Reflexive roll of Dexterity + Athletics to perch atop the tree (8, 7, 5, 6, 4, 3, 4, 6, 3, 4 = 2 successes, should be enough). Activate Essence Fangs and Scales Technique for 6m (Speed 5). Current Peripheral motes: 23/35. Anima flare is at the 11+ level, causing Dawn power to activate.&lt;br /&gt;
&lt;br /&gt;
EMF Darts back, lightly stepping from log to log, keeping as much distance as possible. &lt;br /&gt;
&lt;br /&gt;
Crunch: Distance +7 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 1 ===&lt;br /&gt;
&lt;br /&gt;
Still only one leap per flurry, so GS runs forward along the tree branches overhead. 5 yards per tick, continued on ticks 1-4 -20 yards&lt;br /&gt;
&lt;br /&gt;
Moving away, 7 yards a tick, continued from 1-4 +28 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 3 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 4 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 5 ===&lt;br /&gt;
&lt;br /&gt;
Simultaneous actions! Our Wits + Awareness totals are equal, so I'll just go ahead and declare that GS leaps towards EMF (36 yards horizontal) while Aiming.&lt;br /&gt;
&lt;br /&gt;
Adopting a flowing, quickly changing stance, EMF activates Air Dragon Form and keeps circlin&lt;br /&gt;
Speed 5 DV -1. +7 yards. Next action tick 10.&lt;br /&gt;
6/6 WP 0/0 Personal 14/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
Distance is 44-20+42-36 = 30 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 6 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 7 ===&lt;br /&gt;
&lt;br /&gt;
GS reaches his full Aim bonus of +3 to his next attack.&lt;br /&gt;
&lt;br /&gt;
=== Tick 8 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 9 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 10 ===&lt;br /&gt;
&lt;br /&gt;
GS leaps again, bounding up through the tree branches again. Horizontal distance closes to 4 yards if movement rates remain constant; vertical distance opens to 18 yards again. Serpent laughs, &amp;quot;Ha! They made you fast at least! Less confident than you boast?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Tick 11 ===&lt;br /&gt;
&lt;br /&gt;
== Conclusions ==&lt;br /&gt;
&lt;br /&gt;
A section for what was learned &lt;br /&gt;
&lt;br /&gt;
=== Home player ===&lt;br /&gt;
&lt;br /&gt;
=== Away player ===&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
&lt;br /&gt;
== Initial Negotiations ==&lt;br /&gt;
&lt;br /&gt;
Where and what is the font of mourning? I only have my core book and storyteller's companion with me. A swamp sounds fine though. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
== Player Chat ==&lt;br /&gt;
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]&lt;br /&gt;
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Observer Comments ==&lt;br /&gt;
&lt;br /&gt;
Font of Mourning is the area around Calan's Loss in the South West. It's the blighted and dangerous region where Thrice-Damned Gorol was revealed to be an Akuma in the First Age and killed his friend and friend's lunar mate via trickery and deceit. The first infernal demesne and 'natural' source of vitriol. [[nikink]]&lt;br /&gt;
&lt;br /&gt;
'''Tick 1''': I don't understand what you mean by 'Can only leap once per flurry, so GS will take a Move action on these remaining ticks' (excuse the paraphrase)? If MLT lets you jump as a reflexive action instead of Move, then surely on the other ticks you could continue jumping? The limit of one Jump per flurry is (as I understand it) the same as one Move action per Flurry, so you cannot Jump-Attack-Jump-Attack-Jump-Attack for example (without charms that let you do so that is). [[nikink]]&lt;br /&gt;
: Actually, in the description of the jumping miscellaneous action, it says &amp;quot;a character can make only one jump in a flurry or on its own,&amp;quot; but Move lists its speed as per-tick. Since making every tick a leap would make MLT sooo much better than the equivalent-level charm Lightning Speed, I've always seen it interpreted that one jump per DV refresh remains the rule. - [[IanPrice]]&lt;br /&gt;
: The errata on the official wiki even clarifies that this is the case, you can only leap once per action. - [[Bencyclopedia]]&lt;br /&gt;
::No more than one jump per action. (Scroll of Eratta, page 15: [You may jump] &amp;quot;Only once every 5 ticks, as normal.&amp;quot;) -[[Sabis]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifact&amp;diff=76122</id>
		<title>Artifact</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifact&amp;diff=76122"/>
				<updated>2010-05-07T18:16:09Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Redirected page to Artifacts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Artifacts]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Artifact&amp;diff=76121</id>
		<title>Artifact</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Artifact&amp;diff=76121"/>
				<updated>2010-05-07T18:15:45Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: removing spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT Artifacts&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=CombatStrategies&amp;diff=76120</id>
		<title>CombatStrategies</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=CombatStrategies&amp;diff=76120"/>
				<updated>2010-05-07T18:07:46Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Redirected page to Combat/Strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Combat/Strategies]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76119</id>
		<title>Nikink/IKMatch10</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76119"/>
				<updated>2010-05-07T15:29:33Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: /* Tick 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''&lt;br /&gt;
&lt;br /&gt;
'''Trial started:''' Tuesday, May 5, 2010 2:44PM PDT&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trial completed:''' {date}&lt;br /&gt;
&lt;br /&gt;
== Contestants ==&lt;br /&gt;
&lt;br /&gt;
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style&lt;br /&gt;
&lt;br /&gt;
1. Full Essence 3 builds allowed.&lt;br /&gt;
&lt;br /&gt;
2. Full Artifacts allowed.&lt;br /&gt;
&lt;br /&gt;
== Blank Tick Template ==&lt;br /&gt;
''Flavor text describing the events, stunts, etc.''&lt;br /&gt;
&lt;br /&gt;
:Mechanics of one fighter&lt;br /&gt;
&lt;br /&gt;
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:&lt;br /&gt;
&lt;br /&gt;
# Attack specifics, including charm use.&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
== Arena + Setup ==&lt;br /&gt;
&lt;br /&gt;
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.&lt;br /&gt;
:Swamp to me says there are things like logs and rocks for solid ground, with mostly a waist-deep muck that smells really terrible everywhere. There are trees like weeping willows, some living and some dead, and there are lots of bugs and maybe creatures like alligators/crocodiles.&lt;br /&gt;
:Yep, sound right to me. &lt;br /&gt;
&lt;br /&gt;
Serpent will face his opponent standing on a flat, mossy rock. He is clad in a standard chain shirt and leather chaps over his trousers and wielding a pair of hooked swords with hilt ornamentation displaying hooded cobras whose fangs form the finger-guards. He eyes the mechanical man before him and says, &amp;quot;Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. &amp;quot;You'll find the warriors of the Machine God do not fall so easily. Still, you could join our cause, and help all people work towards the common good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
=== Tick -1 ===&lt;br /&gt;
&lt;br /&gt;
Golden Serpent activates Leaping Cobra's Eye for 1wp, spending 3m on Striking Cobra Technique and 3m on Monkey Leap Technique. His anima surges forward with the image of a cobra whose fangs seek Mountain's throat, but he leaps upwards into the treetops. Join Battle (10 dice + 5 successes): 9, 8, 9, 5, 8, 10, 9, 5, 5, 6 (7 + 5 = 12 successes). Serpent has 4/5 willpower, 29/35 peripheral essence, 14/14 personal essence, 7/7 health levels.&lt;br /&gt;
&lt;br /&gt;
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. &lt;br /&gt;
&lt;br /&gt;
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
GS Acts on Tick 0, EMF acts on Tick 5.&lt;br /&gt;
&lt;br /&gt;
=== Tick 0 ===&lt;br /&gt;
&lt;br /&gt;
GS's leap carries him soaring onto a high bough - the summit of one of the trees, and upon reaching it he crackles with essence as ephemeral golden scales form on his skin and the ghostly forms of snake's heads engulf the hooks of his swords, extending their fangs along the points of them. He laughs. &amp;quot;Let's see just how tough that metal body of yours is then!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crunch: Leap 18 yards up (reflexively as my movement action thanks to Monkey Leap technique). Reflexive roll of Dexterity + Athletics to perch atop the tree (8, 7, 5, 6, 4, 3, 4, 6, 3, 4 = 2 successes, should be enough). Activate Essence Fangs and Scales Technique for 6m (Speed 5). Current Peripheral motes: 23/35. Anima flare is at the 11+ level, causing Dawn power to activate.&lt;br /&gt;
&lt;br /&gt;
EMF Darts back, lightly stepping from log to log, keeping as much distance as possible. &lt;br /&gt;
&lt;br /&gt;
Crunch: Distance +7 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 1 ===&lt;br /&gt;
&lt;br /&gt;
Still only one leap per flurry, so GS runs forward along the tree branches overhead. 5 yards per tick, continued on ticks 1-4 -20 yards&lt;br /&gt;
&lt;br /&gt;
Moving away, 7 yards a tick, continued from 1-4 +28 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 3 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 4 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 5 ===&lt;br /&gt;
&lt;br /&gt;
Simultaneous actions! Our Wits + Awareness totals are equal, so I'll just go ahead and declare that GS leaps towards EMF (36 yards horizontal) while Aiming.&lt;br /&gt;
&lt;br /&gt;
Adopting a flowing, quickly changing stance, EMF activates Air Dragon Form and keeps circlin&lt;br /&gt;
Speed 5 DV -1. +7 yards. Next action tick 10.&lt;br /&gt;
6/6 WP 0/0 Personal 14/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
Distance is 44-20+42-36 = 30 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 6 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 7 ===&lt;br /&gt;
