Difference between revisions of "TrialBySchmendrick/DescendingAirVsFirstPulse"

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'''Trial started:''' February 26, 2007<br>
 
'''Trial started:''' February 26, 2007<br>
'''Trial completed:'''  
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'''Trial completed:''' March 2, 2007
  
== Home: [[MartialArts/FifteenMonthsDescendingAir|Descending Air Style]], "Monk Jun" - IanPrice ==
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== Home: [[MartialArts/FifteenMonthsDescendingAir|Descending Air Style]], "Monk Jun" - [[IanPrice]] ==
  
 
Monk Jun is a simple itinerant preacher, and a Fire Aspect. Despite being called a heretic by association with his dojo, he is still a passionate supporter of the immaculate philosophy. As he wanders the threshold, he often finds other itinerant immaculates willing to debate philosophy with him, and enjoys engaging in friendly sparring with them. However, there are those who take offense at his slightly off-beat preaching - or simply the fact that he is a preacher - and not all the fights he gets into are so friendly.
 
Monk Jun is a simple itinerant preacher, and a Fire Aspect. Despite being called a heretic by association with his dojo, he is still a passionate supporter of the immaculate philosophy. As he wanders the threshold, he often finds other itinerant immaculates willing to debate philosophy with him, and enjoys engaging in friendly sparring with them. However, there are those who take offense at his slightly off-beat preaching - or simply the fact that he is a preacher - and not all the fights he gets into are so friendly.
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:::Maybe I'm just having a conceptual issue, but I don't see how your stunt changes the fact that my attacks are a clinch and a punch, nor how jumping on the table gets you cover versus my clinch. In the spirit of the Trial, since what you're doing makes sense to both you and Hapushet, I'm just going to roll with it, and give you the cover bonus because, well, I don't really care about winning, I just enjoy coming up with stunts. Besides, this fight is more about you testing your style than anything else, so let's fight on! Oh and because you mentioned it, where are you generating counterattacks from?  According to your charm, you need to be guarding to use Five Directions Palm.-[[Ambisinister]]
 
:::Maybe I'm just having a conceptual issue, but I don't see how your stunt changes the fact that my attacks are a clinch and a punch, nor how jumping on the table gets you cover versus my clinch. In the spirit of the Trial, since what you're doing makes sense to both you and Hapushet, I'm just going to roll with it, and give you the cover bonus because, well, I don't really care about winning, I just enjoy coming up with stunts. Besides, this fight is more about you testing your style than anything else, so let's fight on! Oh and because you mentioned it, where are you generating counterattacks from?  According to your charm, you need to be guarding to use Five Directions Palm.-[[Ambisinister]]
  
:::Ahahahaha, I'm dumb - I can indeed not use FDP, you're right. Anyway, not to belabor the point - think in the scene, not the system. Sano wants to throw Jun down where Jun can receive the kick generated by ''Introduction To The Stone Prince.'' My stunt dodges the harmful part of that attack.-IanPrice
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:::Ahahahaha, I'm dumb - I can indeed not use FDP, you're right. Anyway, not to belabor the point - think in the scene, not the system. Sano wants to throw Jun down where Jun can receive the kick generated by ''Introduction To The Stone Prince.'' My stunt dodges the harmful part of that attack.-[[IanPrice]]
  
 
# Attack: Clinch (5 dex + 5 MA + 3 Flurries + 5 1st Excellency + +2 Form + 4 valor -2 Mulitple Action+ 2 stunt )= 25 dice + 2 successes / Punch (5 Dex + 5 MA + 3 Flurries + 4 1st Excellency + 2 Form + 2 stunt - 3 Multiple Action)= 18 dice.  
 
# Attack: Clinch (5 dex + 5 MA + 3 Flurries + 5 1st Excellency + +2 Form + 4 valor -2 Mulitple Action+ 2 stunt )= 25 dice + 2 successes / Punch (5 Dex + 5 MA + 3 Flurries + 4 1st Excellency + 2 Form + 2 stunt - 3 Multiple Action)= 18 dice.  
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## Base: 9L
 
## Base: 9L
 
## Soak: -
 
## Soak: -
# Result: Clinch hits, knocking Jun prone and triggering introduction to the stone prince, which results in 5 damage and a broken spine for Jun. Punch misses. Counterattack misses. Sano takes 5 dice of damage from Jun's anima power. Sano's hardness ignores the die of damage from Jun's anima flux. Jun takes 1 die (8) of damage from Sano's anima flux, resulting in a level of damage.
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# Result: Clinch hits, knocking Jun prone and triggering introduction to the stone prince, which results in 5 damage and a broken spine for Jun. Punch misses. Counterattack misses. Sano takes 5 dice (2, 2, 3, 5, 5) = 0 levels of damage from Jun's anima power. Sano's hardness ignores the die of damage from Jun's anima flux. Jun takes 1 die (8) of damage from Sano's anima flux, resulting in a level of damage.
  
 
:J: <code>/x|xxxxx|----|-|-</code>, wp: 4/8 (Conviction 2/4, Valor 3/4), psnl: 0/6/13, prph: 6/4/36, DV plty: -0 (blind -2), Soak: 4B/2L/0A<br>
 
:J: <code>/x|xxxxx|----|-|-</code>, wp: 4/8 (Conviction 2/4, Valor 3/4), psnl: 0/6/13, prph: 6/4/36, DV plty: -0 (blind -2), Soak: 4B/2L/0A<br>
 
:S: <code>x-|-----|----|-|-</code>, wp: 4/8 (Valor 2/4, Conviction 3/4), psnl: 0/7/13, prph: 0/13/36 (22 motes towards flare), DV plty: -3, Soak: 8B/7L/5A
 
:S: <code>x-|-----|----|-|-</code>, wp: 4/8 (Valor 2/4, Conviction 3/4), psnl: 0/7/13, prph: 0/13/36 (22 motes towards flare), DV plty: -3, Soak: 8B/7L/5A
 
=== Tick 14 Jun ===
 
 
=== Tick 15 Sano ===
 
  
 
== Conclusions ==
 
== Conclusions ==
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A section for what was learned  
 
A section for what was learned  
  
=== Home player (IanPrice) ===
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=== Home player ([[IanPrice]]) ===
  
 
This is my favorite of my Elemental styles. I also think it needs the least balancing. The only thing which may be too strong is Hide in the Lee, but I'm guessing it is balanced by the possibility of removing the offending hand. I may have to make it easier to remove the hand, or reduce the bonuses, though.
 
