http://exalted.xi.co.nz/w/api.php?action=feedcontributions&user=Muzz&feedformat=atomExalted - Unofficial Wiki - User contributions [en]2024-03-29T09:30:13ZUser contributionsMediaWiki 1.29.0http://exalted.xi.co.nz/w/index.php?title=Aoshi&diff=76461Aoshi2010-05-31T11:16:10Z<p>Muzz: /* Character Sheet */</p>
<hr />
<div>Back to [[muzz]]<br />
<br />
=== Character Sheet ===<br />
<i>(This is actually the second build of Aoshi after it was discovered that a handful of things just didnt seem to gel. Reworking the character I have taken a few steps into a new direction and all changes were made before Immortal Kombat had begun.)</i><br />
<br />
Sidereal Exalt <br><br />
<br />
<b>Name:</b> Aoshi <br><br />
<b>Caste:</b> Endings <br><br />
<b>Motivation:</b> Bring Immortal Kombat to an end... by winning!<br><br />
<b>Anima:</b> +1 Damage to Post Soak Damage rolls<br><br />
<b>Concept:</b> Impetuous Gloryhound (Kung Fu Guru)<br><br />
<b>XP:</b> <nowiki>Left/Total:</nowiki> <br />
<br />
<br />
<b><i>Attributes</i></b><br />
:<b>Strength:</b> 4, <b>Dexterity:</b> 3, <b>Stamina:</b> 5<br />
:<b>Charisma:</b> 1, <b>Manipulation:</b> 4, <b>Appearance:</b> 2<br />
:<b>Perception:</b> 4, <b>Intelligence:</b> 2, <b>Wits:</b> 3<br />
<br />
<br />
<b><i>Abilities</i></b><br />
:Archery: , Athletics: 3, ''Awareness'': 3, ''Bureaucracy'': 2, Craft(): , ''Dodge'': 5 , ''Integrity'': 3, Investigation: , Larceny: , Linguistics(): 5, Lore: 3, ''Martial Arts'': 5 , ''Medicine'': , Melee: , Occult: 2, Performance: , ''Presence'': 4, Resistance: 1, Ride: , Sail: , Socialize: 1, ''Stealth'': 2, Survival: , ''Thrown'': , War: <br />
<br />
<b><i>Specialties</i></b><br />
:Martial Arts - Vajra: 3 <br />
:Martial Arts - Vajra Throw Attacks Using Charms: 3 <br />
<br />
<br />
<b><i>Languages</i></b><br />
: Old Realm, Sky Tongue, Fire Tongue, and many others I cant be bothered including...... Stupid languages......She prefers to talk with her FISTS!<br />
<br />
<br />
<b><i>Backgrounds</i></b><br />
:Allies: <br />
:Artifact: 5<br />
:Backing: <br />
:Celestial Manse: 3<br />
:Class: <br />
:Command: <br />
:Contacts: <br />
:Eidolon: <br />
:Familiar:<br />
:Manse: 3 <br />
:Mentor:<br />
:Salary: 3 <br />
:Savant: <br />
:Sifu: 3<br />
<br />
<br />
<br />
<b><i>Virtues</i></b><br />
:<b>Compassion:</b> 1, <b>Conviction:</b> 3, <b>Temperance:</b> 2, <b>Valor</b> 3.<br />
<br />
:<b>Intimacies</b>: Glory<br />
<br />
:<b>Virtue Flaw:</b> <br />
<br />
<b>Willpower:</b> 6<br><br />
<b>Essence:</b> 3 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br />
<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
<b><i>Charms</i></b><br />
<br />
:Oncoming Storm Awareness<br />
:Buffeting Wing Flurry<br />
:Ruffled Feathers Defence<br />
:Ominous-Rumble Prana<br />
:Gale-Riding Meditation<br />
:Storm Crow Form<br />
:Heaven-Scouring Windstorm Technique<br />
:Heaven-Crossing Lightning Strike<br />
:Heaven-Drenching Rainfall Blow<br />
:Heaven-Shaking Thunder Assault<br />
:Heaven-Shattering Thunderbolt Onslaught<br />
<br />
:First Martial Arts Excellency<br />
:Second Martial Arts Excellency<br />
:Fateful Martial Arts Excellency<br />
<br />
:Absence<br />
:Duck Fate<br />
<br />
:Second Dodge Excellency<br />
:Fateful Dodge Excellency<br />
<br />
:Favorable Inflection Procedure<br />
<br />
:Secrets of Future Strife<br />
<br />
<b><i>Combos</i></b><br />
:<b>Heaven Splitting Moment</b> (16m 2w)<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m)<br />
<br />
<br />
<b>Equipment</b><br />
:Starmetal Vajra [Xm]<br />
:Starmetal Reinforced Buff Jacket [m]<br />
:Collar of Dawn's Cleansing Light<br />
<br />
:Windhand Gem<br />
:Precision of Form<br />
<br />
<b><i>Combat</i></b><br />
:<b>Join Battle:</b> 12 dice or 5-8 successes from Oncoming Storm Awareness at Ess 3 (or 5-10 at Ess 5)<br />
:<b>Soak:</b> B/L/A 15/10/7 Hardness: 6/6/6<br />
<br />
:<b>DDV:</b> 5 (3+5+3-1=10 / 2)<br />
:<b>PDV:</b> 7 (3+5+3+2=13 / 2)<br />
:<b>DMDV:</b> 6<br />
:<b>PMDV:</b> 4<br />
:<b>Attacks:</b><br />
::Punch: Spd- 5, Acc- 8, Dmg- 4B, Def- 5, Rate- 3<br />
::Kick: Spd- 5, Acc- 8, Dmg- 6B, Def- 3 , Rate- 2<br />
::Clinch: Spd- 6, Acc- 9, Dmg- 4B, Def- N/A, Rate- 1<br />
<br />
::Vajra - Thrown: Spd- 5, Acc- 15, Dmg- +8L (12L), Def- NA, Range- 50, Rate- 1<br />
::Vajra - Melee : Spd- 5, Acc- 15, Dmg- +9L/+12L (13L/17L), Def- 7, Rate- 1<br />
<br />
<b><i>Movement</i></b><br />
:Move: 2<br />
:Dash: 8<br />
:Jump: High: 7<br />
:Jump: Long: 14<br />
<br />
<b><i>Colleges</i></b><br />
'''House of Journeys'''<br />
:The Captain <br />
:The Gull <br />
:The Mast <br />
:The Messenger <br />
:The Ship’s Wheel 1<br />
'''House of Serenity'''<br />
:The Ewer <br />
:The Lovers <br />
:The Musician <br />
:The Peacock <br />
:The Pillar <br />
'''House of Battles'''<br />
:The Banner<br />
:The Gauntlet<br />
:The Quiver<br />
:The Shield 1<br />
:The Spear<br />
'''House of Secrets'''<br />
:The Guardians <br />
:The Key <br />
:The Mask 1<br />
:The Sorcerer <br />
:The Treasure Trove <br />
'''The House of Endings'''<br />
:''The Corpse'' 3<br />
:''The Crow''<br />
:''The Haywain''<br />
:''The Rising Smoke''<br />
:''The Sword'' 1<br />
<br />
<b>Essence 5 Changes</b><br><br />
<br />
<i>Attribute Changes</i><br><br />
Dex +2<br />
<br />
<i>Skill Changes</i><br><br />
Performance +2<br />
<br />
<i>Charms</i><br><br />
:Blue Vervain Binding<br />
:Abandoned Words Curse<br />
:Lovers Oath - Requiem of Dreams Lost<br />
:Burn Life<br />
:Perfection in Life<br />
:Defense of Shining Joy<br />
<br />
<i>New Combos</i><br><br />
:<b>Glimpse into Heaven</b> (21m 3w) + (16m 1w) Per attack <i>after</i> the first up to (101m 8w) total for all 6 attacks.<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m), Heaven-Shaking Thunder Assault (5m, 1w)<br />
<br />
:<b>Judgment of Heaven</b> (25m 4w) + (20m 2w) Per attack <i>after</i> the first up to (125m 13w) total for all 6 attacks.<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m), Heaven-Shaking Thunder Assault (5m, 1w), Heaven-Shattering Thunderbolt Onslaught (4m 1w)<br />
<br />
<br />
----<br />
<br />
=== Character Description ===<br />
Aoshi appears to be a relatively young girl, her face and build showing nothing but childlike innocence. With blond hair that is always up in a bun and blue eyes that seem to be constantly chainging their shades, her face almost seems pristine. Aoshi tends to dress in flowing skyblue robes with a richly embroidered silver trim, the back of her robes sporting a crow that has been sewn in several shades of blue and white. <br />
<br />
=== Expanded Backgrounds ===<br />
<br />
<br />
=== History ===<br />
<br />
<br />
=== Personality ===<br />
<br />
<br />
Back to [[Muzz]].</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Aoshi&diff=76460Aoshi2010-05-31T11:15:04Z<p>Muzz: /* Character Sheet */</p>
<hr />
<div>Back to [[muzz]]<br />
<br />
=== Character Sheet ===<br />
<i>(This is actually the second build of Aoshi after it was discovered that a handful of things just didnt seem to gel. Reworking the character I have taken a few steps into a new direction and all changes were made before Immortal Kombat had begun.)</i><br />
<br />
Sidereal Exalt <br><br />
<br />
<b>Name:</b> Aoshi <br><br />
<b>Caste:</b> Endings <br><br />
<b>Motivation:</b> Bring Immortal Kombat to an end... by winning!<br><br />
<b>Anima:</b> +1 Damage to Post Soak Damage rolls<br><br />
<b>Concept:</b> Impetuous Gloryhound (Kung Fu Guru)<br><br />
<b>XP:</b> <nowiki>Left/Total:</nowiki> <br />
<br />
<br />
<b><i>Attributes</i></b><br />
:<b>Strength:</b> 4, <b>Dexterity:</b> 3, <b>Stamina:</b> 5<br />
:<b>Charisma:</b> 1, <b>Manipulation:</b> 4, <b>Appearance:</b> 2<br />
:<b>Perception:</b> 4, <b>Intelligence:</b> 2, <b>Wits:</b> 3<br />
<br />
<br />
<b><i>Abilities</i></b><br />
:Archery: , Athletics: 3, ''Awareness'': 3, ''Bureaucracy'': 2, Craft(): , ''Dodge'': 5 , ''Integrity'': 3, Investigation: , Larceny: , Linguistics(): 5, Lore: 3, ''Martial Arts'': 5 , ''Medicine'': , Melee: , Occult: 2, Performance: , ''Presence'': 4, Resistance: 1, Ride: , Sail: , Socialize: 1, ''Stealth'': 2, Survival: , ''Thrown'': , War: <br />
<br />
<b><i>Specialties</i></b><br />
:Martial Arts - Vajra: 3 <br />
:Martial Arts - Vajra Throw Attacks Using Charms: 3 <br />
<br />
<br />
<b><i>Languages</i></b><br />
: Old Realm, Sky Tongue, Fire Tongue, and many others I cant be bothered including...... Stupid languages......She prefers to talk with her FISTS!<br />
<br />
<br />
<b><i>Backgrounds</i></b><br />
:Allies: <br />
:Artifact: 5<br />
:Backing: <br />
:Celestial Manse: 3<br />
:Class: <br />
:Command: <br />
:Contacts: <br />
:Eidolon: <br />
:Familiar:<br />
:Manse: 3 <br />
:Mentor:<br />
:Salary: 3 <br />
:Savant: <br />
:Sifu: 3<br />
<br />
<br />
<br />
<b><i>Virtues</i></b><br />
:<b>Compassion:</b> 1, <b>Conviction:</b> 3, <b>Temperance:</b> 2, <b>Valor</b> 3.<br />
<br />
:<b>Intimacies</b>: Glory<br />
<br />
:<b>Virtue Flaw:</b> <br />
<br />
<b>Willpower:</b> 6<br><br />
<b>Essence:</b> 3 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br />
<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
<b><i>Charms</i></b><br />
<br />
:Oncoming Storm Awareness<br />
:Buffeting Wing Flurry<br />
:Ruffled Feathers Defence<br />
:Ominous-Rumble Prana<br />
:Gale-Riding Meditation<br />
:Storm Crow Form<br />
:Heaven-Scouring Windstorm Technique<br />
:Heaven-Crossing Lightning Strike<br />
:Heaven-Drenching Rainfall Blow<br />
:Heaven-Shaking Thunder Assault<br />
:Heaven-Shattering Thunderbolt Onslaught<br />
<br />
:First Martial Arts Excellency<br />
:Second Martial Arts Excellency<br />
:Fateful Martial Arts Excellency<br />
<br />
:Absence<br />
:Duck Fate<br />
<br />
:Second Dodge Excellency<br />
:Fateful Dodge Excellency<br />
<br />
:Favorable Inflection Procedure<br />
<br />
:Secrets of Future Strife<br />
<br />
<b><i>Combos</i></b><br />
:<b>Heaven Splitting Moment</b> (16m 2w)<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m)<br />
<br />
<br />
<b>Equipment</b><br />
:Starmetal Vajra [Xm]<br />
:Starmetal Reinforced Buff Jacket [m]<br />
:Collar of Dawn's Cleansing Light<br />
<br />
:Windhand Gem<br />
:Precision of Form<br />
<br />
<b><i>Combat</i></b><br />
:<b>Join Battle:</b> 12 dice or 5-8 successes from Oncoming Storm Awareness at Ess 3 (or 5-10 at Ess 5)<br />
:<b>Soak:</b> B/L/A 15/10/7 Hardness: 6/6/6<br />
<br />
:<b>DDV:</b> 5 (3+5+3-1=10 / 2)<br />
:<b>PDV:</b> 7 (3+5+3+2=13 / 2)<br />
:<b>DMDV:</b> 6<br />
:<b>PMDV:</b> 4<br />
:<b>Attacks:</b><br />
::Punch: Spd- 5, Acc- 8, Dmg- 4B, Def- 5, Rate- 3<br />
::Kick: Spd- 5, Acc- 8, Dmg- 6B, Def- 3 , Rate- 2<br />
::Clinch: Spd- 6, Acc- 9, Dmg- 4B, Def- N/A, Rate- 1<br />
<br />
::Vajra - Thrown: Spd- 5, Acc- 15, Dmg- +8L (12L), Def- NA, Range- 50, Rate- 1<br />
::Vajra - Melee : Spd- 5, Acc- 15, Dmg- +9L/+12L (13L/17L), Def- 7, Rate- 1<br />
<br />
<b><i>Movement</i></b><br />
:Move: 2<br />
:Dash: 8<br />
:Jump: High: 7<br />
:Jump: Long: 14<br />
<br />
<b><i>Colleges</i></b><br />
'''House of Journeys'''<br />
:The Captain <br />
:The Gull <br />
:The Mast <br />
:The Messenger <br />
:The Ship’s Wheel 1<br />
'''House of Serenity'''<br />
:The Ewer <br />
:The Lovers <br />
:The Musician <br />
:The Peacock <br />
:The Pillar <br />
'''House of Battles'''<br />
:The Banner<br />
:The Gauntlet<br />
:The Quiver<br />
:The Shield 1<br />
:The Spear<br />
'''House of Secrets'''<br />
:The Guardians <br />
:The Key <br />
:The Mask 1<br />
:The Sorcerer <br />
:The Treasure Trove <br />
'''The House of Endings'''<br />
:''The Corpse'' 3<br />
:''The Crow''<br />
:''The Haywain''<br />
:''The Rising Smoke''<br />
:''The Sword'' 1<br />
<br />
<b>Essence 5 Changes</b><br><br />
<br />
<i>Attribute Changes</i><br><br />
Dex +2<br />
<br />
<i>Skill Changes</i><br><br />
Performance +2<br />
<br />
<i>Charms</i><br><br />
:Blue Vervain Binding<br />
:Abandoned Words Curse<br />
:Lovers Oath - Requiem of Dreams Lost<br />
:Burn Life<br />
:Perfection in Life<br />
:Defense of Shining Joy<br />
<br />
<i>New Combos</i><br><br />
:<b>Glimpse into Heaven</b> (21m 3w) + (16m 1w) Per attack <i>after</i> the first up to (101m 8w) total for all 6 attacks.<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m), Heaven-Shaking Thunder Assault (5m, 1w)<br />
<br />
:<b>Judgment of Heaven</b> (25m 4w) + (20m 2w) Per attack <i>after</i> the first up to (125m 13w) total for all 6 attacks.<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m), Heaven-Shaking Thunder Assault (5m, 1w) Heaven-Shattering Thunderbolt Onslaught (4m 1w)<br />
<br />
<br />
----<br />
<br />
=== Character Description ===<br />
Aoshi appears to be a relatively young girl, her face and build showing nothing but childlike innocence. With blond hair that is always up in a bun and blue eyes that seem to be constantly chainging their shades, her face almost seems pristine. Aoshi tends to dress in flowing skyblue robes with a richly embroidered silver trim, the back of her robes sporting a crow that has been sewn in several shades of blue and white. <br />
<br />
=== Expanded Backgrounds ===<br />
<br />
<br />
=== History ===<br />
<br />
<br />
=== Personality ===<br />
<br />
<br />
Back to [[Muzz]].</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Aoshi&diff=76459Aoshi2010-05-31T11:13:39Z<p>Muzz: /* Character Sheet */</p>
<hr />
<div>Back to [[muzz]]<br />
<br />
=== Character Sheet ===<br />
<i>(This is actually the second build of Aoshi after it was discovered that a handful of things just didnt seem to gel. Reworking the character I have taken a few steps into a new direction and all changes were made before Immortal Kombat had begun.)</i><br />
<br />
Sidereal Exalt <br><br />
<br />
<b>Name:</b> Aoshi <br><br />
<b>Caste:</b> Endings <br><br />
<b>Motivation:</b> Bring Immortal Kombat to an end... by winning!<br><br />
<b>Anima:</b> +1 Damage to Post Soak Damage rolls<br><br />
<b>Concept:</b> Impetuous Gloryhound (Kung Fu Guru)<br><br />
<b>XP:</b> <nowiki>Left/Total:</nowiki> <br />
<br />
<br />
<b><i>Attributes</i></b><br />
:<b>Strength:</b> 4, <b>Dexterity:</b> 3, <b>Stamina:</b> 5<br />
:<b>Charisma:</b> 1, <b>Manipulation:</b> 4, <b>Appearance:</b> 2<br />
:<b>Perception:</b> 4, <b>Intelligence:</b> 2, <b>Wits:</b> 3<br />
<br />
<br />
<b><i>Abilities</i></b><br />
:Archery: , Athletics: 3, ''Awareness'': 3, ''Bureaucracy'': 2, Craft(): , ''Dodge'': 5 , ''Integrity'': 3, Investigation: , Larceny: , Linguistics(): 5, Lore: 3, ''Martial Arts'': 5 , ''Medicine'': , Melee: , Occult: 2, Performance: , ''Presence'': 4, Resistance: 1, Ride: , Sail: , Socialize: 1, ''Stealth'': 2, Survival: , ''Thrown'': , War: <br />
<br />
<b><i>Specialties</i></b><br />
:Martial Arts - Vajra: 3 <br />
:Martial Arts - Vajra Throw Attacks Using Charms: 3 <br />
<br />
<br />
<b><i>Languages</i></b><br />
: Old Realm, Sky Tongue, Fire Tongue, and many others I cant be bothered including...... Stupid languages......She prefers to talk with her FISTS!<br />
<br />
<br />
<b><i>Backgrounds</i></b><br />
:Allies: <br />
:Artifact: 5<br />
:Backing: <br />
:Celestial Manse: 3<br />
:Class: <br />
:Command: <br />
:Contacts: <br />
:Eidolon: <br />
:Familiar:<br />
:Manse: 3 <br />
:Mentor:<br />
:Salary: 3 <br />
:Savant: <br />
:Sifu: 3<br />
<br />
<br />
<br />
<b><i>Virtues</i></b><br />
:<b>Compassion:</b> 1, <b>Conviction:</b> 3, <b>Temperance:</b> 2, <b>Valor</b> 3.<br />
<br />
:<b>Intimacies</b>: Glory<br />
<br />
:<b>Virtue Flaw:</b> <br />
<br />
<b>Willpower:</b> 6<br><br />
<b>Essence:</b> 3 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br />
<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
<b><i>Charms</i></b><br />
<br />
:Oncoming Storm Awareness<br />
:Buffeting Wing Flurry<br />
:Ruffled Feathers Defence<br />
:Ominous-Rumble Prana<br />
:Gale-Riding Meditation<br />
:Storm Crow Form<br />
:Heaven-Scouring Windstorm Technique<br />
:Heaven-Crossing Lightning Strike<br />
:Heaven-Drenching Rainfall Blow<br />
:Heaven-Shaking Thunder Assault<br />
:Heaven-Shattering Thunderbolt Onslaught<br />
<br />
:First Martial Arts Excellency<br />
:Second Martial Arts Excellency<br />
:Fateful Martial Arts Excellency<br />
<br />
:Absence<br />
:Duck Fate<br />
<br />
:Second Dodge Excellency<br />
:Fateful Dodge Excellency<br />
<br />
:Favorable Inflection Procedure<br />
<br />
:Secrets of Future Strife<br />
<br />
<b><i>Combos</i></b><br />
:<b>Heaven Splitting Moment</b> (16m 2w)<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m)<br />
<br />
<br />
<b>Equipment</b><br />
:Starmetal Vajra [Xm]<br />
:Starmetal Reinforced Buff Jacket [m]<br />
:Collar of Dawn's Cleansing Light<br />
<br />
:Windhand Gem<br />
:Precision of Form<br />
<br />
<b><i>Combat</i></b><br />
:<b>Join Battle:</b> 12 dice or 5-8 successes from Oncoming Storm Awareness at Ess 3 (or 5-10 at Ess 5)<br />
:<b>Soak:</b> B/L/A 15/10/7 Hardness: 6/6/6<br />
<br />
:<b>DDV:</b> 5 (3+5+3-1=10 / 2)<br />
:<b>PDV:</b> 7 (3+5+3+2=13 / 2)<br />
:<b>DMDV:</b> 6<br />
:<b>PMDV:</b> 4<br />
:<b>Attacks:</b><br />
::Punch: Spd- 5, Acc- 8, Dmg- 4B, Def- 5, Rate- 3<br />
::Kick: Spd- 5, Acc- 8, Dmg- 6B, Def- 3 , Rate- 2<br />
::Clinch: Spd- 6, Acc- 9, Dmg- 4B, Def- N/A, Rate- 1<br />
<br />
::Vajra - Thrown: Spd- 5, Acc- 15, Dmg- +8L (12L), Def- NA, Range- 50, Rate- 1<br />
::Vajra - Melee : Spd- 5, Acc- 15, Dmg- +9L/+12L (13L/17L), Def- 7, Rate- 1<br />
<br />
<b><i>Movement</i></b><br />
:Move: 2<br />
:Dash: 8<br />
:Jump: High: 7<br />
:Jump: Long: 14<br />
<br />
<b><i>Colleges</i></b><br />
'''House of Journeys'''<br />
:The Captain <br />
:The Gull <br />
:The Mast <br />
:The Messenger <br />
:The Ship’s Wheel 1<br />
'''House of Serenity'''<br />
:The Ewer <br />
:The Lovers <br />
:The Musician <br />
:The Peacock <br />
:The Pillar <br />
'''House of Battles'''<br />
:The Banner<br />
:The Gauntlet<br />
:The Quiver<br />
:The Shield 1<br />
:The Spear<br />
'''House of Secrets'''<br />
:The Guardians <br />
:The Key <br />
:The Mask 1<br />
:The Sorcerer <br />
:The Treasure Trove <br />
'''The House of Endings'''<br />
:''The Corpse'' 3<br />
:''The Crow''<br />
:''The Haywain''<br />
:''The Rising Smoke''<br />
:''The Sword'' 1<br />
<br />
<b>Essence 5 Changes</b><br><br />
<br />
<i>Attribute Changes</i><br><br />
Dex +2<br />
<br />
<i>Skill Changes</i><br><br />
Performance +2<br />
<br />
<i>Charms</i><br><br />
Blue Vervain Binding<br />
Abandoned Words Curse<br />
Lovers Oath - Requiem of Dreams Lost<br />
Burn Life<br />
Perfection in Life<br />
Defense of Shining Joy<br />
<br />
<i>New Combos</i><br><br />
:<b>Glimpse into Heaven</b> (21m 3w) + (16m 1w) Per attack <i>after</i> the first up to (101m 8w) total for all 6 attacks.<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m), Heaven-Shaking Thunder Assault (5m, 1w)<br />
<br />
:<b>Judgment of Heaven</b> (25m 4w) + (20m 2w) Per attack <i>after</i> the first up to (125m 13w) total for all 6 attacks.<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m), Heaven-Shaking Thunder Assault (5m, 1w) Heaven-Shattering Thunderbolt Onslaught (4m 1w)<br />
<br />
<br />
----<br />
<br />
=== Character Description ===<br />
Aoshi appears to be a relatively young girl, her face and build showing nothing but childlike innocence. With blond hair that is always up in a bun and blue eyes that seem to be constantly chainging their shades, her face almost seems pristine. Aoshi tends to dress in flowing skyblue robes with a richly embroidered silver trim, the back of her robes sporting a crow that has been sewn in several shades of blue and white. <br />
<br />
=== Expanded Backgrounds ===<br />
<br />
<br />
=== History ===<br />
<br />
<br />
=== Personality ===<br />
<br />
<br />
Back to [[Muzz]].</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76458Nikink/IKMatch112010-05-31T10:38:06Z<p>Muzz: /* Tick 11 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent, her Javra in front of her as she takes guard. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin. <br />
<br />
<i> 2 dice for that, I like the imagery. Final DV is 11 </i> -[[Sabis]]<br />
<br />
Mechanics: Guard for my action (Speed 3 -0DV). Defensive action is to activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards. <br />
<br />
<i> Does Whirlpool get to continue her 2nd attack? If she's making a haphazard star design around Aoshi, logic says that Aoshi is in the middle of the radius, so 10 yards from the edge, where Whirlpool starts on this tick. Takes 10 yards to get to her, that leaves 10 yards of range to keep going, so I can keep up w/ Aoshi (who moves 8 yards), right? I'm going to roll with that assumption, and you can make a change in your defense/charm choice if you thought it broke my flurry. This is a transparent combat system, so if something dosen't work the way you think it does, you get to know before you get knocked around. </i> -[[Sabis]]<br />
<br />
<i>The distance between the two characters was 20 right? That means that the radius would have been 20 I'm fairly sure. So to land your second attack you need to cover a distance of 28 yards. Thats how I see it anyway, considering you were keeping a distance of 20. (Unless you just didn't change the distance between ticks.)</i> - [[Muzz]]<br />
<br />
<i> We can let it be that way for now, that's no problem, since it wasn't clearly defined. For future reference, as we do this, Aoshi is 8 yards away at the end of the tick. Assuming she doesn't start moving, Whirlpool will be making a 25 point star around her, making her the center, and maintaining a distance between them of about 10 yards at the end of each tick. This is one of those things I wish we were both there for so we could use a battle map. And with that, I believe it's your action this tick? (Next simultaneous action, you can declare first)</i> -[[Sabis]]<br />
<br />
<i>Ah yes, forgot to keep track of that.... will change description of action to fill that in.</i><br />
<br />
Aoshi - Recovered 4m from stunt<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 0(4) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Nope<br />
## None<br />
# Parry, Charm<br />
# Attack roll: (25)(Diff 6) 6,6,8,4,4,2,2,8,6,3,7,8,8,9,2,0,3,1,4,9,2,2,1,7,7 = 14 Sux<br />
# No reroll<br />
# DV 11<br />
# No Reroll<br />
# Base damage = 11L (8L +3 Acc)<br />
# Soak 10L = Min Essence<br />
# No Counterattacks<br />
# Damage Roll (3) = (0,2,3) -1 Damage for Star Metal Armour = 0L Damage<br />
<br />
# Attack Two! (Failed due to range)<br />
<br />
Whirlpool of Retribution (Recovering 4M from Stunts)<br />
<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 25 (37) / 16 Personal & 11 Peripheral Committed / 0 Personal & 1(5) Peripheral Spent<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
Distance : 8 Yards<br />
=== Tick 10 ===<br />
Distance : 8 Yards<br />
=== Tick 11 ===<br />
Distance : 8 Yards<br />
<br />
Landing softly on her toes, Aoshi fixes WR with a cold stare. "Enough talk." She says coolly before reaching back, her Javra in her hand. Around Aoshi's Javra blue essence begins to from and crystallize like frost. The sky seems to darken and the mood of the spectators seems to become hushed, tension fills the area for a moment and despite the bells on WR's armour all is silent. Then in a flash Aoshi takes a step forward and thrusts towards WR with the Javra, the sound of crows explode quickly followed by a sonic boom as Aoshi's attack breaks the sound barrier. The crystal essence around the Javra explodes and a blinding light erupts around the point of impact. The sky seems to open and for a second WR is one with the universe, all of heaven seems to be within her grasp and then..... nothing. The light and sound disappears as quickly as it happened, the moment passed. Standing infront of WR is Aoshi, her Anima flaring. Crows made of essence wrap themselves around her in a display of aerial acrobatics. The blue glow around her, once faint, now shines brilliantly, broken at random intervals by flashes of white.<br />
<br />
<br />
Mechanics: Aoshi activates her Combo.<br />
:Heaven Splitting Moment (16m 2w)<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m) <br />
<br />
#Fateful M/A Ex (All Die to hit become Successes) HDRB (Attack enhanced by this Charm ignores the target's Armour when determining Soak.) HCLS (Unexpected Attack which can be defended against only by Charms which permit characters to avoid attacks of which they are not aware, or by characters with Charm-enhanced vision.)<br />
#None<br />
#None <br />
#Defense declaration<br />
#Attack roll<br />
#Attack reroll<br />
#External penalties<br />
#Defense reroll<br />
#Base damage<br />
#Soak<br />
#Counterattacks<br />
#Result <br />
<br />
Aoshi - <br><br />
<b>Willpower:</b> 5/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 16(20) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 12 ===<br />
Distance : 8 Yards<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
Sorry about how long that reply took, RL caught up with me something fierce. - [[Muzz]]<br />
<br />
Not a problem at all. RL is way more important than a silly game. =) - [[Sabis]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76457Nikink/IKMatch112010-05-31T10:32:18Z<p>Muzz: /* Tick 11 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent, her Javra in front of her as she takes guard. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin. <br />
<br />
<i> 2 dice for that, I like the imagery. Final DV is 11 </i> -[[Sabis]]<br />
<br />
Mechanics: Guard for my action (Speed 3 -0DV). Defensive action is to activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards. <br />
<br />