&lt;br /&gt;
GS reaches his full Aim bonus of +3 to his next attack.&lt;br /&gt;
&lt;br /&gt;
=== Tick 8 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 9 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 10 ===&lt;br /&gt;
&lt;br /&gt;
GS leaps again, bounding up through the tree branches again. Horizontal distance closes to 4 yards if movement rates remain constant; vertical distance opens to 18 yards again. Serpent laughs, &amp;quot;Ha! They made you fast at least! Less confident than you boast?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Tick 11 ===&lt;br /&gt;
&lt;br /&gt;
== Conclusions ==&lt;br /&gt;
&lt;br /&gt;
A section for what was learned &lt;br /&gt;
&lt;br /&gt;
=== Home player ===&lt;br /&gt;
&lt;br /&gt;
=== Away player ===&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
&lt;br /&gt;
== Initial Negotiations ==&lt;br /&gt;
&lt;br /&gt;
Where and what is the font of mourning? I only have my core book and storyteller's companion with me. A swamp sounds fine though. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
== Player Chat ==&lt;br /&gt;
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]&lt;br /&gt;
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Observer Comments ==&lt;br /&gt;
&lt;br /&gt;
Font of Mourning is the area around Calan's Loss in the South West. It's the blighted and dangerous region where Thrice-Damned Gorol was revealed to be an Akuma in the First Age and killed his friend and friend's lunar mate via trickery and deceit. The first infernal demesne and 'natural' source of vitriol. [[nikink]]&lt;br /&gt;
&lt;br /&gt;
'''Tick 1''': I don't understand what you mean by 'Can only leap once per flurry, so GS will take a Move action on these remaining ticks' (excuse the paraphrase)? If MLT lets you jump as a reflexive action instead of Move, then surely on the other ticks you could continue jumping? The limit of one Jump per flurry is (as I understand it) the same as one Move action per Flurry, so you cannot Jump-Attack-Jump-Attack-Jump-Attack for example (without charms that let you do so that is). [[nikink]]&lt;br /&gt;
: Actually, in the description of the jumping miscellaneous action, it says &amp;quot;a character can make only one jump in a flurry or on its own,&amp;quot; but Move lists its speed as per-tick. Since making every tick a leap would make MLT sooo much better than the equivalent-level charm Lightning Speed, I've always seen it interpreted that one jump per DV refresh remains the rule. - [[IanPrice]]&lt;br /&gt;
: The errata on the official wiki even clarifies that this is the case, you can only leap once per action. - [[Bencyclopedia]]&lt;br /&gt;
::No more than one jump per action. (Scroll of Eratta, page 15: [You may jump] &amp;quot;Only once every 5 ticks, as normal.&amp;quot;) -[[Sabis]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76118</id>
		<title>Nikink/IKMatch10</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76118"/>
				<updated>2010-05-07T15:25:52Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: /* Tick 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''&lt;br /&gt;
&lt;br /&gt;
'''Trial started:''' Tuesday, May 5, 2010 2:44PM PDT&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trial completed:''' {date}&lt;br /&gt;
&lt;br /&gt;
== Contestants ==&lt;br /&gt;
&lt;br /&gt;
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style&lt;br /&gt;
&lt;br /&gt;
1. Full Essence 3 builds allowed.&lt;br /&gt;
&lt;br /&gt;
2. Full Artifacts allowed.&lt;br /&gt;
&lt;br /&gt;
== Blank Tick Template ==&lt;br /&gt;
''Flavor text describing the events, stunts, etc.''&lt;br /&gt;
&lt;br /&gt;
:Mechanics of one fighter&lt;br /&gt;
&lt;br /&gt;
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:&lt;br /&gt;
&lt;br /&gt;
# Attack specifics, including charm use.&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
== Arena + Setup ==&lt;br /&gt;
&lt;br /&gt;
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.&lt;br /&gt;
:Swamp to me says there are things like logs and rocks for solid ground, with mostly a waist-deep muck that smells really terrible everywhere. There are trees like weeping willows, some living and some dead, and there are lots of bugs and maybe creatures like alligators/crocodiles.&lt;br /&gt;
:Yep, sound right to me. &lt;br /&gt;
&lt;br /&gt;
Serpent will face his opponent standing on a flat, mossy rock. He is clad in a standard chain shirt and leather chaps over his trousers and wielding a pair of hooked swords with hilt ornamentation displaying hooded cobras whose fangs form the finger-guards. He eyes the mechanical man before him and says, &amp;quot;Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. &amp;quot;You'll find the warriors of the Machine God do not fall so easily. Still, you could join our cause, and help all people work towards the common good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
=== Tick -1 ===&lt;br /&gt;
&lt;br /&gt;
Golden Serpent activates Leaping Cobra's Eye for 1wp, spending 3m on Striking Cobra Technique and 3m on Monkey Leap Technique. His anima surges forward with the image of a cobra whose fangs seek Mountain's throat, but he leaps upwards into the treetops. Join Battle (10 dice + 5 successes): 9, 8, 9, 5, 8, 10, 9, 5, 5, 6 (7 + 5 = 12 successes). Serpent has 4/5 willpower, 29/35 peripheral essence, 14/14 personal essence, 7/7 health levels.&lt;br /&gt;
&lt;br /&gt;
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. &lt;br /&gt;
&lt;br /&gt;
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
GS Acts on Tick 0, EMF acts on Tick 5.&lt;br /&gt;
&lt;br /&gt;
=== Tick 0 ===&lt;br /&gt;
&lt;br /&gt;
GS's leap carries him soaring onto a high bough - the summit of one of the trees, and upon reaching it he crackles with essence as ephemeral golden scales form on his skin and the ghostly forms of snake's heads engulf the hooks of his swords, extending their fangs along the points of them. He laughs. &amp;quot;Let's see just how tough that metal body of yours is then!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crunch: Leap 18 yards up (reflexively as my movement action thanks to Monkey Leap technique). Reflexive roll of Dexterity + Athletics to perch atop the tree (8, 7, 5, 6, 4, 3, 4, 6, 3, 4 = 2 successes, should be enough). Activate Essence Fangs and Scales Technique for 6m (Speed 5). Current Peripheral motes: 23/35. Anima flare is at the 11+ level, causing Dawn power to activate.&lt;br /&gt;
&lt;br /&gt;
EMF Darts back, lightly stepping from log to log, keeping as much distance as possible. &lt;br /&gt;
&lt;br /&gt;
Crunch: Distance +7 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 1 ===&lt;br /&gt;
&lt;br /&gt;
Still only one leap per flurry, so GS runs forward along the tree branches overhead. 5 yards per tick, continued on ticks 1-4 -20 yards&lt;br /&gt;
&lt;br /&gt;
Moving away, 7 yards a tick, continued from 1-4 +28 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 3 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 4 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 5 ===&lt;br /&gt;
&lt;br /&gt;
Simultaneous actions! Our Wits + Awareness totals are equal, so I'll just go ahead and declare that GS leaps towards EMF (36 yards horizontal) while Aiming.&lt;br /&gt;
&lt;br /&gt;
Adopting a flowing, quickly changing stance, EMF activates Air Dragon Form and keeps circlin&lt;br /&gt;
Speed 5 DV -1. +7 yards. Next action tick 10.&lt;br /&gt;
6/6 WP 0/0 Personal 14/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
Distance is 44-20+42-36 = 30 yards.&lt;br /&gt;
&lt;br /&gt;
=== Tick 6 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 7 ===&lt;br /&gt;
&lt;br /&gt;
GS reaches his full Aim bonus of +3 to his next attack.&lt;br /&gt;
&lt;br /&gt;
=== Tick 8 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 9 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 10 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tick 11 ===&lt;br /&gt;
&lt;br /&gt;
== Conclusions ==&lt;br /&gt;
&lt;br /&gt;
A section for what was learned &lt;br /&gt;
&lt;br /&gt;
=== Home player ===&lt;br /&gt;
&lt;br /&gt;
=== Away player ===&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
&lt;br /&gt;
== Initial Negotiations ==&lt;br /&gt;
&lt;br /&gt;
Where and what is the font of mourning? I only have my core book and storyteller's companion with me. A swamp sounds fine though. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
== Player Chat ==&lt;br /&gt;
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]&lt;br /&gt;
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Observer Comments ==&lt;br /&gt;
&lt;br /&gt;
Font of Mourning is the area around Calan's Loss in the South West. It's the blighted and dangerous region where Thrice-Damned Gorol was revealed to be an Akuma in the First Age and killed his friend and friend's lunar mate via trickery and deceit. The first infernal demesne and 'natural' source of vitriol. [[nikink]]&lt;br /&gt;
&lt;br /&gt;
'''Tick 1''': I don't understand what you mean by 'Can only leap once per flurry, so GS will take a Move action on these remaining ticks' (excuse the paraphrase)? If MLT lets you jump as a reflexive action instead of Move, then surely on the other ticks you could continue jumping? The limit of one Jump per flurry is (as I understand it) the same as one Move action per Flurry, so you cannot Jump-Attack-Jump-Attack-Jump-Attack for example (without charms that let you do so that is). [[nikink]]&lt;br /&gt;
: Actually, in the description of the jumping miscellaneous action, it says &amp;quot;a character can make only one jump in a flurry or on its own,&amp;quot; but Move lists its speed as per-tick. Since making every tick a leap would make MLT sooo much better than the equivalent-level charm Lightning Speed, I've always seen it interpreted that one jump per DV refresh remains the rule. - [[IanPrice]]&lt;br /&gt;
: The errata on the official wiki even clarifies that this is the case, you can only leap once per action. - [[Bencyclopedia]]&lt;br /&gt;
::No more than one jump per action. (Scroll of Eratta, page 15: [You may jump] &amp;quot;Only once every 5 ticks, as normal.&amp;quot;) -[[Sabis]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Talk:Nikink/IKMatch7&amp;diff=76109</id>