This is my favorite of my Elemental styles. I also think it needs the least balancing. The only thing which may be too strong is Hide in the Lee, but I'm guessing it is balanced by the possibility of removing the offending hand. I may have to make it easier to remove the hand, or reduce the bonuses, though.
  
 
Anyone without a move at least as good as Shadow Over Water has no chance to avoid Fleeting Wings of Dust.
 
Anyone without a move at least as good as Shadow Over Water has no chance to avoid Fleeting Wings of Dust.
 +
 +
I don't need to re-balance this style at all. The power of Hide in the Lee is more than made up for by the fact that it's quite easy for an opponent to simply not get hit.
 +
 +
First Pulse is every bit as powerful as I initially read it to be. Possibly the most potent Terrestrial-level art out there.
 +
 +
In retrospect, it was really, really dumb of me to forget to feint when I went ahead and gave myself a feinting specialty and an excellency for that very purpose. Had I done this (managing a dice pool of up to 14 + stunt versus the potential 15 + stunt of my opponent to see through it), I would have had a good chance to hit with my initial clinch, and therefore make use of my style's more powerful charms.
  
 
=== Away player [[Ambisinister]] ===
 
=== Away player [[Ambisinister]] ===
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* I think they do. This is only Terrestrial MA after all.
 
* I think they do. This is only Terrestrial MA after all.
 
* What GL mentions below is good. Also, I'd be open to an interpretation where you go on 0 regardless of your roll, but you still roll to help set the reaction count - and with the +2 that the charm gives you when you do.
 
* What GL mentions below is good. Also, I'd be open to an interpretation where you go on 0 regardless of your roll, but you still roll to help set the reaction count - and with the +2 that the charm gives you when you do.
- IanPrice
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- [[IanPrice]]
  
 
In this case the point is moot - A.
 
In this case the point is moot - A.
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We forgot to have the environment attack us on tick 10, so I went back and rolled it out real quick. Surprisingly, neither of us was hit. -A.
 
We forgot to have the environment attack us on tick 10, so I went back and rolled it out real quick. Surprisingly, neither of us was hit. -A.
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 +
I throw in the towel. Fighting with a broken back is pointless. - [[IanPrice]]
  
 
== Observer Comments ==
 
== Observer Comments ==
 
For the peanut gallery!
 
For the peanut gallery!
  
As a suggestion as to how to handle the join battle action, I note that the charm explicitly notes that unless purposely staying out of things, ''everyone'' in the area rolls join battle. Given the large number of drunk patrons around, I might imagine that at least 5, if not 10 mooks will be rolling join battles that Descending Air needs to compete with. At the same time, it's up to you if you want to start it or not - that's a tactical decision, but I do think there's a way to give Descending Air some competition in the join battle. -- GreenLantern
+
As a suggestion as to how to handle the join battle action, I note that the charm explicitly notes that unless purposely staying out of things, ''everyone'' in the area rolls join battle. Given the large number of drunk patrons around, I might imagine that at least 5, if not 10 mooks will be rolling join battles that Descending Air needs to compete with. At the same time, it's up to you if you want to start it or not - that's a tactical decision, but I do think there's a way to give Descending Air some competition in the join battle. -- [[GreenLantern]]
  
 
I think the mechanics of his dodge are you getting to throw him but not kick him - if the grapple attack is dodged, he'll get "thrown" anyway as a special effect of the dodging process, but there will be no follow-up damage roll.  - [[Hapushet]]
 
I think the mechanics of his dodge are you getting to throw him but not kick him - if the grapple attack is dodged, he'll get "thrown" anyway as a special effect of the dodging process, but there will be no follow-up damage roll.  - [[Hapushet]]

Latest revision as of 01:18, 6 April 2010

Trial started: February 26, 2007
Trial completed: March 2, 2007

Home: Descending Air Style, "Monk Jun" - IanPrice

Monk Jun is a simple itinerant preacher, and a Fire Aspect. Despite being called a heretic by association with his dojo, he is still a passionate supporter of the immaculate philosophy. As he wanders the threshold, he often finds other itinerant immaculates willing to debate philosophy with him, and enjoys engaging in friendly sparring with them. However, there are those who take offense at his slightly off-beat preaching - or simply the fact that he is a preacher - and not all the fights he gets into are so friendly.

Jun's long sleeves hide at first the fact that he wears Hearthstone Bracers of dark red jade, carved in a smoky motif (-1 Speed to attacks, +3 dice to dodge, 4m attune). Set in the left one of the pair is a red-orange sphere which almost glows from within, hidden facets reflecting any light. Jun claims it is a Fire stone, but others whisper that it is the legendary Anathema "Seven Leaping Dragon Stone." (+4 dice to Martial Arts attacks)

Jun has mastered his art, and realizes how his inner fire may drive and summon up the Essence of air (Air Style Formulation, First Martial Arts Excellency, Martial Arts: Grappling +1). He is a gymnast par excellance (Effortlessly Rising Flame, Falling Star Maneuver, Third Dodge Excellency, Dodge: While Guarding +1), and known for his feinting technique (First Stealth Excellency, Stealth: Feinting +1). As usual for his style, he is very aware of what goes on around him (First Awareness Excellency, Awarness: Combat Sense +1).

