Nikink/IKMatch11

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Revision as of 14:44, 13 May 2010 by Muzz (talk | contribs) (Player Chat)
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This is a layout stolen from TrialBySchmendrick to facilitate an On-line Match in ImmortalKombat.

Trial started: Sunday, May 9, 2010 11:00AM PDT
Trial completed:

Contestants

Back to Immortal Kombat

Whirlpool of Retribution - Slayer Caste - Water Dragon Style

Aoshi - Endings Caste - Storm Crow 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

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.

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.

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.

The day is hot and bright, and a warm sirocco does nothing to cool tempers.

The Exalts are 27 yards apart.

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!"

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.

Transcript

Tick -1

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. Roll (9): 2,3,4,6,7,7,7,8,9 = 6+8 = 14 success for Join battle.

I spend 10 M and 2 WP, and gain 1 WP back from activating Joy in Violence Approach for the start of combat.

Whirlpool of Retribution Willpower: 6/7
Essence pool: Personal 0 (16) / Peripheral 26 (37) / 16 Personal & 6 Peripheral Committed Health Levels -0/-1/-1/-2/-2/-4/Incap/Dying

Aoshi lets fate dictate her actions, the tell tale hum of battle from the invisible strands that bind all things fill her ears. 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!)

Aoshi
Willpower: 6/6
Essence pool: 12 Personal / 33 Peripheral / 0 Personal & 9 Peripheral Committed
Health Levels -0/-1/-1/-2/-2/-4/Incap/Dying

Tick 0

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. WR adopts Water Dragon Form and starts advancing through the crowd. (Speed 5, DV -1) Next Action Tick 5. "Let our love bring us closer together, so that we may dance in joy and blood!" WR Dashes for the next 5 ticks, closing the distance as necessary, and begins circling counter clockwise around her opponent when she gets there.

Whirlpool of Retribution Willpower: 6/7
Essence pool: Personal 0 (16) / Peripheral 21 (37) / 16 Personal & 11 Peripheral Committed Health Levels -0/-1/-1/-2/-2/-4/Incap/Dying

Distance: -20

Tick 1

Distance: -20

Tick 2

Distance: -20

Tick 3

Distance: -20

Tick 4

Distance: -20

Tick 5

  • Action (to be filled out after work today)

Tick 6

Tick 7

Tick 8

Tick 9

Conclusions

A section for what was learned

Home player

Away player

Observers

Initial Negotiations

We should agree on a location. I'm fine anywhere. I think a town would be cool. =) -Sabis

I'm happy for a town. I also agree with Nikink, Gem would be ideal. Muzz

Player Chat

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 "characters can activate only such magic as their sole action on a tick when they are permitted to act." (p142 of main rules). Dash is not a reflexive action,(p143 of main rules) which means it does not fall under the clause "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)" You can move towards me however as move is 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

Observer Comments

I vote fighting in Gem. It's a good place for a commotion. :) nikink

I'ma Agreable to that. Wana write us an intro? =)


Aoshi had no chance of winning that Join Battle roll. Wow! Adorjan Charms are fast. :) nikink

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
Bah! My hyperbole knows no bounds!!! :) nikink