		<title>Talk:Nikink/IKMatch7</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Talk:Nikink/IKMatch7&amp;diff=76109"/>
				<updated>2010-05-07T06:27:33Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: 2nd excellency vs other success bonuses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Direct boosts to DV might count as a success bonus rather than a dice bonus. - IanPrice&lt;br /&gt;
&lt;br /&gt;
Well, yes, each Success = 2 dice towards the dice bonus. I don't think the MAEF boost is being added in to the DV Calculation - I ''think'' it's being activated to activate the Anima and count towards IMAM for future ticks. But I don't know for sure. :) [[nikink]]&lt;br /&gt;
: Actually, that rule is specific to 2nd excellencies. Success bonuses from other charms were not included in that ruling (which appears in the text of the second excellency) in the core book, and the Alchemicals book specifically and explicitly notes that only 2nd excellencies/augmentations are under that limitation. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Both are true. I'll explain in the discussion. -[[Sabis]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76108</id>
		<title>Nikink/IKMatch10</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76108"/>
				<updated>2010-05-07T04:00:16Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: /* Observer Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''&lt;br /&gt;
&lt;br /&gt;
'''Trial started:''' Tuesday, May 5, 2010 2:44PM PDT&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trial completed:''' {date}&lt;br /&gt;
&lt;br /&gt;
== Contestants ==&lt;br /&gt;
&lt;br /&gt;
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style&lt;br /&gt;
&lt;br /&gt;
1. Full Essence 3 builds allowed.&lt;br /&gt;
&lt;br /&gt;
2. Full Artifacts allowed.&lt;br /&gt;
&lt;br /&gt;
== Blank Tick Template ==&lt;br /&gt;
''Flavor text describing the events, stunts, etc.''&lt;br /&gt;
&lt;br /&gt;
:Mechanics of one fighter&lt;br /&gt;
&lt;br /&gt;
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:&lt;br /&gt;
&lt;br /&gt;
# Attack specifics, including charm use.&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
== Arena + Setup ==&lt;br /&gt;
&lt;br /&gt;
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.&lt;br /&gt;
:Swamp to me says there are things like logs and rocks for solid ground, with mostly a waist-deep muck that smells really terrible everywhere. There are trees like weeping willows, some living and some dead, and there are lots of bugs and maybe creatures like alligators/crocodiles.&lt;br /&gt;
:Yep, sound right to me. &lt;br /&gt;
&lt;br /&gt;
Serpent will face his opponent standing on a flat, mossy rock. He is clad in a standard chain shirt and leather chaps over his trousers and wielding a pair of hooked swords with hilt ornamentation displaying hooded cobras whose fangs form the finger-guards. He eyes the mechanical man before him and says, &amp;quot;Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. &amp;quot;You'll find the warriors of the Machine God do not fall so easily. Still, you could join our cause, and help all people work towards the common good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
=== Tick -1 ===&lt;br /&gt;
&lt;br /&gt;
Golden Serpent activates Leaping Cobra's Eye for 1wp, spending 3m on Striking Cobra Technique and 3m on Monkey Leap Technique. His anima surges forward with the image of a cobra whose fangs seek Mountain's throat, but he leaps upwards into the treetops. Join Battle (10 dice + 5 successes): 9, 8, 9, 5, 8, 10, 9, 5, 5, 6 (7 + 5 = 12 successes). Serpent has 4/5 willpower, 29/35 peripheral essence, 14/14 personal essence, 7/7 health levels.&lt;br /&gt;
&lt;br /&gt;
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. &lt;br /&gt;
&lt;br /&gt;
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
GS Acts on Tick 0, EMF acts on Tick 5.&lt;br /&gt;
&lt;br /&gt;
=== Tick 0 ===&lt;br /&gt;
&lt;br /&gt;
GS's leap carries him soaring onto a high bough - the summit of one of the trees, and upon reaching it he crackles with essence as ephemeral golden scales form on his skin and the ghostly forms of snake's heads engulf the hooks of his swords, extending their fangs along the points of them. He laughs. &amp;quot;Let's see just how tough that metal body of yours is then!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crunch: Leap 18 yards up (reflexively as my movement action thanks to Monkey Leap technique). Reflexive roll of Dexterity + Athletics to perch atop the tree (8, 7, 5, 6, 4, 3, 4, 6, 3, 4 = 2 successes, should be enough). Activate Essence Fangs and Scales Technique for 6m (Speed 5). Current Peripheral motes: 23/35. Anima flare is at the 11+ level, causing Dawn power to activate.&lt;br /&gt;
&lt;br /&gt;
=== Tick 1 ===&lt;br /&gt;
&lt;br /&gt;
Still only one leap per flurry, so GS runs forward along the tree branches overhead. 5 yards per tick, continued on ticks 1-4&lt;br /&gt;
&lt;br /&gt;
=== Tick 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 3 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 4 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 5 ===&lt;br /&gt;
&lt;br /&gt;
Simultaneous actions! Our Wits + Awareness totals are equal, so I'll just go ahead and declare that GS leaps towards EMF (36 yards horizontal) while Aiming.&lt;br /&gt;
&lt;br /&gt;
=== Tick 6 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 7 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 8 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 9 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 10 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tick 11 ===&lt;br /&gt;
&lt;br /&gt;
== Conclusions ==&lt;br /&gt;
&lt;br /&gt;
A section for what was learned &lt;br /&gt;
&lt;br /&gt;
=== Home player ===&lt;br /&gt;
&lt;br /&gt;
=== Away player ===&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
&lt;br /&gt;
== Initial Negotiations ==&lt;br /&gt;
&lt;br /&gt;
Where and what is the font of mourning? I only have my core book and storyteller's companion with me. A swamp sounds fine though. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
== Player Chat ==&lt;br /&gt;
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]&lt;br /&gt;
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Observer Comments ==&lt;br /&gt;
&lt;br /&gt;
Font of Mourning is the area around Calan's Loss in the South West. It's the blighted and dangerous region where Thrice-Damned Gorol was revealed to be an Akuma in the First Age and killed his friend and friend's lunar mate via trickery and deceit. The first infernal demesne and 'natural' source of vitriol. [[nikink]]&lt;br /&gt;
&lt;br /&gt;
'''Tick 1''': I don't understand what you mean by 'Can only leap once per flurry, so GS will take a Move action on these remaining ticks' (excuse the paraphrase)? If MLT lets you jump as a reflexive action instead of Move, then surely on the other ticks you could continue jumping? The limit of one Jump per flurry is (as I understand it) the same as one Move action per Flurry, so you cannot Jump-Attack-Jump-Attack-Jump-Attack for example (without charms that let you do so that is). [[nikink]]&lt;br /&gt;
: Actually, in the description of the jumping miscellaneous action, it says &amp;quot;a character can make only one jump in a flurry or on its own,&amp;quot; but Move lists its speed as per-tick. Since making every tick a leap would make MLT sooo much better than the equivalent-level charm Lightning Speed, I've always seen it interpreted that one jump per DV refresh remains the rule. - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76105</id>
		<title>Nikink/IKMatch10</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&amp;diff=76105"/>
				<updated>2010-05-07T03:36:16Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''&lt;br /&gt;
&lt;br /&gt;
'''Trial started:''' Tuesday, May 5, 2010 2:44PM PDT&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trial completed:''' {date}&lt;br /&gt;
&lt;br /&gt;
== Contestants ==&lt;br /&gt;
&lt;br /&gt;
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style&lt;br /&gt;
&lt;br /&gt;
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style&lt;br /&gt;
&lt;br /&gt;
1. Full Essence 3 builds allowed.&lt;br /&gt;
&lt;br /&gt;
2. Full Artifacts allowed.&lt;br /&gt;
&lt;br /&gt;
== Blank Tick Template ==&lt;br /&gt;
''Flavor text describing the events, stunts, etc.''&lt;br /&gt;
&lt;br /&gt;
:Mechanics of one fighter&lt;br /&gt;
&lt;br /&gt;
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:&lt;br /&gt;
&lt;br /&gt;
# Attack specifics, including charm use.&lt;br /&gt;
## Additional details, like countercharms&lt;br /&gt;
## Or other responses to the attack made during this step&lt;br /&gt;
# Defense declaration&lt;br /&gt;
# Attack roll&lt;br /&gt;
# Attack reroll&lt;br /&gt;
# External penalties&lt;br /&gt;
# Defense reroll&lt;br /&gt;
# Base damage&lt;br /&gt;
# Soak&lt;br /&gt;
# Counterattacks&lt;br /&gt;
# Result&lt;br /&gt;
&lt;br /&gt;
== Arena + Setup ==&lt;br /&gt;
&lt;br /&gt;
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.&lt;br /&gt;
:Swamp to me says there are things like logs and rocks for solid ground, with mostly a waist-deep muck that smells really terrible everywhere. There are trees like weeping willows, some living and some dead, and there are lots of bugs and maybe creatures like alligators/crocodiles.&lt;br /&gt;
:Yep, sound right to me. &lt;br /&gt;
&lt;br /&gt;
Serpent will face his opponent standing on a flat, mossy rock. He is clad in a standard chain shirt and leather chaps over his trousers and wielding a pair of hooked swords with hilt ornamentation displaying hooded cobras whose fangs form the finger-guards. He eyes the mechanical man before him and says, &amp;quot;Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. &amp;quot;You'll find the warriors of the Machine God do not fall so easily. Still, you could join our cause, and help all people work towards the common good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Transcript ==&lt;br /&gt;
&lt;br /&gt;
=== Tick -1 ===&lt;br /&gt;
&lt;br /&gt;
