Difference between revisions of "Muzz/Jokers Obsession"
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<b>Prereqs :</b> Jokers Obsession Form | <b>Prereqs :</b> Jokers Obsession Form | ||
− | 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. | + | 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. |
<b><i>Is that it?</i></b> | <b><i>Is that it?</i></b> | ||
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<b>Prereqs :</b> Where did that come from? | <b>Prereqs :</b> Where did that come from? | ||
− | 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 | + | 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. |
=== Comments === | === Comments === |
Revision as of 16:34, 11 May 2010
Jokers Obsession
Fluff
- Whats the point of standing in one spot and weathering blow after blow from your opponent?
- Why be so serious when this very moment could be your last?
- Who wants to die with a frown on their face or to let somebody go without a good laugh?
- There are people watching somewhere. Why not entertain them?
- I know I will.
- There are people watching somewhere. Why not entertain them?
- Who wants to die with a frown on their face or to let somebody go without a good laugh?
- Why be so serious when this very moment could be your last?
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.
Crunch
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.
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.
- 1)The style is all about tumbling and moving.
- 2)The style itself is open to some kind of banter while fighting.
- 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.
- 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.
- 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).
Charms
Before you can walk
Cost : 2m Mins: Martial Arts (2) Essence (2) Type : Reflexive Keywords: Combo-OK, Counter Attack Duration: Instant Prereqs : None
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.
Added Counter Attack Keyword, Reduced cost from 3m, changed distance away from opponent from (Dex + Athletics)/2 to the current wording.
I see you
Cost : 4m Mins: Martial Arts (3) Essence (2) Type : Simple Keywords: Duration: One Scene Prereqs : Before you can walk...
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)
Removed the restriction of Charms being Obvious, Reduced cost from 6m
Oops, messed that up
Cost : 4m Mins: Martial Arts (3) Essence (2) Type : Simple Keywords: Combo-OK, Obvious Duration: Instant Prereqs : None
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.
Jokers Obsession Form
Cost : 6m Mins: Martial Arts (3) Essence (2) Type : Simple Keywords: Obvious, Form Duration: One Scene Prereqs : Before you can walk, I see you, Oops, messed that up.
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.
Where did that come from?
Cost : 5m Mins: Martial Arts (4) Essence (3) Type : Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prereqs : Jokers Obsession Form
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.
Is that it?
Cost : 6m Mins: Martial Arts (4) Essence (3) Type : Reflexive Keywords: Combo-OK, Obvious, Emotion Duration: Instant Prereqs : Where did that come from?
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.
Comments
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
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
- 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
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.)
- Good point, maybe make it a yard per success on the roll.... Muzz