Difference between revisions of "Nikink/IKMatch7"

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m (Player Chat)
(Tick 5)
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:Defenses!
 
:Defenses!
:Current: Wp: 8, Motes: Personal 13, Peripheral 47(53), Committed: 10 Personal + 5 Peripheral (Form)
+
:Current: Wp: 8, Motes: Personal 13(13), Peripheral 47(53), Committed: 10 Personal + 5 Peripheral (Form)
 
:TCL Health:-0/-1/-1/-1/-2/-2/-2/-2/-4/<nowiki>Incap/Dying</nowiki>
 
:TCL Health:-0/-1/-1/-1/-2/-2/-2/-2/-4/<nowiki>Incap/Dying</nowiki>
 
:All Forms Soak:</b> B/L/A 16/18/13 Hardness: 3/3/0
 
:All Forms Soak:</b> B/L/A 16/18/13 Hardness: 3/3/0
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# Attack reroll: -
 
# Attack reroll: -
 
# External penalties: DV 18
 
# External penalties: DV 18
# Defense reroll: (I assume not? ;) )
+
# Defense reroll: -
 
# Base damage: -
 
# Base damage: -
 
# Soak: n/a
 
# Soak: n/a
# Counterattacks: (I assume not? Again ;) )
+
# Counterattacks: -
 
# Result: Miss
 
# Result: Miss
  
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# Attack roll: 11+2 dice = 9,6,3,4,9, 5,10,9,1,5, 4,4,5 = 5 Successes
 
# Attack roll: 11+2 dice = 9,6,3,4,9, 5,10,9,1,5, 4,4,5 = 5 Successes
 
# Attack reroll: -
 
# Attack reroll: -
# External penalties: DV 17
+
# External penalties: DV 13
# Defense reroll: (I assume not? ;) )
+
# Defense reroll: -
 
# Base damage: -
 
# Base damage: -
 
# Soak: n/a
 
# Soak: n/a
# Counterattacks: (I assume not? Again ;) )
+
# Counterattacks: -
 
# Result: Miss
 
# Result: Miss
  
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# Attack roll: 11+2 dice = 5,8,5,5,8, 6,6,9,3,5, 1,10,9 = 6 Successes
 
# Attack roll: 11+2 dice = 5,8,5,5,8, 6,6,9,3,5, 1,10,9 = 6 Successes
 
# Attack reroll: -
 
# Attack reroll: -
# External penalties: DV 16
+
# External penalties: DV 12
# Defense reroll: (I assume not? ;) )
+
# Defense reroll: -
 
# Base damage: -
 
# Base damage: -
 
# Soak: n/a
 
# Soak: n/a
# Counterattacks: (I assume not? Again ;) )
+
# Counterattacks: -
 
# Result: Miss
 
# Result: Miss
  
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# Attack roll: 11+2 dice = 6,9,3,6,3, 2,6,5,9,1, 9,1,3  = 3 Successes
 
# Attack roll: 11+2 dice = 6,9,3,6,3, 2,6,5,9,1, 9,1,3  = 3 Successes
 
# Attack reroll: -
 
# Attack reroll: -
# External penalties: DV 15
+
# External penalties: DV 11
# Defense reroll: (I assume not? ;) )
+
# Defense reroll: -
 
# Base damage: -
 
# Base damage: -
 
# Soak: n/a
 
# Soak: n/a
# Counterattacks: (I assume not? Again ;) )
+
# Counterattacks:  
 
# Result: Miss
 
# Result: Miss
  
Line 169: Line 169:
 
# Attack roll: 11+2+5 dice = 8,6,4,9,8, 1,4,9,5,4, 8,10,1,9,2, 9,4,3  = 9 Successes
 
# Attack roll: 11+2+5 dice = 8,6,4,9,8, 1,4,9,5,4, 8,10,1,9,2, 9,4,3  = 9 Successes
 
# Attack reroll: -
 
# Attack reroll: -
# External penalties: DV 14
+
# External penalties: DV 10
# Defense reroll: (I assume not? ;) )
+
# Defense reroll: -
 
# Base damage: -
 
# Base damage: -
 
# Soak: n/a
 
# Soak: n/a
# Counterattacks: (I assume not? Again ;) )
+
# Counterattacks: -
 
# Result: Miss
 
# Result: Miss
 +
 +
:TCL Results (Spent 10+2+2+2+2 motes Peripheral, gained 4 from a successful stunt) -14 motes.
 +
:Current: Wp: 8, Motes: Personal 13(13), Peripheral 33(53), Committed: 10 Personal + 5 Peripheral (Form)
 +
:TCL Health:-0/-1/-1/-1/-2/-2/-2/-2/-4/<nowiki>Incap/Dying</nowiki>
 +
:All Forms Soak:</b> B/L/A 16/18/13 Hardness: 3/3/0
 +
Next Action: Tick 10
 +
 +
:HULK Results
 +
:Current: Wp: 8, Motes: Personal 25, Peripheral 15, Committed: 8+1(RWF)
 +
:HULK Health: \/-0/-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/-4/-4/-4/Incap/Dying
 +
:Soak: 16B/16L/0A Hardness: 11B/0L/0A
 +
:DDV: 8, PDV: Arms 6 Legs 4 (+2 Anima)
 +
:Next Action: Tick 10
 +
 +
Distance: None.
  