<i> Does Whirlpool get to continue her 2nd attack? If she's making a haphazard star design around Aoshi, logic says that Aoshi is in the middle of the radius, so 10 yards from the edge, where Whirlpool starts on this tick. Takes 10 yards to get to her, that leaves 10 yards of range to keep going, so I can keep up w/ Aoshi (who moves 8 yards), right? I'm going to roll with that assumption, and you can make a change in your defense/charm choice if you thought it broke my flurry. This is a transparent combat system, so if something dosen't work the way you think it does, you get to know before you get knocked around. </i> -[[Sabis]]<br />
<br />
<i>The distance between the two characters was 20 right? That means that the radius would have been 20 I'm fairly sure. So to land your second attack you need to cover a distance of 28 yards. Thats how I see it anyway, considering you were keeping a distance of 20. (Unless you just didn't change the distance between ticks.)</i> - [[Muzz]]<br />
<br />
<i> We can let it be that way for now, that's no problem, since it wasn't clearly defined. For future reference, as we do this, Aoshi is 8 yards away at the end of the tick. Assuming she doesn't start moving, Whirlpool will be making a 25 point star around her, making her the center, and maintaining a distance between them of about 10 yards at the end of each tick. This is one of those things I wish we were both there for so we could use a battle map. And with that, I believe it's your action this tick? (Next simultaneous action, you can declare first)</i> -[[Sabis]]<br />
<br />
<i>Ah yes, forgot to keep track of that.... will change description of action to fill that in.</i><br />
<br />
Aoshi - Recovered 4m from stunt<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 0(4) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Nope<br />
## None<br />
# Parry, Charm<br />
# Attack roll: (25)(Diff 6) 6,6,8,4,4,2,2,8,6,3,7,8,8,9,2,0,3,1,4,9,2,2,1,7,7 = 14 Sux<br />
# No reroll<br />
# DV 11<br />
# No Reroll<br />
# Base damage = 11L (8L +3 Acc)<br />
# Soak 10L = Min Essence<br />
# No Counterattacks<br />
# Damage Roll (3) = (0,2,3) -1 Damage for Star Metal Armour = 0L Damage<br />
<br />
# Attack Two! (Failed due to range)<br />
<br />
Whirlpool of Retribution (Recovering 4M from Stunts)<br />
<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 25 (37) / 16 Personal & 11 Peripheral Committed / 0 Personal & 1(5) Peripheral Spent<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
Distance : 8 Yards<br />
=== Tick 10 ===<br />
Distance : 8 Yards<br />
=== Tick 11 ===<br />
Distance : 8 Yards<br />
<br />
Landing softly on her toes, Aoshi fixes WR with a cold stare. "Enough talk." She says coolly before reaching back, her Javra in her hand. Around Aoshi's Javra blue essence begins to from and crystallize like frost. The sky seems to darken and the mood of the spectators seems to become hushed, tension fills the area for a moment and despite the bells on WR's armour all is silent. Then in a flash Aoshi takes a step forward and thrusts towards WR with the Javra, the sound of crows explode quickly followed by a sonic boom as Aoshi's attack breaks the sound barrier. The crystal essence around the Javra explodes and a blinding light erupts around the point of impact. The sky seems to open and for a second WR is one with the universe, all of heaven seems to be within her grasp and then..... nothing. The light and sound disappears as quickly as it happened, the moment passed.<br />
<br />
<br />
Mechanics: Aoshi activates her Combo.<br />
:Heaven Splitting Moment (16m 2w)<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m) <br />
<br />
#Fateful M/A Ex (All Die to hit become Successes) HDRB (Attack enhanced by this Charm ignores the target's Armour when determining Soak.) HCLS (Unexpected Attack which can be defended against only by Charms which permit characters to avoid attacks of which they are not aware, or by characters with Charm-enhanced vision.)<br />
#None<br />
#None <br />
#Defense declaration<br />
#Attack roll<br />
#Attack reroll<br />
#External penalties<br />
#Defense reroll<br />
#Base damage<br />
#Soak<br />
#Counterattacks<br />
#Result <br />
<br />
Aoshi - <br><br />
<b>Willpower:</b> 5/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 16(20) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 12 ===<br />
Distance : 8 Yards<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
Sorry about how long that reply took, RL caught up with me something fierce. - [[Muzz]]<br />
<br />
Not a problem at all. RL is way more important than a silly game. =) - [[Sabis]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76456Nikink/IKMatch112010-05-31T10:30:26Z<p>Muzz: /* Tick 11 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent, her Javra in front of her as she takes guard. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin. <br />
<br />
<i> 2 dice for that, I like the imagery. Final DV is 11 </i> -[[Sabis]]<br />
<br />
Mechanics: Guard for my action (Speed 3 -0DV). Defensive action is to activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards. <br />
<br />
<i> Does Whirlpool get to continue her 2nd attack? If she's making a haphazard star design around Aoshi, logic says that Aoshi is in the middle of the radius, so 10 yards from the edge, where Whirlpool starts on this tick. Takes 10 yards to get to her, that leaves 10 yards of range to keep going, so I can keep up w/ Aoshi (who moves 8 yards), right? I'm going to roll with that assumption, and you can make a change in your defense/charm choice if you thought it broke my flurry. This is a transparent combat system, so if something dosen't work the way you think it does, you get to know before you get knocked around. </i> -[[Sabis]]<br />
<br />
<i>The distance between the two characters was 20 right? That means that the radius would have been 20 I'm fairly sure. So to land your second attack you need to cover a distance of 28 yards. Thats how I see it anyway, considering you were keeping a distance of 20. (Unless you just didn't change the distance between ticks.)</i> - [[Muzz]]<br />
<br />
<i> We can let it be that way for now, that's no problem, since it wasn't clearly defined. For future reference, as we do this, Aoshi is 8 yards away at the end of the tick. Assuming she doesn't start moving, Whirlpool will be making a 25 point star around her, making her the center, and maintaining a distance between them of about 10 yards at the end of each tick. This is one of those things I wish we were both there for so we could use a battle map. And with that, I believe it's your action this tick? (Next simultaneous action, you can declare first)</i> -[[Sabis]]<br />
<br />
<i>Ah yes, forgot to keep track of that.... will change description of action to fill that in.</i><br />
<br />
Aoshi - Recovered 4m from stunt<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 0(4) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Nope<br />
## None<br />
# Parry, Charm<br />
# Attack roll: (25)(Diff 6) 6,6,8,4,4,2,2,8,6,3,7,8,8,9,2,0,3,1,4,9,2,2,1,7,7 = 14 Sux<br />
# No reroll<br />
# DV 11<br />
# No Reroll<br />
# Base damage = 11L (8L +3 Acc)<br />
# Soak 10L = Min Essence<br />
# No Counterattacks<br />
# Damage Roll (3) = (0,2,3) -1 Damage for Star Metal Armour = 0L Damage<br />
<br />
# Attack Two! (Failed due to range)<br />
<br />
Whirlpool of Retribution (Recovering 4M from Stunts)<br />
<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 25 (37) / 16 Personal & 11 Peripheral Committed / 0 Personal & 1(5) Peripheral Spent<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
Distance : 8 Yards<br />
=== Tick 10 ===<br />
Distance : 8 Yards<br />
=== Tick 11 ===<br />
Distance : 8 Yards<br />
<br />
Landing softly on her toes, Aoshi fixes WR with a cold stare. "Enough talk." She says coolly before reaching back, her Javra in her hand. Around Aoshi's Javra blue essence begins to from and crystallize like frost. The sky seems to darken and the mood of the spectators seems to become hushed, tension fills the area for a moment and despite the bells on WR's armour all is silent. Then in a flash Aoshi takes a step forward and thrusts towards WR with the Javra, the sound of crows explode quickly followed by a sonic boom as Aoshi's attack breaks the sound barrier. The crystal essence around the Javra explodes and a blinding light erupts around the point of impact. The sky seems to open and for a second WR is one with the universe, all of heaven seems to be within her grasp and then..... nothing. The light and sound disappears as quickly as it happened, the moment passed.<br />
<br />
<br />
Mechanics: Aoshi activates her Combo.<br />
:Heaven Splitting Moment (16m 2w)<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m) <br />
<br />
1. Fateful M/A Ex (All Die to hit become Successes) HDRB (Attack enhanced by this Charm ignores the target's Armour when determining Soak.) HCLS (Unexpected Attack which can be defended against only by Charms which permit characters to avoid attacks of which they are not aware, or by characters with Charm-enhanced vision.)<br />
1. None<br />
2. None <br />
2. Defense declaration<br />
3. Attack roll<br />
4. Attack reroll<br />
5. External penalties<br />
6. Defense reroll<br />
7. Base damage<br />
8. Soak<br />
9. Counterattacks<br />
10. Result <br />
<br />
Aoshi - <br><br />
<b>Willpower:</b> 5/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 16(20) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 12 ===<br />
Distance : 8 Yards<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
Sorry about how long that reply took, RL caught up with me something fierce. - [[Muzz]]<br />
<br />
Not a problem at all. RL is way more important than a silly game. =) - [[Sabis]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76455Nikink/IKMatch112010-05-31T10:08:51Z<p>Muzz: </p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent, her Javra in front of her as she takes guard. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin. <br />
<br />
<i> 2 dice for that, I like the imagery. Final DV is 11 </i> -[[Sabis]]<br />
<br />
Mechanics: Guard for my action (Speed 3 -0DV). Defensive action is to activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards. <br />
<br />
<i> Does Whirlpool get to continue her 2nd attack? If she's making a haphazard star design around Aoshi, logic says that Aoshi is in the middle of the radius, so 10 yards from the edge, where Whirlpool starts on this tick. Takes 10 yards to get to her, that leaves 10 yards of range to keep going, so I can keep up w/ Aoshi (who moves 8 yards), right? I'm going to roll with that assumption, and you can make a change in your defense/charm choice if you thought it broke my flurry. This is a transparent combat system, so if something dosen't work the way you think it does, you get to know before you get knocked around. </i> -[[Sabis]]<br />
<br />
<i>The distance between the two characters was 20 right? That means that the radius would have been 20 I'm fairly sure. So to land your second attack you need to cover a distance of 28 yards. Thats how I see it anyway, considering you were keeping a distance of 20. (Unless you just didn't change the distance between ticks.)</i> - [[Muzz]]<br />
<br />
<i> We can let it be that way for now, that's no problem, since it wasn't clearly defined. For future reference, as we do this, Aoshi is 8 yards away at the end of the tick. Assuming she doesn't start moving, Whirlpool will be making a 25 point star around her, making her the center, and maintaining a distance between them of about 10 yards at the end of each tick. This is one of those things I wish we were both there for so we could use a battle map. And with that, I believe it's your action this tick? (Next simultaneous action, you can declare first)</i> -[[Sabis]]<br />
<br />
<i>Ah yes, forgot to keep track of that.... will change description of action to fill that in.</i><br />
<br />
Aoshi - Recovered 4m from stunt<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 0(4) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Nope<br />
## None<br />
# Parry, Charm<br />
# Attack roll: (25)(Diff 6) 6,6,8,4,4,2,2,8,6,3,7,8,8,9,2,0,3,1,4,9,2,2,1,7,7 = 14 Sux<br />
# No reroll<br />
# DV 11<br />
# No Reroll<br />
# Base damage = 11L (8L +3 Acc)<br />
# Soak 10L = Min Essence<br />
# No Counterattacks<br />
# Damage Roll (3) = (0,2,3) -1 Damage for Star Metal Armour = 0L Damage<br />
<br />
# Attack Two! (Failed due to range)<br />
<br />
Whirlpool of Retribution (Recovering 4M from Stunts)<br />
<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 25 (37) / 16 Personal & 11 Peripheral Committed / 0 Personal & 1(5) Peripheral Spent<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
Distance : 8 Yards<br />
=== Tick 10 ===<br />
Distance : 8 Yards<br />
=== Tick 11 ===<br />
Distance : 8 Yards<br />
=== Tick 12 ===<br />
Distance : 8 Yards<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
Sorry about how long that reply took, RL caught up with me something fierce. - [[Muzz]]<br />
<br />
Not a problem at all. RL is way more important than a silly game. =) - [[Sabis]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76454Nikink/IKMatch112010-05-31T10:07:15Z<p>Muzz: </p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent, her Javra in front of her as she takes guard. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin. <br />
<br />
<i> 2 dice for that, I like the imagery. Final DV is 11 </i> -[[Sabis]]<br />
<br />
Mechanics: Guard for my action (Speed 3 -0DV). Defensive action is to activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards. <br />
<br />
<i> Does Whirlpool get to continue her 2nd attack? If she's making a haphazard star design around Aoshi, logic says that Aoshi is in the middle of the radius, so 10 yards from the edge, where Whirlpool starts on this tick. Takes 10 yards to get to her, that leaves 10 yards of range to keep going, so I can keep up w/ Aoshi (who moves 8 yards), right? I'm going to roll with that assumption, and you can make a change in your defense/charm choice if you thought it broke my flurry. This is a transparent combat system, so if something dosen't work the way you think it does, you get to know before you get knocked around. </i> -[[Sabis]]<br />
<br />
<i>The distance between the two characters was 20 right? That means that the radius would have been 20 I'm fairly sure. So to land your second attack you need to cover a distance of 28 yards. Thats how I see it anyway, considering you were keeping a distance of 20. (Unless you just didn't change the distance between ticks.)</i> - [[Muzz]]<br />
<br />
<i> We can let it be that way for now, that's no problem, since it wasn't clearly defined. For future reference, as we do this, Aoshi is 8 yards away at the end of the tick. Assuming she doesn't start moving, Whirlpool will be making a 25 point star around her, making her the center, and maintaining a distance between them of about 10 yards at the end of each tick. This is one of those things I wish we were both there for so we could use a battle map. And with that, I believe it's your action this tick? (Next simultaneous action, you can declare first)</i> -[[Sabis]]<br />
<br />
<i>Ah yes, forgot to keep track of that.... will change description of action to fill that in.</i><br />
<br />
Aoshi - Recovered 4m from stunt<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 0(4) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Nope<br />
## None<br />
# Parry, Charm<br />
# Attack roll: (25)(Diff 6) 6,6,8,4,4,2,2,8,6,3,7,8,8,9,2,0,3,1,4,9,2,2,1,7,7 = 14 Sux<br />
# No reroll<br />
# DV 11<br />
# No Reroll<br />
# Base damage = 11L (8L +3 Acc)<br />
# Soak 10L = Min Essence<br />
# No Counterattacks<br />
# Damage Roll (3) = (0,2,3) -1 Damage for Star Metal Armour = 0L Damage<br />
<br />
# Attack Two! (Failed due to range)<br />
<br />
Whirlpool of Retribution (Recovering 4M from Stunts)<br />
<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 25 (37) / 16 Personal & 11 Peripheral Committed / 0 Personal & 1(5) Peripheral Spent<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
<br />
=== Tick 10 ===<br />
<br />
=== Tick 11 ===<br />
<br />
=== Tick 12 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
Sorry about how long that reply took, RL caught up with me something fierce. - [[Muzz]]<br />
<br />
Not a problem at all. RL is way more important than a silly game. =) - [[Sabis]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76453Nikink/IKMatch112010-05-31T10:03:28Z<p>Muzz: /* Tick 8 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent, her Javra in front of her as she takes guard. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin. <br />
<br />
<i> 2 dice for that, I like the imagery. Final DV is 11 </i> -[[Sabis]]<br />
<br />
Mechanics: Guard for my action (Speed 3 -0DV). Defensive action is to activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards. <br />
<br />
<i> Does Whirlpool get to continue her 2nd attack? If she's making a haphazard star design around Aoshi, logic says that Aoshi is in the middle of the radius, so 10 yards from the edge, where Whirlpool starts on this tick. Takes 10 yards to get to her, that leaves 10 yards of range to keep going, so I can keep up w/ Aoshi (who moves 8 yards), right? I'm going to roll with that assumption, and you can make a change in your defense/charm choice if you thought it broke my flurry. This is a transparent combat system, so if something dosen't work the way you think it does, you get to know before you get knocked around. </i> -[[Sabis]]<br />
<br />
<i>The distance between the two characters was 20 right? That means that the radius would have been 20 I'm fairly sure. So to land your second attack you need to cover a distance of 28 yards. Thats how I see it anyway, considering you were keeping a distance of 20. (Unless you just didn't change the distance between ticks.)</i> - [[Muzz]]<br />
<br />
<i> We can let it be that way for now, that's no problem, since it wasn't clearly defined. For future reference, as we do this, Aoshi is 8 yards away at the end of the tick. Assuming she doesn't start moving, Whirlpool will be making a 25 point star around her, making her the center, and maintaining a distance between them of about 10 yards at the end of each tick. This is one of those things I wish we were both there for so we could use a battle map. And with that, I believe it's your action this tick? (Next simultaneous action, you can declare first)</i> -[[Sabis]]<br />
<br />
<i>Ah yes, forgot to keep track of that.... will change description of action to fill that in.</i><br />
<br />
Aoshi - Recovered 4m from stunt<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 0(4) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Nope<br />
## None<br />
# Parry, Charm<br />
# Attack roll: (25)(Diff 6) 6,6,8,4,4,2,2,8,6,3,7,8,8,9,2,0,3,1,4,9,2,2,1,7,7 = 14 Sux<br />
# No reroll<br />
# DV 11<br />
# No Reroll<br />
# Base damage = 11L (8L +3 Acc)<br />
# Soak 10L = Min Essence<br />
# No Counterattacks<br />
# Damage Roll (3) = (0,2,3) -1 Damage for Star Metal Armour = 0L Damage<br />
<br />
# Attack Two! (Failed due to range)<br />
<br />
Whirlpool of Retribution (Recovering 4M from Stunts)<br />
<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 25 (37) / 16 Personal & 11 Peripheral Committed / 0 Personal & 1(5) Peripheral Spent<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
Sorry about how long that reply took, RL caught up with me something fierce. - [[Muzz]]<br />
<br />
Not a problem at all. RL is way more important than a silly game. =) - [[Sabis]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76447Nikink/IKMatch112010-05-30T08:06:27Z<p>Muzz: /* Tick 8 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin. <br />
<br />
<i> 2 dice for that, I like the imagery. Final DV is 11 </i> -[[Sabis]]<br />
<br />
Mechanics: Activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards. <br />
<br />
<i> Does Whirlpool get to continue her 2nd attack? If she's making a haphazard star design around Aoshi, logic says that Aoshi is in the middle of the radius, so 10 yards from the edge, where Whirlpool starts on this tick. Takes 10 yards to get to her, that leaves 10 yards of range to keep going, so I can keep up w/ Aoshi (who moves 8 yards), right? I'm going to roll with that assumption, and you can make a change in your defense/charm choice if you thought it broke my flurry. This is a transparent combat system, so if something dosen't work the way you think it does, you get to know before you get knocked around. </i> -[[Sabis]]<br />
<br />
<i>The distance between the two characters was 20 right? That means that the radius would have been 20 I'm fairly sure. So to land your second attack you need to cover a distance of 28 yards. Thats how I see it anyway, considering you were keeping a distance of 20. (Unless you just didn't change the distance between ticks.) - [[Muzz]]<br />
<br />
Aoshi - Recovered 4m from sunt<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0(0) Personal & 0(4) Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Nope<br />
## None<br />
# Parry, Charm<br />
# Attack roll: (25)(Diff 6) 6,6,8,4,4,2,2,8,6,3,7,8,8,9,2,0,3,1,4,9,2,2,1,7,7 = 14 Sux<br />
# No reroll<br />
# DV 11<br />
# No Reroll<br />
# Base damage = 11L (8L +3 Acc)<br />
# Soak 10L = Min Essence<br />
# No Counterattacks<br />
# Damage Roll (3) = (0,2,3) = 1L Damage<br />
<br />
# Attack Two!<br />
## Nope<br />
## None<br />
# Parry, Charm<br />
# Attack roll: (24)(Diff 6) 0,6,9,7,0,6,7,0,5,1,6,1,2,7,1,3,1,7,3,9,0,3,8,1 = 18 Sux<br />
# DV 10 (Onslaught)<br />
# No Reroll<br />
# Base damage = 16L (8L +8 Acc)<br />
# Soak 10L = 6L Roll<br />
# No Counterattacks<br />
# Damage Roll (6) = (3,5,3,0,0,5) = 2L Damage<br />
<br />
Whirlpool of Retribution (Recovering 4M from Stunts)<br />
<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 25 (37) / 16 Personal & 11 Peripheral Committed / 0 Personal & 1 Peripheral Spent<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
Sorry about how long that reply took, RL caught up with me something fierce. - [[Muzz]]<br />
<br />
Not a problem at all. RL is way more important than a silly game. =) - [[Sabis]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76429Nikink/IKMatch112010-05-29T02:04:17Z<p>Muzz: /* Player Chat */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin.<br />
<br />
Mechanics: Activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards.<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0 Personal & 4 Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
# Attack Two!<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
Sorry about how long that reply took, RL caught up with me something fierce. - [[Muzz]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76428Nikink/IKMatch112010-05-29T02:03:17Z<p>Muzz: /* Tick 8 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
<br />
WR advances on her opponent for 5 ticks, closing the distance as necessary, and begins circling counter clockwise, her motions forming a 25 pointed star around her opponent, defining her range.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
Soak: 22/21/9 Hardness: 5/5/0 <br />
<br />
Distance: -5<br />
<br />
=== Tick 1 ===<br />
Distance: -5<br />
=== Tick 2 ===<br />
Distance: -5<br />
=== Tick 3 ===<br />
Distance: -5<br />
=== Tick 4 ===<br />
Distance: -5<br />
=== Tick 5 ===<br />
WR begins to increase her pace, dashing forward at an unbelivable pace, racing along people and ground to reach her opponent. (Activates Death Dealing Journey)<br />
DV -0, Speed 3, Next action Tick 8<br />
Distance: -20<br />
=== Tick 6 ===<br />
Distance: -20<br />
=== Tick 7 ===<br />
Distance: -20<br />
=== Tick 8 ===<br />
Simultaneous Actions!<br />
<br />
Swirling at blinding speeds around her opponent, the bells melody slowly builds it's cadence, the crowd enthralled and confused by the blur of movement. Stepping along the chests and bodies of the widening circle of spectators, she pulls herself tight into a line crossing the circle and intersecting her opponent's form. With a shock and thrash of discord like a tsunami finding shore, she reaches fondly for her opponent's face, a pair of gentle caresses sheathed in corrupted jade claws. "Why do you spurn my advances? That will only make me desire you more..."<br />
<br />
Distance: -20<br />
<br />
Mechanics: Two attacks with my claws @ 23 and 22 dice, + Stunt <i> I'll give you 2 die for stunt.</i><br />
<br />
Aoshi takes a shallow breath, her blue eyes emotionless as she watches the movements of her opponent. Flaring out with her arms, Aoshi moves to parry the attack with her Javra, essence exploding around her as with a quick flourish she pushes herself away from Whirlpool of Retribution. Like a snowflake in the breeze Aoshi sails away safely out of distance, a light blue glow illuminating from her skin.<br />
<br />
Mechanics: Activate Gale-Riding Meditation. Grants MA to DV Calculation (I'm Choosing Parry for a +2 to total giving Aoshi a final total of 9DV.) Then in Step 10 Aoshi is moved up to MA+Ess in yards away from the attacker. Thats 8 Yards.<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed / 0 Personal & 4 Peripheral Spent<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
# Attack One!<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
# Attack Two!<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
DV -2 Speed 4 Next Action tick 12<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
But But But i have these charms that say i can!:<br />
MoeP Infernals 138: Windborn Stride: "First, dashing carries a DV of -0...". <br />