Jun's Combo is a flashy move known as "Star-Dragon Descent." Once he has established himself behind his opponent, he flips up on their shoulders and twists around violently. The direction and force of his twist may take his opponent down, flip both fighters across a room, or simply wrench muscle and tendon painfully. (Direct The Flow + Falling Star Maneuver = 4m + 1m/2 damage + 1w)

Away: First Pulse Style, "Sanosuke"-Ambisinister

Sanosuke, or Sano, is a rough, but good natured brawler. Constantly seeking to improve his skills, he wanders from town to town seeking out strong opponents. Always keeping one ear to the street, Sano has heard about the commotion caused by a purportedly heretical Martial Arts School going public and issuing challenges to all comers in order to prove its strength. After a fair amount of footwork and information gathering, Sano has tracked down a master of one of the schools style's, one Jun, to the town of Gale's Junction. While Sano cares little for religion, he is willing to put their claim of might to the test in the only way he knows how: a duel.

Sano's sleeveless Gi reveals that his arms are encased to the bicep in shimmering Black Jade: On his hands are a pair of Smashfists(Speed4, 0 accuracy, 8B, +2 Defense, Rate 2, Attune 6, Tags M,P) etched with odd channels forming a geometric pattern. Further up his arm, perfectly nesting with the Smashfists are a pair of Hearthstone Bracers(-1 speed to attacks, +3 dice to dodge) which continue the same odd patern of runnels and grooves. Set into the right bracer is a blood red stone possessing many sharm facets (Jewel of the Flying Heart, adds 1/2 conviction to dodge pools). The astute observer will also notice the gleam of Black Jade chain(Chain Shirt, 5L/3B, 2 hardness, 0 mobility, 0 fatigue, 2 committ) at the collar of his shirt and the exquisite and durable craftsmanship of his boots (Perfected Boots, +3 move, +6 dash, +2 strength to determine jumping distances, comitt 1).

Sano's specialty is quick, aggressive combat (Flurries +3 MA.), and he realizes the advantage of good mobility in a fight (acrobatics +1 athletics). Realizing that flexibility is the key to survival, Sano has supplemented his style with a mix of versatile and specialized charms. (First MA Excellency, Third MA Excellency, Currents Sweep to Sea, Effortlessly Rising Flame,Third Dodge Excellency.)

Sano knows a single combo, Breaking the Proud. (Currents Sweep to Sea, Introduction to the Stone Prince)- Sano's anima seeps outward, adding an oppressive humidity to the air as he lashes out with an essence charged, humbling blow that cripples his opponent and sends him to the floor.

Signs

  • The Musician: Second Edition rules in place
  • The Pillar: Schmendricks are considered to be Terrestrial Exalts, complete with aspects, with 5 charms besides their styles.
  • The Sorcerer: Each combatant has one Combo with up to 3 charms.
  • The Guardian and The Spear: So many wonderful toys! Each combatant may take up to 6 dots of artifacts and hearthstones
  • The Quiver: The battle will be taking place (or at least starting in) the common room of a pub. Furniture and possibly patrons will serve as obstructions.


Transcript

Setup

The common room of the Dragon's Whisker is moderately filled by an animate lunch time crowd. A tall figure brushes aside the curtain hanging over the entrance and steps inside. Patrons turn to look at the newcomer, and immediately begin whispering to one another as his identity is realized.

Sanosuke pauses just inside the door to look around, heads to the bar and picks up a drink, then moves in a straight, purposeful line to the only table in an empty corner with an occupant. "Hello. You must be Jun. I am called Sanosuke. I've heard that your School has issued an open challenge to all fighters, is this true?" The backround noise fills with a sussurus of private bets.

The man at the table sets down his shot glass delicately and stands. Smiling pleasantly and stroking his elegant Manchurian-style beard, the red-silk clad monk takes a moment to size up the large man before him, then bows slightly, as to an equal. "Ah, Sanosuke. I've heard you called Sano the Brute by the unkind, but they were pitiful fighters, so I assume that merely means you beat them soundly. The open challenge is real, of course, but please don't expect me to be as simple a fighter as those cretins."

"No worries there, Padre. I always figure my next opponent is one with the strength to defeat me..." As Sanosuke speaks dark essence seeps into his skin causing him to seem taller and his muscles to swell. This onset of essence also triggers streams of blood to begin pouring down his shoulders and into the channels and grooves etched into his armament, acting as shining sanguine filligree. "...That is, of course, only until I crush them beneath my heel. I mean you no ill will, Padre, but I'm not gonna hold back."

Jun activates Descending Air Form.
Sano activates Titan of the Streets (2m, 1 wp, 1 HL:+1 strength, +1 dex, +1 stam, +3 wits, x2 knockback, x2 throw distance, +2 move)
J: --|-----|----|-|-, wp: 8/8, psnl: 7/6/13, prph: 32/4/36, DV plty: -0, Soak: 4B/2L/0A
S: x-|-----|----|-|-, wp: 7/8, psnl: 11/2/13, prph: 23/13/36, DV plty: -0, Soak: 8B/7L/5A

Join Battle

Sano reserves the right to join battle but might not, check player chat.

Jun will join battle whether Sano does or not. Since it's not exactly a hidden thing, Sano can get his full benefit from Stubborn Monkey Hesitation no problem. 4m spent on first awareness excellency (3m + 1m out of aspect) = 15 dice (1, 1, 1, 1, 3, 4, 4, 5, 5, 6, 7, 7, 7, 8, 10), 6 successes.
Sano rolls join battle, spend a willpower for a success and activate Stubborn Monkey Hesitation (3m) (wits 6 + awareness 5 + Stubborn Monkey hesitation 2)=13 dice (1,2,3,4,5,5,7,8,8,8,9,9,0)=8 +1 willpower= 9 successes
J: --|-----|----|-|-, wp: 8/8, psnl: 3/6/13, prph: 32/4/36, DV plty: -0, Soak: 4B/2L/0A
S: x-|-----|----|-|-, wp: 6/8, psnl: 8/2/13, prph: 23/13/36, DV plty: -0, Soak: 8B/7L/5A

Tick 0 Sano

Sano settles into a comfortable, menacing stance and takes a swig of his drink, "Unfortunately..."