 
=== Tick 6 ===
 
=== Tick 6 ===

Revision as of 11:10, 30 April 2010

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

Trial started: Friday, April 23, 2010 7:29AM PDT
Trial completed: {date}

Contestants

Twice Clashing Lightning - Dawn Caste - Arms of the Unconquered Sun Style

The Horror Under Lock and Key - Slayer Caste - Infernal Monster Style

1. Full Essence 5 builds allowed (Yay Essence 5 Debut!)

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

The southern slopes of Mount Metagalapa. The mountain rises to the north and the peak can be glimpsed through the white halo of cloud. To the south the smoke from a village can be seen before the precipitous fall away to the scavenger lands below. The ground is moderately inclined and strewn with outcroppings of rock and low copses of trees. Around the village is scattered small plots of land to grow their meagre harvests. To the north west of the mountain is the capital with its eyries and valleys. To the north east lies a ravine and rushing stream. A light breeze swirls around the mountain from the north carrying the faint cries of the famous Metagalapan hawks.

On this wind blasted wasteland appears a large, brutish man wearing nothing but purple silk pants. Those with keen hearing can detect the faint sound of a ticking clock emanating from his muscular chest. He grunts and wipes his mop of black, dirty hair out of his eyes.

Some 29 yards away appears a Southern man dressed in loose fitting white desert robes, open in the front with thin gold embroidery along the edges of the fabric. Compact and slender, he is dwarfed by the other man's size, but his pale blue eyes flash with impending violence and show only a firm resolution.

Transcript

Tick -1

Join Battle: Twice Clashing Lightning (TCL) A pitiful 3 successes.

Join Battle: The Horror Under Lock and Key (HULK) a remarkable 7 successes + 1 auto for Joy in Violence Approach and Wind-Born Stride x1

Tick 0

The purple panted man locks eyes with the stranger and roars a challenge, dropping into a low, uneasy crouch and edging forward. The roar is carried on the breeze to the nearby village where a baby starts crying and an old man dies with a terrified look on his face.

With a derisive smile that lasts for but a second and contains not a hint of humor, the white robed man speaks: "So you're the brute everyone is talking about. I can only hope you are as incompetent as you look."

HULK enters Guard Action Speed 3 DV-0 and starts Moving towards TCL.
TCL begins circling to his (TCL's) right, trying to maintain their distance.
  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
Distance: 29 - 5 + 5 = 29 yards

Tick 1

Distance: 29 - 5 + 5 = 29 yards

Tick 2

Distance: 29 - 5 + 5 = 29 yards

Tick 3

"Fight me you coward. You are scared, yes?" rumbles the large man jumping to the top of a boulder and then back down, continuing his inexorable approach. "I will end you quickly if you fight with honor. To run like a coward just makes me... angry."

HULK continues his wary Guard Action Speed 3 DV-0 and keeps Moving towards TCL.
Distance: 29 - 5 + 5 = 29 yards (assuming TCL keeps backing away...)

Tick 4

Turning on point and hopping up onto a tree limb, TCL stops moving. "Ending quickly is far too poor an assessment of your skills. I wish to see your conviction to this path of destruction you walk."

If HULK keeps advancing, 29 - 5 yards = 24 yards.

Tick 5

"So, let us show off our Exalted martial prowess so that we may better understand each other. Let me see your form, the culmination of your essence as a Martial Artist. Here is mine." Crouching low on the branch, TCL leans forward, his eye's flashing eagerly, anticipating his opponents actions as the golden sun of Dawn wakes on his brow. A brief glow of light is seen from under the filmy swathing covering his arms, flowing with the colors of jade.

TCL Adopts Rising Sun Form. (5m Peripheral, Simple, Spd 5, DV -1)

"There is no... understanding! There. Is. Only. Rage!" His eyes become two blazing green wells of hatred, like windows to Malfeas. His anima flares like a bonfire of vitriolic flame as he grows to many times his previous size. His skin turns coarse and unhealthy like the streets of his patron. The rocks beneath the Slayer's feet shatter as he thrusts himself high into the air and begins to laugh. Hysterical. Maniacal. His laughter booms across the mountain like the gates of hell opening and he lands about Twice Clashing Lightning with a thunderous impact that shakes the mountain to its core. Again and again...

Nice description. 2 Dice.