MoeP Infernals 139: Death Dealing Journey: "The infernal may dash reflexively each tick as though taking Move actions, enabling him to dash and take other actions without requiring a flurry." <br />
I did however misread this charm, as tho it is indef, it states it deactivates at speed less than max. I'm shifting a BP (reducing my Dodge Spec by 2) to make Death Dealing Journey part of my Exuberant Inversion of Time combo. As I started the battle with the motes already committed, this doesn't change anything as far as current game state goes. <br />
Also, you can move closer/away during ticks before your initial action, just can't do anything else but activate reflexive charms. This could change our relative distances... but I don't think enough to matter. =)<br />
By circling, I mean spinning around you like you're at the center of a whirlpool, like a shark circles prey. Also she could not want to be more up close and personal with you. -[[Sabis]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]<br />
<br />
I don't have the book handy, but I'm pretty sure Death Dealing Journey is a ''velocity'' charm, which means you actually have to be traveling faster than your Move distance to activate it, which means therefore you have to spend an action Dashing before you can activate it (and then don't slow down). [[nikink]]<br />
<br />
Velocity states that, after activating it, i must maintain a minimum speed. "If the character spends longer than 1 tick moving slower than the limit...". It's not a requirement to activate, it's a requirement to maintain. And after re-reading that part, I guess running in circles is specifically disallowed, so I'll be circling by strafing in a star pattern. But I liked the whirlpool imagery. =(-[[Sabis]]<br />
<br />
I think the running in circles is part of the specific intention and imagery of the Adorjan charmset. But in response to DDJ question I have asked on the WW Forum for clarification and found this previous DDJ analysis:<br />
<br />
:''The answer to your question lies in the other parts of the stat-block. It's reflexive, but also indefinite and carrying the velocity keyword. The charm automatically deactivates (and hence, can't be activated in the first place) if you're moving at less than dashing speed, and to start moving at dashing speed, you have to initiate a dash on your action tick. You can't start dashing at any other time. Basically, because of the way the charm is worded, it only changes the way your dashes work once you're already dashing. It doesn't change the way you invoke them.''<br />
<br />
:''If it didn't, Adorjan wouldn't be the silent wind, always moving. Instead, she'd be the crazy person who occasionally runs around a lot.''<br />
<br />
:Link: http://forums.white-wolf.com/cs/forums/p/27290/558205.aspx#558205<br />
- [[nikink]]<br />
<br />
:Ahh... well... that's info that would have been useful to have in the actual book... =) So, I'll have to start dashing after activating water dragon form. Still more than enough time to cover 27 yards. Reverting to previous build because i can't apparently activate that charm during the initiative tick. (As i can't be dashing before that... i think.) Either way, this is more advantageous for my opponent. Let's see how it goes. =) I've updated to fix, everything should be kosher now.<br />
::As a note, i just checked the thread, and there's been no official wording. RAW, the way I was doing it was fine (Activate DDJ, and then dash as of next tick) as per the keyword I've not spent <i>longer</i> than one tick moving less than max speed, I've spent 1 tick doing that, so the charm does not deactivate. I'm ready to go on w/ the battle as is, (as it favors my opponent this way) tho i would like an actual final answer for future battles. So, when do I get to have a battle where I don't invoke quirky rules interactions? -[[Sabis]]<br />
::Probably never. Damn rules and their murkiness! :) Nephilpal has seen the thread and will hopefully make a ruling today/tomorrow, which would be awesome. If DDJ ''does'' work the way you used it, then HULK will probably pick it up for Ess5 build - the reason he didn't take it was due to the other way it may work. I'm kinda glad that each match so fare has generated such large discussions and such. The goal of learning the system is being accomplished! :) [[nikink]] ''PS: On tick 12 there will be an alteration to the environment, don't get freaked out, it's for lulz and isn't designed to affect the outcome of this match, so run (no pun) with it as stunt fodder. It'll make more sense later (need to type up some other Matches) :)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Aoshi&diff=76427Aoshi2010-05-29T01:53:38Z<p>Muzz: /* Character Sheet */</p>
<hr />
<div>Back to [[muzz]]<br />
<br />
=== Character Sheet ===<br />
<i>(This is actually the second build of Aoshi after it was discovered that a handful of things just didnt seem to gel. Reworking the character I have taken a few steps into a new direction and all changes were made before Immortal Kombat had begun.)</i><br />
<br />
Sidereal Exalt <br><br />
<br />
<b>Name:</b> Aoshi <br><br />
<b>Caste:</b> Endings <br><br />
<b>Motivation:</b> Bring Immortal Kombat to an end... by winning!<br><br />
<b>Anima:</b> +1 Damage to Post Soak Damage rolls<br><br />
<b>Concept:</b> Impetuous Gloryhound (Kung Fu Guru)<br><br />
<b>XP:</b> <nowiki>Left/Total:</nowiki> <br />
<br />
<br />
<b><i>Attributes</i></b><br />
:<b>Strength:</b> 4, <b>Dexterity:</b> 3, <b>Stamina:</b> 5<br />
:<b>Charisma:</b> 1, <b>Manipulation:</b> 4, <b>Appearance:</b> 2<br />
:<b>Perception:</b> 4, <b>Intelligence:</b> 2, <b>Wits:</b> 3<br />
<br />
<br />
<b><i>Abilities</i></b><br />
:Archery: , Athletics: 3, ''Awareness'': 3, ''Bureaucracy'': 2, Craft(): , ''Dodge'': 5 , ''Integrity'': 3, Investigation: , Larceny: , Linguistics(): 5, Lore: 3, ''Martial Arts'': 5 , ''Medicine'': , Melee: , Occult: 2, Performance: , ''Presence'': 4, Resistance: 1, Ride: , Sail: , Socialize: 1, ''Stealth'': 2, Survival: , ''Thrown'': , War: <br />
<br />
<b><i>Specialties</i></b><br />
:Martial Arts - Vajra: 3 <br />
:Martial Arts - Vajra Throw Attacks Using Charms: 3 <br />
<br />
<br />
<b><i>Languages</i></b><br />
: Old Realm, Sky Tongue, Fire Tongue, and many others I cant be bothered including...... Stupid languages......She prefers to talk with her FISTS!<br />
<br />
<br />
<b><i>Backgrounds</i></b><br />
:Allies: <br />
:Artifact: 5<br />
:Backing: <br />
:Celestial Manse: 3<br />
:Class: <br />
:Command: <br />
:Contacts: <br />
:Eidolon: <br />
:Familiar:<br />
:Manse: 3 <br />
:Mentor:<br />
:Salary: 3 <br />
:Savant: <br />
:Sifu: 3<br />
<br />
<br />
<br />
<b><i>Virtues</i></b><br />
:<b>Compassion:</b> 1, <b>Conviction:</b> 3, <b>Temperance:</b> 2, <b>Valor</b> 3.<br />
<br />
:<b>Intimacies</b>: Glory<br />
<br />
:<b>Virtue Flaw:</b> <br />
<br />
<b>Willpower:</b> 6<br><br />
<b>Essence:</b> 3 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br />
<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
<br />
<b><i>Charms</i></b><br />
<br />
:Oncoming Storm Awareness<br />
:Buffeting Wing Flurry<br />
:Ruffled Feathers Defence<br />
:Ominous-Rumble Prana<br />
:Gale-Riding Meditation<br />
:Storm Crow Form<br />
:Heaven-Scouring Windstorm Technique<br />
:Heaven-Crossing Lightning Strike<br />
:Heaven-Drenching Rainfall Blow<br />
:Heaven-Shaking Thunder Assault<br />
:Heaven-Shattering Thunderbolt Onslaught<br />
<br />
:First Martial Arts Excellency<br />
:Second Martial Arts Excellency<br />
:Fateful Martial Arts Excellency<br />
<br />
:Absence<br />
:Duck Fate<br />
<br />
:Second Dodge Excellency<br />
:Fateful Dodge Excellency<br />
<br />
:Favorable Inflection Procedure<br />
<br />
:Secrets of Future Strife<br />
<br />
<b><i>Combos</i></b><br />
:<b>Heaven Splitting Moment</b> (16m 2w)<br />
::Fateful M/A Ex (4m 1w), Heaven-Drenching Rainfall Blow (7m), Heaven-Crossing Lightning Strike (5m)<br />
<br />
<br />
<b>Equipment</b><br />
:Starmetal Vajra [Xm]<br />
:Starmetal Reinforced Buff Jacket [m]<br />
:Collar of Dawn's Cleansing Light<br />
<br />
:Windhand Gem<br />
:Precision of Form<br />
<br />
<b><i>Combat</i></b><br />
:<b>Join Battle:</b> 12 dice or 5-8 successes from Oncoming Storm Awareness at Ess 3 (or 5-10 at Ess 5)<br />
:<b>Soak:</b> B/L/A 15/10/7 Hardness: 6/6/6<br />
<br />
:<b>DDV:</b> 5 (3+5+3-1=10 / 2)<br />
:<b>PDV:</b> 7 (3+5+3+2=13 / 2)<br />
:<b>DMDV:</b> 6<br />
:<b>PMDV:</b> 4<br />
:<b>Attacks:</b><br />
::Punch: Spd- 5, Acc- 8, Dmg- 4B, Def- 5, Rate- 3<br />
::Kick: Spd- 5, Acc- 8, Dmg- 6B, Def- 3 , Rate- 2<br />
::Clinch: Spd- 6, Acc- 9, Dmg- 4B, Def- N/A, Rate- 1<br />
<br />
::Vajra - Thrown: Spd- 5, Acc- 15, Dmg- +8L (12L), Def- NA, Range- 50, Rate- 1<br />
::Vajra - Melee : Spd- 5, Acc- 15, Dmg- +9L/+12L (13L/17L), Def- 7, Rate- 1<br />
<br />
<b><i>Movement</i></b><br />
:Move: 2<br />
:Dash: 8<br />
:Jump: High: 7<br />
:Jump: Long: 14<br />
<br />
<b><i>Colleges</i></b><br />
'''House of Journeys'''<br />
:The Captain <br />
:The Gull <br />
:The Mast <br />
:The Messenger <br />
:The Ship’s Wheel 1<br />
'''House of Serenity'''<br />
:The Ewer <br />
:The Lovers <br />
:The Musician <br />
:The Peacock <br />
:The Pillar <br />
'''House of Battles'''<br />
:The Banner<br />
:The Gauntlet<br />
:The Quiver<br />
:The Shield 1<br />
:The Spear<br />
'''House of Secrets'''<br />
:The Guardians <br />
:The Key <br />
:The Mask 1<br />
:The Sorcerer <br />
:The Treasure Trove <br />
'''The House of Endings'''<br />
:''The Corpse'' 3<br />
:''The Crow''<br />
:''The Haywain''<br />
:''The Rising Smoke''<br />
:''The Sword'' 1<br />
<br />
<br />
----<br />
<br />
=== Character Description ===<br />
Aoshi appears to be a relatively young girl, her face and build showing nothing but childlike innocence. With blond hair that is always up in a bun and blue eyes that seem to be constantly chainging their shades, her face almost seems pristine. Aoshi tends to dress in flowing skyblue robes with a richly embroidered silver trim, the back of her robes sporting a crow that has been sewn in several shades of blue and white. <br />
<br />
=== Expanded Backgrounds ===<br />
<br />
<br />
=== History ===<br />
<br />
<br />
=== Personality ===<br />
<br />
<br />
Back to [[Muzz]].</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76340Nikink/IKMatch112010-05-13T14:46:00Z<p>Muzz: /* Player Chat */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
WR Dashes for the next 5 ticks, closing the distance as necessary, and begins circling counter clockwise around her opponent when she gets there.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Distance: -20<br />
=== Tick 1 ===<br />
Distance: -20<br />
=== Tick 2 ===<br />
Distance: -20<br />
=== Tick 3 ===<br />
Distance: -20<br />
=== Tick 4 ===<br />
Distance: -20<br />
=== Tick 5 ===<br />
*Action (to be filled out after work today)<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> (P141 of main rules) You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76339Nikink/IKMatch112010-05-13T14:44:50Z<p>Muzz: /* Player Chat */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
WR Dashes for the next 5 ticks, closing the distance as necessary, and begins circling counter clockwise around her opponent when she gets there.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Distance: -20<br />
=== Tick 1 ===<br />
Distance: -20<br />
=== Tick 2 ===<br />
Distance: -20<br />
=== Tick 3 ===<br />
Distance: -20<br />
=== Tick 4 ===<br />
Distance: -20<br />
=== Tick 5 ===<br />
*Action (to be filled out after work today)<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart if you go in a straight line (if my maths serves). Considering you want to circle around Aoshi though I'm expecting you will not want to get that close.- [[Muzz]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76338Nikink/IKMatch112010-05-13T14:42:58Z<p>Muzz: /* Player Chat */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
WR Dashes for the next 5 ticks, closing the distance as necessary, and begins circling counter clockwise around her opponent when she gets there.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Distance: -20<br />
=== Tick 1 ===<br />
Distance: -20<br />
=== Tick 2 ===<br />
Distance: -20<br />
=== Tick 3 ===<br />
Distance: -20<br />
=== Tick 4 ===<br />
Distance: -20<br />
=== Tick 5 ===<br />
*Action (to be filled out after work today)<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm <i>"characters can activate only such magic as their sole action on a tick when they are permitted to act."</i> (p142 of main rules). Dash is <i>not</i> a reflexive action,(p143 of main rules) which means it does not fall under the clause <i>"Actions designated as reflexive may have a defense penalty, but they are speed zero because they can be performed on any tick. (Even if the character does not or cannot take any other actions)"</i> You can move towards me however as move <i>is</i> a reflexive action, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. At tick 5 we will be 2 yard apart (if my maths serves) - [[Muzz]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76337Nikink/IKMatch112010-05-13T14:34:05Z<p>Muzz: /* Player Chat */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
WR Dashes for the next 5 ticks, closing the distance as necessary, and begins circling counter clockwise around her opponent when she gets there.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Distance: -20<br />
=== Tick 1 ===<br />
Distance: -20<br />
=== Tick 2 ===<br />
Distance: -20<br />
=== Tick 3 ===<br />
Distance: -20<br />
=== Tick 4 ===<br />
Distance: -20<br />
=== Tick 5 ===<br />
*Action (to be filled out after work today)<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm you cant take any action other then reflexive actions until the next tick in which you are allowed to act (p142 of main rules). Dash is <i>not</i> a reflexive action (p143 of main rules). You can move towards me however, but thats going to mean you move a lot slower and close a lot less distance but considering its only 27 yards and your move is 5 your going to do it with more then enough ticks to spare anyway. - [[Muzz]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76336Nikink/IKMatch112010-05-13T14:23:42Z<p>Muzz: /* Player Chat */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
Whirling and skidding as she weaves her way through the crowd, she adopts a flowing set of kata and draws in the essence of what little water is in this town. <br />
WR adopts Water Dragon Form and starts advancing through the crowd. <br />
(Speed 5, DV -1) Next Action Tick 5.<br />
"Let our love bring us closer together, so that we may dance in joy and blood!"<br />
WR Dashes for the next 5 ticks, closing the distance as necessary, and begins circling counter clockwise around her opponent when she gets there.<br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Distance: -20<br />
=== Tick 1 ===<br />
Distance: -20<br />
=== Tick 2 ===<br />
Distance: -20<br />
=== Tick 3 ===<br />
Distance: -20<br />
=== Tick 4 ===<br />
Distance: -20<br />
=== Tick 5 ===<br />
*Action (to be filled out after work today)<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
Ok, your first action is to use Water Dragon Form or to dash, Because you cant do both. Water Dragon is a simple charm, and because its a simple charm you cant take any action other then reflexive actions until the next tick in which you are allowed to act (p142 of main rules). Dash is <i>not</i> a reflexive action (p143 of main rules). You can move towards me however, but thats going to mean you move a lot slower and close a lot less distance. - [[Muzz]]<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]<br />
::Bah! My hyperbole knows ''no bounds''!!! :) [[nikink]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76331Nikink/IKMatch112010-05-13T03:18:01Z<p>Muzz: /* Observer Comments */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vajra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
<br />
=== Tick 1 ===<br />
<br />
=== Tick 2 ===<br />
<br />
=== Tick 3 ===<br />
<br />
=== Tick 4 ===<br />
<br />
=== Tick 5 ===<br />
<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)<br />
<br />
<br />
Aoshi had ''no chance'' of winning that Join Battle roll. Wow! Adorjan Charms are ''fast''. :) [[nikink]]<br />
:Well I wouldn't say no chance but it was definitely going to take an ungodly roll to beat it. Alot of 10's........ [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76328Nikink/IKMatch112010-05-13T02:25:07Z<p>Muzz: /* Tick -1 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vagra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed<br><br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
<br />
=== Tick 1 ===<br />
<br />
=== Tick 2 ===<br />
<br />
=== Tick 3 ===<br />
<br />
=== Tick 4 ===<br />
<br />
=== Tick 5 ===<br />
<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76327Nikink/IKMatch112010-05-13T02:24:24Z<p>Muzz: /* Tick -1 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vagra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br><br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed <br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
<br />
=== Tick 1 ===<br />
<br />
=== Tick 2 ===<br />
<br />
=== Tick 3 ===<br />
<br />
=== Tick 4 ===<br />
<br />
=== Tick 5 ===<br />
<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76326Nikink/IKMatch112010-05-13T02:23:24Z<p>Muzz: /* Tick -1 */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vagra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears.<br />
Secrets of Future Strife gives Aoshi 12 Dice for Join Battle - 1,1,2,2,3,4,7,8,8,8,8,9 = 6 Success (booo!)<br />
<br />
Aoshi<br />
<b>Willpower:</b> 6/6 <br><br />
<b>Essence pool:</b> 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed <br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
<br />
=== Tick 1 ===<br />
<br />
=== Tick 2 ===<br />
<br />
=== Tick 3 ===<br />
<br />
=== Tick 4 ===<br />
<br />
=== Tick 5 ===<br />
<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76325Nikink/IKMatch112010-05-13T02:09:59Z<p>Muzz: /* Arena + Setup */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
Gem, city of a thousand commotions! Half buried with a long since active volcano, its streets, byways and alleys twist and weave at will from the cool interior of the mountain to the hot dry exterior.<br />
<br />
At one of the major entrances to the interior lies a bazaar. Traders from the sands mingle with courtiers from the city nobles, to buy gems and firedust, silks and spices. Rumour has it other, more exotic materials may be acquired, if you know the right people.<br />
<br />
Into this open city square of tents and merchants, bounded on all sides by one and two storey white brick buildings appears two Exalts, destined to '''fight'''. the alleys leading between the buildings are almost as confusing as those within the mountain, but filled with lines and fabrics, clothing, dyes, skins, tanners and more. Some 300 yards of winding main street leads to the city gates.<br />
<br />
The day is hot and bright, and a warm sirocco does nothing to cool tempers.<br />
<br />
The Exalts are 27 yards apart.<br />
<br />
Standing on the far side of the square, a lithe, small figure dressed in bells with 8 inch claws strapped to her hands whirls excitedly. "Let's get to this! I'm going all out for you! You had better do your best, or we'll never reach true romance on the battlefield!"<br />
<br />
From the opposite side a small girl in blue flowing robes fixes the whirling figure a confused stare. "Romance? I'm sorry I don't swing that way. Besides I already have a partner." Spinning a long starmetal Vagra in front of her, the girl takes in a short breath and centers herself.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
Whirlpool of Retribution (WR) activates her Exuberant Inversion of Time combo. She spends the maximum amount on Joy in Violence Approach (5m), and activates Fate Rending Desperation. This gives her 5 successes + 3 successes to her join battle roll of 9 dice at difficulty 6.<br />
Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle. <br />
<br />
I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat. <br />
<br />
Whirlpool of Retribution<br />
<b>Willpower:</b> 6/7 <br><br />
<b>Essence pool:</b> Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed<br />
<b>Health Levels</b><br />
-0/-1/-1/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
<br />
=== Tick 0 ===<br />
<br />
=== Tick 1 ===<br />
<br />
=== Tick 2 ===<br />
<br />
=== Tick 3 ===<br />
<br />
=== Tick 4 ===<br />
<br />
=== Tick 5 ===<br />
<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76280Muzz/Jokers Obsession2010-05-11T16:43:25Z<p>Muzz: /* Comments */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk</i></b> <br />
<b>Cost :</b> 2m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Counter Attack<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be a number of yards away from the opponent equal to the difference in his Dodge DV and the Opponents attack.<br />
<br />
<i>Added Counter Attack Keyword, Reduced cost from 3m, changed distance away from opponent from (Dex + Athletics)/2 to the current wording.</i><br />
<br />
<br />
<b><i>I see you</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits or attacks that reduce Dodge DV to zero. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
<i>Removed the restriction of Charms being Obvious, Reduced cost from 6m</i><br />
<br />
<br />
<b><i>Oops, messed that up</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
As everybody is different and has different styles of humor, so to do the people teaching Jokers Obsession. Some view attack greater then defense as much as they view Tomfoolery over self preservation. A joke is a joke despite the danger. This charm allows the Joker to make a quick and sudden attack to their opponent while making it look like the Joker has fouled up in some way. Whether it be a fall, tripping or getting someway impeded, the Joker orchestrates it all. Mechanics wise the Joker is able to make a full attack and then move away just out of reach using the lowest of his DV penalties.<br />
<br />
<b><i>Jokers Obsession Form</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Obvious, Form<br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk, I see you, Oops, messed that up.<br />
<br />
Not only is the Joker an Expect on all things Comedic, his training has allowed him to fall, twirl, spin, flip and land safely. Drawing on Essence has made this all easier for the Joker, and where there is essence there is potential for more mischief. When the form is active, all of the gestures the Jokers makes seem to be harder to comprehend and lightened by a small glow. His words seem to carry with it a whimsical melody one moment and an out right rudeness the next. This translates in a -1DV penalty to his opponent due to the difficulty to read his movements correctly. The Jokers words also seem to carry more power and credibility, with a similar reduction in the opponents mental defenses.<br />
<br />
<b><i>Where did that come from?</i></b> <br />
<b>Cost :</b> 5m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Supplemental<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Jokers Obsession Form<br />
<br />
Taking advantage of a dodge the Joker puts himself into a position to lash out as his enemy through any means of tumbling. This could be sweeping out his opponents legs from just inside the Jokers reach or flipping up onto one hand after a tumble and striking up with his feet at his enemy's jaw, the method of the attack is not important, the important part is that his enemy didn't see it coming. Thats what makes it funny. This attack is Unexpected and can only be dodged/parried by characters with charm enhanced vision or charms that allow for use against unexpected attacks.<br />
<br />
<b><i>Is that it?</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Obvious, Emotion<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Where did that come from?<br />
<br />
The Jokers greatest weapon is not the one he holds in his hand but the Wit he uses when confronted with adversity. The Jokers ability to drive the emotions of a crowd is his greatest strength and it is as true on the battlefield as in a tavern. Activating this charm in conjunction with an attack or a defensive action gives the Joker a chance to comment on the ability of his opponent to shape his mood to the Jokers liking. The Joker makes a (Manipulation + Performance) roll at a difficulty equal to the opponents Temperance. With a success the opponent is left feeling irritated by the Jokers remarks and feels the urge to put a stop to his endless chatter by any means necessary. Attacks made by the opponent now carry a -1 penalty to accuracy and -1DV as they try too hard to end the fight, leaving themselves open with their wild blows. This charm stacks a number of times up to the Jokers Essence and can be countered with the expenditure of a Willpower.<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]<br />
<br />
You suck! ;) Now that we have that out of the way, nice so far, can't wait to see the rest of them. ''I see you'' is probably a little over priced, and needs to be reflexive. Assuming this is a Celestial Style, I'd peg it at 2m, maybe even 1m. -[[nikink]]<br />
:Hm, I dont know. I was thinking about it being a scene long awareness charm but didn't want it to seem too overpowered. Maybe I went too far, I just like the idea of a guy on the stage being able to perform and keep his eyes/ears on the crowd in case something was thrown at him. Might change things a little. [[Muzz]]<br />
<br />