Sano activates First Pulse Form (5m) reducing the speed of his attacks by 1, making his guard action -1 DV, and giving him 2 successes to hit if he attacks first in combat.
S: x-|-----|----|-|-, wp: 7/8, psnl: 3/7/13, prph: 23/13/36, DV plty: -2, Soak: 8B/7L/5A

Tick 2 Sano

"...this may sting a little, Padre." Sano reaches out with his hand grabbing Jun's collar, and, using his foot as a fulcrum, yanks Jun off balance and hurls him through an adjoining table. Sano continues the motion by pivoting on his planted foot and snapping his left heel into Jun's ankle, the roar of the ocean not quite drowning out the sickening sound of bones breaking, then drawing the foot back into a balanced stance, the passage of the motion blowing the detritus of the table from Jun's body, leaving him clean, ableit broken. Sano looks at his drink, "Not a drop spilt," takes a swig, then slides a step forward and slams his fist into the Monk's chest, the blood flying from his hand describing the arc of the swing.

Jun lets himself go limp as he is thrown, curling up and landing on the table in a crouch rather than the intended smashing. Jun's kick knocks the table out from under the monk, who pushes off the falling piece of furniture, landing aside of the punch.

Sano will first activate Hunter Bags the Deer(3m) to act on tick 2 rather than 3. He will make a clinch attempt and supplement it with the 1st MA excellency (3m), a valor channel, and Introduction to the Stone Prince (5m). He'll also use the First Excellency (2m) on the Punch. I'm unsure if the bonus successes from the Form would affect all the attacks in a flurry or not.
Two dice... It was almost cool enough for three, but since I'm going to be doing my best not to let you hit me, I can't reward the liberties with the broken bones.
Jun dodges both attacks; but more specifically, he'll allow himself to be thrown, and use Effortlessly Rising Flame (1m) to allow himself to defend against the kick instead of being prone, and he'll use the table as 50% hard cover. He'll supplement the first with a Conviction channel, and can add to the dodges later with the third excellency.
Two dice for you because it will look cool if it works. I am a little confused by the mechanics of your response. If you let me hit you with the clinch/throw, then there is only one attack, the punch, left for you to defend against. My "kick" is a reflexive damage roll granted by Introduction to the Stone Prince if the clinch/trow is successful, not a third attack.
As Hapushet suggested below, the idea is that I use the same motion of your throw, but since I'm not prone only the kick is a threat - and I've controlled my position so that the table is between your foot and me. This I call dodging behind cover rather than parrying, because the table is just sitting there while I am flung atop it. Also, I intend to describe counterattack stunts if either or both of the attacks do end up missing.
Maybe I'm just having a conceptual issue, but I don't see how your stunt changes the fact that my attacks are a clinch and a punch, nor how jumping on the table gets you cover versus my clinch. In the spirit of the Trial, since what you're doing makes sense to both you and Hapushet, I'm just going to roll with it, and give you the cover bonus because, well, I don't really care about winning, I just enjoy coming up with stunts. Besides, this fight is more about you testing your style than anything else, so let's fight on! Oh and because you mentioned it, where are you generating counterattacks from? According to your charm, you need to be guarding to use Five Directions Palm.-Ambisinister
Ahahahaha, I'm dumb - I can indeed not use FDP, you're right. Anyway, not to belabor the point - think in the scene, not the system. Sano wants to throw Jun down where Jun can receive the kick generated by Introduction To The Stone Prince. My stunt dodges the harmful part of that attack.-IanPrice
  1. Attack: Clinch (5 dex + 5 MA + 3 Flurries + 5 1st Excellency + +2 Form + 4 valor -2 Mulitple Action+ 2 stunt )= 25 dice + 2 successes / Punch (5 Dex + 5 MA + 3 Flurries + 4 1st Excellency + 2 Form + 2 stunt - 3 Multiple Action)= 18 dice.
  2. Defense declaration: Dodge (Dodge 5 + Dex 4 + Essence 5 + bracers 3 = 17) / 2 = 9 DV (- 1 onslaught against the second) + (4 dice) conviction + (2 dice) stunt
  3. Attack roll: Clinch (1,2,2,3,4,4,4,5,5,5,5,6,7,7,7,8,8,8,9,9,9,9,9,0,0)= 15 successes, +2=17 successes/Punch: (1,1,1,2,2,4,4,4,5,6,7,7,7,7,9,0,0,0)=11 successes
  4. Attack reroll: none
  5. External penalties: 9 DV (+ 4 dice conviction + 2 dice stunt: 3, 5, 8, 9, 9, 10) 5sx + 2 cover = 16 reduces 17 successes to 1, 8 DV (+ 2 dice stunt : 5, 7) 1sx = 9 reduces 11 successes to 2.
  6. Defense reroll: 3m each increases the DV by +2 (17 dice pool + 5 maximum) against each attack, negating them.
  7. Base
  8. Soak:
  9. Counterattacks
  10. Result: No hits. Jun chooses to regain motes.
J: --|-----|----|-|-, wp: 7/8 (Conviction 3/4), psnl: 0/6/13, prph: 32/4/36, DV plty: -0, Soak: 4B/2L/0A
S: x-|-----|----|-|-, wp: 6/8 (Valor 3/4), psnl: 0/7/13, prph: 17/13/36, DV plty: -2, Soak: 8B/7L/5A
Distance: 0 yards

Tick 3: Jun

A distinct warmth emanates from Monk Jun as he steps once, hooking a fallen chair with his foot and pulling it into Sano's legs. His hand forms into a clawlike gesture, snaking around towards a set of pressure points on the large fighter's neck and shoulder. As Jun's hand clamps down, flames burst forth from his body. In a practiced motion, he sweeps his leg and thrusts with his gripping hand, a kata designed to slam an opponent painfully to the ground.