HULK drops the Guard action, activates his combo: Joyous Rage Abandonment... By Rage Recast, By Pain Reforged, By Agony Empowered, Retribution Will Follow, Joyful Cessation of Restraint (5 attacks with auto knockdown, +2 attacks if victim prone on 5th attack) and Leaping Smash Technique with Shock and Awe Slam on each attack (+6m/attack), option of Who Strikes the Wind? for 3m. Total = 2w+34m(+12m)(+3m/dodge). Reflexive leap of up to 30 yards before each attack.

Punch: Spd- 5, Acc- 11, Dmg- 10+4(BRR)+2(LST)=16B, Def- +2, Rate- 3
Kick: Spd- 5, Acc- 10, Dmg- 19B, Def- -2 , Rate- 2
Current: Wp: 10-2, Motes: Personal 25, Peripheral 49-34(-12 maybe)(-3+ maybe), Committed: 8+1(RWF)
HULK Health: \/-0/-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/-4/-4/-4/Incap/Dying
Soak: 16B/16L/0A Hardness: 11B/0L/0A
DDV: 8, PDV: Arms 6 Legs 4 (+2 Anima)
Speed 5, DV -1

"As I thought, nothing more than a brute with more enlightenment than sense." TCL shifts almost imperceptibly in his stance, clearing his mind and readying his body for action. As the thunderous blows rain about him, he moves like a leaf blown by the wind, a brilliant corona of light tracing the afterimages of each of his steps, his hands barely brushing against the beast's, sliding a hairs breadth out of the raging monstrosity's reach. A tall, serene crane leaps into existence out of his fading steps, mirroring them and striding just a heartbeat behind. Amidst the violence, the man is a singular point of calm reasoning, stepping lightly down the branches of the tree to the ground, each foothold fracturing into a thousand pieces behind him under his foe's assault."

TCL spends 1 Peripheral mote on Heaven and Earth Stairway, switching to Sleeping Sun Form, adding TCL's Essence to his DV's (5), and prepares to use Second Martial Arts Excellency through Martial Arts Essence Flow. (Spending 10m P on the first one causes my anima to go iconic, and grants me a +2dv bonus vs Everyone, with the improved Dawn anima ability granted by Shedding Infinite Radiance).

Defenses!
Current: Wp: 8, Motes: Personal 13(13), Peripheral 47(53), Committed: 10 Personal + 5 Peripheral (Form)
TCL Health:-0/-1/-1/-1/-2/-2/-2/-2/-4/Incap/Dying
All Forms Soak:</b> B/L/A 16/18/13 Hardness: 3/3/0
DDV: 14, PDV: Arms 17 Legs 16
PDV w/ 2 die stunt: 10 (Dex 5 + MA 5 + 3 Spec +7 Acc = 20/2 = 10) + 2 stunt + 5 Sleeping Sun Form + 2 Dawn Anima Improved = 19
Speed 5, DV -1
  1. HULK leaps up and comes crashing down with a punch like a goremaul. Easily closes the distance with a 30 yard leap. Leaping Smash Technique+Shock and Awe Smash grant +2 damage and -HULKs MA(5) from TCLs DVs. First of 5 (or 7) attacks. Auto Knockdown on each attack. Each blow will be attempting to drive TCL to the edge of the mountain too. :)
    1. Perfect Dodge available if HULK needs it
    2. Or other responses to the attack made during this step
  2. TCL is going to Parry HULK's attacks. Using MA Essence Flow 2nd Excellency. 10m first attack. That makes my DV vs this attack 23. -5 due to that charm that I had to look up on the internet and is not actually in a book... 18

First Attack

  1. Attack roll: 11+2 dice = 5,9,10,3,8, 6,1,4,6,2, 7,5,5 = 5 Successes
  2. Attack reroll: -
  3. External penalties: DV 18
  4. Defense reroll: -
  5. Base damage: -
  6. Soak: n/a
  7. Counterattacks: -
  8. Result: Miss

Second Attack

  1. Attack roll: 11+2 dice = 9,6,3,4,9, 5,10,9,1,5, 4,4,5 = 5 Successes
  2. Attack reroll: -
  3. External penalties: DV 13
  4. Defense reroll: -
  5. Base damage: -
  6. Soak: n/a
  7. Counterattacks: -
  8. Result: Miss

Third Attack

  1. Attack roll: 11+2 dice = 5,8,5,5,8, 6,6,9,3,5, 1,10,9 = 6 Successes
  2. Attack reroll: -
  3. External penalties: DV 12
  4. Defense reroll: -
  5. Base damage: -
  6. Soak: n/a
  7. Counterattacks: -
  8. Result: Miss

