Difference between revisions of "Nikink/IKMatch10"

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(Tick 10)
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: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. =)
 
: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. =)
 +
::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.
  
: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.
+
: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.
  
 
# First Attack
 
# First Attack
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# Base damage
 
# Base damage
 
# Soak
 
# Soak
 +
## Perfect
 
# Counterattacks
 
# Counterattacks
 
# Result
 
# Result
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# Base damage
 
# Base damage
 
# Soak
 
# Soak
 +
## Perfect
 
# Counterattacks
 
# Counterattacks
 +
## Snake Strikes the Heel
 +
## 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)
 +
## Defense declaration (any DV will be penalized by 4 for flurry, 2 for height advantage [I would say 3, but I'm too far away to get directly above you])
 +
## Penalties (Your DDV is 9 to start, down to 3 for penalties, but I forget what Air Dragon Form might do to it)
 +
## Attack Reroll (none)
 +
## Defense Reroll
 +
## Base Damage: 4 str + 3L Hook Sword = 7L. Damage is piercing.
 +
## 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.)
 
# Result
 
# Result
  
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# Base damage
 
# Base damage
 
# Soak
 
# Soak
 +
## Perfect
 
# Counterattacks
 
# Counterattacks
 
# Result
 
# Result
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# Base damage
 
# Base damage
 
# Soak
 
# Soak
 +
## Perfect
 
# Counterattacks
 
# Counterattacks
 
# Result
 
# Result

Revision as of 21:21, 7 May 2010

This is a layout stolen from TrialBySchmendrick to facilitate an On-line Match in ImmortalKombat.

Trial started: Tuesday, May 5, 2010 2:44PM PDT
Trial completed: {date}

Contestants

Eroding Mountain of the Faithful - Jade Caste - Air Dragon Style

Golden Serpent - Dawn Caste - Snake Style

1. Full Essence 3 builds allowed.

2. Full Artifacts allowed.

Blank Tick Template

Flavor text describing the events, stunts, etc.

Mechanics of one fighter
Mechanics of another fighter. If a fighter makes an attack, use the attack steps. Second Edition, for example, would be:
  1. Attack specifics, including charm use.
    1. Additional details, like countercharms
    2. Or other responses to the attack made during this step
  2. Defense declaration
  3. Attack roll
  4. Attack reroll
  5. External penalties
  6. Defense reroll
  7. Base damage
  8. Soak
  9. Counterattacks
  10. Result

Arena + Setup

Starting Distance 44 Yards. I was thinking a swamp near the Font of Mourning.

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.
Yep, sound right to me.

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."

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."

Transcript

Tick -1

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.

EMF rolls a normal Join Battle roll. 0, 3, 7, 0, 9, 5, 6, 6, 2, 8. 7 successes.

6/6 WP 0/0 Personal 19/19 Peripheral. 10/10 Health.

GS Acts on Tick 0, EMF acts on Tick 5.

Tick 0

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!"

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.

EMF Darts back, lightly stepping from log to log, keeping as much distance as possible.

Crunch: Distance +7 yards.

Tick 1

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

Moving away, 7 yards a tick, continued from 1-4 +28 yards.

Tick 2

Tick 3

Tick 4

Tick 5

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.

Adopting a flowing, quickly changing stance, EMF activates Air Dragon Form and keeps circlin Speed 5 DV -1. +7 yards. Next action tick 10. 6/6 WP 0/0 Personal 14/19 Peripheral. 10/10 Health.

Distance is 44-20+42-36 = 30 yards.

Tick 6

Tick 7

GS reaches his full Aim bonus of +3 to his next attack.

Tick 8

Tick 9

Tick 10

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?"

"Not at all. Distance is... relevant." 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.

Making a non magical flurry of 4 attacks. Waiting on Stunt Die awards before rolls.
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.
1,4,2,9,6,2,6,4,3,7,9,10 = 5 successes.

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.

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. =)
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.
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.
  1. First Attack
    1. Stunt 2 Die
    2. Defensive Stunt 2 Die
  2. Defense declaration
  3. 15 dice: 3,3,4,4,5,5,6,6,6,7,9,9,9,0= 8Sux
  4. None or DV
  5. None
  6. Defense reroll
  7. Base damage
  8. Soak
    1. Perfect
  9. Counterattacks
  10. Result


  1. Second
    1. Stunt 2 Die
    2. Defensive Stunt 2 Die
  2. Defense declaration
  3. 14 dice: 1,1,1,2,5,6,7,7,8,9,9,9,9,0 = 9 Sux
  4. None or DV
  5. None
  6. Defense reroll
  7. Base damage
  8. Soak
    1. Perfect
  9. Counterattacks
    1. Snake Strikes the Heel
    2. 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)
    3. Defense declaration (any DV will be penalized by 4 for flurry, 2 for height advantage [I would say 3, but I'm too far away to get directly above you])
    4. Penalties (Your DDV is 9 to start, down to 3 for penalties, but I forget what Air Dragon Form might do to it)
    5. Attack Reroll (none)
    6. Defense Reroll
    7. Base Damage: 4 str + 3L Hook Sword = 7L. Damage is piercing.
    8. 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.)
  10. Result


  1. Third
    1. Stunt 2 Die
    2. Defensive Stunt 2 Die
  2. Defense declaration
  3. 13 dice: 1,1,1,1,2,3,3,5,7,9,9,0,0 = 7 Sux
  4. None or DV
  5. None
  6. Defense reroll
  7. Base damage
  8. Soak
    1. Perfect
  9. Counterattacks
  10. Result


  1. Foruth
    1. Stunt 2 Die
    2. Defensive Stunt 2 Die
  2. Defense declaration
  3. 12 dice: 1,2,3,4,4,5,5,7,7,7,8,8 = 5 Sux
  4. None or DV
  5. None
  6. Defense reroll
  7. Base damage
  8. Soak
    1. Perfect
  9. Counterattacks
  10. Result

Tick 12

Tick 13

Tick 14

Tick 15

Tick 16

Tick 17

Tick 18

Tick 19

Tick 20

Tick 21

Tick 22

Tick 23

Tick 24

Tick 25

Conclusions

A section for what was learned

Home player

Away player

Observers

Initial Negotiations

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

Oh, it's a swamp in the southwest, where the head of Ot pops through into creation and the Alchemicals first emerge. -Sabis

Player Chat

I'll leave environmental description at the start to you, I'm kind of terrible with setting scenes... my players always complain. -Sabis

Done and done, let's have a nice fun battle. :) - IanPrice

Observer Comments

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

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

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
The errata on the official wiki even clarifies that this is the case, you can only leap once per action. - Bencyclopedia
No more than one jump per action. (Scroll of Eratta, page 15: [You may jump] "Only once every 5 ticks, as normal.") -Sabis