Golden Serpent activates Leaping Cobra's Eye for 1wp, spending 3m on Striking Cobra Technique and 3m on Monkey Leap Technique. His anima surges forward with the image of a cobra whose fangs seek Mountain's throat, but he leaps upwards into the treetops. Join Battle (10 dice + 5 successes): 9, 8, 9, 5, 8, 10, 9, 5, 5, 6 (7 + 5 = 12 successes). Serpent has 4/5 willpower, 29/35 peripheral essence, 14/14 personal essence, 7/7 health levels.&lt;br /&gt;
&lt;br /&gt;
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. &lt;br /&gt;
&lt;br /&gt;
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. &lt;br /&gt;
&lt;br /&gt;
GS Acts on Tick 0, EMF acts on Tick 5.&lt;br /&gt;
&lt;br /&gt;
=== Tick 0 ===&lt;br /&gt;
&lt;br /&gt;
GS's leap carries him soaring onto a high bough - the summit of one of the trees, and upon reaching it he crackles with essence as ephemeral golden scales form on his skin and the ghostly forms of snake's heads engulf the hooks of his swords, extending their fangs along the points of them. He laughs. &amp;quot;Let's see just how tough that metal body of yours is then!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crunch: Leap 18 yards up (reflexively as my movement action thanks to Monkey Leap technique). Reflexive roll of Dexterity + Athletics to perch atop the tree (8, 7, 5, 6, 4, 3, 4, 6, 3, 4 = 2 successes, should be enough). Activate Essence Fangs and Scales Technique for 6m (Speed 5). Current Peripheral motes: 23/35. Anima flare is at the 11+ level, causing Dawn power to activate.&lt;br /&gt;
&lt;br /&gt;
=== Tick 1 ===&lt;br /&gt;
&lt;br /&gt;
Still only one leap per flurry, so GS runs forward along the tree branches overhead. 5 yards per tick, continued on ticks 1-4&lt;br /&gt;
&lt;br /&gt;
=== Tick 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 3 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 4 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 5 ===&lt;br /&gt;
&lt;br /&gt;
Simultaneous actions! Our Wits + Awareness totals are equal, so I'll just go ahead and declare that GS leaps towards EMF (36 yards horizontal) while Aiming.&lt;br /&gt;
&lt;br /&gt;
=== Tick 6 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 7 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 8 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 9 ===&lt;br /&gt;
&lt;br /&gt;
=== Tick 10 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tick 11 ===&lt;br /&gt;
&lt;br /&gt;
== Conclusions ==&lt;br /&gt;
&lt;br /&gt;
A section for what was learned &lt;br /&gt;
&lt;br /&gt;
=== Home player ===&lt;br /&gt;
&lt;br /&gt;
=== Away player ===&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
&lt;br /&gt;
== Initial Negotiations ==&lt;br /&gt;
&lt;br /&gt;
Where and what is the font of mourning? I only have my core book and storyteller's companion with me. A swamp sounds fine though. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
== Player Chat ==&lt;br /&gt;
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]&lt;br /&gt;
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
== Observer Comments ==&lt;br /&gt;
&lt;br /&gt;
Font of Mourning is the area around Calan's Loss in the South West. It's the blighted and dangerous region where Thrice-Damned Gorol was revealed to be an Akuma in the First Age and killed his friend and friend's lunar mate via trickery and deceit. The first infernal demesne and 'natural' source of vitriol. [[nikink]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Talk:IanPrice/GoldenSerpent&amp;diff=76104</id>
		<title>Talk:IanPrice/GoldenSerpent</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Talk:IanPrice/GoldenSerpent&amp;diff=76104"/>
				<updated>2010-05-07T03:18:32Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ian! You're back? -- GreenLantern&lt;br /&gt;
&lt;br /&gt;
It had been long enough, and when I noticed the wiki had changed, I had to start mucking around to find all the stuff I'd left here. Once I'd done that, I figured, eh, what the heck. - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&amp;diff=76032</id>
		<title>Nikink/ImmortalKombat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&amp;diff=76032"/>
				<updated>2010-05-04T15:40:58Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Immortal Kombat =&lt;br /&gt;
== Matches ==&lt;br /&gt;
*[[Nikink/IKMatch1|Match 1]] '''Hestia''' 1, Aoshi 0&lt;br /&gt;
*[[Nikink/IKMatch2|Match 2]] '''Aoshi''' 1, Hestia 0&lt;br /&gt;
*[[Nikink/IKMatch3|Match 3]] Transitory Ardent Assimilator 0, The Horror Under Lock and Key 0 ('''Draw!''')&lt;br /&gt;
*[[Nikink/IKMatch4|Match 4]] '''Aoshi''' 2, The Horror Under Lock and Key -1 &lt;br /&gt;
*[[Nikink/IKMatch5|Match 5]] '''Transitory Ardent Assimilator 1''', Hestia 0&lt;br /&gt;
*[[Nikink/IKMatch6|Match 6]] '''Requiem for a Dream 1''', Hestia 0 &lt;br /&gt;
*[[Nikink/IKMatch7|Match 7]] Twice-Clashing Lightning vs The Horror Under Lock and Key&lt;br /&gt;
*[[Nikink/IKMatch8|Match 8]] '''The Horror Under Lock and Key''' 1 vs Hestia 0  &lt;br /&gt;
*[[Nikink/IKMatch9|Match 9]] '''Aoshi''' 1 vs Transitory Ardent Assimilator 0 &lt;br /&gt;
&lt;br /&gt;
== Running totals (Essence 3): ==&lt;br /&gt;
:Add your own contestants here, update totals, correct mistakes etc. :)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color:green; background-color:#ffffcc;&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-style:italic; color:red;&amp;quot;&lt;br /&gt;
|  Contestant                 ||Played||Won||Lost||Draw||   Points &lt;br /&gt;
|-&lt;br /&gt;
|   Aoshi                     ||   4  || 3 ||1   || 0  ||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|   Hestia                    ||   5  || 1 ||4   || 0  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|Requiem for a Dream          ||   1  || 1 ||0   || 0  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|Transitory Ardent Assimilator||   3  || 1 ||1   || 1  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|The Horror Under Lock and Key||   3  || 1 ||1   || 1  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Running totals (Essence 5): ==&lt;br /&gt;
:Add your own contestants here, update totals, correct mistakes etc. :)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color:green; background-color:#ffffcc;&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-style:italic; color:red;&amp;quot;&lt;br /&gt;
|  Contestant                 ||Played||Won||Lost||Draw||   Points &lt;br /&gt;
|-&lt;br /&gt;
|   Aoshi                     ||   0  || 0 ||0   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|   Hestia                    ||   0  || 0 ||0   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Requiem for a Dream          ||   0  || 0 ||0   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Transitory Ardent Assimilator||   0  || 0 ||0   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|The Horror Under Lock and Key||   0  || 0 ||1   || 0  ||align=&amp;quot;center&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|Twice Clashing Lightning     ||   0  || 1 ||0   || 0  ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
The rules are simple, the fluff nigh non-existent. Pick a splat, pick a Martial Arts Style; '''FIGHT'''.&lt;br /&gt;
&lt;br /&gt;
It would be best if all participants in a match were of equivalent power tier and Essence.&lt;br /&gt;
&lt;br /&gt;
* Perhaps a series of matches&lt;br /&gt;
** Unarmed + Unarmoured&lt;br /&gt;
** Armed and Armoured (No Artefacts)&lt;br /&gt;
** Artefacts&lt;br /&gt;
* Say, 20 Charms total per contestant&lt;br /&gt;
** This includes MA Style (usually 9-12 Charms)&lt;br /&gt;
** Contestants may mutually agree to more or fewer Charms&lt;br /&gt;
* Same Essence level&lt;br /&gt;
** perhaps a match at Ess 3, and a match at Ess 5&lt;br /&gt;
* Double ups are allowed!&lt;br /&gt;
** Nothing wrong with two Solar with Lunar Hero Style pairing off, for example, it just won't prove who's MA style is strongest. :)&lt;br /&gt;
&lt;br /&gt;
This is a potential 6 matches per pair of contestants! But some can be skipped, negotiation encouraged. Depends how long the matches go for I suppose. All for fun. :)&lt;br /&gt;
&lt;br /&gt;
* Essence 3 Character builds&lt;br /&gt;
** Make a starting character. Simple eh? ''This should include '''motivations''' and '''Intimacies'''''&lt;br /&gt;
** The Charms and Essence are assumed to be where all your XP has been spent to date.&lt;br /&gt;
** Any Charms you do not qualify for in your Style, you do not have. Duh! But you do get that number of extra Charms if needed to balance with opponent.&lt;br /&gt;
** you get three bonus points to use solely for building a combo&lt;br /&gt;
* Essence 5 Character builds&lt;br /&gt;
** Take that same character, &lt;br /&gt;
** increase Essence to 5, &lt;br /&gt;
** add 50xp&lt;br /&gt;
** Get the rest of Style Charms free, 5 other charms of your choice and character with least number of Charms in total gets bonus Charms.&lt;br /&gt;
** You get 4bp, and then 5bp solely for building combos (Or Arrays, as it were)&lt;br /&gt;
&lt;br /&gt;
=== Allowed/recommended Celestial MA Styles listed below === &lt;br /&gt;
&lt;br /&gt;
Put your name next to any you wish to try out.&lt;br /&gt;
&lt;br /&gt;
* Usable as written : Recommended&lt;br /&gt;
** Storm Crow Style&lt;br /&gt;
*** [[Muzz]] - [[Aoshi]], Endings Caste Sidereal.&lt;br /&gt;
** Arms of the Unconquered Sun Style&lt;br /&gt;
*** [[Sabis]] - Solar: ''[[Sabis/TwiceClashingLightning| Twice Clashing Lightning]]''&lt;br /&gt;
** Crane Style&lt;br /&gt;
*** [[Sabis]] - Lunar: ''[[Sabis/MartialWisdom| Martial Wisdom]]''&lt;br /&gt;
** Crystal Chameleon Style&lt;br /&gt;
*** [[katarenka]] - Hestia, Lunar Changing Moon&lt;br /&gt;
** Dark Messiah Style (I will not allow Void Avatar Prana in this tournament, consider it non-existent)&lt;br /&gt;
*** [[Bencyclopedia]] - Abyssal ''[[Bencyclopedia/CadaverWreathedInAnguish| Cadaver Wreathed In Anguish]]''&lt;br /&gt;
*** [[nikink]] - ''[[Nikink/BadMoonRising| Bad Moon Rising]]'', lunar full moon&lt;br /&gt;
** Hungry Ghost Style&lt;br /&gt;
*** [[nikink]] - Shade of Winter&lt;br /&gt;
*** [[Muzz]] - Solar&lt;br /&gt;
** Infernal Monster Style&lt;br /&gt;
*** [[nikink]] - Infernal: ''[[Nikink/TheHorrorUnderLockAndKey| The Horror Under Lock and Key]]'' ;)&lt;br /&gt;
** Lunar Hero Style&lt;br /&gt;
** Snake Style&lt;br /&gt;
*** [[IanPrice]] - Solar: [[IanPrice/GoldenSerpent|Golden Serpent]]&lt;br /&gt;
** Solar Hero Style&lt;br /&gt;
** Solar Hero Style (Jon Chung's revision, disallowed for Solars in this tournament due to being Solar level charms for them)&lt;br /&gt;
** Thousand Wounding Gears (Alchemical)&lt;br /&gt;
*** [[Bencyclopedia]] - Moonsilver Alchemical ''[[Bencyclopedia/TransitoryArdentAssimilator| Transitory Ardent Assimilator]]''&lt;br /&gt;
** Violet Bier of Sorrows Style (Jon Chung's revision, more mechanically sound)&lt;br /&gt;
&lt;br /&gt;