"Not bad, hold this?" Sano places his tankard into Jun's incoming hand and steps once onto the seat of the incoming chair, and then once more on the back, rocking the chair onto its rear legs and causing it to tumble to the ground. Sano rides the momentum and rolls under the monk's arm. He ends his roll by springing up and twisting so that he lands sitting in a chair, fingers laced behind his head, "It's a shame..."

A clinch attack aimed at a takedown. Jun activates his aspect anima (giving the takedown a base damage of 5L), spends a willpower, and pumps the attack with the 1st excellency (6 dice, 3m + 1m out of aspect). He will activate Hide in the Lee and Ride the Draft if the attack succeeds (4m). I don't intend the chair as a weapon, just a prop for the stunt.
Another solid two dice for Ian.
I'm guessing dodge is the way to go. Even if my specialty did apply it still can't hang with all my dodge bonuses. Speaking of which, you forgot my hearthstone when you calculated my DV. I'm going to throw in a conviction channel for good measure. By the way, since you just turned your anima on and lit yourself on fire, doesn't that mean you also just lit the pub on fire?-A., Who thinks the fighters may have another environmental hazard on their hands.
Two dice to you too. And yeah, sorry 'bout that - I also initially forgot my own stone. As for fire, well, the floor being made of wood it will take double damage: 10L on each of my actions and 2L each tick my iconic anima is flared. Assuming hardwood, it will probably soak this down to 5L and 2L, but that's still 7 dice being rolled right now: (1, 6, 7, 7, 9, 9, 10) 5 successes. Oh yeah, this place is on fire good.
  1. Attack: Clinch (4 dex + 5 MA + 1 grappling + 6 1st Excellency + 4 7LD stone + 2 stunt )= 22 dice + 1 success
  2. Defense declaration: Dodge (5 Dex + 5 Dodge + 5 Essence + 3 Bracers +2 Hearthstone= 20 dice) / 2 = 10 DV - 2 last action = 8 DV + (2 stunt + 4 conviction = 6 dice) (4,6,7,9,9,0)=5 successes, 8 DV + 5 = 13DV
  3. Attack roll: 22 dice (1, 1, 1, 4, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 9, 9, 10, 10, 10), 12sx + 1 = 13sx
  4. Attack reroll: none
  5. External penalties: 13 DV reduces 13 successes to 0
  6. Defense reroll: none
  7. Base -
  8. Soak: -
  9. Counterattacks:none
  10. Result: Jun misses. Sano will regain motes.
J: --|-----|----|-|-, wp: 6/8 (Conviction 3/4), psnl: 0/6/13, prph: 23/4/36, DV plty: -1, Soak: 4B/2L/0A
S: x-|-----|----|-|-, wp: 5/8 (Valor 3/4, Conviction 3/4), psnl: 0/7/13, prph: 21/13/36 (6 motes towards flare), DV plty: -2, Soak: 8B/7L/5A
Distance: 0 yards

Tick 6 Sano

"...all that heat of yours..." Sano stands, arms parrallel to the ground and bent at the elbows, and twists his torso right to left, as if stretching, the blood from his gauntlets spraying everywhere and sizzling in Jun's heat. Right, left, right, left,"...has ruined my drink!" and then with a burst of power he whips his left foot around in an arc striking the tankard in Jun's hand and causing the contents to fly towards the monk's head. En route they burst into flame upon contact with his anima, showering flaming droplets all over his face.

Sano will activate Fleeting Wings of Dust (4m) and the 1st MA Excellency(2m). If the attack, which is un-parryable and halves the opponent's dodge DV, hits then Jun will be blinded and at a -4 internal penalty for his next three actions(presumably in the "turn" sense, not the number of things he does in a flurry).
I can't come up with an appropriate stunt, nor would it matter as there's no way I can pump my DV high enough when everything I put in is only half effectiveness. Metagaming a little: with your number of successes, I would have to channel valor, get a 3-die stunt, roll 6 successes on the stunt dice (since virtues aren't rolled like we thought), AND use the third excellency. I get blinding stuff in my face. Also, we both roll Stamina + Resistance at this point against a bonfire (trauma, and thus difficulty 3). If we make the rolls, it's 4B - if not it's 4L. My roll of 7 dice: (1, 1, 3, 8, 8, 8, 9) 4sx, I take bashing, meaning 1 die. Rolling 1B: (7) 1 damage.
Let's roast! 8 dice for Sano (4,5,5,9,9,9,0,0)= 7 successes (what a waste of a good roll). Fire gets 1 die of bashing damage (5)= 0 Damage. -A.
  1. Attack: Fleeting Wings of Dust (5 dex + 5 MA + 4 First Excellency + 2 Stunt )= 16 dice
  2. Defense declaration: Dodge (4 Dex + 5 Dodge + 5 Essence + 3 Bracers= 17 dice) / 2 = 9 -1 last action = 8/2 = 4
  3. Attack roll: 16 dice (1,2,2,3,3,4,4,5,5,7,8,8,9,9,0,0)=9 successes
  4. Attack reroll: none
  5. External penalties:
  6. Defense reroll:
  7. Base-
  8. Soak: -
  9. Counterattacks:none
  10. Result: Jun is blinded.
J: /-|-----|----|-|-, wp: 6/8 (Conviction 3/4), psnl: 0/6/13, prph: 23/4/36, DV plty: -1, Soak: 4B/2L/0A
S: x-|-----|----|-|-, wp: 5/8 (Valor 3/4, Conviction 3/4), psnl: 0/7/13, prph: 13/13/36 (12 motes towards flare), DV plty: -2, Soak: 8B/7L/5A
Distance: 0 yards

Tick 8 Jun

Eyes stinging, Jun hisses at the pain. He kicks the edge of the table behind him down, spinning around the edge of it so the burning table-top is between him and Sanosuke.