''Before you can walk'' - if you intend for the tumbling dodge to be able to break flurries by moving the Joker out of reach, it needs the Counterattack Keyword. [[nikink]] ''(Probably shouldn't bother averaging the distance like that either, set it fixed or make it a roll maybe.)''<br />
:Good point, maybe make it a yard per success on the roll.... [[Muzz]]<br />
<br />
Hmmmmmm. I realize now that <i>Jokers Obsession Form</i> and <i>Is that it?</i> Function in pretty much identical ways with the only differences being the form doesn't stack, require a roll or an attack. Is this ok? Or do I need to think up something else for the form? Maybe move the charm down the list? [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76279Muzz/Jokers Obsession2010-05-11T16:43:05Z<p>Muzz: /* Comments */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk</i></b> <br />
<b>Cost :</b> 2m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Counter Attack<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be a number of yards away from the opponent equal to the difference in his Dodge DV and the Opponents attack.<br />
<br />
<i>Added Counter Attack Keyword, Reduced cost from 3m, changed distance away from opponent from (Dex + Athletics)/2 to the current wording.</i><br />
<br />
<br />
<b><i>I see you</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits or attacks that reduce Dodge DV to zero. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
<i>Removed the restriction of Charms being Obvious, Reduced cost from 6m</i><br />
<br />
<br />
<b><i>Oops, messed that up</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
As everybody is different and has different styles of humor, so to do the people teaching Jokers Obsession. Some view attack greater then defense as much as they view Tomfoolery over self preservation. A joke is a joke despite the danger. This charm allows the Joker to make a quick and sudden attack to their opponent while making it look like the Joker has fouled up in some way. Whether it be a fall, tripping or getting someway impeded, the Joker orchestrates it all. Mechanics wise the Joker is able to make a full attack and then move away just out of reach using the lowest of his DV penalties.<br />
<br />
<b><i>Jokers Obsession Form</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Obvious, Form<br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk, I see you, Oops, messed that up.<br />
<br />
Not only is the Joker an Expect on all things Comedic, his training has allowed him to fall, twirl, spin, flip and land safely. Drawing on Essence has made this all easier for the Joker, and where there is essence there is potential for more mischief. When the form is active, all of the gestures the Jokers makes seem to be harder to comprehend and lightened by a small glow. His words seem to carry with it a whimsical melody one moment and an out right rudeness the next. This translates in a -1DV penalty to his opponent due to the difficulty to read his movements correctly. The Jokers words also seem to carry more power and credibility, with a similar reduction in the opponents mental defenses.<br />
<br />
<b><i>Where did that come from?</i></b> <br />
<b>Cost :</b> 5m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Supplemental<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Jokers Obsession Form<br />
<br />
Taking advantage of a dodge the Joker puts himself into a position to lash out as his enemy through any means of tumbling. This could be sweeping out his opponents legs from just inside the Jokers reach or flipping up onto one hand after a tumble and striking up with his feet at his enemy's jaw, the method of the attack is not important, the important part is that his enemy didn't see it coming. Thats what makes it funny. This attack is Unexpected and can only be dodged/parried by characters with charm enhanced vision or charms that allow for use against unexpected attacks.<br />
<br />
<b><i>Is that it?</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Obvious, Emotion<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Where did that come from?<br />
<br />
The Jokers greatest weapon is not the one he holds in his hand but the Wit he uses when confronted with adversity. The Jokers ability to drive the emotions of a crowd is his greatest strength and it is as true on the battlefield as in a tavern. Activating this charm in conjunction with an attack or a defensive action gives the Joker a chance to comment on the ability of his opponent to shape his mood to the Jokers liking. The Joker makes a (Manipulation + Performance) roll at a difficulty equal to the opponents Temperance. With a success the opponent is left feeling irritated by the Jokers remarks and feels the urge to put a stop to his endless chatter by any means necessary. Attacks made by the opponent now carry a -1 penalty to accuracy and -1DV as they try too hard to end the fight, leaving themselves open with their wild blows. This charm stacks a number of times up to the Jokers Essence and can be countered with the expenditure of a Willpower.<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]<br />
<br />
You suck! ;) Now that we have that out of the way, nice so far, can't wait to see the rest of them. ''I see you'' is probably a little over priced, and needs to be reflexive. Assuming this is a Celestial Style, I'd peg it at 2m, maybe even 1m. -[[nikink]]<br />
:Hm, I dont know. I was thinking about it being a scene long awareness charm but didn't want it to seem too overpowered. Maybe I went too far, I just like the idea of a guy on the stage being able to perform and keep his eyes/ears on the crowd in case something was thrown at him. Might change things a little. [[Muzz]]<br />
<br />
''Before you can walk'' - if you intend for the tumbling dodge to be able to break flurries by moving the Joker out of reach, it needs the Counterattack Keyword. [[nikink]] ''(Probably shouldn't bother averaging the distance like that either, set it fixed or make it a roll maybe.)''<br />
:Good point, maybe make it a yard per success on the roll.... [[Muzz]]<br />
<br />
Hmmmmmm. I realize now that <i>Jokers Obsession Form</i> and <i>Is that it?</i> Function in pretty much identical ways with the only differences being the form doesn't stack, require a roll or an attack. Is this ok? Or do I need to think up something else for the form? Maybe move the charm down the list? [[Muzz}}</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76278Muzz/Jokers Obsession2010-05-11T16:38:54Z<p>Muzz: /* Charms */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk</i></b> <br />
<b>Cost :</b> 2m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Counter Attack<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be a number of yards away from the opponent equal to the difference in his Dodge DV and the Opponents attack.<br />
<br />
<i>Added Counter Attack Keyword, Reduced cost from 3m, changed distance away from opponent from (Dex + Athletics)/2 to the current wording.</i><br />
<br />
<br />
<b><i>I see you</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits or attacks that reduce Dodge DV to zero. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
<i>Removed the restriction of Charms being Obvious, Reduced cost from 6m</i><br />
<br />
<br />
<b><i>Oops, messed that up</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
As everybody is different and has different styles of humor, so to do the people teaching Jokers Obsession. Some view attack greater then defense as much as they view Tomfoolery over self preservation. A joke is a joke despite the danger. This charm allows the Joker to make a quick and sudden attack to their opponent while making it look like the Joker has fouled up in some way. Whether it be a fall, tripping or getting someway impeded, the Joker orchestrates it all. Mechanics wise the Joker is able to make a full attack and then move away just out of reach using the lowest of his DV penalties.<br />
<br />
<b><i>Jokers Obsession Form</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Obvious, Form<br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk, I see you, Oops, messed that up.<br />
<br />
Not only is the Joker an Expect on all things Comedic, his training has allowed him to fall, twirl, spin, flip and land safely. Drawing on Essence has made this all easier for the Joker, and where there is essence there is potential for more mischief. When the form is active, all of the gestures the Jokers makes seem to be harder to comprehend and lightened by a small glow. His words seem to carry with it a whimsical melody one moment and an out right rudeness the next. This translates in a -1DV penalty to his opponent due to the difficulty to read his movements correctly. The Jokers words also seem to carry more power and credibility, with a similar reduction in the opponents mental defenses.<br />
<br />
<b><i>Where did that come from?</i></b> <br />
<b>Cost :</b> 5m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Supplemental<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Jokers Obsession Form<br />
<br />
Taking advantage of a dodge the Joker puts himself into a position to lash out as his enemy through any means of tumbling. This could be sweeping out his opponents legs from just inside the Jokers reach or flipping up onto one hand after a tumble and striking up with his feet at his enemy's jaw, the method of the attack is not important, the important part is that his enemy didn't see it coming. Thats what makes it funny. This attack is Unexpected and can only be dodged/parried by characters with charm enhanced vision or charms that allow for use against unexpected attacks.<br />
<br />
<b><i>Is that it?</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Obvious, Emotion<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Where did that come from?<br />
<br />
The Jokers greatest weapon is not the one he holds in his hand but the Wit he uses when confronted with adversity. The Jokers ability to drive the emotions of a crowd is his greatest strength and it is as true on the battlefield as in a tavern. Activating this charm in conjunction with an attack or a defensive action gives the Joker a chance to comment on the ability of his opponent to shape his mood to the Jokers liking. The Joker makes a (Manipulation + Performance) roll at a difficulty equal to the opponents Temperance. With a success the opponent is left feeling irritated by the Jokers remarks and feels the urge to put a stop to his endless chatter by any means necessary. Attacks made by the opponent now carry a -1 penalty to accuracy and -1DV as they try too hard to end the fight, leaving themselves open with their wild blows. This charm stacks a number of times up to the Jokers Essence and can be countered with the expenditure of a Willpower.<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]<br />
<br />
You suck! ;) Now that we have that out of the way, nice so far, can't wait to see the rest of them. ''I see you'' is probably a little over priced, and needs to be reflexive. Assuming this is a Celestial Style, I'd peg it at 2m, maybe even 1m. -[[nikink]]<br />
:Hm, I dont know. I was thinking about it being a scene long awareness charm but didn't want it to seem too overpowered. Maybe I went too far, I just like the idea of a guy on the stage being able to perform and keep his eyes/ears on the crowd in case something was thrown at him. Might change things a little. [[Muzz]]<br />
<br />
''Before you can walk'' - if you intend for the tumbling dodge to be able to break flurries by moving the Joker out of reach, it needs the Counterattack Keyword. [[nikink]] ''(Probably shouldn't bother averaging the distance like that either, set it fixed or make it a roll maybe.)''<br />
:Good point, maybe make it a yard per success on the roll.... [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76277Muzz/Jokers Obsession2010-05-11T16:34:27Z<p>Muzz: /* Charms */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk</i></b> <br />
<b>Cost :</b> 2m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Counter Attack<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be a number of yards away from the opponent equal to the difference in his Dodge DV and the Opponents attack.<br />
<br />
<i>Added Counter Attack Keyword, Reduced cost from 3m, changed distance away from opponent from (Dex + Athletics)/2 to the current wording.</i><br />
<br />
<br />
<b><i>I see you</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits or attacks that reduce Dodge DV to zero. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
<i>Removed the restriction of Charms being Obvious, Reduced cost from 6m</i><br />
<br />
<br />
<b><i>Oops, messed that up</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
As everybody is different and has different styles of humor, so to do the people teaching Jokers Obsession. Some view attack greater then defense as much as they view Tomfoolery over self preservation. A joke is a joke despite the danger. This charm allows the Joker to make a quick and sudden attack to their opponent while making it look like the Joker has fouled up in some way. Whether it be a fall, tripping or getting someway impeded, the Joker orchestrates it all. Mechanics wise the Joker is able to make a full attack and then move away just out of reach using the lowest of his DV penalties.<br />
<br />
<b><i>Jokers Obsession Form</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Obvious, Form<br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk, I see you, Oops, messed that up.<br />
<br />
Not only is the Joker an Expect on all things Comedic, his training has allowed him to fall, twirl, spin, flip and land safely. Drawing on Essence has made this all easier for the Joker, and where there is essence there is potential for more mischief. When the form is active, all of the gestures the Jokers makes seem to be harder to comprehend and lightened by a small glow. His words seem to carry with it a whimsical melody one moment and an out right rudeness the next. This translates in all of the Jokers attacks carrying with them an additional -1DV penalty to his opponent due to the difficulty to read his movements correctly. The Jokers words also seem to carry more power and credibility, giving the Jokers mental attacks the same reduction in the opponents mental defenses.<br />
<br />
<b><i>Where did that come from?</i></b> <br />
<b>Cost :</b> 5m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Supplemental<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Jokers Obsession Form<br />
<br />
Taking advantage of a dodge the Joker puts himself into a position to lash out as his enemy through any means of tumbling. This could be sweeping out his opponents legs from just inside the Jokers reach or flipping up onto one hand after a tumble and striking up with his feet at his enemy's jaw, the method of the attack is not important, the important part is that his enemy didn't see it coming. Thats what makes it funny. This attack is Unexpected and can only be dodged/parried by characters with charm enhanced vision or charms that allow for use against unexpected attacks.<br />
<br />
<b><i>Is that it?</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Obvious, Emotion<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Where did that come from?<br />
<br />
The Jokers greatest weapon is not the one he holds in his hand but the Wit he uses when confronted with adversity. The Jokers ability to drive the emotions of a crowd is his greatest strength and it is as true on the battlefield as in a tavern. Activating this charm in conjunction with an attack or a defensive action gives the Joker a chance to comment on the ability of his opponent to shape his mood to the Jokers liking. The Joker makes a (Manipulation + Performance) roll at a difficulty equal to the opponents Temperance. With a success the opponent is left feeling irritated by the Jokers remarks and feels the urge to put a stop to his endless chatter. Attacks made by the opponent now carry a -1 penalty to accuracy and -1DV as they try too hard to end the fight, leaving themselves open with their wild blows. This charm stacks a number of times up to the Jokers Essence and can be countered with the expenditure of a Willpower.<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]<br />
<br />
You suck! ;) Now that we have that out of the way, nice so far, can't wait to see the rest of them. ''I see you'' is probably a little over priced, and needs to be reflexive. Assuming this is a Celestial Style, I'd peg it at 2m, maybe even 1m. -[[nikink]]<br />
:Hm, I dont know. I was thinking about it being a scene long awareness charm but didn't want it to seem too overpowered. Maybe I went too far, I just like the idea of a guy on the stage being able to perform and keep his eyes/ears on the crowd in case something was thrown at him. Might change things a little. [[Muzz]]<br />
<br />
''Before you can walk'' - if you intend for the tumbling dodge to be able to break flurries by moving the Joker out of reach, it needs the Counterattack Keyword. [[nikink]] ''(Probably shouldn't bother averaging the distance like that either, set it fixed or make it a roll maybe.)''<br />
:Good point, maybe make it a yard per success on the roll.... [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76276Muzz/Jokers Obsession2010-05-11T16:32:19Z<p>Muzz: /* Charms */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk</i></b> <br />
<b>Cost :</b> 2m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Counter Attack<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be a number of yards away from the opponent equal to the difference in his Dodge DV and the Opponents attack.<br />
<br />
<i>Added Counter Attack Keyword, Reduced cost from 3m, changed distance away from opponent from (Dex + Athletics)/2 to the current wording.</i><br />
<br />
<br />
<b><i>I see you</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits or attacks that reduce Dodge DV to zero. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
<i>Removed the restriction of Charms being Obvious, Reduced cost from 6m</i><br />
<br />
<br />
<b><i>Oops, messed that up</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
As everybody is different and has different styles of humor, so to do the people teaching Jokers Obsession. Some view attack greater then defense as much as they view Tomfoolery over self preservation. A joke is a joke despite the danger. This charm allows the Joker to make a quick and sudden attack to their opponent while making it look like the Joker has fouled up in some way. Whether it be a fall, tripping or getting someway impeded, the Joker orchestrates it all. Mechanics wise the Joker is able to make a full attack and then move away just out of reach using the lowest of his DV penalties.<br />
<br />
<b><i>Jokers Obsession Form</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Obvious, Form<br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk, I see you, Oops, messed that up.<br />
<br />
Not only is the Joker an Expect on all things Comedic, his training has allowed him to fall, twirl, spin, flip and land safely. Drawing on Essence has made this all easier for the Joker, and where there is essence there is potential for more mischief. When the form is active, all of the gestures the Jokers makes seem to be harder to comprehend and lightened by a small glow. His words seem to carry with it a whimsical melody one moment and an out right rudeness the next. This translates in all of the Jokers attacks carrying with them an additional -1DV penalty to his opponent due to the difficulty to read his movements correctly. The Jokers words also seem to carry more power and credibility, giving the Jokers mental attacks the same reduction in the opponents mental defenses.<br />
<br />
<b><i>Where did that come from?</i></b> <br />
<b>Cost :</b> 5m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Supplemental<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Jokers Obsession Form<br />
<br />
Taking advantage of a dodge the Joker puts himself into a position to lash out as his enemy through any means of tumbling. This could be sweeping out his opponents legs from just inside the Jokers reach or flipping up onto one hand after a tumble and striking up with his feet at his enemy's jaw, the method of the attack is not important, the important part is that his enemy didn't see it coming. Thats what makes it funny. This attack is Unexpected and can only be dodged by characters with charm enhanced vision or charms that allow for use against unexpected attacks.<br />
<br />
<b><i>Is that it?</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (4) Essence (3)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Obvious, Emotion<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> Where did that come from?<br />
<br />
The Jokers greatest weapon is not the one he holds in his hand but the Wit he uses when confronted with adversity. The Jokers ability to drive the emotions of a crowed is his greatest strength and it is as true on the battlefield as in a tavern. Activating this charm in conjunction with an attack or a defensive action gives the Joker a chance to comment on the ability of his opponent to shape his mood to the Jokers liking. The Joker makes a (Manipulation + Performance) roll at a difficulty equal to the opponents Temperance. With a success the opponent is left feeling irritated by the Jokers remarks and feels the urge to put a stop to his endless chatter. Attacks made by the opponent now carry a -1 penalty to accuracy and -1DV as they try too hard to end the fight, leaving themselves open with their wild blows. This charm stacks a number of times up to the Jokers Essence and can be countered with the expenditure of a willpower.<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]<br />
<br />
You suck! ;) Now that we have that out of the way, nice so far, can't wait to see the rest of them. ''I see you'' is probably a little over priced, and needs to be reflexive. Assuming this is a Celestial Style, I'd peg it at 2m, maybe even 1m. -[[nikink]]<br />
:Hm, I dont know. I was thinking about it being a scene long awareness charm but didn't want it to seem too overpowered. Maybe I went too far, I just like the idea of a guy on the stage being able to perform and keep his eyes/ears on the crowd in case something was thrown at him. Might change things a little. [[Muzz]]<br />
<br />
''Before you can walk'' - if you intend for the tumbling dodge to be able to break flurries by moving the Joker out of reach, it needs the Counterattack Keyword. [[nikink]] ''(Probably shouldn't bother averaging the distance like that either, set it fixed or make it a roll maybe.)''<br />
:Good point, maybe make it a yard per success on the roll.... [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&diff=76275Nikink/ImmortalKombat2010-05-11T15:39:32Z<p>Muzz: /* Comments and Observations */</p>
<hr />
<div>= Immortal Kombat =<br />
== Matches ==<br />
*[[Nikink/IKMatch1|Match 1]] '''Hestia''' 1, Aoshi 0<br />
*[[Nikink/IKMatch2|Match 2]] '''Aoshi''' 1, Hestia 0<br />
*[[Nikink/IKMatch3|Match 3]] Transitory Ardent Assimilator 0, The Horror Under Lock and Key 0 ('''Draw!''')<br />
*[[Nikink/IKMatch4|Match 4]] '''Aoshi''' 2, The Horror Under Lock and Key -1 <br />
*[[Nikink/IKMatch5|Match 5]] '''Transitory Ardent Assimilator 1''', Hestia 0<br />
*[[Nikink/IKMatch6|Match 6]] '''Requiem for a Dream 1''', Hestia 0 <br />
*[[Nikink/IKMatch7|Match 7]] Twice-Clashing Lightning vs The Horror Under Lock and Key<br />
*[[Nikink/IKMatch8|Match 8]] '''The Horror Under Lock and Key''' 1 vs Hestia 0 <br />
*[[Nikink/IKMatch9|Match 9]] '''Aoshi''' 1 vs Transitory Ardent Assimilator 0<br />
*[[Nikink/IKMatch10|Match 10]] '''Eroding Mountain of the Faithful''' 1 vs Golden Serpent 0<br />
*[[Nikink/IKMatch11|Match 11]] Aoshi vs Whirlpool of Retribution<br />
*[[Nikink/IKMatch12|Match 12]] '''Cadaver... something something of something or something''' vs Aoshi <br />
*[[Nikink/IKMatch13|Match 13]] '''The Horror Under Lock and Key''' vs Cadaver... something something of something or something<br />
<br />
== Running totals (Essence 3): ==<br />
:Add your own contestants here, update totals, correct mistakes etc. :)<br />
<br />
{| style="color:green; background-color:#ffffcc;" cellpadding="3" cellspacing="0" border="1"<br />
|-style="font-style:italic; color:red;"<br />
| Contestant ||Played||Won||Lost||Draw|| Points <br />
|-<br />
| Aoshi || 4 || 3 ||1 || 0 ||align="center"|4<br />
|-<br />
| Hestia || 5 || 1 ||4 || 0 ||align="center"|1<br />
|-<br />
|Requiem for a Dream || 1 || 1 ||0 || 0 ||align="center"|1<br />
|-<br />
|Transitory Ardent Assimilator|| 3 || 1 ||1 || 1 ||align="center"|1<br />
|-<br />
|The Horror Under Lock and Key|| 3 || 1 ||1 || 1 ||align="center"|1<br />
|-<br />
|Eroding Mountain of the Faithful|| 1 || 1 ||0 || 0 ||align="center"|1<br />
|-<br />
|Golden Serpent || 1 || 0 ||1 || 0 ||align="center"|0<br />
|}<br />
<br />
== Running totals (Essence 5): ==<br />
:Add your own contestants here, update totals, correct mistakes etc. :)<br />
<br />
{| style="color:green; background-color:#ffffcc;" cellpadding="3" cellspacing="0" border="1"<br />
|-style="font-style:italic; color:red;"<br />
| Contestant ||Played||Won||Lost||Draw|| Points <br />
|-<br />
| Aoshi || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
| Hestia || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|Requiem for a Dream || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|Transitory Ardent Assimilator|| 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|The Horror Under Lock and Key|| 1 || 0 ||0 || 1 ||align="center"|0<br />
