Difference between revisions of "TrialByFire/ShunVersusMonkeyOops1"

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This section contains errors. Back to [[/ShunVersusMonkey]] now?
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This section contains errors. Back to [[TrialByFire/ShunVersusMonkeyOops1/ShunVersusMonkey]] now?
  
 
== Oops ==
 
== Oops ==
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## Parry DV 9 + stunt - 2 Onslaught. Batted boulder already missed.
 
## Parry DV 9 + stunt - 2 Onslaught. Batted boulder already missed.
 
# Defense reroll: none
 
# Defense reroll: none
# Raw damage: N[[/A]]
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# Raw damage: [[NTrialByFire/ShunVersusMonkeyOops1/A]]
# Soak: N[[/A]]
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# Soak: [[NTrialByFire/ShunVersusMonkeyOops1/A]]
 
# Counterattacks (Monkey counter-attacks.)
 
# Counterattacks (Monkey counter-attacks.)
 
## Ranged Punch (5 Dex + 10 MA + 1 accuracy + 1 orichalcum + 4 hearthstone + 2 stunt) = 23 dice. + 5 autosuccesses. Base damage is 13L.
 
## Ranged Punch (5 Dex + 10 MA + 1 accuracy + 1 orichalcum + 4 hearthstone + 2 stunt) = 23 dice. + 5 autosuccesses. Base damage is 13L.
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### 10 dice (equal to rolled damage x 2): (1, 1, 1, 3, 6, 6, <b>7, 10, 10, 10</b>) = 7 successes. Maximum of 5 successes apply (Natural Stamina 5)
 
### 10 dice (equal to rolled damage x 2): (1, 1, 1, 3, 6, 6, <b>7, 10, 10, 10</b>) = 7 successes. Maximum of 5 successes apply (Natural Stamina 5)
 
### 5 motes regained per success = 25 motes. Maximum for Essence Gathering Temper is 20 motes. Shun regains 20 motes of peripheral essence
 
### 5 motes regained per success = 25 motes. Maximum for Essence Gathering Temper is 20 motes. Shun regains 20 motes of peripheral essence
## Counter-attack. N[[/A]].
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## Counter-attack. [[NTrialByFire/ShunVersusMonkeyOops1/A]].
 
## Result: Punch connects, but the Twilight anima ability prevents it from inflicting harm.
 
## Result: Punch connects, but the Twilight anima ability prevents it from inflicting harm.
 
# Result: Shun's attacks miss. Impeccable steals 5 motes from Shun, which mitigates the charm costs he spent this action. Monkey chooses to regain wp from stunt reward. He gets 2 wp.
 
# Result: Shun's attacks miss. Impeccable steals 5 motes from Shun, which mitigates the charm costs he spent this action. Monkey chooses to regain wp from stunt reward. He gets 2 wp.

Revision as of 08:08, 5 April 2010

This section contains errors. Back to TrialByFire/ShunVersusMonkeyOops1/ShunVersusMonkey now?