Fourth Attack

  1. Attack roll: 11+2 dice = 6,9,3,6,3, 2,6,5,9,1, 9,1,3 = 3 Successes
  2. Attack reroll: -
  3. External penalties: DV 11
  4. Defense reroll: -
  5. Base damage: -
  6. Soak: n/a
  7. Counterattacks:
  8. Result: Miss

Fifth Attack (Channel conviction for +5 dice on this one)

  1. Attack roll: 11+2+5 dice = 8,6,4,9,8, 1,4,9,5,4, 8,10,1,9,2, 9,4,3 = 9 Successes
  2. Attack reroll: -
  3. External penalties: DV 10
  4. Defense reroll: -
  5. Base damage: -
  6. Soak: n/a
  7. Counterattacks: -
  8. Result: Miss
TCL Results (Spent 10+2+2+2+2 motes Peripheral, gained 4 from a successful stunt) -14 motes.
Current: Wp: 8, Motes: Personal 13(13), Peripheral 33(53), Committed: 10 Personal + 5 Peripheral (Form)
TCL Health:-0/-1/-1/-1/-2/-2/-2/-2/-4/Incap/Dying
All Forms Soak:</b> B/L/A 16/18/13 Hardness: 3/3/0

Next Action: Tick 10

HULK Results
Current: Wp: 8, Motes: Personal 25, Peripheral 15, Committed: 8+1(RWF)
HULK Health: \/-0/-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/-4/-4/-4/Incap/Dying
Soak: 16B/16L/0A Hardness: 11B/0L/0A
DDV: 8, PDV: Arms 6 Legs 4 (+2 Anima)
Next Action: Tick 10

Distance: None.

Tick 6

Tick 7

Tick 8

Tick 9

Tick 10

Tick 11

Conclusions

A section for what was learned

Home player

Away player

Observers

Initial Negotiations

A space for the original conversation that set up the trial. This will probably be the first space filled in on a page, but it placed at the end because it becomes increasingly less relevant as the trial continues. This is where players will talk about which signs to use and so on.

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

Environment set. :) nikink

IIRC, you can move even before you get to act during a combat, and as such I can move to maintain the distance between us, correct? -Sabis

That's correct to the best of my understanding. :) That's why I didn't go through too many ticks, I thought you might want to keep your distance. :) nikink

I'll show your mine if you show me yours... =) -Sabis

That's rude! I'll tell daddy Malfeas!!! ;) So, I'd say your stunt was worth two dice. This is gonna kill HULK if it doesn't work... he'll have bugger all hope of hitting you once you get the rest of your charms up, so this is his only chance, and it'll damn near bankrupt his motes... c'est la vie. :) nikink

If you didn't see, I awarded 2 Die for your stunt as well. =) -Sabis

Hmmm... I didn't realise you could swap those darn Forms on the same action you activated one. Bugger. Looks like another losing match for HULK then. :) I do know you can't activate your excellency or any other charms this action though, sorry. Unless you somehow got the Form into a combo? And what's the Charm you 'found in the Net', not in a book? :) nikink Ah, Martial Arts Flow = non-charm use of MA Excellency. Hm. The DV boost from th form would count against the dice adder cap wouldn't it? Thus you couldn't use MA Excellency to get any further boost? Which would also mean you don't get the auto Anima effect, you'd have to spend the 5m to activate it. Ah again, you mean Shock and Awe Slam, from the Ink Monkeys as that Charm you had to find on the net. As I wake up, so much becomes clearer... A lot of HULKs Charms come from those Ink Monkeys posts. :)

Yea, took me a while to notice the use of those charms.. spent the better part of 1/2 an hour going "Did he just make these up? Where did they come from?"

So, this doesn't affect the outcome of the attack rolls (as i still parry with each one regardless of MAEF, but i was planning on spending 2 motes on each subsequent attack regardless), but I never hit the die adder cap. My DV starts at 19 with a 2 die stunt (as stunts now add directly to your DV).

5 of that is my Dex 5 MA 5. 5 is my 7 Defense (2 fist, +5 perfected kata bracers) + 3 specialty. 2 From Dawn anima, 2 from stunt, and what brings me up to the cap in the first place, my Form. Then, you attack with your big, nasty attack that reduces my defense by 5. Well, as I can't increase my DV by more than 5 (1/2 my Dex + MA), the game looks and sees what my current charm bonuses are. As far as I see, I don't have any (as they were eaten by your charm). Well, I can then use the 2nd Excellency to raise my pool back up (to the cap on the first blow, and a bit on each following).

As per Main book page 124, successes are applied after other bonuses/penalties. (For another example: If have a Dex + Athletics of 10 and the 2nd athletics excelency, and external factors reduce my pool to 0, I can add 20 dice (10 Sux) to my pool(10 to replace my lost normal dice, and 10 to get to the cap), as long as i don't exceed a pool of 20 dice.) -Sabis

Observer Comments

A space for onlookers to discuss stuff (and players to respond).