|-<br />
|Twice Clashing Lightning || 1 || 0 ||0 || 1 ||align="center"|0<br />
|}<br />
<br />
== The Rules ==<br />
The rules are simple, the fluff nigh non-existent. Pick a splat, pick a Martial Arts Style; '''FIGHT'''.<br />
<br />
It would be best if all participants in a match were of equivalent power tier and Essence.<br />
<br />
* Perhaps a series of matches<br />
** Unarmed + Unarmoured<br />
** Armed and Armoured (No Artefacts)<br />
** Artefacts<br />
* Say, 20 Charms total per contestant<br />
** This includes MA Style (usually 9-12 Charms)<br />
** Contestants may mutually agree to more or fewer Charms<br />
* Same Essence level<br />
** perhaps a match at Ess 3, and a match at Ess 5<br />
* Double ups are allowed!<br />
** Nothing wrong with two Solar with Lunar Hero Style pairing off, for example, it just won't prove who's MA style is strongest. :)<br />
<br />
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. :)<br />
<br />
* Essence 3 Character builds<br />
** Make a starting character. Simple eh? ''This should include '''motivations''' and '''Intimacies'''''<br />
** The Charms and Essence are assumed to be where all your XP has been spent to date.<br />
** 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.<br />
** you get three bonus points to use solely for building a combo<br />
* Essence 5 Character builds<br />
** Take that same character, <br />
** increase Essence to 5, <br />
** add 50xp<br />
** 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.<br />
** You get 4bp, and then 5bp solely for building combos (Or Arrays, as it were)<br />
<br />
=== Allowed/recommended Celestial MA Styles listed below === <br />
<br />
Put your name next to any you wish to try out.<br />
<br />
* Usable as written : Recommended<br />
** Storm Crow Style<br />
*** [[Muzz]] - [[Aoshi]], Endings Caste Sidereal.<br />
** Arms of the Unconquered Sun Style<br />
*** [[Sabis]] - Solar: ''[[Sabis/TwiceClashingLightning| Twice Clashing Lightning]]''<br />
** Crane Style<br />
*** [[Sabis]] - Lunar: ''[[Sabis/MartialWisdom| Martial Wisdom]]''<br />
** Crystal Chameleon Style<br />
*** [[katarenka]] - Hestia, Lunar Changing Moon<br />
** Dark Messiah Style (I will not allow Void Avatar Prana in this tournament, consider it non-existent)<br />
*** [[Bencyclopedia]] - Abyssal ''[[Bencyclopedia/CadaverWreathedInAnguish| Cadaver Wreathed In Anguish]]''<br />
*** [[nikink]] - ''[[Nikink/BadMoonRising| Bad Moon Rising]]'', lunar full moon<br />
** Hungry Ghost Style<br />
*** [[nikink]] - Shade of Winter<br />
*** [[Muzz]] - [[Muzz/EchoingSilence| Echoing Silence]] Solar<br />
** Infernal Monster Style<br />
*** [[nikink]] - Infernal: ''[[Nikink/TheHorrorUnderLockAndKey| The Horror Under Lock and Key]]'' ;)<br />
** Lunar Hero Style<br />
** Snake Style<br />
** Solar Hero Style<br />
** Solar Hero Style (Jon Chung's revision, disallowed for Solars in this tournament due to being Solar level charms for them)<br />
** Thousand Wounding Gears (Alchemical)<br />
*** [[Bencyclopedia]] - Moonsilver Alchemical ''[[Bencyclopedia/TransitoryArdentAssimilator| Transitory Ardent Assimilator]]''<br />
** Violet Bier of Sorrows Style (Jon Chung's revision, more mechanically sound)<br />
<br />
* 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.<br />
** Air Dragon Style (I have compiled the Style + Errata if you want it)<br />
*** [[Sabis]] Jade Alchemical ''[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]]''<br />
** Earth Dragon Style (I have compiled the Style + Errata if you want it)<br />
*** [[Bencyclopedia]] - Sidereal<br />
*** [[Muzz]] - Castless Lunar ''[[Muzz/RequiemforaDream| Requiem for a Dream]]''<br />
** Fire Dragon Style<br />
** Violet Bier of Sorrows Style<br />
*** [[Bencyclopedia]] - Solar<br />
** Water Dragon Style<br />
***[[Sabis]] - Infernal: ''[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]]''<br />
** Wood Dragon Style<br />
<br />
* Ok, bit wonky: Feel free to use, but they have not yet been errated, so more wonky than the others.<br />
** The Art of Forceful Declaration Style<br />
*** [[nikink]] - ''[[Nikink/HardLi| Hard Li]]'' Fire Aspect DB<br />
** The Art of Meditative Discussion Style<br />
*** [[nikink]] - Soft Li DB<br />
** The Art of Relentless Persuasion Style<br />
*** [[nikink]] - Mean Li DB<br />
** The Art of Victorious Concession Style<br />
*** [[nikink]] - Kind Li DB<br />
** Ebon Shadow Style<br />
** Mantis Style<br />
** Tiger Style<br />
*** [[Bencyclopedia]] - Orichalcum Alchemical ''[[Bencyclopedia/CapacitorOfRetribution| Capacitor of Retribution]]''<br />
<br />
=== Comments and Observations ===<br />
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.<br />
<br />
[[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.<br />
<br />
[[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.<br />
<br />
Hey! That's a good point... rofl! :) [[nikink]]<br />
<br />
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]]<br />
<br />
Hm, of all the things to overlook. Yes, the Lunar will now be castless, will make the changes later. [[Muzz]]<br />
<br />
Looking for Challengers! Must have something to do in my downtime. All builds up and ready to go! Everything must go! -[[Sabis]]<br />
<br />
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]]<br />
:And now I have, will post soon. - [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76274Muzz/Jokers Obsession2010-05-11T15:34:04Z<p>Muzz: /* Charms */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk</i></b> <br />
<b>Cost :</b> 3m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK, Counter Attack<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be a number of yards away from the opponent equal to the difference in his Dodge DV and the Opponents attack.<br />
<br />
<i>Added Counter Attack Keyword and changed distance away from opponent from (Dex + Athletics)/2 to the current wording.</i><br />
<br />
<br />
<b><i>I see you</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits or attacks that reduce Dodge DV to zero. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
<i>Removed the restriction of Charms being Obvious</i><br />
<br />
<br />
<b><i>Oops, messed that up</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
As everybody is different and has different styles of humor, so to do the people teaching Jokers Obsession. Some view attack greater then defense as much as they view Tomfoolery over self preservation. A joke is a joke despite the danger. This charm allows the Joker to make a quick and sudden attack to their opponent while making it look like the Joker has fouled up in some way. Whether it be a fall, tripping or getting someway impeded, the Joker orchestrates it all. Mechanics wise the Joker is able to make a full attack and then move away just out of reach using the lowest of his DV penalties.<br />
<br />
<b><i>Jokers Obsession Form</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Obvious, Form<br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk, I see you, Oops, messed that up.<br />
<br />
Not only is the Joker an Expect on all things Comedic, his training has allowed him to fall, twirl, spin, flip and land safely. Drawing on Essence has made this all easier for the Joker, and where there is essence there is potential for more mischief. When the form is active, all of the gestures the Jokers makes seem to be harder to comprehend and lightened by a small glow. His words seem to carry with it a whimsical melody one moment and an out right rudeness the next. This translates in all of the Jokers attacks carrying with them an additional -1DV penalty to his opponent due to the difficulty to read his movements correctly. The Jokers words also seem to carry more power and credibility, giving the Jokers mental attacks the same reduction in the opponents mental defenses.<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]<br />
<br />
You suck! ;) Now that we have that out of the way, nice so far, can't wait to see the rest of them. ''I see you'' is probably a little over priced, and needs to be reflexive. Assuming this is a Celestial Style, I'd peg it at 2m, maybe even 1m. -[[nikink]]<br />
:Hm, I dont know. I was thinking about it being a scene long awareness charm but didn't want it to seem too overpowered. Maybe I went too far, I just like the idea of a guy on the stage being able to perform and keep his eyes/ears on the crowd in case something was thrown at him. Might change things a little. [[Muzz]]<br />
<br />
''Before you can walk'' - if you intend for the tumbling dodge to be able to break flurries by moving the Joker out of reach, it needs the Counterattack Keyword. [[nikink]] ''(Probably shouldn't bother averaging the distance like that either, set it fixed or make it a roll maybe.)''<br />
:Good point, maybe make it a yard per success on the roll.... [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76273Muzz/Jokers Obsession2010-05-11T15:27:11Z<p>Muzz: /* Comments */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk</i></b> <br />
<b>Cost :</b> 3m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be up to (Dex + Athletics)/2 yards away from the opponent if the dodge was successful.<br />
<br />
<br />
<b><i>I see you</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits, charms that do not have the Obvious Keyword or attacks that reduce Dodge DV to zero. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
<b><i>Oops, messed that up</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
As everybody is different and has different styles of humor, so to do the people teaching Jokers Obsession. Some view attack greater then defense as much as they view Tomfoolery over self preservation. A joke is a joke despite the danger. This charm allows the Joker to make a quick and sudden attack to their opponent while making it look like the Joker has fouled up in some way. Whether it be a fall, tripping or getting someway impeded, the Joker orchestrates it all. Mechanics wise the Joker is able to make a full attack and then move away just out of reach using the lowest of his DV penalties.<br />
<br />
<b><i>Jokers Obsession Form</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Obvious, Form<br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk, I see you, Oops, messed that up.<br />
<br />
Not only is the Joker an Expect on all things Comedic, his training has allowed him to fall, twirl, spin, flip and land safely. Drawing on Essence has made this all easier for the Joker, and where there is essence there is potential for more mischief. When the form is active, all of the gestures the Jokers makes seem to be harder to comprehend and lightened by a small glow. His words seem to carry with it a whimsical melody one moment and an out right rudeness the next. This translates in all of the Jokers attacks carrying with them an additional -1DV penalty to his opponent due to the difficulty to read his movements correctly. The Jokers words also seem to carry more power and credibility, giving the Jokers mental attacks the same reduction in the opponents mental defenses.<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]<br />
<br />
You suck! ;) Now that we have that out of the way, nice so far, can't wait to see the rest of them. ''I see you'' is probably a little over priced, and needs to be reflexive. Assuming this is a Celestial Style, I'd peg it at 2m, maybe even 1m. -[[nikink]]<br />
:Hm, I dont know. I was thinking about it being a scene long awareness charm but didn't want it to seem too overpowered. Maybe I went too far, I just like the idea of a guy on the stage being able to perform and keep his eyes/ears on the crowd in case something was thrown at him. Might change things a little. [[Muzz]]<br />
<br />
''Before you can walk'' - if you intend for the tumbling dodge to be able to break flurries by moving the Joker out of reach, it needs the Counterattack Keyword. [[nikink]] ''(Probably shouldn't bother averaging the distance like that either, set it fixed or make it a roll maybe.)''<br />
:Good point, maybe make it a yard per success on the roll.... [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76272Muzz/Jokers Obsession2010-05-11T15:20:45Z<p>Muzz: /* Charms */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk</i></b> <br />
<b>Cost :</b> 3m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> Combo-OK<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be up to (Dex + Athletics)/2 yards away from the opponent if the dodge was successful.<br />
<br />
<br />
<b><i>I see you</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits, charms that do not have the Obvious Keyword or attacks that reduce Dodge DV to zero. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
<b><i>Oops, messed that up</i></b> <br />
<b>Cost :</b> 4m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Combo-OK, Obvious<br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
As everybody is different and has different styles of humor, so to do the people teaching Jokers Obsession. Some view attack greater then defense as much as they view Tomfoolery over self preservation. A joke is a joke despite the danger. This charm allows the Joker to make a quick and sudden attack to their opponent while making it look like the Joker has fouled up in some way. Whether it be a fall, tripping or getting someway impeded, the Joker orchestrates it all. Mechanics wise the Joker is able to make a full attack and then move away just out of reach using the lowest of his DV penalties.<br />
<br />
<b><i>Jokers Obsession Form</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Simple<br />
<b>Keywords:</b> Obvious, Form<br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk, I see you, Oops, messed that up.<br />
<br />
Not only is the Joker an Expect on all things Comedic, his training has allowed him to fall, twirl, spin, flip and land safely. Drawing on Essence has made this all easier for the Joker, and where there is essence there is potential for more mischief. When the form is active, all of the gestures the Jokers makes seem to be harder to comprehend and lightened by a small glow. His words seem to carry with it a whimsical melody one moment and an out right rudeness the next. This translates in all of the Jokers attacks carrying with them an additional -1DV penalty to his opponent due to the difficulty to read his movements correctly. The Jokers words also seem to carry more power and credibility, giving the Jokers mental attacks the same reduction in the opponents mental defenses.<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]<br />
<br />
You suck! ;) Now that we have that out of the way, nice so far, can't wait to see the rest of them. ''I see you'' is probably a little over priced, and needs to be reflexive. Assuming this is a Celestial Style, I'd peg it at 2m, maybe even 1m. -[[nikink]]<br />
<br />
''Before you can walk'' - if you intend for the tumbling dodge to be able to break flurries by moving the Joker out of reach, it needs the Counterattack Keyword. [[nikink]] ''(Probably shouldn't bother averaging the distance like that either, set it fixed or make it a roll maybe.)''</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76266Muzz/Jokers Obsession2010-05-11T14:39:49Z<p>Muzz: /* Comments */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk...</i></b> <br />
<b>Cost :</b> 3m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> <br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be up to (Dex + Athletics)/2 yards away from the opponent if the dodge was successful.<br />
<br />
<br />
<b><i>I see you.</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Supplemental<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits or charms that do not have the Obvious Keyword. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
=== Comments ===<br />
Please keep in mind that the charms/style as it stands is not the final draft and as I am new to making my own MA charms I have not had experience in balancing them in any way. Criticism is welcome as long as its constructive and I will take it all into consideration. [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76264Muzz/Jokers Obsession2010-05-11T14:37:14Z<p>Muzz: /* Charms */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk...</i></b> <br />
<b>Cost :</b> 3m <b>Mins:</b> Martial Arts (2) Essence (2)<br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> <br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Athletics to their Dodge DV for a single attack in an attempt to dive or tumble out of the way. At the end of the attack the Joker will be up to (Dex + Athletics)/2 yards away from the opponent if the dodge was successful.<br />
<br />
<br />
<b><i>I see you.</i></b> <br />
<b>Cost :</b> 6m <b>Mins:</b> Martial Arts (3) Essence (2)<br />
<b>Type :</b> Supplemental<br />
<b>Keywords:</b> <br />
<b>Duration:</b> One Scene<br />
<b>Prereqs :</b> Before you can walk...<br />
<br />
The second thing a Joker needs to learn to live to an old age is to be able to see trouble coming. Upon activating this charm the Jokers scenes get heightened slightly, His eyes penetrate the darkness and his hearing sharpens so that he can dive away at the last moment. For the remainder of the scene the Joker is able to make a (Wits + Awareness) roll when an opponent announces an unexpected attack he would otherwise be able to see or hear. The difficulty for the roll is set at the attackers Essence. An arrow being loosed from the top of a building for example could be plausible depending on how far away the building is and the environment around the Joker. This charm does not work against spirits or charms that do not have the Obvious Keyword. On a success the attack is no longer unexpected and the Joker can use his Current DV. (this means that if the Joker was currently under a -2DV penalty his DV is still at -2DV even if he detects the attack)<br />
<br />
=== Comments ===</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76263Muzz/Jokers Obsession2010-05-11T14:13:11Z<p>Muzz: /* Charms */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk...</i></b> <br />
<b>Cost :</b> 4m <b>Mins</b><br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> <br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Dex an additional time to their Dodge DV.<br />
<br />
=== Comments ===</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76259Muzz/Jokers Obsession2010-05-11T07:30:01Z<p>Muzz: /* Jokers Obsession */</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).<br />
<br />
=== Charms ===<br />
<b><i>Before you can walk...</i></b> <br />
<b>Cost :</b> 4m <b>Mins</b><br />
<b>Type :</b> Reflexive<br />
<b>Keywords:</b> <br />
<b>Duration:</b> Instant<br />
<b>Prereqs :</b> None<br />
<br />
The first thing a Joker needs to learn has nothing to do with offense but concentrates entirely on defense. What good is a Joker that gets hit before they can tumble? After activating this charm, the Joker gets to add their Dex an additional time to their Dodge DV.</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76258Muzz/Jokers Obsession2010-05-11T07:11:45Z<p>Muzz: </p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.<br />
<br />
<i>Crunch</i><br><br />
So my idea for this style is creating something that would feel like playing a Court Jester. Tumbling, rolling, quick and witty. I would love to play this kind of style when paired with a character that was just out to have a laugh and was seldom serious. Maybe even pushing into some kind of dark morbid stuff towards the end of the MA.<br />
<br />
When putting this style together I'm going to keep in mind a few things just to make sure the Style isn't straying too far from the original idea and isn't become too diluted.<br />
:1)The style is all about tumbling and moving.<br />
:2)The style itself is open to some kind of banter while fighting.<br />
:3)No huge attacks, its not that kind of style. But at the same time not overly weak, the joker has to live at the end of it.<br />
:4)Some kind of mental influence would be good. The opponent getting increasingly frustrated is just something that makes me smile when thinking about this style.<br />
:5)No breaking perfects, but with the exception of a surprise attack that can be responded to with charms that allow it (while keeping with point 3).</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz&diff=76257Muzz2010-05-11T06:55:15Z<p>Muzz: </p>
<hr />
<div>Um, stuff will be here at some point...<br />
Then stuff was added.<br />
<br />
<b>Muzz in a Nutshell</b><br><br />
Well lets see. I have been playing for a little while with a pretty awesome gaming group, a group that has seen people come and go and swap between games when the mood seems to strike us, and I have to say they make playing Exalted an exciting experience. Rules wise Im not really one to go too deap into the whole thing and when it comes to flushing out characters I tend to try to stay to just the splat books (although Immortal Kombat was probably the first one I dipped into others for) so my knowledge dosn't really extend too much past that but I have fun anyway. So yeah, Nutshell.<br><br />
<br />
So here are a few of the characters I am currently playing<br><br />
:Player of [[Nikink/Scarred| Scarred]] in the [[Nikink/PromiseOfAges| Promise of Ages]] game.<br />
:Player of [[Aoshi]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game.<br />
:Player of [[Muzz/RequiemforaDream| Requiem for a Dream]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game.<br />
:Player of [[Muzz/EchoingSilence| Echoing Silence]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game. <br><br />
<br />
=== Currently in the Works ===<br />
<b>Martial Arts</b><br><br />
Well I've been putting alot of thought into creating my own MA style after playtesting the [[Nikink/StormCrowStyle2e| Storm Crow]] style developed by [[Nikink]]. Its put me in the mood to create something for myself just too see how it all pans out. When I start to get Ideas I'll write 'em down.<br />
<br />
Names for MA Style + Vague style idea<br><br />
:[[Muzz/Demons Obsidian Fist| Demons Obsidian Fist]]- Big Slow Hits + Pain Suppression<br />
:[[Muzz/Jokers Obsession| Jokers Obsession]]- Tumbles and Rolls<br />
<br />
<b>Artifacts</b><br><br />
So while thinking about Martial Arts creations, I have found myself thinking about weapons for the Martial Artist to use and as such some ideas have come to mind about Artifacts that would be cool. I figured I would add them here too while I had the ideas fresh in my mind.<br />
<br />
Names for Artifacts + Vague Description<br><br />
:[[Muzz/Bands of Hate| Bands of Hate]]<br />
:[[Muzz/Choker of Perfect Grace| Choker of Perfect Grace]]<br />
<br />
=== Comments ===<br />
<br />
Yay! One of us! One of us! :) - [[nikink]]<br />
<br />
Hurrah! - [[Bencyclopedia]]<br />
<br />
And now I'm here also. Gotta love this magic box. - [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&diff=76256Nikink/ImmortalKombat2010-05-11T06:53:49Z<p>Muzz: /* Allowed/recommended Celestial MA Styles listed below */</p>
<hr />
<div>= Immortal Kombat =<br />
== Matches ==<br />
*[[Nikink/IKMatch1|Match 1]] '''Hestia''' 1, Aoshi 0<br />
*[[Nikink/IKMatch2|Match 2]] '''Aoshi''' 1, Hestia 0<br />
*[[Nikink/IKMatch3|Match 3]] Transitory Ardent Assimilator 0, The Horror Under Lock and Key 0 ('''Draw!''')<br />
*[[Nikink/IKMatch4|Match 4]] '''Aoshi''' 2, The Horror Under Lock and Key -1 <br />
*[[Nikink/IKMatch5|Match 5]] '''Transitory Ardent Assimilator 1''', Hestia 0<br />
*[[Nikink/IKMatch6|Match 6]] '''Requiem for a Dream 1''', Hestia 0 <br />
*[[Nikink/IKMatch7|Match 7]] Twice-Clashing Lightning vs The Horror Under Lock and Key<br />
*[[Nikink/IKMatch8|Match 8]] '''The Horror Under Lock and Key''' 1 vs Hestia 0 <br />
*[[Nikink/IKMatch9|Match 9]] '''Aoshi''' 1 vs Transitory Ardent Assimilator 0<br />
*[[Nikink/IKMatch10|Match 10]] '''Eroding Mountain of the Faithful''' 1 vs Golden Serpent 0<br />
*[[Nikink/IKMatch11|Match 11]] Aoshi vs Whirlpool of Retribution<br />
<br />
== Running totals (Essence 3): ==<br />
:Add your own contestants here, update totals, correct mistakes etc. :)<br />
<br />
{| style="color:green; background-color:#ffffcc;" cellpadding="3" cellspacing="0" border="1"<br />
|-style="font-style:italic; color:red;"<br />
| Contestant ||Played||Won||Lost||Draw|| Points <br />
|-<br />
| Aoshi || 4 || 3 ||1 || 0 ||align="center"|4<br />
|-<br />
| Hestia || 5 || 1 ||4 || 0 ||align="center"|1<br />
|-<br />
|Requiem for a Dream || 1 || 1 ||0 || 0 ||align="center"|1<br />
|-<br />
|Transitory Ardent Assimilator|| 3 || 1 ||1 || 1 ||align="center"|1<br />
|-<br />
|The Horror Under Lock and Key|| 3 || 1 ||1 || 1 ||align="center"|1<br />
|-<br />
|Eroding Mountain of the Faithful|| 1 || 1 ||0 || 0 ||align="center"|1<br />
|-<br />
|Golden Serpent || 1 || 0 ||1 || 0 ||align="center"|0<br />
|}<br />
<br />
== Running totals (Essence 5): ==<br />
:Add your own contestants here, update totals, correct mistakes etc. :)<br />
<br />
{| style="color:green; background-color:#ffffcc;" cellpadding="3" cellspacing="0" border="1"<br />
|-style="font-style:italic; color:red;"<br />
| Contestant ||Played||Won||Lost||Draw|| Points <br />
|-<br />
| Aoshi || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
| Hestia || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|Requiem for a Dream || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|Transitory Ardent Assimilator|| 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|The Horror Under Lock and Key|| 1 || 0 ||0 || 1 ||align="center"|0<br />
|-<br />
|Twice Clashing Lightning || 1 || 0 ||0 || 1 ||align="center"|0<br />
|}<br />
<br />
== The Rules ==<br />