Oops

  1. Flurry (Demolish cliff, Kick stone, Goremaul baseball bat stone, Goremaul baseball bat stone). Channeling Valor on the three stone attacks. Attack pool: 10 Dex + 5 MA + 5 First Excellency + 4 Hearthstone (+ 5 Valor on the first, against the body) (- 3 accuracy) + 3 stunt = 24 (29 on the first). Multiple action penalties (-4, -5, -6, -7 | attack dice are [24 (body), 18 (Hun), 17 (P'o)]). All attack rolls have +2 autosux from Four Halo Golden Monkey Realignment. Base rock damage is (10 Str + 10 large rock) = 20L. It's piercing too, not that any of the targets are wearing armor.
  2. Defense Declaration. Parry. Dodge. Parry. What's the stunt bonus? I have a DV penalty of -2 due to several invocations of Simple charms, but this cancelled by the +2 DV given by the Dawn anima ability.
    1. Monkey parries. (Dex 5 + MA 10 + 2 punch defense + 1 orichalcum gauntlets)/2 + 5 Threefold Partition = Parry DV 15. + stunt.
    2. Impeccable dodges. (Dex 9 + 5 Dodge + 5 Essence + 5 MA Lost Form + 5 MA Catching The Thrown Focus)/2 = Dodge DV 15. If the increased Dex is counted to the pool limit, then DV 13. + stunt.
    3. Savage parries. (Dex 5 + MA 10 + 2 punch defense)/2 = 9 DV. + stunt. BUT this is against a halved attack pool.
  3. Attack roll
    1. Kicked Boulder: (1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 6, 7, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10) + 2 autosux. 16 successes.
    2. Batted Rock 1: (1, 1, 1, 2, 2, 2, 3, 3, 4, 6, 6, 7, 8, 8, 8, 9, 9, 10) + 2 autosux. 10 successes.
    3. Batted Rock 2: (1, 1, 2, 2, 4, 5, 6, 7, 10) + 2 autosux. 5 successes.
  4. Attack reroll: none
  5. External Penalty
    1. 5 from Drunken Monkey Form
      1. Kicked boulder = 11 successes
      2. Batted Rock 1 = 5 successes
      3. Batted Rock 2 = 0 successes (misses already)
    2. Parry DV 15 + stunt. Kicked boulder misses.
    3. Dodge DV 15 + stunt - 1 Onslaught. Batted boulder misses.
    4. Parry DV 9 + stunt - 2 Onslaught. Batted boulder already missed.
  6. Defense reroll: none
  7. Raw damage: NTrialByFire/ShunVersusMonkeyOops1/A
  8. Soak: NTrialByFire/ShunVersusMonkeyOops1/A
  9. Counterattacks (Monkey counter-attacks.)
    1. Ranged Punch (5 Dex + 10 MA + 1 accuracy + 1 orichalcum + 4 hearthstone + 2 stunt) = 23 dice. + 5 autosuccesses. Base damage is 13L.
    2. Defense Declaration: Dodge DV = 12 + stunt - 1 DV penalty from attacking. 3 stunt dice: (5, 7, 8) = 2 successes. DDV = 13.
    3. Attack roll. {4, 2, 4, 1, 4, 2, 5, 3, 6, 3, 7, 7, 7, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10} = 18 successes + 5 auto-successes = 23 autosuccesses.
    4. Attack reroll: none
    5. External penalty:
      1. Dodge DV of 13. Punch 23 - DDV 13 = 10 successes.
    6. Defense reroll: none
    7. Raw damage: 13L + 10 = 23L.
    8. Soak & Hardness. Hardness is 10L. Attack breaches Hardness. Soak is 20L. 23L-20L=3L. But minimum damage is 5L. But Twilight anima negates up to 5 HL of rolled damage.
      1. Shun activates Essence Gathering Temper (costing 1m)
      2. 10 dice (equal to rolled damage x 2): (1, 1, 1, 3, 6, 6, 7, 10, 10, 10) = 7 successes. Maximum of 5 successes apply (Natural Stamina 5)
      3. 5 motes regained per success = 25 motes. Maximum for Essence Gathering Temper is 20 motes. Shun regains 20 motes of peripheral essence
    9. Counter-attack. NTrialByFire/ShunVersusMonkeyOops1/A.
    10. Result: Punch connects, but the Twilight anima ability prevents it from inflicting harm.
  10. Result: Shun's attacks miss. Impeccable steals 5 motes from Shun, which mitigates the charm costs he spent this action. Monkey chooses to regain wp from stunt reward. He gets 2 wp.
EGT only works with the actual rolled damage dice. Since your soak is very high, the only damage dice rolled are the minimum damage. Meaning 5. Still plenty though, since the pool is rolled damage dice x 2 = 5 x 2 = 10. You probably will still get 20 motes.
Ah... mixed up with first edition, I was. But you're right, I did get 20 motes.
You're not mistaken about the Parry DV, although the autosuccesses explicitly applies only to the Body. Dodge DV is 10 though, thanks to Lost Monkey Form. Both DVs could go higher too. (I estimate my highest attainable DV is 19).
Edited to have the other two's values in there. Remember that bonus dice limits apply to DVs, and the MA increase from Wooden Monkey counts as bonus dice for this purpose, as does the Dodge bonus from Lost Monkey. The Hun soul might get away with having that Dex be natural, though. Threefold Partition gets around this by adding autosuccesses, which are not limited unless the charm stipulates so. Question: would the bodies share the same onslaught penalties? Or do fully independent actions come with multiple DV refreshes?
The Hun soul might hit the dice pool cap. It depends on how you're reading the charm. Increased ability given by the form charms should count as charm dice, that's for sure. For the Three-Fold Partition of The Soul though, I'm leaning toward "natural", just like the attributes given by a Lunar DBT. For the Po soul at least I have precedent, as hungry ghosts (which are Po souls) are usually stronger and tougher than when they were still alive. I admit that there's no parallel with the Hun souls and ghosts though. Anyway, given the CMoS Form precedent, the three parts should all be affected by Onslaught penalty. So 0, -1, -2. I am also keeping track of the DV refresh separately. The DV penalty from when Impeccable activates Lost Monkey Form on Tick 4, for example, is applied to all three and went away on Tick 10. Of course, Impeccable immediately activates a different Form charm and adds to the penalty again.
S: -|--|--|-|-, wp 8/10, psnl: 25/0/25, prph: 24/48/81, ECG: 0/75/75, DV plty: -4, Soak: 25B/20L/15A, Hardness: 10B/10L/10A
Next Action: 17
M: /|---|----|-|-, wp 9/9, psnl: 2/23/25, prph: 17/37/57, DV plty: -3, Soak: 9B/9L/5A
Monkey's next action: Tick 16.