* Ok, but some charms poorly executed: Feel free to use if you wish, they have been errated. Remaining wonky Charms (if any) will be addressed as they arise.&lt;br /&gt;
** Air Dragon Style (I have compiled the Style + Errata if you want it)&lt;br /&gt;
*** [[Sabis]] Jade Alchemical ''[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]]''&lt;br /&gt;
** Earth Dragon Style (I have compiled the Style + Errata if you want it)&lt;br /&gt;
*** [[Bencyclopedia]] - Sidereal&lt;br /&gt;
*** [[Muzz]] - Castless Lunar ''[[Muzz/RequiemofLostDreams| Requiem of Lost Dreams]]''&lt;br /&gt;
** Fire Dragon Style&lt;br /&gt;
** Violet Bier of Sorrows Style&lt;br /&gt;
*** [[Bencyclopedia]] - Solar&lt;br /&gt;
** Water Dragon Style&lt;br /&gt;
** Wood Dragon Style&lt;br /&gt;
&lt;br /&gt;
* Ok, bit wonky: Feel free to use, but they have not yet been errated, so more wonky than the others.&lt;br /&gt;
** The Art of Forceful Declaration Style&lt;br /&gt;
*** [[nikink]] - ''[[Nikink/HardLi| Hard Li]]'' Fire Aspect DB&lt;br /&gt;
** The Art of Meditative Discussion Style&lt;br /&gt;
*** [[nikink]] - Soft Li DB&lt;br /&gt;
** The Art of Relentless Persuasion Style&lt;br /&gt;
*** [[nikink]] - Mean Li DB&lt;br /&gt;
** The Art of Victorious Concession Style&lt;br /&gt;
*** [[nikink]] - Kind Li DB&lt;br /&gt;
** Ebon Shadow Style&lt;br /&gt;
** Mantis Style&lt;br /&gt;
** Tiger Style&lt;br /&gt;
*** [[Bencyclopedia]] - Orichalcum Alchemical ''[[Bencyclopedia/CapacitorOfRetribution| Capacitor of Retribution]]''&lt;br /&gt;
&lt;br /&gt;
=== Comments and Observations ===&lt;br /&gt;
I would imagine, before any contest has begun, the Immaculate Dragon Styles will be among the most powerful. I would like Storm Crow Style to be slightly more powerful than Snake by Essence 5, and hopefully about equal at Essence 3.&lt;br /&gt;
&lt;br /&gt;
[[Bencyclopedia]] has also been pondering a Lunar Clinch god build. Clinchy styles I can think of (without double checking books): IMS, SHS, MS and DMS.&lt;br /&gt;
&lt;br /&gt;
[[Sabis]] Just to clarify, Your full moon lunar is NOT tattooed, right? Because if it is, IIRC it cannot benefit from the Pinnacle charm of EDF, as the tattoo's stop any effects that alter the Lunar's body except for their own innate charms and gifts.&lt;br /&gt;
&lt;br /&gt;
Hey! That's a good point... rofl! :) [[nikink]]&lt;br /&gt;
&lt;br /&gt;
It makes me sad tho, because otherwise they are such good candidates for EDF. Untattooed Lunars and Alchemicals (due to their attribute boosting) are by far the best for EDF. --[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
Hm, of all the things to overlook. Yes, the Lunar will now be castless, will make the changes later. [[Muzz]]&lt;br /&gt;
&lt;br /&gt;
So i'd like to get any other matches going w/ whoever, either Essence 5 vs TCL or Essence 3 vs Eroding Mountain or Martial Wisdom. -[[Sabis]]&lt;br /&gt;
: Golden Serpent could be your opponent at essence 3. - [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&amp;diff=75921</id>
		<title>Nikink/ImmortalKombat</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&amp;diff=75921"/>
				<updated>2010-04-29T04:30:31Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: submitting a contestant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Immortal Kombat =&lt;br /&gt;
*[[Nikink/IKMatch1|Match 1]] '''Hestia''' 1, Aoshi 0&lt;br /&gt;
*[[Nikink/IKMatch2|Match 2]] '''Aoshi''' 1, Hestia 0&lt;br /&gt;
*[[Nikink/IKMatch3|Match 3]] Transitory Ardent Assimilator 0, The Horror Under Lock and Key 0 ('''Draw!''')&lt;br /&gt;
*[[Nikink/IKMatch4|Match 4]] '''Aoshi''' 2, The Horror Under Lock and Key -1 &lt;br /&gt;
*[[Nikink/IKMatch5|Match 5]] '''Transitory Ardent Assimilator 1''', Hestia 0&lt;br /&gt;
*[[Nikink/IKMatch6|Match 6]] '''Requiem for a Dream 1''', Hestia 0 &lt;br /&gt;
*[[Nikink/IKMatch7|Match 7]] Twice-Clashing Lightning vs The Horror Under Lock and Key&lt;br /&gt;
*[[Nikink/IKMatch8|Match 8]] '''The Horror Under Lock and Key''' 1 vs Hestia 0  &lt;br /&gt;
*[[Nikink/IKMatch9|Match 9]] '''Aoshi''' 1 vs Transitory Ardent Assimilator 0 &lt;br /&gt;
&lt;br /&gt;
Running totals so far (Essence 3):&lt;br /&gt;
:Aoshi - Played 4, Won 3, Lost 1, Draw 0 - Points 4&lt;br /&gt;
:Hestia - Played 5, Won 1, Lost 4, Draw 0 - Points 1&lt;br /&gt;
:Requiem for a Dream - Played 1, Won 1, Lost 0, Draw 0 - Points 1&lt;br /&gt;
:Transitory Ardent Assimilator - Played 3, Won 1, Lost 1, Draw 1 - Points 1&lt;br /&gt;
:The Horror Under Lock and Key - Played 3, Won 1, Lost 1, Draw 1 - Points 0&lt;br /&gt;
&lt;br /&gt;
Running totals so far (Essence 5):&lt;br /&gt;
:Aoshi - Played 0, Won 0, Lost 0, Draw 0 - Points 0&lt;br /&gt;
:Hestia - Played 0, Won 0, Lost 0, Draw 0 - Points 0&lt;br /&gt;
:Requiem for a Dream - Played 0, Won 0, Lost 0, Draw 0 - Points 0&lt;br /&gt;
:Transitory Ardent Assimilator - Played 0, Won 0, Lost 0, Draw 0 - Points 0&lt;br /&gt;
:The Horror Under Lock and Key - Played 0, Won 0, Lost 0, Draw 0 - Points 0&lt;br /&gt;
:Twice Clashing Lightning - Played 0, Won 0, Lost 0, Draw 0 - Points 0&lt;br /&gt;
&lt;br /&gt;
The rules are simple, the fluff nigh non-existent. Pick a splat, pick a Martial Arts Style; '''FIGHT'''.&lt;br /&gt;
&lt;br /&gt;
It would be best if all participants in a match were of equivalent power tier and Essence.&lt;br /&gt;
&lt;br /&gt;
* Perhaps a series of matches&lt;br /&gt;
** Unarmed + Unarmoured&lt;br /&gt;
** Armed and Armoured (No Artefacts)&lt;br /&gt;
** Artefacts&lt;br /&gt;
* Say, 20 Charms total per contestant&lt;br /&gt;
** This includes MA Style (usually 9-12 Charms)&lt;br /&gt;
** Contestants may mutually agree to more or fewer Charms&lt;br /&gt;
* Same Essence level&lt;br /&gt;
** perhaps a match at Ess 3, and a match at Ess 5&lt;br /&gt;
* Double ups are allowed!&lt;br /&gt;
** Nothing wrong with two Solar with Lunar Hero Style pairing off, for example, it just won't prove who's MA style is strongest. :)&lt;br /&gt;
&lt;br /&gt;
This is a potential 6 matches per pair of contestants! But some can be skipped, negotiation encouraged. Depends how long the matches go for I suppose. All for fun. :)&lt;br /&gt;
&lt;br /&gt;
* Essence 3 Character builds&lt;br /&gt;
** Make a starting character. Simple eh? ''This should include '''motivations''' and '''Intimacies'''''&lt;br /&gt;
** The Charms and Essence are assumed to be where all your XP has been spent to date.&lt;br /&gt;
** Any Charms you do not qualify for in your Style, you do not have. Duh! But you do get that number of extra Charms if needed to balance with opponent.&lt;br /&gt;
** you get three bonus points to use solely for building a combo&lt;br /&gt;
* Essence 5 Character builds&lt;br /&gt;
** Take that same character, &lt;br /&gt;
** increase Essence to 5, &lt;br /&gt;
** add 50xp&lt;br /&gt;
** Get the rest of Style Charms free, 5 other charms of your choice and character with least number of Charms in total gets bonus Charms.&lt;br /&gt;
** You get 4bp, and then 5bp solely for building combos (Or Arrays, as it were)&lt;br /&gt;
&lt;br /&gt;
=== Allowed/recommended Celestial MA Styles listed below === &lt;br /&gt;
&lt;br /&gt;
Put your name next to any you wish to try out.&lt;br /&gt;
&lt;br /&gt;
* Usable as written : Recommended&lt;br /&gt;
** Storm Crow Style&lt;br /&gt;
*** [[Muzz]] - [[Aoshi]], Endings Caste Sidereal.&lt;br /&gt;
** Arms of the Unconquered Sun Style&lt;br /&gt;
*** [[Sabis]] - Solar: ''[[Sabis/TwiceClashingLightning| Twice Clashing Lightning]]''&lt;br /&gt;
** Crane Style&lt;br /&gt;
** Crystal Chameleon Style&lt;br /&gt;
*** [[katarenka]] - Hestia, Lunar Changing Moon&lt;br /&gt;
** Dark Messiah Style (I will not allow Void Avatar Prana in this tournament, consider it non-existent)&lt;br /&gt;
*** [[Bencyclopedia]] - Abyssal ''[[Bencyclopedia/CadaverWreathedInAnguish| Cadaver Wreathed In Anguish]]''&lt;br /&gt;
*** [[nikink]] - ''[[Nikink/BadMoonRising| Bad Moon Rising]]'', lunar full moon&lt;br /&gt;
** Hungry Ghost Style&lt;br /&gt;
*** [[nikink]] - Shade of Winter&lt;br /&gt;
*** [[Muzz]] - Solar&lt;br /&gt;
** Infernal Monster Style&lt;br /&gt;
*** [[nikink]] - Infernal: ''[[Nikink/TheHorrorUnderLockAndKey| The Horror Under Lock and Key]]'' ;)&lt;br /&gt;
** Lunar Hero Style&lt;br /&gt;
** Snake Style&lt;br /&gt;
*** [[IanPrice]] - Solar: [[IanPrice/GoldenSerpent|Golden Serpent]]&lt;br /&gt;
** Solar Hero Style&lt;br /&gt;
** Solar Hero Style (Jon Chung's revision, disallowed for Solars in this tournament due to being Solar level charms for them)&lt;br /&gt;
** Thousand Wounding Gears (Alchemical)&lt;br /&gt;
*** [[Bencyclopedia]] - Moonsilver Alchemical ''[[Bencyclopedia/TransitoryArdentAssimilator| Transitory Ardent Assimilator]]''&lt;br /&gt;
** Violet Bier of Sorrows Style (Jon Chung's revision, more mechanically sound)&lt;br /&gt;
&lt;br /&gt;
* Ok, but some charms poorly executed: Feel free to use if you wish, they have been errated. Remaining wonky Charms (if any) will be addressed as they arise.&lt;br /&gt;
** Air Dragon Style (I have compiled the Style + Errata if you want it)&lt;br /&gt;
*** [[Sabis]] Jade Alchemical ''[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]]''&lt;br /&gt;
** Earth Dragon Style (I have compiled the Style + Errata if you want it)&lt;br /&gt;
*** [[Bencyclopedia]] - Sidereal&lt;br /&gt;
*** [[Muzz]] - Castless Lunar ''[[Muzz/RequiemofLostDreams| Requiem of Lost Dreams]]''&lt;br /&gt;
** Fire Dragon Style&lt;br /&gt;
** Violet Bier of Sorrows Style&lt;br /&gt;
*** [[Bencyclopedia]] - Solar&lt;br /&gt;
** Water Dragon Style&lt;br /&gt;
** Wood Dragon Style&lt;br /&gt;
&lt;br /&gt;
* Ok, bit wonky: Feel free to use, but they have not yet been errated, so more wonky than the others.&lt;br /&gt;