The rules are simple, the fluff nigh non-existent. Pick a splat, pick a Martial Arts Style; '''FIGHT'''.<br />
<br />
It would be best if all participants in a match were of equivalent power tier and Essence.<br />
<br />
* Perhaps a series of matches<br />
** Unarmed + Unarmoured<br />
** Armed and Armoured (No Artefacts)<br />
** Artefacts<br />
* Say, 20 Charms total per contestant<br />
** This includes MA Style (usually 9-12 Charms)<br />
** Contestants may mutually agree to more or fewer Charms<br />
* Same Essence level<br />
** perhaps a match at Ess 3, and a match at Ess 5<br />
* Double ups are allowed!<br />
** Nothing wrong with two Solar with Lunar Hero Style pairing off, for example, it just won't prove who's MA style is strongest. :)<br />
<br />
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. :)<br />
<br />
* Essence 3 Character builds<br />
** Make a starting character. Simple eh? ''This should include '''motivations''' and '''Intimacies'''''<br />
** The Charms and Essence are assumed to be where all your XP has been spent to date.<br />
** 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.<br />
** you get three bonus points to use solely for building a combo<br />
* Essence 5 Character builds<br />
** Take that same character, <br />
** increase Essence to 5, <br />
** add 50xp<br />
** 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.<br />
** You get 4bp, and then 5bp solely for building combos (Or Arrays, as it were)<br />
<br />
=== Allowed/recommended Celestial MA Styles listed below === <br />
<br />
Put your name next to any you wish to try out.<br />
<br />
* Usable as written : Recommended<br />
** Storm Crow Style<br />
*** [[Muzz]] - [[Aoshi]], Endings Caste Sidereal.<br />
** Arms of the Unconquered Sun Style<br />
*** [[Sabis]] - Solar: ''[[Sabis/TwiceClashingLightning| Twice Clashing Lightning]]''<br />
** Crane Style<br />
*** [[Sabis]] - Lunar: ''[[Sabis/MartialWisdom| Martial Wisdom]]''<br />
** Crystal Chameleon Style<br />
*** [[katarenka]] - Hestia, Lunar Changing Moon<br />
** Dark Messiah Style (I will not allow Void Avatar Prana in this tournament, consider it non-existent)<br />
*** [[Bencyclopedia]] - Abyssal ''[[Bencyclopedia/CadaverWreathedInAnguish| Cadaver Wreathed In Anguish]]''<br />
*** [[nikink]] - ''[[Nikink/BadMoonRising| Bad Moon Rising]]'', lunar full moon<br />
** Hungry Ghost Style<br />
*** [[nikink]] - Shade of Winter<br />
*** [[Muzz]] - [[Muzz/EchoingSilence| Echoing Silence]] Solar<br />
** Infernal Monster Style<br />
*** [[nikink]] - Infernal: ''[[Nikink/TheHorrorUnderLockAndKey| The Horror Under Lock and Key]]'' ;)<br />
** Lunar Hero Style<br />
** Snake Style<br />
** Solar Hero Style<br />
** Solar Hero Style (Jon Chung's revision, disallowed for Solars in this tournament due to being Solar level charms for them)<br />
** Thousand Wounding Gears (Alchemical)<br />
*** [[Bencyclopedia]] - Moonsilver Alchemical ''[[Bencyclopedia/TransitoryArdentAssimilator| Transitory Ardent Assimilator]]''<br />
** Violet Bier of Sorrows Style (Jon Chung's revision, more mechanically sound)<br />
<br />
* 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.<br />
** Air Dragon Style (I have compiled the Style + Errata if you want it)<br />
*** [[Sabis]] Jade Alchemical ''[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]]''<br />
** Earth Dragon Style (I have compiled the Style + Errata if you want it)<br />
*** [[Bencyclopedia]] - Sidereal<br />
*** [[Muzz]] - Castless Lunar ''[[Muzz/RequiemforaDream| Requiem for a Dream]]''<br />
** Fire Dragon Style<br />
** Violet Bier of Sorrows Style<br />
*** [[Bencyclopedia]] - Solar<br />
** Water Dragon Style<br />
***[[Sabis]] - Infernal: ''[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]]''<br />
** Wood Dragon Style<br />
<br />
* Ok, bit wonky: Feel free to use, but they have not yet been errated, so more wonky than the others.<br />
** The Art of Forceful Declaration Style<br />
*** [[nikink]] - ''[[Nikink/HardLi| Hard Li]]'' Fire Aspect DB<br />
** The Art of Meditative Discussion Style<br />
*** [[nikink]] - Soft Li DB<br />
** The Art of Relentless Persuasion Style<br />
*** [[nikink]] - Mean Li DB<br />
** The Art of Victorious Concession Style<br />
*** [[nikink]] - Kind Li DB<br />
** Ebon Shadow Style<br />
** Mantis Style<br />
** Tiger Style<br />
*** [[Bencyclopedia]] - Orichalcum Alchemical ''[[Bencyclopedia/CapacitorOfRetribution| Capacitor of Retribution]]''<br />
<br />
=== Comments and Observations ===<br />
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.<br />
<br />
[[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.<br />
<br />
[[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.<br />
<br />
Hey! That's a good point... rofl! :) [[nikink]]<br />
<br />
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]]<br />
<br />
Hm, of all the things to overlook. Yes, the Lunar will now be castless, will make the changes later. [[Muzz]]<br />
<br />
Looking for Challengers! Must have something to do in my downtime. All builds up and ready to go! Everything must go! -[[Sabis]]<br />
<br />
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]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&diff=76255Nikink/ImmortalKombat2010-05-11T06:53:27Z<p>Muzz: /* Allowed/recommended Celestial MA Styles listed below */</p>
<hr />
<div>= Immortal Kombat =<br />
== Matches ==<br />
*[[Nikink/IKMatch1|Match 1]] '''Hestia''' 1, Aoshi 0<br />
*[[Nikink/IKMatch2|Match 2]] '''Aoshi''' 1, Hestia 0<br />
*[[Nikink/IKMatch3|Match 3]] Transitory Ardent Assimilator 0, The Horror Under Lock and Key 0 ('''Draw!''')<br />
*[[Nikink/IKMatch4|Match 4]] '''Aoshi''' 2, The Horror Under Lock and Key -1 <br />
*[[Nikink/IKMatch5|Match 5]] '''Transitory Ardent Assimilator 1''', Hestia 0<br />
*[[Nikink/IKMatch6|Match 6]] '''Requiem for a Dream 1''', Hestia 0 <br />
*[[Nikink/IKMatch7|Match 7]] Twice-Clashing Lightning vs The Horror Under Lock and Key<br />
*[[Nikink/IKMatch8|Match 8]] '''The Horror Under Lock and Key''' 1 vs Hestia 0 <br />
*[[Nikink/IKMatch9|Match 9]] '''Aoshi''' 1 vs Transitory Ardent Assimilator 0<br />
*[[Nikink/IKMatch10|Match 10]] '''Eroding Mountain of the Faithful''' 1 vs Golden Serpent 0<br />
*[[Nikink/IKMatch11|Match 11]] Aoshi vs Whirlpool of Retribution<br />
<br />
== Running totals (Essence 3): ==<br />
:Add your own contestants here, update totals, correct mistakes etc. :)<br />
<br />
{| style="color:green; background-color:#ffffcc;" cellpadding="3" cellspacing="0" border="1"<br />
|-style="font-style:italic; color:red;"<br />
| Contestant ||Played||Won||Lost||Draw|| Points <br />
|-<br />
| Aoshi || 4 || 3 ||1 || 0 ||align="center"|4<br />
|-<br />
| Hestia || 5 || 1 ||4 || 0 ||align="center"|1<br />
|-<br />
|Requiem for a Dream || 1 || 1 ||0 || 0 ||align="center"|1<br />
|-<br />
|Transitory Ardent Assimilator|| 3 || 1 ||1 || 1 ||align="center"|1<br />
|-<br />
|The Horror Under Lock and Key|| 3 || 1 ||1 || 1 ||align="center"|1<br />
|-<br />
|Eroding Mountain of the Faithful|| 1 || 1 ||0 || 0 ||align="center"|1<br />
|-<br />
|Golden Serpent || 1 || 0 ||1 || 0 ||align="center"|0<br />
|}<br />
<br />
== Running totals (Essence 5): ==<br />
:Add your own contestants here, update totals, correct mistakes etc. :)<br />
<br />
{| style="color:green; background-color:#ffffcc;" cellpadding="3" cellspacing="0" border="1"<br />
|-style="font-style:italic; color:red;"<br />
| Contestant ||Played||Won||Lost||Draw|| Points <br />
|-<br />
| Aoshi || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
| Hestia || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|Requiem for a Dream || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|Transitory Ardent Assimilator|| 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|The Horror Under Lock and Key|| 1 || 0 ||0 || 1 ||align="center"|0<br />
|-<br />
|Twice Clashing Lightning || 1 || 0 ||0 || 1 ||align="center"|0<br />
|}<br />
<br />
== The Rules ==<br />
The rules are simple, the fluff nigh non-existent. Pick a splat, pick a Martial Arts Style; '''FIGHT'''.<br />
<br />
It would be best if all participants in a match were of equivalent power tier and Essence.<br />
<br />
* Perhaps a series of matches<br />
** Unarmed + Unarmoured<br />
** Armed and Armoured (No Artefacts)<br />
** Artefacts<br />
* Say, 20 Charms total per contestant<br />
** This includes MA Style (usually 9-12 Charms)<br />
** Contestants may mutually agree to more or fewer Charms<br />
* Same Essence level<br />
** perhaps a match at Ess 3, and a match at Ess 5<br />
* Double ups are allowed!<br />
** Nothing wrong with two Solar with Lunar Hero Style pairing off, for example, it just won't prove who's MA style is strongest. :)<br />
<br />
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. :)<br />
<br />
* Essence 3 Character builds<br />
** Make a starting character. Simple eh? ''This should include '''motivations''' and '''Intimacies'''''<br />
** The Charms and Essence are assumed to be where all your XP has been spent to date.<br />
** 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.<br />
** you get three bonus points to use solely for building a combo<br />
* Essence 5 Character builds<br />
** Take that same character, <br />
** increase Essence to 5, <br />
** add 50xp<br />
** 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.<br />
** You get 4bp, and then 5bp solely for building combos (Or Arrays, as it were)<br />
<br />
=== Allowed/recommended Celestial MA Styles listed below === <br />
<br />
Put your name next to any you wish to try out.<br />
<br />
* Usable as written : Recommended<br />
** Storm Crow Style<br />
*** [[Muzz]] - [[Aoshi]], Endings Caste Sidereal.<br />
** Arms of the Unconquered Sun Style<br />
*** [[Sabis]] - Solar: ''[[Sabis/TwiceClashingLightning| Twice Clashing Lightning]]''<br />
** Crane Style<br />
*** [[Sabis]] - Lunar: ''[[Sabis/MartialWisdom| Martial Wisdom]]''<br />
** Crystal Chameleon Style<br />
*** [[katarenka]] - Hestia, Lunar Changing Moon<br />
** Dark Messiah Style (I will not allow Void Avatar Prana in this tournament, consider it non-existent)<br />
*** [[Bencyclopedia]] - Abyssal ''[[Bencyclopedia/CadaverWreathedInAnguish| Cadaver Wreathed In Anguish]]''<br />
*** [[nikink]] - ''[[Nikink/BadMoonRising| Bad Moon Rising]]'', lunar full moon<br />
** Hungry Ghost Style<br />
*** [[nikink]] - Shade of Winter<br />
*** [[Muzz]] - [[Muzz/EchoingSilence| Echoing Silenve]] Solar<br />
** Infernal Monster Style<br />
*** [[nikink]] - Infernal: ''[[Nikink/TheHorrorUnderLockAndKey| The Horror Under Lock and Key]]'' ;)<br />
** Lunar Hero Style<br />
** Snake Style<br />
** Solar Hero Style<br />
** Solar Hero Style (Jon Chung's revision, disallowed for Solars in this tournament due to being Solar level charms for them)<br />
** Thousand Wounding Gears (Alchemical)<br />
*** [[Bencyclopedia]] - Moonsilver Alchemical ''[[Bencyclopedia/TransitoryArdentAssimilator| Transitory Ardent Assimilator]]''<br />
** Violet Bier of Sorrows Style (Jon Chung's revision, more mechanically sound)<br />
<br />
* 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.<br />
** Air Dragon Style (I have compiled the Style + Errata if you want it)<br />
*** [[Sabis]] Jade Alchemical ''[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]]''<br />
** Earth Dragon Style (I have compiled the Style + Errata if you want it)<br />
*** [[Bencyclopedia]] - Sidereal<br />
*** [[Muzz]] - Castless Lunar ''[[Muzz/RequiemforaDream| Requiem for a Dream]]''<br />
** Fire Dragon Style<br />
** Violet Bier of Sorrows Style<br />
*** [[Bencyclopedia]] - Solar<br />
** Water Dragon Style<br />
***[[Sabis]] - Infernal: ''[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]]''<br />
** Wood Dragon Style<br />
<br />
* Ok, bit wonky: Feel free to use, but they have not yet been errated, so more wonky than the others.<br />
** The Art of Forceful Declaration Style<br />
*** [[nikink]] - ''[[Nikink/HardLi| Hard Li]]'' Fire Aspect DB<br />
** The Art of Meditative Discussion Style<br />
*** [[nikink]] - Soft Li DB<br />
** The Art of Relentless Persuasion Style<br />
*** [[nikink]] - Mean Li DB<br />
** The Art of Victorious Concession Style<br />
*** [[nikink]] - Kind Li DB<br />
** Ebon Shadow Style<br />
** Mantis Style<br />
** Tiger Style<br />
*** [[Bencyclopedia]] - Orichalcum Alchemical ''[[Bencyclopedia/CapacitorOfRetribution| Capacitor of Retribution]]''<br />
<br />
=== Comments and Observations ===<br />
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.<br />
<br />
[[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.<br />
<br />
[[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.<br />
<br />
Hey! That's a good point... rofl! :) [[nikink]]<br />
<br />
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]]<br />
<br />
Hm, of all the things to overlook. Yes, the Lunar will now be castless, will make the changes later. [[Muzz]]<br />
<br />
Looking for Challengers! Must have something to do in my downtime. All builds up and ready to go! Everything must go! -[[Sabis]]<br />
<br />
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]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz&diff=76254Muzz2010-05-11T06:31:16Z<p>Muzz: /* Currently in the Works */</p>
<hr />
<div>Um, stuff will be here at some point...<br />
Then stuff was added.<br />
<br />
<b>Muzz in a Nutshell</b><br><br />
Well lets see. I have been playing for a little while with a pretty awesome gaming group, a group that has seen people come and go and swap between games when the mood seems to strike us, and I have to say they make playing Exalted an exciting experience. Rules wise Im not really one to go too deap into the whole thing and when it comes to flushing out characters I tend to try to stay to just the splat books (although Immortal Kombat was probably the first one I dipped into others for) so my knowledge dosn't really extend too much past that but I have fun anyway. So yeah, Nutshell.<br><br />
<br />
So here are a few of the characters I am currently playing<br><br />
:Player of [[Nikink/Scarred| Scarred]] in the [[Nikink/PromiseOfAges| Promise of Ages]] game.<br />
:Player of [[Aoshi]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game.<br />
:Player of [[Muzz/RequiemforaDream| Requiem for a Dream]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game.<br><br />
<br />
=== Currently in the Works ===<br />
<b>Martial Arts</b><br><br />
Well I've been putting alot of thought into creating my own MA style after playtesting the [[Nikink/StormCrowStyle2e| Storm Crow]] style developed by [[Nikink]]. Its put me in the mood to create something for myself just too see how it all pans out. When I start to get Ideas I'll write 'em down.<br />
<br />
Names for MA Style + Vague style idea<br><br />
:[[Muzz/Demons Obsidian Fist| Demons Obsidian Fist]]- Big Slow Hits + Pain Suppression<br />
:[[Muzz/Jokers Obsession| Jokers Obsession]]- Tumbles and Rolls<br />
<br />
<b>Artifacts</b><br><br />
So while thinking about Martial Arts creations, I have found myself thinking about weapons for the Martial Artist to use and as such some ideas have come to mind about Artifacts that would be cool. I figured I would add them here too while I had the ideas fresh in my mind.<br />
<br />
Names for Artifacts + Vague Description<br><br />
:[[Muzz/Bands of Hate| Bands of Hate]]<br />
:[[Muzz/Choker of Perfect Grace| Choker of Perfect Grace]]<br />
<br />
=== Comments ===<br />
<br />
Yay! One of us! One of us! :) - [[nikink]]<br />
<br />
Hurrah! - [[Bencyclopedia]]<br />
<br />
And now I'm here also. Gotta love this magic box. - [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch11&diff=76253Nikink/IKMatch112010-05-11T06:24:05Z<p>Muzz: /* Initial Negotiations */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Sunday, May 9, 2010 11:00AM PDT<br><br />
'''Trial completed:''' <br><br />
== Contestants ==<br />
[[Nikink/ImmortalKombat| Back to Immortal Kombat]]<br />
<br />
[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]] - Slayer Caste - Water Dragon Style<br />
<br />
[[Aoshi| Aoshi]] - Endings Caste - Storm Crow Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
=== Tick 0 ===<br />
<br />
=== Tick 1 ===<br />
<br />
=== Tick 2 ===<br />
<br />
=== Tick 3 ===<br />
<br />
=== Tick 4 ===<br />
<br />
=== Tick 5 ===<br />
<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
=== Away player ===<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -[[Sabis]]<br />
:I'm happy for a town. I also agree with Nikink, Gem would be ideal. [[Muzz]]<br />
<br />
== Player Chat ==<br />
<br />
<br />
== Observer Comments ==<br />
I vote fighting in Gem. It's a good place for a commotion. :) [[nikink]]<br />
<br />
I'ma Agreable to that. Wana write us an intro? =)</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Jokers_Obsession&diff=76252Muzz/Jokers Obsession2010-05-11T06:21:59Z<p>Muzz: Created page with '=== Jokers Obsession === <i>Fluff</i><br> :Whats the point of standing in one spot and weathering blow after blow from your opponent? ::Why be so serious when this very moment co…'</p>
<hr />
<div>=== Jokers Obsession ===<br />
<i>Fluff</i><br><br />
:Whats the point of standing in one spot and weathering blow after blow from your opponent?<br />
::Why be so serious when this very moment could be your last?<br />
:::Who wants to die with a frown on their face or to let somebody go without a good laugh? <br />
::::There are people watching somewhere. Why not entertain them?<br />
:::::I know I will.<br />
<br />
The Joker is always moving, twisting and turning as he leaps about brandishing his wit as well as any man could wield a weapon. His jibes cut to the wick and hurt more then any other injury. Pride is a fools armour. In an instant the Joker moves from place to place, prancing and frolicking without a care in the world, his limbs contorting in astonishing ways. Then in an instant his muse changes and his face, for just a moment, shows the determination in his eyes. All his subtle words and careful movements fall neatly into place as with one graceful movement he leaves his opponent stretched out on the floor. Applause fills the air as he takes a bow and leaves the stage, able to play another day.</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Demons_Obsidian_Fist&diff=76251Muzz/Demons Obsidian Fist2010-05-11T06:06:56Z<p>Muzz: </p>
<hr />
<div>=== Demons Obsidian Fist ===<br />
<i>Fluff</i><br><br />
The premise of this style is the practitioners dedication to becoming an unstoppable force. Their attacks devastate their foes and their ability to shake off injuries is something to be feared. Onlookers will look on in terror as the Martial Artist continues their onslaught until they lay waste to their opponent or they themselves draw their last breath. Survivors have likened the destruction and the appearance of the Martial Artist to a Demon, and in those observations the name has been born.</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz/Demons_Obsidian_Fist&diff=76250Muzz/Demons Obsidian Fist2010-05-11T05:56:40Z<p>Muzz: Created page with '=== Demons Obsidian Fist ==='</p>
<hr />
<div>=== Demons Obsidian Fist ===</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz&diff=76249Muzz2010-05-11T05:55:56Z<p>Muzz: </p>
<hr />
<div>Um, stuff will be here at some point...<br />
Then stuff was added.<br />
<br />
<b>Muzz in a Nutshell</b><br><br />
Well lets see. I have been playing for a little while with a pretty awesome gaming group, a group that has seen people come and go and swap between games when the mood seems to strike us, and I have to say they make playing Exalted an exciting experience. Rules wise Im not really one to go too deap into the whole thing and when it comes to flushing out characters I tend to try to stay to just the splat books (although Immortal Kombat was probably the first one I dipped into others for) so my knowledge dosn't really extend too much past that but I have fun anyway. So yeah, Nutshell.<br><br />
<br />
So here are a few of the characters I am currently playing<br><br />
:Player of [[Nikink/Scarred| Scarred]] in the [[Nikink/PromiseOfAges| Promise of Ages]] game.<br />
:Player of [[Aoshi]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game.<br />
:Player of [[Muzz/RequiemforaDream| Requiem for a Dream]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game.<br><br />
<br />
=== Currently in the Works ===<br />
Well I've been putting alot of thought into creating my own MA style after playtesting the [[Nikink/StormCrowStyle2e| Storm Crow]] style developed by [[Nikink]]. Its put me in the mood to create something for myself just too see how it all pans out. When I start to get Ideas I'll write 'em down.<br />
<br />
Names for MA Style + Vague style idea<br><br />
:[[Muzz/Demons Obsidian Fist| Demons Obsidian Fist]]- Big Slow Hits + Pain Suppression<br />
:[[Muzz/Jokers Obsession| Jokers Obsession]]- Tumbles and Rolls<br />
<br />
=== Comments ===<br />
<br />
Yay! One of us! One of us! :) - [[nikink]]<br />
<br />
Hurrah! - [[Bencyclopedia]]<br />
<br />
And now I'm here also. Gotta love this magic box. - [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/ImmortalKombat&diff=76180Nikink/ImmortalKombat2010-05-09T15:40:28Z<p>Muzz: /* Comments and Observations */</p>
<hr />
<div>= Immortal Kombat =<br />
== Matches ==<br />
*[[Nikink/IKMatch1|Match 1]] '''Hestia''' 1, Aoshi 0<br />
*[[Nikink/IKMatch2|Match 2]] '''Aoshi''' 1, Hestia 0<br />
*[[Nikink/IKMatch3|Match 3]] Transitory Ardent Assimilator 0, The Horror Under Lock and Key 0 ('''Draw!''')<br />
*[[Nikink/IKMatch4|Match 4]] '''Aoshi''' 2, The Horror Under Lock and Key -1 <br />
*[[Nikink/IKMatch5|Match 5]] '''Transitory Ardent Assimilator 1''', Hestia 0<br />
*[[Nikink/IKMatch6|Match 6]] '''Requiem for a Dream 1''', Hestia 0 <br />
*[[Nikink/IKMatch7|Match 7]] Twice-Clashing Lightning vs The Horror Under Lock and Key<br />
*[[Nikink/IKMatch8|Match 8]] '''The Horror Under Lock and Key''' 1 vs Hestia 0 <br />
*[[Nikink/IKMatch9|Match 9]] '''Aoshi''' 1 vs Transitory Ardent Assimilator 0<br />
*[[Nikink/IKMatch10|Match 10]] '''Eroding Mountain of the Faithful''' 1 vs Golden Serpent 0<br />
<br />
== Running totals (Essence 3): ==<br />
:Add your own contestants here, update totals, correct mistakes etc. :)<br />
<br />
{| style="color:green; background-color:#ffffcc;" cellpadding="3" cellspacing="0" border="1"<br />
|-style="font-style:italic; color:red;"<br />
| Contestant ||Played||Won||Lost||Draw|| Points <br />
|-<br />
| Aoshi || 4 || 3 ||1 || 0 ||align="center"|4<br />
|-<br />
| Hestia || 5 || 1 ||4 || 0 ||align="center"|1<br />
|-<br />
|Requiem for a Dream || 1 || 1 ||0 || 0 ||align="center"|1<br />
|-<br />
|Transitory Ardent Assimilator|| 3 || 1 ||1 || 1 ||align="center"|1<br />
|-<br />
|The Horror Under Lock and Key|| 3 || 1 ||1 || 1 ||align="center"|1<br />
|-<br />
|Eroding Mountain of the Faithful|| 1 || 1 ||0 || 0 ||align="center"|1<br />
|-<br />
|Golden Serpent || 1 || 0 ||1 || 0 ||align="center"|0<br />
|}<br />
<br />
== Running totals (Essence 5): ==<br />
:Add your own contestants here, update totals, correct mistakes etc. :)<br />
<br />
{| style="color:green; background-color:#ffffcc;" cellpadding="3" cellspacing="0" border="1"<br />
|-style="font-style:italic; color:red;"<br />
| Contestant ||Played||Won||Lost||Draw|| Points <br />
|-<br />
| Aoshi || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
| Hestia || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|Requiem for a Dream || 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|Transitory Ardent Assimilator|| 0 || 0 ||0 || 0 ||align="center"|0<br />
|-<br />
|The Horror Under Lock and Key|| 1 || 0 ||0 || 1 ||align="center"|0<br />
|-<br />
|Twice Clashing Lightning || 1 || 0 ||0 || 1 ||align="center"|0<br />
|}<br />
<br />
== The Rules ==<br />
The rules are simple, the fluff nigh non-existent. Pick a splat, pick a Martial Arts Style; '''FIGHT'''.<br />
<br />
It would be best if all participants in a match were of equivalent power tier and Essence.<br />
<br />
* Perhaps a series of matches<br />
** Unarmed + Unarmoured<br />
** Armed and Armoured (No Artefacts)<br />
** Artefacts<br />
* Say, 20 Charms total per contestant<br />
** This includes MA Style (usually 9-12 Charms)<br />
** Contestants may mutually agree to more or fewer Charms<br />
* Same Essence level<br />
** perhaps a match at Ess 3, and a match at Ess 5<br />
* Double ups are allowed!<br />
** Nothing wrong with two Solar with Lunar Hero Style pairing off, for example, it just won't prove who's MA style is strongest. :)<br />
<br />
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. :)<br />
<br />
* Essence 3 Character builds<br />
** Make a starting character. Simple eh? ''This should include '''motivations''' and '''Intimacies'''''<br />
** The Charms and Essence are assumed to be where all your XP has been spent to date.<br />
** 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.<br />
** you get three bonus points to use solely for building a combo<br />
* Essence 5 Character builds<br />
** Take that same character, <br />
** increase Essence to 5, <br />
** add 50xp<br />
** 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.<br />
** You get 4bp, and then 5bp solely for building combos (Or Arrays, as it were)<br />
<br />
=== Allowed/recommended Celestial MA Styles listed below === <br />
<br />
Put your name next to any you wish to try out.<br />
<br />
* Usable as written : Recommended<br />