Jun guards and steps behind a table.

Tick 9 Sano

"So you want to play the waiting game, eh?" Sano backs off towards the opposite end of the pub, which has yet to ignite, and circles around to the right as he speaks.

Sano will move and aim.
J: /-|-----|----|-|-, wp: 6/8 (Conviction 3/4), psnl: 0/6/13, prph: 23/4/36, DV plty: -0 (blind -2), Soak: 4B/2L/0A
S: x-|-----|----|-|-, wp: 5/8 (Valor 3/4, Conviction 3/4), psnl: 0/7/13, prph: 13/13/36 (12 motes towards flare), DV plty: -1, Soak: 8B/7L/5A
Distance: 2 yards

Tick 10

"You can't stay there forever, you'll cook yourself."

Sano continues to aim and circle around behind Jun's cover.

As the two fighters continue their engagement, the pub has descended into riotous conditions. Patrons on the flaming side of the building have begun a stampede towards the exit, while patrons on the other side have started their own brawl due to a combination of quick tempers and accusations of welching on bets. A flying bottle shatters harmlessly against the table shielding Jun, and Sano deftely sidesteps a hurled patron.

Attack against Jun: 5 dice (2,3,4,9,9)=2 successes, reduced to 0 by 2 points hard cover.
Attack against Sano 5 dice (2,3,3,7,8)= 2 successes, reduced to 0 by his dodge DV of 9.

Tick 11 Jun

Jun steps out of the flames, his own fire dying down to a flicker. He raises his hands, extending his senses and anima, ready for the possible angles of attack. "First you pull me out of my seat, then you're afraid to step into a little fire?"

Jun continues guarding, and shuts off his anima power.
Sano maintains his aim.

12 Sano

"If I was afraid of getting burned, Padre, I wouldn't have challenged you!" Sano rushes, his right hand cocked back and trailing a stream of blood which spirals and twists in the strange currents generated by his cool anima meeting the hot air. He begins to torque his body as he approaches Jun and his arm crashes into the monk's throat in a vicious clothesline maneuver, a gout of steam bursting forth as the fighter's anima's collide. As Jun crashes into the floor Sano completes his turn with a quick pivot, and drives his knee downward into Jun's pelvis while simultaneously slamming his palm into the bridge of Jun's nose.

Sensing the change in the air, Jun's anima flares again as he stomps on one of the floorboards, bringing a burning, nail-spiked board into the path of Sanosuke's charge. Though he hits the floor, he jerks his head aside of Sano's palm, maneuvering the brawler's back onto the burning spike.

So Sano will flurry; a clinch to slam, and a punch. The clinch gets the full treatment, 1st Excellency (3m), Introduction to the Stone Prince (5m), and a valor channel (1wp). The punch will get some 1st Excellency love (2m)

Two dice.

Jun has no chance, but... the stunt for what it's worth. Re-activating the anima power for 5m and channeling Valor.

For what it's worth, two dice. I'm assuming the anima affect is unsoakable because it is already at minimum essence?
Yup. Stunt roll (2, 6) 1sx. Adding counterattack stunt since I can now, spending conviction on that.
Right, so is this a success or failure for our stunts?
  1. Attack: Clinch (5 dex + 5 MA + 3 Specialty + 2 Form + 5 First Excellency + 3 Aim + 4 valor + 2 stunt - 2 flurry )= 27 dice/Punch (5 Dex + 5 MA + 3 Specialty + 2 Form + 4 First Excellency + 2 stunt - 3 flurry)=18 dice
  2. Defense declaration: Dodge (4 Dex + 5 Dodge + 5 Essence + 3 Bracers - 4 blind + 4 Valor = 17 dice)= 9 DV + 1 stunt, 7DV + 1 stunt against the second attack.
  3. Attack roll: clinch: 27 dice (1,1,2,2,3,3,4,4,5,5,5,6,6,6,7,7,7,8,8,9,9,9,9,9,0,0,0)=16 successes/Punch: 18 dice (1,2,2,2,3,4,4,5,5,6,7,7,7,8,8,9,0,0)=10 successes
  4. Attack reroll: none
  5. External penalties: clinch: 16 - 9-1= 6 successes/ Punch 10 - 7-1= 2 successes.
  6. Defense reroll: 3rd ex for +2 cancels the second attack.
  7. Base: apparently using a clinch to knock someone prone inflicts no damage/Introduction to the Stone Prince Inflicts (5 strength + 5 essence) 10L
  8. Soak: 10-2=8 dice (1,3,4,7,8,9,9,9)=5 levels of damage
  9. Counterattacks: Punch missed: clinch counterattack since Jun is guarding.
    1. Clinch 5 MA + 1 grappling + 6 first excellency + 4 conviction + 2? stunt - 4 blind = 14 dice.
    2. Defense declaration: Dodge (5 Dex + 5 Dodge + 5 Essence + 3 Bracers = 18 dice)= 9 DV - 3 recent actions (aim, clinch, punch) = 6 DV + stunt(3,9)=7 DV
    3. Attack roll: clinch: 14 dice (1, 2, 3, 3, 5, 6, 7, 7, 7, 8, 9, 9, 9, 10) 9sx
    4. Attack reroll: none
    5. External penalties: 9sx - 6 DV - 1 = 2sx.
    6. Defense reroll: (5 Dex + 5 Dodge + 5 Essence + 5 3rd excellency + 3 Bracers = 23 dice)= 12 DV - 3 recent actions (aim, clinch, punch) = 9 DV + stunt(3,9)=10 DV which reduces the attack successes to 0
    7. Base: 9L
    8. Soak: -
  10. Result: Clinch hits, knocking Jun prone and triggering introduction to the stone prince, which results in 5 damage and a broken spine for Jun. Punch misses. Counterattack misses. Sano takes 5 dice (2, 2, 3, 5, 5) = 0 levels of damage from Jun's anima power. Sano's hardness ignores the die of damage from Jun's anima flux. Jun takes 1 die (8) of damage from Sano's anima flux, resulting in a level of damage.
J: /x|xxxxx|----|-|-, wp: 4/8 (Conviction 2/4, Valor 3/4), psnl: 0/6/13, prph: 6/4/36, DV plty: -0 (blind -2), Soak: 4B/2L/0A
S: x-|-----|----|-|-, wp: 4/8 (Valor 2/4, Conviction 3/4), psnl: 0/7/13, prph: 0/13/36 (22 motes towards flare), DV plty: -3, Soak: 8B/7L/5A