** The Art of Forceful Declaration Style&lt;br /&gt;
*** [[nikink]] - ''[[Nikink/HardLi| Hard Li]]'' Fire Aspect DB&lt;br /&gt;
** The Art of Meditative Discussion Style&lt;br /&gt;
*** [[nikink]] - Soft Li DB&lt;br /&gt;
** The Art of Relentless Persuasion Style&lt;br /&gt;
*** [[nikink]] - Mean Li DB&lt;br /&gt;
** The Art of Victorious Concession Style&lt;br /&gt;
*** [[nikink]] - Kind Li DB&lt;br /&gt;
** Ebon Shadow Style&lt;br /&gt;
** Mantis Style&lt;br /&gt;
** Tiger Style&lt;br /&gt;
*** [[Bencyclopedia]] - Orichalcum Alchemical ''[[Bencyclopedia/CapacitorOfRetribution| Capacitor of Retribution]]''&lt;br /&gt;
&lt;br /&gt;
=== Comments and Observations ===&lt;br /&gt;
I would imagine, before any contest has begun, the Immaculate Dragon Styles will be among the most powerful. I would like Storm Crow Style to be slightly more powerful than Snake by Essence 5, and hopefully about equal at Essence 3.&lt;br /&gt;
&lt;br /&gt;
[[Bencyclopedia]] has also been pondering a Lunar Clinch god build. Clinchy styles I can think of (without double checking books): IMS, SHS, MS and DMS.&lt;br /&gt;
&lt;br /&gt;
[[Sabis]] Just to clarify, Your full moon lunar is NOT tattooed, right? Because if it is, IIRC it cannot benefit from the Pinnacle charm of EDF, as the tattoo's stop any effects that alter the Lunar's body except for their own innate charms and gifts.&lt;br /&gt;
&lt;br /&gt;
Hey! That's a good point... rofl! :) [[nikink]]&lt;br /&gt;
&lt;br /&gt;
It makes me sad tho, because otherwise they are such good candidates for EDF. Untattooed Lunars and Alchemicals (due to their attribute boosting) are by far the best for EDF. --[[Sabis]]&lt;br /&gt;
&lt;br /&gt;
Hm, of all the things to overlook. Yes, the Lunar will now be castless, will make the changes later. [[Muzz]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=75920</id>
		<title>IanPrice/GoldenSerpent</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=IanPrice/GoldenSerpent&amp;diff=75920"/>
				<updated>2010-04-29T04:30:17Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Contestant for Immortal Kombat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;back to [[Nikink/ImmortalKombat|Immortal Kombat]]&amp;lt;br&amp;gt;&lt;br /&gt;
back to [[IanPrice]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden Serpent&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Caste Martial Arts Warlord&amp;lt;br&amp;gt;&lt;br /&gt;
Motivation: Build an army of enlightened martial artists with which to put the Realm's Legions to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Str &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Dex &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Sta &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Int &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Wits &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (5BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Per &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
App &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Cha &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Man &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dawn&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Thrown &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
War &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zenith&amp;lt;br&amp;gt;&lt;br /&gt;
Integrity &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Performance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Presence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored)&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;(Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night&amp;lt;br&amp;gt;&lt;br /&gt;
Awareness &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Favored, 2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds&amp;lt;br&amp;gt;&lt;br /&gt;
Followers &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Resources &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Influence &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
Compassion &amp;amp;bull;&amp;amp;bull; (Intimacies: Martial Arts [belief in as a way to enlightenment], His Troops [Fatherhood])&amp;lt;br&amp;gt;&lt;br /&gt;
Conviction &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Temperance &amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
Valor &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; (Limit Break: Foolhardy Contempt)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willpower &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Essence &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charms&amp;lt;br&amp;gt;&lt;br /&gt;
Snake Style (9 charms)&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Cobra Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Serpentine Evasion&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Form&amp;lt;br&amp;gt;&lt;br /&gt;
:Snake Strikes the Heel&amp;lt;br&amp;gt;&lt;br /&gt;
:Uncoiling Serpent Prana&amp;lt;br&amp;gt;&lt;br /&gt;
:Striking Serpent Speed&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence Fangs and Scales Technique&amp;lt;br&amp;gt;&lt;br /&gt;
:Armor-Penetrating Fang Strike&amp;lt;br&amp;gt;&lt;br /&gt;
:Essence-Venom Strike&amp;lt;br&amp;gt;&lt;br /&gt;
First Martial Arts Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Durability of Oak Meditation&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Skin Concentration&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Strengthens the Skin&amp;lt;br&amp;gt;&lt;br /&gt;
Adamant Skin Technique (Valor flaw)&amp;lt;br&amp;gt;&lt;br /&gt;
Monkey Leap Technique&amp;lt;br&amp;gt;&lt;br /&gt;
Second Awareness Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Surprise Anticipation Method&amp;lt;br&amp;gt;&lt;br /&gt;
First Presence Excellency&amp;lt;br&amp;gt;&lt;br /&gt;
Majestic Radiant Presence&amp;lt;br&amp;gt;&lt;br /&gt;
Respect Commanding Attitude&amp;lt;br&amp;gt;&lt;br /&gt;
(probably some war charms irrelevant to a one-on-one fight)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combos&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Cobra Hood's Eye&amp;lt;/i&amp;gt; - Second Awareness Excellency, Striking Cobra Technique (2BP)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Victory in Stillness&amp;lt;/i&amp;gt; - Adamant Skin Technique, Snake Strikes the Heel, First Martial Arts Excellency (3BP)&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=ArtifactRelay&amp;diff=75133</id>
		<title>ArtifactRelay</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=ArtifactRelay&amp;diff=75133"/>
				<updated>2010-04-08T14:39:21Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Standing atop the heavens, drilling a path to tomorrow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= [[Artifacts|Artifact]] Relay =&lt;br /&gt;
&lt;br /&gt;
== The twenty-ninth theme is ''Spiral'' ==&lt;br /&gt;
&lt;br /&gt;
Artifacts that have something to do with the concept of &amp;quot;spiral&amp;quot;. - [[Sz]]&lt;br /&gt;
&lt;br /&gt;
* back to [[CrunchRelay]].&lt;br /&gt;
* back to [[Artifacts]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Self-Motivated Stirstick&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt; by [[Han'ya]]&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Material: Black &amp;amp; red jade&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Commitment: 1m&amp;lt;/b&amp;gt;&lt;br /&gt;
The Self-Motivated Stirstick is a small ingot of black and red jade, intermingled but not alloyed, in lackadaisical spiraling patterns. It is approximately the length of a human pinky finger, and as thick as the fingernail of that same finger is long. When placed in a body of liquid, it immediately generates a complex pattern of currents and turbulence that effectively stirs the mixture at three times normal human speed and efficiency without any spillage, without cost. It can affect at most ten gallons of fluid at a time. Larger versions exist for larger quantities of liquid. It sees much use in the mass-production of alchemical formulas and suchlike. The individual attuned to this artifact may call it forth from any body of liquid in which it is immersed as a reflexive action by stretching their hand over the body of fluid. Their hand must be within a yard of the Stirstick. Its temperature is not affected by immersion, and no fluid remains on its surface, so stirring magma or corrosive demon bile will not render it unsafe to handle. The Self-Motivated Stirstick is not any more durable than normal, however, so immersion in substances that would damage or destroy it under normal circumstances will still do so.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Silver Hypnotist&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt; by [[Paincake]]&lt;br /&gt;
 &amp;lt;b&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Material: Malfean Silver&amp;lt;/b&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Commitment: 6m&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this sphere is tossed into the air and two motes are spent the artifact unfurls into a beautiful floating disk inscribed with gentle spirals. Observers are drawn down these spirals into a great love for Malfeas; it is a facet on a grain of sand in Cecelyne's endless desert, it is a spot of Ligier-light reflecting off of Kimberry, it is a dozen dozen Yozi eyes glimmering in one place. While the hypnotist is active mortals halve their mental DV rounded down. If you successfully implant a suggestion in their minds they are considered beings from outside Fate until the suggestion fades or the attuned's essence in weeks pass. The disk only works on the attuned's essence x 2 mortals at a time. It does not function on creatures with essence equal or greater than its owner, and it only adds + 1 against enlightened essence creature's MDV.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''''Shame Spiral''''' by [[Wordman]]&lt;br /&gt;
 '''Artifact &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;'''&lt;br /&gt;
 '''Material: none'''&lt;br /&gt;
 '''Commitment: none'''&lt;br /&gt;
&lt;br /&gt;