** Storm Crow Style<br />
*** [[Muzz]] - [[Aoshi]], Endings Caste Sidereal.<br />
** Arms of the Unconquered Sun Style<br />
*** [[Sabis]] - Solar: ''[[Sabis/TwiceClashingLightning| Twice Clashing Lightning]]''<br />
** Crane Style<br />
*** [[Sabis]] - Lunar: ''[[Sabis/MartialWisdom| Martial Wisdom]]''<br />
** Crystal Chameleon Style<br />
*** [[katarenka]] - Hestia, Lunar Changing Moon<br />
** Dark Messiah Style (I will not allow Void Avatar Prana in this tournament, consider it non-existent)<br />
*** [[Bencyclopedia]] - Abyssal ''[[Bencyclopedia/CadaverWreathedInAnguish| Cadaver Wreathed In Anguish]]''<br />
*** [[nikink]] - ''[[Nikink/BadMoonRising| Bad Moon Rising]]'', lunar full moon<br />
** Hungry Ghost Style<br />
*** [[nikink]] - Shade of Winter<br />
*** [[Muzz]] - Solar<br />
** Infernal Monster Style<br />
*** [[nikink]] - Infernal: ''[[Nikink/TheHorrorUnderLockAndKey| The Horror Under Lock and Key]]'' ;)<br />
** Lunar Hero Style<br />
** Snake Style<br />
*** [[IanPrice]] - Solar: [[IanPrice/GoldenSerpent|Golden Serpent]]<br />
** Solar Hero Style<br />
** Solar Hero Style (Jon Chung's revision, disallowed for Solars in this tournament due to being Solar level charms for them)<br />
** Thousand Wounding Gears (Alchemical)<br />
*** [[Bencyclopedia]] - Moonsilver Alchemical ''[[Bencyclopedia/TransitoryArdentAssimilator| Transitory Ardent Assimilator]]''<br />
** Violet Bier of Sorrows Style (Jon Chung's revision, more mechanically sound)<br />
<br />
* 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.<br />
** Air Dragon Style (I have compiled the Style + Errata if you want it)<br />
*** [[Sabis]] Jade Alchemical ''[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]]''<br />
** Earth Dragon Style (I have compiled the Style + Errata if you want it)<br />
*** [[Bencyclopedia]] - Sidereal<br />
*** [[Muzz]] - Castless Lunar ''[[Muzz/RequiemforaDream| Requiem for a Dream]]''<br />
** Fire Dragon Style<br />
** Violet Bier of Sorrows Style<br />
*** [[Bencyclopedia]] - Solar<br />
** Water Dragon Style<br />
***[[Sabis]] - Infernal: ''[[Sabis/WhirlpoolOfRetribution| Whirlpool of Retribution]]''<br />
** Wood Dragon Style<br />
<br />
* Ok, bit wonky: Feel free to use, but they have not yet been errated, so more wonky than the others.<br />
** The Art of Forceful Declaration Style<br />
*** [[nikink]] - ''[[Nikink/HardLi| Hard Li]]'' Fire Aspect DB<br />
** The Art of Meditative Discussion Style<br />
*** [[nikink]] - Soft Li DB<br />
** The Art of Relentless Persuasion Style<br />
*** [[nikink]] - Mean Li DB<br />
** The Art of Victorious Concession Style<br />
*** [[nikink]] - Kind Li DB<br />
** Ebon Shadow Style<br />
** Mantis Style<br />
** Tiger Style<br />
*** [[Bencyclopedia]] - Orichalcum Alchemical ''[[Bencyclopedia/CapacitorOfRetribution| Capacitor of Retribution]]''<br />
<br />
=== Comments and Observations ===<br />
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.<br />
<br />
[[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.<br />
<br />
[[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.<br />
<br />
Hey! That's a good point... rofl! :) [[nikink]]<br />
<br />
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]]<br />
<br />
Hm, of all the things to overlook. Yes, the Lunar will now be castless, will make the changes later. [[Muzz]]<br />
<br />
Looking for Challengers! Must have something to do in my downtime. All builds up and ready to go! Everything must go! -[[Sabis]]<br />
<br />
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]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch7&diff=76179Nikink/IKMatch72010-05-09T15:38:16Z<p>Muzz: /* Observer Comments */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Friday, April 23, 2010 7:29AM PDT<br><br />
'''Trial completed:''' {date}<br />
<br />
== Contestants ==<br />
<br />
[[Sabis/TwiceClashingLightning| Twice Clashing Lightning]] - Dawn Caste - Arms of the Unconquered Sun Style<br />
<br />
[[Nikink/TheHorrorUnderLockAndKey| The Horror Under Lock and Key]] - Slayer Caste - Infernal Monster Style<br />
<br />
1. Full Essence 5 builds allowed (Yay Essence 5 Debut!)<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
<br />
The southern slopes of Mount Metagalapa. The mountain rises to the north and the peak can be glimpsed through the white halo of cloud. To the south the smoke from a village can be seen before the precipitous fall away to the scavenger lands below. The ground is moderately inclined and strewn with outcroppings of rock and low copses of trees. Around the village is scattered small plots of land to grow their meagre harvests. To the north west of the mountain is the capital with its eyries and valleys. To the north east lies a ravine and rushing stream. A light breeze swirls around the mountain from the north carrying the faint cries of the famous Metagalapan hawks.<br />
<br />
On this wind blasted wasteland appears a large, brutish man wearing nothing but purple silk pants. Those with keen hearing can detect the faint sound of a ticking clock emanating from his muscular chest. He grunts and wipes his mop of black, dirty hair out of his eyes. <br />
<br />
Some 29 yards away appears a Southern man dressed in loose fitting white desert robes, open in the front with thin gold embroidery along the edges of the fabric. Compact and slender, he is dwarfed by the other man's size, but his pale blue eyes flash with impending violence and show only a firm resolution.<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
Join Battle: Twice Clashing Lightning (TCL) A pitiful 3 successes.<br />
<br />
Join Battle: The Horror Under Lock and Key (HULK) a remarkable 7 successes + 1 auto for Joy in Violence Approach and Wind-Born Stride x1<br />
<br />
=== Tick 0 ===<br />
<br />
''The purple panted man locks eyes with the stranger and roars a challenge, dropping into a low, uneasy crouch and edging forward. The roar is carried on the breeze to the nearby village where a baby starts crying and an old man dies with a terrified look on his face.''<br />
<br />
''With a derisive smile that lasts for but a second and contains not a hint of humor, the white robed man speaks: "So you're the brute everyone is talking about. I can only hope you are as incompetent as you look."''<br />
<br />
:HULK enters Guard Action Speed 3 DV-0 and starts Moving towards TCL.<br />
:TCL begins circling to his (TCL's) right, trying to maintain their distance.<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
:Distance: 29 - 5 + 5 = 29 yards<br />
<br />
=== Tick 1 ===<br />
:Distance: 29 - 5 + 5 = 29 yards<br />
<br />
=== Tick 2 ===<br />
:Distance: 29 - 5 + 5 = 29 yards<br />
<br />
=== Tick 3 ===<br />
''"Fight me you coward. You are scared, yes?" rumbles the large man jumping to the top of a boulder and then back down, continuing his inexorable approach. "I will end you quickly if you fight with honor. To run like a coward just makes me... '''angry'''."''<br />
<br />
:HULK continues his wary Guard Action Speed 3 DV-0 and keeps Moving towards TCL.<br />
<br />
:Distance: 29 - 5 + 5 = 29 yards (assuming TCL keeps backing away...)<br />
=== Tick 4 ===<br />
Turning on point and hopping up onto a tree limb, TCL stops moving. ''"Ending quickly is far too poor an assessment of your skills. I wish to see your conviction to this path of destruction you walk."''<br />
<br />
If HULK keeps advancing, 29 - 5 yards = 24 yards.<br />
<br />
=== Tick 5 ===<br />
''"So, let us show off our Exalted martial prowess so that we may better understand each other. Let me see your form, the culmination of your essence as a Martial Artist. Here is mine."'' Crouching low on the branch, TCL leans forward, his eye's flashing eagerly, anticipating his opponents actions as the golden sun of Dawn wakes on his brow. A brief glow of light is seen from under the filmy swathing covering his arms, flowing with the colors of jade.<br />
<br />
TCL Adopts Rising Sun Form. (5m Peripheral, Simple, Spd 5, DV -1)<br />
<br />
''"There is no... ''understanding''! There. Is. Only. '''Rage'''!" His eyes become two blazing green wells of hatred, like windows to Malfeas. His anima flares like a bonfire of vitriolic flame as he grows to many times his previous size. His skin turns coarse and unhealthy like the streets of his patron. The rocks beneath the Slayer's feet shatter as he thrusts himself high into the air and begins to laugh. Hysterical. Maniacal. His laughter booms across the mountain like the gates of hell opening and he lands about Twice Clashing Lightning with a thunderous impact that shakes the mountain to its core. Again and again...''<br />
<br />
Nice description. 2 Dice.<br />
<br />
HULK drops the Guard action, activates his combo: Joyous Rage Abandonment... By Rage Recast, By Pain Reforged, By Agony Empowered, Retribution Will Follow, Joyful Cessation of Restraint (5 attacks with auto knockdown, +2 attacks if victim prone on 5th attack) and Leaping Smash Technique with Shock and Awe Slam on each attack (+6m/attack), option of Who Strikes the Wind? for 3m. Total = 2w+34m(+12m)(+3m/dodge). Reflexive leap of up to 30 yards before each attack.<br />
<br />
:Punch: Spd- 5, Acc- 11, Dmg- 10+4(BRR)+2(LST)=16B, Def- +2, Rate- 3<br />
:Kick: Spd- 5, Acc- 10, Dmg- 19B, Def- -2 , Rate- 2<br />
:Current: Wp: 10-2, Motes: Personal 25, Peripheral 49-34(-12 maybe)(-3+ maybe), Committed: 8+1(RWF)<br />
:HULK Health: \/-0/-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/-4/-4/-4/Incap/Dying<br />
:Soak: 16B/16L/0A Hardness: 11B/0L/0A<br />
:DDV: 8, PDV: Arms 6 Legs 4 (+2 Anima)<br />
:Speed 5, DV -1<br />
<br />
''"As I thought, nothing more than a brute with more enlightenment than sense."'' TCL shifts almost imperceptibly in his stance, clearing his mind and readying his body for action. As the thunderous blows rain about him, he moves like a leaf blown by the wind, a brilliant corona of light tracing the afterimages of each of his steps, his hands barely brushing against the beast's, sliding a hairs breadth out of the raging monstrosity's reach. A tall, serene crane leaps into existence out of his fading steps, mirroring them and striding just a heartbeat behind. Amidst the violence, the man is a singular point of calm reasoning, stepping lightly down the branches of the tree to the ground, each foothold fracturing into a thousand pieces behind him under his foe's assault."<br />
<br />
TCL spends 1 Peripheral mote on Heaven and Earth Stairway, switching to Sleeping Sun Form, adding TCL's Essence to his DV's (5), and prepares to use Second Martial Arts Excellency through Martial Arts Essence Flow. (Spending 10m P on the first one causes my anima to go iconic, and grants me a +2dv bonus vs Everyone, with the improved Dawn anima ability granted by Shedding Infinite Radiance).<br />
<br />
:Defenses!<br />
:Current: Wp: 8, Motes: Personal 13(13), Peripheral 47(48), Committed: 10 Personal + 5 Peripheral (Form)<br />
:TCL Health:-0/-1/-1/-1/-2/-2/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
:All Forms Soak:</b> B/L/A 16/18/13 Hardness: 3/3/0<br />
:DDV: 14, PDV: Arms 17 Legs 16 <br />
:PDV w/ 2 die stunt: 10 (Dex 5 + MA 5 + 3 Spec +7 Acc = 20/2 = 10) + 2 stunt + 5 Sleeping Sun Form + 2 Dawn Anima Improved = 19 <br />
:Speed 5, DV -1<br />
<br />
# HULK leaps up and comes crashing down with a punch like a goremaul. Easily closes the distance with a 30 yard leap. Leaping Smash Technique+Shock and Awe Smash grant +2 damage and -HULKs MA(5) from TCLs DVs. First of 5 (or 7) attacks. Auto Knockdown on each attack. Each blow will be attempting to drive TCL to the edge of the mountain too. :) <br />
## Perfect Dodge available if HULK needs it<br />
## Or other responses to the attack made during this step<br />
# TCL is going to Parry HULK's attacks. Using MA Essence Flow 2nd Excellency. 10m first attack. That makes my DV vs this attack 23. -5 due to that charm that I had to look up on the internet and is not actually in a book... 18<br />
<br />
'''First Attack'''<br />
# Attack roll: 11+2 dice = 5,9,10,3,8, 6,1,4,6,2, 7,5,5 = 5 Successes<br />
# Attack reroll: -<br />
# External penalties: DV 18<br />
# Defense reroll: -<br />
# Base damage: -<br />
# Soak: n/a<br />
# Counterattacks: -<br />
# Result: Miss<br />
<br />
'''Second Attack'''<br />
# Attack roll: 11+2 dice = 9,6,3,4,9, 5,10,9,1,5, 4,4,5 = 5 Successes<br />
# Attack reroll: -<br />
# External penalties: DV 13<br />
# Defense reroll: -<br />
# Base damage: -<br />
# Soak: n/a<br />
# Counterattacks: -<br />
# Result: Miss<br />
<br />
'''Third Attack'''<br />
# Attack roll: 11+2 dice = 5,8,5,5,8, 6,6,9,3,5, 1,10,9 = 6 Successes<br />
# Attack reroll: -<br />
# External penalties: DV 12<br />
# Defense reroll: -<br />
# Base damage: -<br />
# Soak: n/a<br />
# Counterattacks: -<br />
# Result: Miss<br />
<br />
'''Fourth Attack'''<br />
# Attack roll: 11+2 dice = 6,9,3,6,3, 2,6,5,9,1, 9,1,3 = 3 Successes<br />
# Attack reroll: -<br />
# External penalties: DV 11<br />
# Defense reroll: -<br />
# Base damage: -<br />
# Soak: n/a<br />
# Counterattacks: <br />
# Result: Miss<br />
<br />
'''Fifth Attack''' (Channel conviction for +5 dice on this one)<br />
# Attack roll: 11+2+5 dice = 8,6,4,9,8, 1,4,9,5,4, 8,10,1,9,2, 9,4,3 = 9 Successes<br />
# Attack reroll: -<br />
# External penalties: DV 10<br />
# Defense reroll: -<br />
# Base damage: -<br />
# Soak: n/a<br />
# Counterattacks: -<br />
# Result: Miss<br />
<br />
TCL Results (Spent 10+2+2+2+2 motes Peripheral, gained 4 from a successful stunt) -14 motes.<br />
:Current: Wp: 8, Motes: Personal 13(13), Peripheral 33(48), Committed: 10 Personal + 5 Peripheral (Form)<br />
:TCL Health:-0/-1/-1/-1/-2/-2/-2/-2/-4/<nowiki>Incap/Dying</nowiki><br />
:All Forms Soak:</b> B/L/A 16/18/13 Hardness: 3/3/0<br />
:Next Action: Tick 10<br />
<br />
HULK Results<br />
:Current: Wp: 8, Motes: Personal 25, Peripheral 15, Committed: 8+1(RWF)<br />
:HULK Health: \/-0/-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/-4/-4/-4/Incap/Dying<br />
:Soak: 16B/16L/0A Hardness: 11B/0L/0A<br />
:DDV: 8, PDV: Arms 6 Legs 4 (+2 Anima)<br />
:Next Action: Tick 10<br />
<br />
Distance: None.<br />
<br />
=== Tick 6 ===<br />
With an exasperated sigh, the man in white begins to speak slowly as to be better understood. ''"Still, you show some skill and your Essence is powerful. I entreat you once more, show me the essence of your martial art, and then we will talk with our fists."'' With this he moves to a short, respectful distance, and takes up a crouched stance, knife edges of his arms crossed in front of his waist. <br />
<br />
TCL Moves 5 yards uphill from the HULK.<br />
<br />
The viridian giant glares with unmitigated malice at the small Solar. Shards of stone and wood, thrown into the air during the assault, come tumbling through the blazing green bonfire of his aura leaving trails of shadow and embers. He bellows with frustration and easily keeps up with the nimble Twice Clashing Lightning.<br />
<br />
HULK Moves 5 yards uphill to stand right over TCL.<br />
<br />
=== Tick 7 ===<br />
As the gold and green lights push against each other, the man in white stands firm, inches from the monster, ready for action but awaiting the monster's response patiently.<br />
<br />
''With a snarling chuckle the green behemoth spots overly brave, or stupidly foolhardy, incoming hawk-riders flying around the mountain peak to investigate. He grins for a moment and starts walking towards the village.<br />
<br />
Distance 7<br />
<br />
=== Tick 8 ===<br />
Following the monster's line of movement with his eyes, the white robed man groans. ''"Must you waste your time with mortals? All I wanted was to defeat you in glorious combat, and there you go wandering off by yourself. Have you no honor at all? Have you no pride as a martial artist?"''<br />
<br />
Having said this, TCL moves to a sturdy looking rocky outcropping nearby, the better to preach from.<br />
Move 5 yards uphill. Distance 12.<br />
<br />
''The Infernal keeps walking towards the Village with blazing green malice in his eyes, ignoring the Solar's natterings...''<br />
<br />
Move 7 yards downhill(ish) Distance 19.<br />
<br />
=== Tick 9 ===<br />
Distance +7 = 26 Yards<br />
<br />
=== Tick 10 ===<br />
Simultaneous Actions!<br />
HULK Wits+Awareness 7 declares action first.<br />
<br />
''The angry green giant keeps walking towards the Village. He warily feels for the tremors rumbling beneath his feet as stone shatters beneath them, watches for treachery from the hated Solar, listens for the approach of the Hawkmen or their weapons and can taste the fear in the air. On the edge of his glorious, radiant, anima bonfire a small copse of low bushes wither and wilt in a bow of sickly respect. He acknowledges their show of respect with a roar and a nod.''<br />
<br />
HULK Guards and keeps moving towards the Village.<br />
Distance +7 Yards.<br />
<br />
Thinking to prepare to his utmost level for the task ahead, TCL Dashes back, putting some more distance between them. + 11 yards.<br />
<br />
HULK Speed 3 DV -0<br />
TCL Speed 3 DV -2<br />
Total Distance: 44 Yards<br />
<br />
=== Tick 11 ===<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
1. The format for these 'Kombats' is weighted against Infernals (and in favour of Alchemicals, but that's a different discussion). Other splats get N extra Charms, one of which may be a MA Excellency, but Infernals get shafted by their Excellency requirements and thus if they choose to get an excellency are limited to (N-Ess) other Charms. In normal play this is fine, as each Infernal Excellency covers all Abilities, but in a set up like this, it is a definite hindrance.<br />
<br />
2. Fighting someone you can't hit short of stupid mistakes on their behalf is not very fun.<br />
<br />
3. Perfected Kata Bracers are too good. Perhaps another match with ''no'' artifacts? :) I notice Zero Artifact matches are unpopular (so far at least). Maybe there should be another match-up for 'Equal Artifacts'? So if one person wants PKBs, then the other gets them too... Meh. It's already part of the opening negotiations I suppose. I'd like to see more matches without Artifact variability, basically. "My Kung Fu is ''UNBEATABLE''!, (if I have a butt load of uber magic stuff and my opponent doesn't)" doesn't really help decide who's kung-fu is the greatest. :)<br />
<br />
4. I maintain that the ability to Form Switch at the same time as activating the very first Form of the Style is totally broken. Not dissing Sabis here, btw, it was a move perfectly allowable by the rules of the Style as written, and even confirmed as intended to be used in this manner by Holden (the author). But I do think that ability is a broken effect and needs fixing.<br />
<br />
5. The rules definitely say a Solar may not add more successes via a Charms than half the Attribute + Ability, so I think the use of MA Essence Flow was incorrect on Tick 5. Only Sidereals get to negate penalties with their excellency before counting towards their dice cap. HULK would not have hit anyway so this is a small point that makes no difference, but I felt it was worth pointing out for future reference.<br />
<br />
6. I am disappointed my worthy foe didn't swing a punch! :( HULK can't activate Raging Behemoth Charge until he sees an attack made at him!!! ;)<br />
<br />
7. Frankly, a Draw is the best outcome for HULK here. If he could have caught TCL during an action in which TCL had:<br />
:A. Used another charm<br />
:B. Already switched to a Form that wasn't useful against the HULK attack<br />
and ''if'' HULK had enough motes, then just possibly HULK could have pinged TCL to incapacitated with one combo. Trying to arrange this series of very unlikely events could easily have taken a lot longer than the 50 Ticks TCL needed to ping HULK to death.<br />
<br />
8. Many props to Sabis for being sporting and a gentleman. :) A pleasure to play against!<br />
<br />
[[Nikink]]<br />
<br />
Couple questions/comments:<br />
2: All the PCB's did in this match up was add 2.5 to my DV, and theoretically they helped make sure I would hit all the time. Their damage addition seems irrelevant (as most exalt on exalt combat comes down to lots of ping anyhow). What part of them seems to be so much better?<br />
<br />
4: Form switch on the first activation seems not that broken: I could have activated Sleeping Sun Form to start, the difference is 1 action tick and 1 committed mote. I didn't get to switch for the rest of the game for fear of more combo, but since i was at the die cap already for defense, if I got IMAM up I could have done a lot more. With the one per action limit so you can't use a defensive and offensive one before your opponent gets to act, it seems to be like most other choices: Do I be safe and hang back, or do I go for broke and hope for the best?<br />
<br />
5: It's one of those things that needs to be clarified in the rules: If we have an order of modifiers that are applied like so, Does the game look at the total modifiers applied from the start to the finish, or does it look at the modifiers at each step? If it looks from start to finish, I don't get a to add defense. If it looks at each step, I do. Also, I noticed yesterday that the wording in the main book vs the others is different. Main book says "cannot increase by more than", whereas lunars says "may not add more than". If you look at that as a typo in the main book, I'd say your interpretation is more likely the one that's correct.<br />
<br />
8: Same to you. Regardless of not getting to punch you, it was good fun. =)<br />
<br />
Couple answers:<br />
:2. +2.5DV and +5 accuracy (+ other benefits) is a permanent saving of 5m on every attack and defence at least. Giving a lot of leeway to put those motes elsewhere, or alternatively ''into'' attack/defence to truly guarantee success. This is on ''every'' action. Plus other the other benefits I'm not taking into consideration. All for a paltry 8 motes is it? I do feel they are too good, for Artifact 4 at least. Note that I have no problem with TCL or any other character having them if they can get them (they're not Void Avatar Prana broken, or the like). But I do think they skew results heavily towards those that have them. If this Kombat goes for long enough to have enough results I may be convinced otherwise. :)<br />
<br />
::On the topic of PKB, while they only added 2 to TCL's parry DV that is a 25% increase on what it was without them (before other bonuses)even if you count it as the last 2 added, i.e. from 17 -> 19 it's still an 11.7% increase which is far from insignificant. The real problem I see with them is they way in which they stack with other weapons, a +5 acc +5dmg +5 def weapon with another bonus is perfectly reasonable, the balance comes in only being able to use one weapon, these act like a second weapon that stacks with another one. Using these and say a moonsilver serpent-sting staff gives a defence bonus of +11! In a game were we are essentially capped at a base dice pool of 13 (5 Ability + 5 Attribute + 3 spec) this is a huge bonus.<br />
<br />
:4 My problem with the First Form activation brokenness is that it prevents any weakness during that activation. The Style gives a defence for every keyword in the game (+ other benefits per Form). So when a practitioner says I activate a Form for 5m Speed 5, no opponent actually knows what Form is being activated until they attack, and then it's guaranteed to be the Form most effective against them (or beneficial to the martial artist as the case may be). It's a quantum uncertainty effect that plays on the players, not just the characters. Effectively it says "I don't need to tell you what Form I'm activating until you do something I don't like". Every other Style in the game gives that window of vulnerability during the Form activation, and for good reason - Form effects are generally pretty good buffs - and Forms are not combo-able. This style says on the first Form activation you ''do'' effectively have a combo (in as much as you get more than one charm to use - you aren't locked into the one) and it doesn't even cost a willpower.<br />
:Note, I'm not against the switching on any other action, as per what HaES states. It's just this initial activation. Have I made myself clear, here or just waffled on and muddied things? (I tend to waffle!)<br />
<br />
::You're clear. =) But not all the defenses will protect you effectively at the same time... For instance, I wanted to use Shining Sun form to ignore your knockback/knockdown effects. I was FORCED to use Sleeping Sun because I would be crushed if I did not. While in that form, i could not use my fast movement or clinch enhancing or piercing. While i can change effects often, in the end it comes down to an Either/Or kinda deal. I can EITHER be immune to 1 of 4 keywords, OR do x or y or z. If i wanted to be immune to KB/KD/Sickness, do extra damage, or copy other forms, or move fast, or..... etc. So yes, powerful in it's versatilty, but you don't get to just pick and choose. Also, the whole window of vulnerability is not that big, considering when you enact any form you immediately reap all the benefits, AotUC just gives you more versatility in that choice (of what you happen to be strong/weak against). OTOH it also means that there's 3 dead charms in the tree on every fight. Solars do have an advantage in being able to do non-charm excellencies to protect themselves while doing Form assumption. -[[Sabis]]<br />
<br />
::But you ''do'' get to pick and choose during that initial activation. You have no weaknessess for that period because your opponent ''does not know'' what form you are actually using until they try to attack - it's a bluff against the ''player'' which goes against the system's ostensible "Charm Transparency" goals. An enemy would need to cover three keyworded attacks in order to threaten. The first KW Attack is stumped by your initial declaration of "I activate Form A" rendering you immune, so your enemy then has to decide which of the last two KW Attacks to try, and it doesn't matter which one is chosen because you can immediately say "I swap to Form B as a matter of fact" and get immunity again. Thus it's the 3rd KW attack that has any chance of threatening you at all. And this swap is for a ''single'' Mote. [[nikink]]<br />