Tick 15

Savage Monkey aims. Hmmm, is the bonus die from aim added to a single attack in a flurry or all the attacks in the flurry?
"The next attack" is what the book says, so since flurries are multiple attacks...
All three Monkeys close in on Shun.

Tick 16

Amidst the rubble of the broken cliff, four people face off. The stillness stretches, until nearby, the rest of the cliff begins the crumble into a landslide. In perfect timing and formation, the three Monkeys begin their attack. When one attacks high, the others would attack low and middle. When one attack from the side, the others the front and the back. When one grapples, the others punch and kick. "Wisdom!" Impeccable says, and knowing that he is the weakest amongst the three, attacks to hinder and hold Shun. "Power!" Savage growls, and his attacks are brutal, intended to draw blood. "Courage!" Monkey adds grimly, ready to risk himself to bring down the opponent. The four battle under a rain of earth, dodging, swatting away, or simply shrugging off the hail of rocks.

A flurry of three attacks each. This is gonna be one long resolution. If you use Leaping Dodge Method, all Monkeys use the reflexive jumping move granted by Monkey Leap Technique to follow as best as they can. Anyway, there are 9 attacks total. We've been doing clumping flurries and doing it all at once in one pass, but technically they're supposed to be resolved one attack at a time. Given that you have Leaping Dodge Method, I'm going to be doing this in batches of 3. That way if the flurry gets interrupted, I don't waste time with the aborted parts. The sequence will go: (Impeccable clinches, Savage kicks, Monkey punches), (Impeccable punches, Savage clinches, Monkey kicks), and last (Impeccable kicks, Savage punches, Monkey clinches). When/if Monkey clinches, he'll be spending the wp and hl to make the damage aggravated.
Yet another 2 die stunt for you.

Shun's Essence flows nearly out of control, but he remains calm and focused, crouching amid the storm of rock and blows. The gates of his virtues glow their respective white, blue, black, and red, flying from his body out into his anima, interposing themselves between Shun and harm with the movements of the great golden crane standing over him. With wing and beak, the young master's totem defends him, furiously batting aside Monkey and his souls. The force of the blows absorbed by Shun's virtues seem only to make him stronger, giving him the will to stand, fending off more pressing attacks with one hand, holding the handles of both hammers off to the side in the other. "I will not die today."

Since I decided I wanted the Essence from EGT above, I can't use Seven Shadow, and I don't actually have Leaping Dodge. Instead, I'm using my persistent parry, since that is slightly less penalized than my dodge, and won't suffer any onslaught. Due to the way DV pools round, the 5 DV I end up with after penalties becomes a 3 DV after halving. Also, due to the order of modifiers, if I add 3 to this with the Third MA excellency in the reroll step, that isn't halved, as it comes after that penalty. Against Monkey's Aggravated attack, I feel I need all the help I can get, so I'm channeling Compassion which nets me 1 more DV, for a base of 4 against Monkey's clinch. I make no secret: I plan to activate the Third MA excellency against each attack, for a total DV of 6 against all but the clinch, which gets a 7. I also plan to activate Essence-Gathering Temper against each attack, since I expect most or all of them to hit, and with the potential punishment, I'll definitely need the essence. I expect this to refill all my non-committed essence, but also to probably hurt. Go ahead and roll any stunt dice you want to give me, so this can all be rolled at once.
Two stunt dice. But I don't think you realize how much EGT has been depowered in 2e. That 20 motes cap? That's not per attack. That's per action. And you already got all 20 motes back in Tick 13, so there's no point in using EGT and no point in avoiding SSE. If you're concerned about motes, maybe use Shadow Over Water instead although maybe invoke your combo too so you have Iron Skin Concentration as a second safety net. Anyway, since you don't have Leaping Dodge, I'm just going to list the rest of the attacks.

 

This set of text portrays how I, IanPrice, made a severe error based on not having my Second Edition book in front of me when I posted how I was using Essence-Gathering Temper. An error which TonyC graciously allowed me to retcon.