The shame spiral is actually an insubstantial curse, but one that can sometimes be manipulated into being useful. Originally conceived as a prank between two solars in the First Age, the technique for creating this type of curse was harnessed by terrestrials as subtle traps when constructing tombs for slain solars after the Usurpation. Once placed on a target (usually by way of the target triggering some kind of trap), the curse settles invisibly into them. Detectable only by effects that allow the visualization of essence flows, and even then only on a Perception + Occult (5) test, the curse typically waits undetected until the target fails a roll. Any time one of the target's rolls fails, the target immediately &amp;quot;feels&amp;quot; an ability within him that will allow him to change the value of ''every die'' used in the roll to a 10, should he choose to. The target will have no inkling of the cost of this effect, but if he chooses to activate it, several things happen once the roll is resolved:&lt;br /&gt;
&lt;br /&gt;
* The target suffers ''x''L dice of unsoakable (but still rolled) damage, where ''x'' starts at 1.&lt;br /&gt;
* For each level of damage taken, the target's Conviction drops by a point.&lt;br /&gt;
* The shame spiral curse moves onto a random ally, but ''x'' increases by one.&lt;br /&gt;
&lt;br /&gt;
If the target's Conviction drops to zero or below, the target is overcome with shame at both his failure and the lengths he went though to avoid it. He suffers some shame-related consequence equivalent to a solar Limit Break condition lasting a week, usually something similar to the effects of Heart of Tears. Should the target have ''botched'' the roll, instead of merely failing it, the curse will trigger whether the target wants it to or not. Lost points of Conviction return at a rate of one per day, but not until the shame has run its course.&lt;br /&gt;
&lt;br /&gt;
Once the curse moves onto another target, the original target is free of the curse, but the new target must bear a stronger version of it. The new target is unlikely to notice the curse until she, too, rolls a failure. The cycle then repeats, with the curse being moved to another ally, increasing ''x'' again. When the curse moves, it favors following bonds of camaraderie (i.e. it will most likely move to someone within the original target's circle) or other strong ties (e.g. intimacies). It also favors essence wielders over mortals, but will target them if no other target is available. Range is not a factor: the curse will find a target regardless of location, but closer targets will be favored, all other things being equal.&lt;br /&gt;
&lt;br /&gt;
One exception exists: if damage from the curse causes death, the curse ''always'' returns to the previous target.&lt;br /&gt;
&lt;br /&gt;
Someone who knows they have the curse (either through detection, prior knowledge of the &amp;quot;feeling&amp;quot; the curse provides when activated, or some other means) may fail a roll on purpose to activate the curse intentionally. To do so, they simply declare they are doing so instead of rolling. The drawback is that the number of dice the curse deals to them doubles.&lt;br /&gt;
&lt;br /&gt;
Eventually, ''x'' will grow large enough to become a serious threat. The only way to permanently eliminate the curse is to truly eliminate all friendships, alliances and intimacies. Someone who truly becomes alone can go to a place with no one in sight (a wide desert, the ocean, in a cave, etc.) and trigger the curse. Having no lines of camaraderie to follow, and no visible targets, the curse evaporates.&lt;br /&gt;
&lt;br /&gt;
'''''Core Drill''''' by [[IanPrice]]&lt;br /&gt;
 '''Artifact &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;amp;bull;'''&lt;br /&gt;
 '''Material: Jade and Moonsilver, surrounding an Orichalcum core'''&lt;br /&gt;
 '''Commitment: 1-21m'''&lt;br /&gt;
&lt;br /&gt;
The Core Drill is a device based on the philosophy of a spiral as the symbol for growth, evolution, and power. A renowned master of one of these devices expressed the philosophy, &amp;quot;We evolve beyond the person we were a minute before! Little by little we advance further with each turn! That's the way a drill works!&amp;quot; Accordingly, this artifact is most powerful when the qualities of its wielder are brought out to their fullest.&lt;br /&gt;
&lt;br /&gt;
When inactive, the Core Drill takes only 1m to attune. It glows the color of the wielder's anima whenever his or her virtues could be activated, and glows brightly like an 8-10 mote anima flare when they are channeled while it is held. By inserting the Drill into a hearthstone socket on any artifact, the Drill's wielder may instantly attune to that artifact (as a Speed 4, DV -2 action) by committing more motes to the Drill. As long as the Drill's wielder is not acting against any of his virtues, he may commit up to the combined total of his virtues in motes to the Drill, and it will act as half that many dots of hearthstone power to an artifact; artifacts not normally requiring Hearthstone power may be attuned for free by activating the drill with motes equal to their artifact rating. Even if the wielder has insufficient motes, he may channel an applicable virtue to regenerate and immediately commit exactly as many motes as the attunement he or she is attempting requires. If the artifact is already attuned, the Core Drill's wielder performs an opposed Willpower + Essence roll with the person attuned to the target artifact, winner takes all. Either side of this roll may channel an applicable virtue to perfectly defeat the other, though if both do so, they only receive bonus dice from the virtue channeled rather than either perfectly winning the contest.&lt;br /&gt;
&lt;br /&gt;
If the wielder of the Core Drill has suppressed any of his or her virtues this scene, subtract the value of those virtues from the potential pool of motes to commit with the Drill until they are channeled. The Core Drill will also refuse to serve any creature of darkness (unless it is corrupted through a ritual similar to Dimming the Light), or any being in Limit Break (including dragon-blooded with no willpower remaining, who are ruled by their element). It requires fighting spirit and an independent will to master the power of the spiral.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
Let's see where we go with this one. :d - [[Sz]]&lt;br /&gt;
&lt;br /&gt;
TTGL artifacts in 5... 4... - [[LeumasWhite]]&lt;br /&gt;
&lt;br /&gt;
:TTGL is what? - [[Paincake]]&lt;br /&gt;
&lt;br /&gt;
::Tengen Toppa Gurren Lagann. It's a mecha anime which is made of awesome multiplied by awesome. One could say it uses the rule of cool even more so than Exalted does--which should give you an idea about how kickass everything is in the show. - [[Sz]]&lt;br /&gt;
&lt;br /&gt;
:::Ugh, hyperbole. It's a show where drills and spirals feature heavily, at least. - [[LeumasWhite]]&lt;br /&gt;
&lt;br /&gt;
::::I am going to eat your face. - [[Sz]]&lt;br /&gt;
&lt;br /&gt;
:::::Um. Okay. - [[LeumasWhite]], confused&lt;br /&gt;
&lt;br /&gt;
:::::Argh &amp;gt;:E - [[Sz]]&lt;br /&gt;
&lt;br /&gt;
:::::Having seen the show, I detect no hyperbole in the above statement by Sz, only tautology. The reputation of team daigurren echoes far and wide, after all. Also, as predicted, I present my &amp;lt;s&amp;gt;humble&amp;lt;/s&amp;gt; &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;EXTREMELY MANLY&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; offering. - [[IanPrice]]&lt;br /&gt;
&lt;br /&gt;
Hey Pain, that there is a straight trippy artifact. I approve. - [[Han'ya]]&lt;br /&gt;
:Thanks Han'ya! I almost always like your submissions. &amp;lt;3 You going to help us crank out that N/A artifact in the last relay? That means you, too, Sz. [[Paincake]]&lt;br /&gt;
=== Previous Rounds ===&lt;br /&gt;
&lt;br /&gt;
#[[ArtifactRelay/Medicine|Medicine]]&lt;br /&gt;
#[[ArtifactRelay/Ignorance|Ignorance]]&lt;br /&gt;
#[[ArtifactRelay/Flexibility|Flexibility]]&lt;br /&gt;
#[[ArtifactRelay/Ritual|Ritual]]&lt;br /&gt;
#[[ArtifactRelay/Crystal|Crystals]]&lt;br /&gt;
#[[ArtifactRelay/Burn|Burn! BUUUUURRRN!!]]&lt;br /&gt;
#[[ArtifactRelay/Inquiry|Inquiry]]&lt;br /&gt;
#[[ArtifactRelay/Pageantry|Dynastic Pageantry]]&lt;br /&gt;
#[[ArtifactRelay/ReachTheSky|Reach for the Sky]]&lt;br /&gt;
#[[ArtifactRelay/NOISE|Bring on the NOISE!!!]]&lt;br /&gt;
#[[ArtifactRelay/Unconventionality| Unconventional Artifact Weapons]]&lt;br /&gt;
#[[ArtifactRelay/Betrayal|Betrayal]]&lt;br /&gt;
#[[ArtifactRelay/DarkBeauty|Dark Beauty]]&lt;br /&gt;
#[[ArtifactRelay/Artistry|Artistry]]&lt;br /&gt;
#[[ArtifactRelay/Circles|Circles]]&lt;br /&gt;
#[[ArtifactRelay/UnconventionalArmour|Unconventional Artifact Armour]]&lt;br /&gt;
#[[ArtifactRelay/ClockworkDevices|Clockwork Devices]]&lt;br /&gt;
#[[ArtifactRelay/TepetArmory|The Tepet Armory]]&lt;br /&gt;
#[[ArtifactRelay/GiftsToChildren|Gifts To Children]]&lt;br /&gt;
#[[ArtifactRelay/NAartifacts|N/A Artifacts]]&lt;br /&gt;
#[[ArtifactRelay/Herds|Herds]]&lt;br /&gt;
#[[ArtifactRelay/Threads|Threads or Rope]]&lt;br /&gt;
#[[ArtifactRelay/Automata|Automata]]&lt;br /&gt;
#[[ArtifactRelay/BlatantRipoffs|Blatant Ripoffs]]&lt;br /&gt;
#[[ArtifactRelay/Drugs|Drugs]]&lt;br /&gt;
#[[ArtifactRelay/Abominations|Abominations]]&lt;br /&gt;
#[[ArtifactRelay/ToyBox|Chejop Kejak's Toybox]]&lt;br /&gt;
#[[ArtifactRelay/CombinedPower|Combined Power]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Xyphoid/MediawikiConversion&amp;diff=75132</id>
		<title>Xyphoid/MediawikiConversion</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Xyphoid/MediawikiConversion&amp;diff=75132"/>
				<updated>2010-04-08T14:09:03Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: more links needing fixing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(pre-conversion discussion at [[Xyphoid/MediawikiConversionHistory]])&lt;br /&gt;
&lt;br /&gt;
== Post-conversion ==&lt;br /&gt;
&lt;br /&gt;
Just fyi (again) the links under nikink/characters are broken since the media wiki thinks they should translate to nikink/characters/charactername but the pages are actually on nikink/charactername. Minor, but could catch the unwary. [[nikink]] - also, spam! Already!?!? Making logins active will have to be a priority I guess. :(&lt;br /&gt;