<br />
:5. It probably helps (and hinders) that I've been playing Exalted since 1st Ed first came out. But I also asked this on the WW Forums and got unanimous confirmation. The only splat who can add more than their cap is Sids, and they can only add enough extra to cancel wound penalties if they are anything like 1st Ed. :)<br />
<br />
::The dice cap issue largely stems out of inconsistent wording between book, and poor wording in the main book. 'Cannot increase' certainly sounds like you work out your potential total pool using the charm, then apply all the modifiers, and finally buy back up to your the potential total. In 1st eddition it certainly didn't work that way, and my understanding of second eddition is that you can only add half you dice cap in successes to your DV.<br />
<br />
:8. You had plenty of opportunity to punch... Chicken! ;) (Funny enough, if HULK could ever establish a Fear intimacy during the matches, he'd get just that more effective. :) )<br />
<br />
-[[nikink]]<br />
<br />
=== Away player ===<br />
Enemies with over 9000 health levels that roll over into agg before actually killing them is super hard to deal with, at the very least overly time consuming.<br />
<br />
I need to do better at initiative. Starting off the fight with the slow going made me use WAY too many motes for temporary effects, when i need them for scene long effects. <br />
<br />
Switching forms as needed is pretty cool. <br />
<br />
I need to have 3 persistent charms up to be truly effective, and while I do that they can get the jump on me. Anyone with a 15-20 Accuracy attack and an urge to spend willpower on valor channels would have finished me right there. (or forced me to spend 30-40 motes to defend myself, which is also not acceptable.) Too bad you can't combo Infinite MA mastery or Form charms with ANYTHING. (It really seems like IMAM should be combo OK or combo basic.)<br />
<br />
Arms of the UC style needs to be paired with a Initiative adder, like 1st awareness excellency or some such.<br />
<br />
=== Observers ===<br />
<br />
== Initial Negotiations ==<br />
<br />
A space for the original conversation that set up the trial. This will probably be the first space filled in on a page, but it placed at the end because it becomes increasingly less relevant as the trial continues. This is where players will talk about which signs to use and so on.<br />
<br />
== Player Chat ==<br />
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. =( -[[Sabis]]<br />
<br />
Environment set. :) [[nikink]]<br />
<br />
IIRC, you can move even before you get to act during a combat, and as such I can move to maintain the distance between us, correct? -[[Sabis]]<br />
<br />
That's correct to the best of my understanding. :) That's why I didn't go through too many ticks, I thought you might want to keep your distance. :) [[nikink]]<br />
<br />
I'll show your mine if you show me yours... =) -[[Sabis]]<br />
<br />
That's rude! I'll tell daddy Malfeas!!! ;) So, I'd say your stunt was worth two dice. This is gonna kill HULK if it doesn't work... he'll have bugger all hope of hitting you once you get the rest of your charms up, so this is his only chance, and it'll damn near bankrupt his motes... c'est la vie. :) [[nikink]]<br />
<br />
If you didn't see, I awarded 2 Die for your stunt as well. =) -[[Sabis]]<br />
<br />
Hmmm... I didn't realise you could swap those darn Forms on the same action you activated one. Bugger. Looks like another losing match for HULK then. :) I ''do'' know you can't activate your excellency or any other charms this action though, sorry. Unless you somehow got the Form into a combo? And what's the Charm you 'found in the Net', not in a book? :) [[nikink]] ''Ah, Martial Arts Flow = non-charm use of MA Excellency. Hm. The DV boost from th form would count against the dice adder cap wouldn't it? Thus you couldn't use MA Excellency to get any further boost? Which would also mean you don't get the auto Anima effect, you'd have to spend the 5m to activate it.'' ''Ah again, you mean Shock and Awe Slam, from the Ink Monkeys as that Charm you had to find on the net. As I wake up, so much becomes clearer... A lot of HULKs Charms come from those Ink Monkeys posts. :)''<br />
<br />
Yea, took me a while to notice the use of those charms.. spent the better part of 1/2 an hour going "Did he just make these up? Where did they come from?"<br />
<br />
So, this doesn't affect the outcome of the attack rolls (as i still parry with each one regardless of MAEF, but i was planning on spending 2 motes on each subsequent attack regardless), but I never hit the die adder cap. My DV starts at 19 with a 2 die stunt (as stunts now add directly to your DV). <br />
<br />
5 of that is my Dex 5 MA 5. 5 is my 7 Defense (2 fist, +5 perfected kata bracers) + 3 specialty. 2 From Dawn anima, 2 from stunt, and what brings me up to the cap in the first place, my Form. Then, you attack with your big, nasty attack that reduces my defense by 5. Well, as I can't <i> increase </i> my DV by more than 5 (1/2 my Dex + MA), the game looks and sees what my current charm bonuses are. As far as I see, I don't have any (as they were eaten by your charm). Well, I can then use the 2nd Excellency to raise my pool back up (to the cap on the first blow, and a bit on each following). <br />
<br />
As per Main book page 124, successes are applied after other bonuses/penalties. (For another example: If have a Dex + Athletics of 10 and the 2nd athletics excelency, and external factors reduce my pool to 0, I can add 20 dice (10 Sux) to my pool(10 to replace my lost normal dice, and 10 to get to the cap), as long as i don't exceed a pool of 20 dice.) -[[Sabis]]<br />
<br />
O.O Well... wow. :) There ya go! Learning more each day! :) [[nikink]] ''Loving your character, by the way. Tick 6 made me chuckle.'' :)<br />
<br />
Your character makes me groan each time he speaks, but I can't stop grinning as I think of the imagery. =) -[[Sabis]]<br />
<br />
So, unless anything else happens, we advance to tick 10 with no meaningful movement changes. How do we want to handle simultaneous actions? (that is, as the reaction is more powerful than the action (that is, you turn on a scene long and i launch a combo, or vise verse, the person activating the combo has the advantage) If we both wait, (and take guard actions) we stand there looking at each other ad infinitum until one either activates an attack combo or a defense charm. So, since I got jumped last time, how about you declare first? =) -[[Sabis]]<br />
<br />
...Did you forfeit the match? *confused* -[[Sabis]]<br />
<br />
Eh? Where did you get I forfeit from? I probably should since HULK can't win, but winning's not the point, I'm learning a lot about the rules doing this. I know there's a rule for simultaneous actions, we've had to look it up before. I'd need to double check but iirc it is a case of lowest Wit+Awareness declares first, (Probably HULK?), and if it goes into Attack resolution, we both do our step 1's, then both our step 2' etc. [[nikink]]<br />
<br />
Because in the running totals on the main page it says TCL won already. I thought that was odd, as this didn't seem like the kind of thing where someone would just give up. =) Looking up rules: I know that all actions happen regardless, but this seems like a situation where who declares first is mechanically relevant. PG 141 of the main book says we can either resolve this in random order, or declare from lowest Wits + Awareness to highest (In which case, you declare first). In future bouts, we should decide that ahead of time. =) I'm learning a lot too, it's nice to have a sandbox. =) -[[Sabis]]<br />
<br />
All this chatting and whatnot per tick is a bit time wasting, what say we declare moves on each tick if they change from the previous one, keep an updated distance tally only, and limit the witty (or mindless as the case may be) banter to Action ticks? I'm gonna get really bored of ''HULK Walks towards the village" for every tick. :) That way we can maintain the distance record but skip to ticks where we can actually do stuff. Unless you want to award stunt bonuses on non-action ticks? I'm ok with that too - Yu SHan knows HULK needs the essence! ;) [[nikink]] ''PS: Waste of time wiping the scoreboard, like that, you know there's no way HULK can win unless TCL does something remarkably stupid like, I dunno, shedding all artifacts and reflexively discovering the exact time of day for 50 odd ticks in a row... ;)''<br />
<br />
I don't think it's so cut and dry, considering I've got 50 some odd levels of damage to do.<br />
<br />
Difference is, you ''can'' hit me. HULK ''can't'' hit TCL without some astounding luck on my part and mistakes on your part. :) [[nikink]]<br />
<br />
Again with the guarding. *sigh* Delay of game foul? =) -[[Sabis]]<br />
<br />
No foul, still in this. HULK needs TCL to make a mistake, to have a chance of hitting. Happy to declare a draw though...? ;) [[nikink]] PS: Do I get any stunt rewards? :)<br />
<br />
Hmm. If i get IMM up, I can hit reliably with an average of 11.5 attack successes vs your best DV of 8. Assuming you don't spend time putting up VLE, my 15L punches do an average of 18L-16L soak for 5L ping damage. 40% is 2 average sux per hit, so, it'd take 29 average hits to deal the 58 damage necessary to put you down. All the while, as long as I either used 2nd excellency or Burned into Night combo, I can keep my DV at 17 vs your average attack sux of 6.5. So my victory is likely, but I don't realy wana go through the (minimum) 50 ticks necessary to kill you. So yea, I'd agree to a draw. =) -[[Sabis]]<br />
<br />
Done. A draw it is. Hmmm... I needed to get motes back, and it's hard to stunt guarding and walking all the time. I also needed to catch you without a charm action, ''and'' without a Form Swap available. This was going to be difficult. Astoundingly difficult. [[nikink]]<br />
<br />
== Observer Comments ==<br />
<br />
A space for onlookers to discuss stuff (and players to respond).<br />
<br />
Please for the love of god do something. Everytime I come back and see that all thats happened is a bunch of walking I cry to myself and reach for my vodka. (Not overly serious but is kinda getting bored waiting for kick ass kung-fu to break out) - [[Muzz]]<br />
<br />
Wah Wah Wah! You could always give helpful advice, start cheering for someone, or accept one of the other online challengers in the meantime. ;) [[nikink]]<br />
<br />
I'm more then happy to take on an online challenge, it just wont be as fast as others considering my lifestyle...... I mean...... my memory. - [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Nikink/IKMatch10&diff=76178Nikink/IKMatch102010-05-09T15:23:59Z<p>Muzz: /* Observer Comments */</p>
<hr />
<div>''This is a layout stolen from [[TrialBySchmendrick]] to facilitate an On-line Match in ImmortalKombat.''<br />
<br />
'''Trial started:''' Tuesday, May 4, 2010 2:44PM PDT<br><br />
'''Trial completed:''' Friday, May 7, 2010 7:05PM PDT<br><br />
== Contestants ==<br />
<br />
[[Sabis/ErodingMountainoftheFaithful| Eroding Mountain of the Faithful]] - Jade Caste - Air Dragon Style<br />
<br />
[[IanPrice/GoldenSerpent| Golden Serpent]] - Dawn Caste - Snake Style<br />
<br />
1. Full Essence 3 builds allowed.<br />
<br />
2. Full Artifacts allowed.<br />
<br />
== Blank Tick Template ==<br />
''Flavor text describing the events, stunts, etc.''<br />
<br />
:Mechanics of one fighter<br />
<br />
:Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:<br />
<br />
# Attack specifics, including charm use.<br />
## Additional details, like countercharms<br />
## Or other responses to the attack made during this step<br />
# Defense declaration<br />
# Attack roll<br />
# Attack reroll<br />
# External penalties<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
# Counterattacks<br />
# Result<br />
<br />
== Arena + Setup ==<br />
<br />
Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.<br />
: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.<br />
:Yep, sound right to me. <br />
<br />
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, "Perhaps when I'm done with you, my sorcerer-engineers can put you back together as a soldier for my army."<br />
<br />
The shining, almost wet stone of Mountain's form stood in colorful contrast to the black murk around small perch. "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."<br />
<br />
== Transcript ==<br />
<br />
=== Tick -1 ===<br />
<br />
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.<br />
<br />
EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes. <br />
<br />
6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health. <br />
<br />
GS Acts on Tick 0, EMF acts on Tick 5.<br />
<br />
=== Tick 0 ===<br />
<br />
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. "Let's see just how tough that metal body of yours is then!"<br />
<br />
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.<br />
<br />
EMF Darts back, lightly stepping from log to log, keeping as much distance as possible. <br />
<br />
Crunch: Distance +7 yards.<br />
<br />
=== Tick 1 ===<br />
<br />
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<br />
<br />
Moving away, 7 yards a tick, continued from 1-4 +28 yards.<br />
<br />
=== Tick 2 ===<br />
<br />
=== Tick 3 ===<br />
<br />
=== Tick 4 ===<br />
<br />
=== Tick 5 ===<br />
<br />
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.<br />
<br />
Adopting a flowing, quickly changing stance, EMF activates Air Dragon Form and keeps circlin<br />
Speed 5 DV -1. +7 yards. Next action tick 10.<br />
6/6 WP 0/0 Personal 14/19 Peripheral. 10/10 Health. <br />
<br />
Distance is 44-20+42-36 = 30 yards.<br />
<br />
=== Tick 6 ===<br />
<br />
=== Tick 7 ===<br />
<br />
GS reaches his full Aim bonus of +3 to his next attack.<br />
<br />
=== Tick 8 ===<br />
<br />
=== Tick 9 ===<br />
<br />
=== Tick 10 ===<br />
<br />
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, "Ha! They made you fast at least! Less confident than you boast?"<br />
<br />
"Not at all. Distance is... relevant."<br />
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.<br />
<br />
:Making a non magical flurry of 4 attacks. Waiting on Stunt Die awards before rolls. <br />
::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.<br />
:::1,4,2,9,6,2,6,4,3,7,9,10 = 5 successes. <br />
::Speed 3, DV -4 Next action tick 13.<br />
<br />
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.<br />
<br />
: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. =)<br />
::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.<br />
:::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))<br />
::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. =)<br />
<br />
: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.<br />
<br />
# First Attack<br />
## Stunt 2 Die<br />
## Defensive Stunt 2 Die<br />
# Defense declaration<br />
# 15 dice: 3,3,4,4,5,5,6,6,6,7,9,9,9,0= 8Sux<br />
# None or DV<br />
# None<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
## Perfect<br />
# Counterattacks<br />
# Result<br />
<br />
<br />
# Second<br />
## Stunt 2 Die<br />
## Defensive Stunt 2 Die<br />
# Defense declaration<br />
# 14 dice: 1,1,1,2,5,6,7,7,8,9,9,9,9,0 = 9 Sux<br />
# None or DV<br />
# None<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
## Perfect<br />
# Counterattacks<br />
## Snake Strikes the Heel (And 1st MA Excelency?)<br />
## 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)<br />
## Defense declaration (any DV will be penalized by 4 for flurry, 2 for height advantage) "Moving as he lets the flailing sword strike out at him, the jade man curtsies neatly under the serpents instinctive blow." (Dodge declared) For math, I'm just going to assume a 1 die stunt.<br />
<br />
## DDV 7 (Base 12 + 1 stunt -4 flurry -2 height)<br />
## Attack Reroll (none)<br />
## Defense Reroll (none)<br />
## Base Damage: 6 attack successes + 4 str + 3L Hook Sword = 13L. Damage is piercing.<br />
## 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.)<br />
:Hardness is separate from, and applied before soak. (Main book 149 "Before worrying about soak, however, the attacker's player should compare the raw damage of the attack to any Hardness") 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.<br />
:From MOEP: Alchemicals: Page 134 "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." Also, the hardness isn't listed as #/#, it's listed as +#/#, adding to an armor rather than providing a static number. Thus hardness stacking. <br />
# Nothing. (unless someone knows something special from errata/clarifications I don't have) <br />
<br />
<br />
# Third<br />
## Stunt 2 Die<br />
## Defensive Stunt 2 Die<br />
# Defense declaration<br />
# 13 dice: 1,1,1,1,2,3,3,5,7,9,9,0,0 = 7 Sux<br />
# None or DV<br />
# None<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
## Perfect<br />
# Counterattacks<br />
# Result<br />
<br />
<br />
# Foruth<br />
## Stunt 2 Die<br />
## Defensive Stunt 2 Die<br />
# Defense declaration<br />
# 12 dice: 1,2,3,4,4,5,5,7,7,7,8,8 = 5 Sux<br />
# None or DV<br />
# None<br />
# Defense reroll<br />
# Base damage<br />
# Soak<br />
## Perfect<br />
# Counterattacks<br />
# Result<br />
<br />
<br />
# Falling Damage (on GS)<br />
# Auto hit the ground<br />
# No Defense<br />
# Raw Damage 9B (piercing)<br />
# 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.<br />
# Results: No damage.<br />
<br />
=== Tick 11 ===<br />
<br />
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. "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."<br />
<br />
"Your surrender is unnecessary. You may go as you please. I have learned, and now must meditate on this wisdom." Mountain bows, turns, and walks away into the swamp.<br />
<br />
== Conclusions ==<br />
<br />
A section for what was learned <br />
<br />
=== Home player ===<br />
<br />
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.<br />
<br />
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 "+" 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.<br />
<br />
Ultimately, my conclusion must be that Alchemical defenses are significantly better than Solar defenses.<br />
<br />
=== Away player ===<br />
<br />
My goal was to explore a hardness based defense character that could ping spam an opponent from range. <br />
<br />
Heavy weapons like the Serpent Sting Staff? (10B/P, more depending on material) With the same stats, and 1 more success (still below average) you would have overcome my hardness. <br />
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Hardness stacking is pretty good, but I had to invest a lot more to get that going (3 charms for the enhancements, 5 background dots for the armor, and another charm to attune to it properly and not have it hurt my dodge defense, plus the permanently committed motes necessary for those charms being installed) than you needed for your 3 charm combo that kills. The Essence Sheild Projector breaks after 1 bypassing, so you only have to hit hard once. Layered ablation nodes take another charm to get up to Stamina 6, and then a speed 6 simple action to put it up again, although it can be comboed. <br />
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Alternitively, Sans soak/enhancers etc, Anyone with a perfect defense can ignore that combo. It's not really broken at all, just good. It's one of many "Perfect or die" situations, but it is a bit lower on the end, as it requires a large attack pool from your opponent to work, and fails to other counterattack based builds. Ping spamming a lot of attacks at low dice also renders it less effective. <br />
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Finding that a particular style has a particular weakness to specific builds is one of many things that IK is about. =)<br />
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I don't think that says alchemical are better defenders, but they are better at hardness based defenses than solars. Solars are better (more efficient, less charms) at dodge and parry based perfects. <br />
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A little disappointing, but regardless, good match. =)<br />
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=== Observers ===<br />
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== Initial Negotiations ==<br />
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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]]<br />
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Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -[[Sabis]]<br />
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== Player Chat ==<br />
I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -[[Sabis]]<br />
:Done and done, let's have a nice fun battle. :) - [[IanPrice]]<br />
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== Observer Comments ==<br />
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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]]<br />
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'''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]]<br />
: Actually, in the description of the jumping miscellaneous action, it says "a character can make only one jump in a flurry or on its own," 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]]<br />
: The errata on the official wiki even clarifies that this is the case, you can only leap once per action. - [[Bencyclopedia]]<br />
::No more than one jump per action. (Scroll of Eratta, page 15: [You may jump] "Only once every 5 ticks, as normal.") -[[Sabis]]<br />
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Wow. Another shorter than expected match! As I noted in the comments for Match 7, in some ways this format is weighted to the advantage of Alchemicals, who are written and designed to be Solar strength when mono-focussed but completely lacking in every other area when they do that focussing. In this Kombat, they only have to mono-focus, so requiring charms towards survival, craft... ''anything'' non-combat related is unnecessary, and no refit times for charm swapping either. Not that this really matters, but I would expect, given enough matches, that the Alchemical contestants tend to score as highly as Solars. Time will tell if my theory is right I suppose. :) [[nikink]]<br />
:In these setups, no one has to do anything besides combat focus, so i think that part of your argument is extraneous. As far as Solar strength charms, not only are their charms less efficient (1-2 more motes per activation) they also cost permanent motes to have in the first place. Their essence pool calculations are smaller too. (for instance, I had a grant total of 19 motes to play with, 14 after form charm.) I expect they'll be more on level w/ Lunars in the long run... but I haven't gotten to run my Lunar yet. =) -[[Sabis]]<br />
::Not true. Aoshi has to look into things other then MA when she moves into the Ess 5 matches. if I was feeling particularly clever (and I would have to feel a damn sight clever) I could use her Destinys more and tailor her a little more that way, but I really cant be bothered for the payoff when compared to the pather she is going to take. [[Muzz]]</div>Muzzhttp://exalted.xi.co.nz/w/index.php?title=Muzz&diff=76059Muzz2010-05-05T14:07:22Z<p>Muzz: </p>
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<div>Um, stuff will be here at some point...<br />
Then stuff was added.<br />
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<b>Muzz in a Nutshell</b><br><br />
Well lets see. I have been playing for a little while with a pretty awesome gaming group, a group that has seen people come and go and swap between games when the mood seems to strike us, and I have to say they make playing Exalted an exciting experience. Rules wise Im not really one to go too deap into the whole thing and when it comes to flushing out characters I tend to try to stay to just the splat books (although Immortal Kombat was probably the first one I dipped into others for) so my knowledge dosn't really extend too much past that but I have fun anyway. So yeah, Nutshell.<br><br />
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So here are a few of the characters I am currently playing<br><br />
Player of [[Nikink/Scarred| Scarred]] in the [[Nikink/PromiseOfAges| Promise of Ages]] game.<br />
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Player of [[Aoshi]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game.<br />
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Player of [[Muzz/RequiemforaDream| Requiem for a Dream]] in the [[Nikink/ImmortalKombat| Immortal Kombat]] game.<br><br />
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<b>Currently in the Works</b><br><br />
Well I've been putting alot of thought into creating my own MA style after playtesting the [[Nikink/StormCrowStyle2e| Storm Crow]] style developed by [[Nikink]]. Its put me in the mood to create something for myself just too see how it all pans out. When I start to get Ideas I'll write 'em down.<br />
=== Comments ===<br />
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Yay! One of us! One of us! :) - [[nikink]]<br />
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Hurrah! - [[Bencyclopedia]]<br />
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And now I'm here also. Gotta love this magic box. - [[Muzz]]</div>Muzz