Conclusions

A section for what was learned

Home player (IanPrice)

This is my favorite of my Elemental styles. I also think it needs the least balancing. The only thing which may be too strong is Hide in the Lee, but I'm guessing it is balanced by the possibility of removing the offending hand. I may have to make it easier to remove the hand, or reduce the bonuses, though.

Anyone without a move at least as good as Shadow Over Water has no chance to avoid Fleeting Wings of Dust.

I don't need to re-balance this style at all. The power of Hide in the Lee is more than made up for by the fact that it's quite easy for an opponent to simply not get hit.

First Pulse is every bit as powerful as I initially read it to be. Possibly the most potent Terrestrial-level art out there.

In retrospect, it was really, really dumb of me to forget to feint when I went ahead and gave myself a feinting specialty and an excellency for that very purpose. Had I done this (managing a dice pool of up to 14 + stunt versus the potential 15 + stunt of my opponent to see through it), I would have had a good chance to hit with my initial clinch, and therefore make use of my style's more powerful charms.

Away player Ambisinister

I have to stop spending essence like a Solar.

The Five Leaping Dragon Stone would appear to be more effective in the hands of DBs as opposed to Solars based on what it can do for their mote economy. That is to say, with smaller pools, they need to be more conscious about their expenditures, and an extra 4 dice is 2 motes they don't have to spend on excellencies.

Observers

Initial Negotiations

I'm made some assumptions regarding signs.

  • On the Guardian and Spear, I can use both weapons and some armor, you can't use weapons and have stricter armor requirements than I. I'd like some toys, how do you feel?
  • On the Quiver/Haywain etc- I envision the fight taking place in the common room of an inn or pub, any qualms with that?
  • On the Mast- I don't like the Mast, I'd rather not use it.

-A

  • Assumptions: All agreed.
  • Toys: I like toys. I could always use some nice hearthstone bracers with a neat little stone to put in them. Six dots total?
  • Pub: Score, Exalted bar brawl. I suppose the Extras count as an environmental hazard, for Rising Smoke maybe?
  • Mast: It's fast, but I'm not married to it.

-I

What sort of hazard were you thinking the crowd would provide?. Pub came to my mind because it has a lot of stunt potential. Signs aside, we have some other details to deal with.

  • As a prerequisite of your style you'll need an awareness of 5. Are we just going to inflate mine to match?
  • Charm number- First Pulse has 9 charms, Descending Air has 7. We can set it up so you get 5 bonus charm and I get 3, or you get 7 and I get 5. I don't have a preference either way, so I'll go with whatever you feel will get you the best results for a play test.

-A.

I was thinking that when a fight starts in a bar, it spreads quickly. So other patrons will be swinging at each other, and maybe at us! Perhaps we each have to defend against a random 5-die attack with a 6B improvised weapon every 6th tick? Unless we take things outside, in which case the patrons probably won't follow us.

  • Sure, that's the idea of using Schmendricks.
  • I'm a "more" type person, so we'll give you 5 and me 7.

-I

Flying bottles and chairs for everyone! Shall we say the environtmental damage starts on tick 10 and then go with the once every 6 ticks timer? -A.

Sure thing! -I

Player Chat

So I've got two questions:

  • Do the attribute boosts granted by Titan of the Streets count as charm dice?
  • Take a look at the charm Stubborn Monkey Hesitation: It claims that if I start the fight, I automatically go first on tick 0 and that I don't roll. If I'm not rolling, then what sets the reaction count for the Join Battle Action? As I understand it, if there's no one else to contest Ian's join battle roll, then he will also go on tick 0, which doesn't seem nearly as favorable to me as having a roll off. Thoughts?-Ambisinister
  • I think they do. This is only Terrestrial MA after all.
  • What GL mentions below is good. Also, I'd be open to an interpretation where you go on 0 regardless of your roll, but you still roll to help set the reaction count - and with the +2 that the charm gives you when you do.

- IanPrice

In this case the point is moot - A.

Some accounting issues. I forgot my form adds 2 dice to all attacks. I'm going to refund 2 motes to Sano's pool for the two dice he didn't need to buy on both his punch and clinch. -A.

Question: Is the "bottom cap" on speed being 3 an actual rule or something most people houserule? I ask because between my form, my bracers, and my jade weapons, I get a -3 speed reduction to clinches and punches, and a -2 reduction to everything else. As far as the charm is concerned, the speed reduction from the form can't reduce something below 3 (thanks to Titan of the Streets) but what order are the modifiers applied? I've been running with the stipulation that attacks can't go below speed 3, which I feel is fair, but I was curious to see if the core supported that ruling anywhere (a quick check has not revealed any passage indicating so to me, but I didn't look too deep). - A.

