Muzz/Jokers Obsession

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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.

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    : 3m Mins: Martial Arts (2) Essence (2)
Type    : Reflexive
Keywords: 
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 up to (Dex + Athletics)/2 yards away from the opponent if the dodge was successful.


I see you.

Cost    : 6m Mins: Martial Arts (3) Essence (2)
Type    : Supplemental
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 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)

Comments