: Can you create an account? I'm going to add the recaptcha spam filter first up [[User:Xyphoid|Xyphoid]] 03:50, 6 April 2010 (UTC)&lt;br /&gt;
:: This has been added - you now require a captcha to add an extenral link, or register an account. [[User:Xyphoid|Xyphoid]]&lt;br /&gt;
: Nope - php errors when attempting to create an account. And darn it, so many of my pages are borked! Maybe I was creating them wrong in the first place? Hm. Ah well. [[nikink]] &amp;lt;i&amp;gt;Also, running slow. Is that something to get used to with this version of software+hardware? Just curious. &amp;lt;/i&amp;gt;&lt;br /&gt;
: Yep, account is now created. Adding the captcha fixed it. :) [[nikink]]&lt;br /&gt;
:: php errors were probably mid-captcha-installation. Speed, we'll see how it goes - there's more going on now, and this is on shared hosting now instead of having an entire server to itself. [[User:Xyphoid|Xyphoid]]&lt;br /&gt;
&lt;br /&gt;
I will have a look at bulk conversion of the /characters/charactername issue, whoops. [[User:Xyphoid|Xyphoid]]&lt;br /&gt;
: Sweet, it'd be great if that could be automated - my campaign pages have the same issue, and there's a LOT of links from them! Thanks for looking into it! :) [[nikink]] PS: and should we move our previous userpages to our new User:Name pages? Or just leave them as relics? Can they be redirected?&lt;br /&gt;
:: There may be a delay until the 22nd or so with this since I'm on holiday shortly, but I'll have a shot. You can redirect a page by putting &amp;lt;nowiki&amp;gt;#REDIRECT [[somelink]]&amp;lt;/nowiki&amp;gt; as the only content - so you could redirect in either direction as you prefer. As there's no way of telling what's a userpage unless people actually create accounts, and there are so many historical userpages, I won't be automatically moving them. The main advantage to moving to the User:xx version is that you can take advantage of the autolinks from recent changes, and from typing 3 tildes in an edit. [[User:Xyphoid|Xyphoid]]&lt;br /&gt;
::I will have to keep playing with it. All very new and unfamiliar. :) I've notice tables are all broken, I suppose that's a minor detail; just need to learn to table in mediawiki. The list of orphaned pages is quite helpful in the meantime while you work on the scripted fix for the incorrect links. :) [[nikink]]&lt;br /&gt;
&lt;br /&gt;
Whoa!  Scared the daylights out of me when I went to edit my userpage, open from a while ago, and it was no longer there!  Stuff looks absolutely great; I noticed that some of the charm formatting gets broken by the changeover.  Is there a new text formatting or help page set up for what we should or should not do with the new system as opposed to the old?  Man, and I was terrified enough trying to think of a way to edit and duplicate my stuff for the WW wiki; oh well, gives me a chance to go through and double check mechanics -- [[IsawaBrian]]&lt;br /&gt;
:There is an editing help button at the bottom of the mediawiki edit page. As for how to use it I think that's going to be an evolutionary process - I am way out of date as to how y'all are using this wiki, I've been mostly playing D&amp;amp;D4 for the last few years... [[Xyphoid]]&lt;br /&gt;
::Sadly, Help:Editting is a no-text page at the moment.  Don't worry about it for now, though, man.  Enjoy your wedding and the time after.  Congratulations and felicitations; we'll be here when things achieve your new normal.  I'll just see if I can find a commonality in the breakages. -- [[IsawaBrian]]&lt;br /&gt;
:::I've copied the editing page from the main mediawiki page over - some broken links but that's fixable. [[User:Xyphoid|Xyphoid]]&lt;br /&gt;
&lt;br /&gt;
So apologies for the quick changeover - I'm going to be at my wedding from Friday and away for a few weeks, and the server was going to probably be down during some of that time. I'll be seeing what I can get fixed before I leave, and then will catch up when I'm back. [[Xyphoid]]&lt;br /&gt;
&lt;br /&gt;
Congrats on your wedding!  When you get back, it would be helpful if you could make it so subpages contain backlinks to the parent page in the Main namespace, like they do in the user Namespace - [[User:Kraken|Kraken]]&lt;br /&gt;
:The issue is that subpages don't actually exist in mediawiki - they're just pages with slashes in their name. I'll have a poke at writing an extension to automatically create parent links. Should it go all the way to the top? (eg should the page &amp;lt;nowiki&amp;gt;[[Red/Blue/Green]]&amp;lt;/nowiki&amp;gt; link back to &amp;lt;nowiki&amp;gt;[[Red]]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[[Red/Blue]]&amp;lt;/nowiki&amp;gt;? [[User:Xyphoid|Xyphoid]]&lt;br /&gt;
:: Could you do both? &amp;lt;nowiki&amp;gt;[[Red/Blue/Green]]&amp;lt;/nowiki&amp;gt; links back to &amp;lt;nowiki&amp;gt;[[Red]]&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;[[Red/Blue]]&amp;lt;/nowiki&amp;gt;, while &amp;lt;nowiki&amp;gt;[[Red/Blue]]&amp;lt;/nowiki&amp;gt; links back to &amp;lt;nowiki&amp;gt;[[Red]]&amp;lt;/nowiki&amp;gt;? I guess that depends on how many /'s can exist in one path. I haven't yet seen more than two, but I don't know definitively. [[nikink]]&lt;br /&gt;
::: The reason I brought it up is [[User:Kraken/SwiftFalcon/BP|this page]].  For User subpages, it seems to do so already.  So something which did the breadcrumbs style thing for any page would be great.  And the code should be there.  Somewhere.   [[User:Kraken|Kraken]]&lt;br /&gt;
&lt;br /&gt;
*I don't know where to put this, so I will place this here. All the links I posted on my userpage are red links in the new document. Is everything I had lost? Or are they just moved till they can be found. Because seriously, I very much do not want to have to go over it all again just because there was a need to put the completely usable wiki into a new format. This is my user page, http://exalted.xi.co.nz/wiki/Heru . Assistance would be apprecai8ted.&lt;br /&gt;
:No need to panic, you haven't lost anything. In the section immediately below this you can see an area for links that need fixing. The links on your pages probably look like those. If they don't, add them to the list so Xyphoid can work on a script for them. In the meantime, you can get to your material by removing the middle section of the path. So &amp;lt;nowiki&amp;gt;[[Nikink/Characters/MettanAku]]&amp;lt;/nowiki&amp;gt; is wrong link, but &amp;lt;nowiki&amp;gt;[[Nikink/MettanAku]]&amp;lt;/nowiki&amp;gt; is correct address. Also, this wasn't a transition made 'on a whim', or just because Xyphoid felt mean. He had valid reason for the switch and the suddenness of it. :) [[nikink]]&lt;br /&gt;
::Yep, my apologies for the relatively abrupt transition, but the alternative was a high chance of the wiki being down completely for several weeks while I was away. [[Xyphoid]]&lt;br /&gt;
::: Also, I know a few people were after a dump of the entire wiki for backup / peace of mind purposes - there is a file 'exwiki_import.xml' in the root of the site, which can be imported directly into mediawiki. Let me know if you need a more up to date version. [[Xyphoid]]&lt;br /&gt;
&lt;br /&gt;
== Links needing fixing ==&lt;br /&gt;
&lt;br /&gt;
Please list types of links that need to be fixed by scripting, along with an example page. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[[[FrivYeti/SteelAndGlass/SaGHistory1]] | The First Age; From the Fall of the Primordials to the Great Contagion.]]&amp;lt;/nowiki&amp;gt; - non-subpage links with descriptions, see [[FrivYeti/SteelAndGlass]]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[[Nikink/Characters/MettanAku]]&amp;lt;/nowiki&amp;gt; - &amp;lt;nowiki&amp;gt;[[/MettanAku]]&amp;lt;/nowiki&amp;gt; links on [[Nikink/Characters]], it appears /xxx should always link to the top level page even on zzz/yyy&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;Heru/[[SubpageName]]&amp;lt;/nowiki&amp;gt; - &amp;lt;nowiki&amp;gt;Heru/SubpageName&amp;lt;/nowiki&amp;gt; I think the presence of &amp;lt;nowiki&amp;gt;[[...]]&amp;lt;/nowiki&amp;gt; in Heru's subpage links confused the conversion script.&lt;br /&gt;
&lt;br /&gt;
* Artifacts page has broken links to most subpages. Things presented in the format &amp;lt;nowiki&amp;gt;[[[Artifacts/DefensiveLevel1]] | Level 1 Artifacts]]&amp;lt;/nowiki&amp;gt; are broken. Not sure if it's the wrong number of brackets or if it's just a format that worked on the old wiki and doesn't on this one.&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&lt;br /&gt;
* Automatic backlinks from child pages (anything of the name xxx/xxx) to the parent page&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:IanPrice&amp;diff=75101</id>
		<title>User:IanPrice</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:IanPrice&amp;diff=75101"/>
				<updated>2010-04-08T04:29:52Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Redirected page to IanPrice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[IanPrice]]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:IanPrice&amp;diff=75100</id>
		<title>User:IanPrice</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:IanPrice&amp;diff=75100"/>
				<updated>2010-04-08T04:28:45Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect IanPrice&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Exalted_-_Unofficial_Wiki:Community_Portal&amp;diff=75093</id>
		<title>Exalted - Unofficial Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Exalted_-_Unofficial_Wiki:Community_Portal&amp;diff=75093"/>
				<updated>2010-04-07T21:14:47Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: Putting something here to make it a little useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't know how to redirect, but this page should probably at least link to [[UserPages]] from the old wiki. - IanPrice&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:IanPrice&amp;diff=75092</id>
		<title>User:IanPrice</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:IanPrice&amp;diff=75092"/>
				<updated>2010-04-07T16:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;IanPrice: I now exist on this wiki version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://exalted.xi.co.nz/wiki/IanPrice This is me.]&lt;/div&gt;</summary>
		<author><name>IanPrice</name></author>	</entry>

	</feed>