On the topic of "actual rule vs. accepted interpretation":
  • Regarding Valor channels and static values- According to the section on virute, virtue channels just add dice, which would inidcate to me that they do not add successes as per the first excellency (unless that tid-bit is squirreled away in some counterintuitive place).
  • Regarding Stuns and static values- In the stunt section, it states "...treat the bonus dice as if they had been awarded by successes rolled with the First Excellency." p 124. I goes on to give an example wherein the stunt reward is simply added to the static value and not rolled, which indicates to me that stunts aren't rolled, they're simply added. - A.
Pgs 145 and 148 contradict this, specifying that stunt dice are rolled and the successes added to the DV as per the 1st Ex. Neph is on record as saying that's what he meant for the rules to say, and the official wiki includes a note confirming that interpretation from John Chambers. - Hapushet
Good to know. What about virtues? And while we're on the subject, pgs. 145 and 148 contradict the Charms and Pools Sidebar on pg 185. 145/148 indicate that "rolled" bonuses to DV occur during step 5, and pg. 185 idicate they happen in step 2. Depending on where you do your math, this could swing the DV by 1 possibly 2 points. In addition, there are some other timing issues, such as, for example, halving a DV with a charm, such as I'm doing on tick 6 in this fight. If everything is halved, as would happen if it was calculated in step 2, then my attack will hit. If the DV is derived, halved, and then all the rolled effects are added in step 5 then there's a good chance my attack misses based on Ian's roll. Exciting, no?-A.

Snipped from above

Jun laughs as he comes up with the tankard in his hands rather than Sano's neck. "You were drinking this? I thought maybe you'd relieved yourself in it." The Monk dumps the liquid from its vessel disdainfully, setting the mug bottoms-up on Sanosuke's foot as it passes him, not even stepping back. A mere wisp of flame passes in front of his face, the rest of the alcoholic drink being consumed on its way to the floor at his side.

Two dice on the stunt, and damn that charm is mean. Since it's terrestrial, shall we assume that anything I add to my dodge with charms, stunts, etc. is not halved?
What precedent are you basing this assumption on? Modifiers are applied before the pool is halved to generate the static value (i.e. the DV). That's explicitly stated in the core. Technically, our math should look like [(4 Dex + Dodge +5 essence + 3 Bracers + 2*stunt successes + 2*valor channel successes)/2]/2= final DV. If your assumption is correct, then I may be adding some more dice because I anticipated the entire thing would be halved. I will reserve my roll until we iron this out. -A.
I have no precedent. But if the whole thing, including bonuses is halved, I won't bother wasting the valor channel - and I'll edit my stunt, because I'm blinded. End of story. Not trying to sound bitter, just being realistic - it's not even worth trying, since I have no way to eliminate the utterly crippling penalty. -I
All sources indicate the whole thing is halved and that's what I'm going with. I'm cool with you rescinding your virtue channel, and if you want to re-describe your stunt, that's fine too. In the interest of expediency,I'm going to roll and I'm also going to assume you'll at least come up with another two die stunt, so go ahead and take two dice. (If you come up with something truly spectacular then it shouldn't be difficult to add a third stunt die)-A.
Jun will channel Valor on his ballsy move. I just can't think of any other way to get out of it.
Also, two dice for a witty comeback and reciprocated Jackie Chan antic.-A.

We forgot to have the environment attack us on tick 10, so I went back and rolled it out real quick. Surprisingly, neither of us was hit. -A.

I throw in the towel. Fighting with a broken back is pointless. - IanPrice

Observer Comments

For the peanut gallery!

As a suggestion as to how to handle the join battle action, I note that the charm explicitly notes that unless purposely staying out of things, everyone in the area rolls join battle. Given the large number of drunk patrons around, I might imagine that at least 5, if not 10 mooks will be rolling join battles that Descending Air needs to compete with. At the same time, it's up to you if you want to start it or not - that's a tactical decision, but I do think there's a way to give Descending Air some competition in the join battle. -- GreenLantern

I think the mechanics of his dodge are you getting to throw him but not kick him - if the grapple attack is dodged, he'll get "thrown" anyway as a special effect of the dodging process, but there will be no follow-up damage roll. - Hapushet

That could be. Part of what is confusing me is his applying cover against a kick attack. What you're describing also sounds like it would be a parry, not a dodge, but we'll see what Ian says.-Ambisinister

Ambi, I've looked over pg. 185 several times without finding the timing reference you mention earlier. Regardless, however, I think the question can be sorted out by looking at the interaction of Adamant Skin Technique and Fire and Stones Strike. When the book came out, several people argued that F&SS beat AST because AST specifically said it was triggered on Step 7, and F&SS added to "post-soak damage," which meant it could not apply before Step 8. This was clarified to explain that Step 7 was where the Charm was declared, and it had its effect wherever was appropriate throughout the rest of the attack resolution. Similarly, you declare the use of the 1st Ex on an attack in Step 1, but you don't actually roll those dice until Step 3. Therefore, I'd suggest that defenses are declared in Step 2, but aren't actually resolved until Step 5. Technically, no "math" is getting done before then - you only count up, divide, etc., once.

As for Fleeting Wings of Dust, I think Ian's argument must be based on the idea that an unparryable, half-dodgable Terrestrial Charm is too powerful, because nothing in the Charm seems to suggest that interpretation at all (sorry Ian). From what I see, you calculate up his DV normally in Step 5, then, chop it in half. Were it otherwise, I would expect to see the phrase "before bonuses/modifiers" included prominently in the description somewhere. - Hapushet

I was under the impression that computation of DVs occured in step 2, based on pg146's description. As the text on 185 talked about the computation of DV's I inferred that it as referring to the computation I thought occured in step 2. Your example does make sense though.-A.