Difference between revisions of "TrialBySchmendrick/TwiningElementalDragonVsPanicMonkeyStyle"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m (link fix)
m (link fix)
 
(One intermediate revision by the same user not shown)
Line 146: Line 146:
 
# Defense declaration: Dragon Charm effect, innate Fire Leaping to Fuel 2 motes for +2 DV (+ any stunt bonus)
 
# Defense declaration: Dragon Charm effect, innate Fire Leaping to Fuel 2 motes for +2 DV (+ any stunt bonus)
 
# Attack roll: 6 successes + 1 stunt success = 7 successes.
 
# Attack roll: 6 successes + 1 stunt success = 7 successes.
# Attack reroll (N[[/A]])
+
# Attack reroll (N/A)
 
# External penalties: 5 DV (+0 stunt successes)
 
# External penalties: 5 DV (+0 stunt successes)
# Defense reroll (N[[/A]])
+
# Defense reroll (N/A)
 
# Base damage (Strength 4 + 3B + 2 successes = 9B.)
 
# Base damage (Strength 4 + 3B + 2 successes = 9B.)
 
# Soak (9B - 4B = 5B damage).
 
# Soak (9B - 4B = 5B damage).
Line 208: Line 208:
 
# Attack roll, channeling Conviction on the second attack. First attack: 2 successes (2,2,2,3,4,6,'''10'''). Second Attack: 3 successes + stunt (1,2,2,4,5,6,6,'''8,8,8'''). No good at all.  
 
# Attack roll, channeling Conviction on the second attack. First attack: 2 successes (2,2,2,3,4,6,'''10'''). Second Attack: 3 successes + stunt (1,2,2,4,5,6,6,'''8,8,8'''). No good at all.  
 
##Sorry for forgetting, I'd call that a two-dice stunt for your extra dice.
 
##Sorry for forgetting, I'd call that a two-dice stunt for your extra dice.
# Attack reroll (N[[/A]])
+
# Attack reroll (N/A)
 
# External penalties: DV 10 + 2-die stunt, DV 9 + 2-die stunt
 
# External penalties: DV 10 + 2-die stunt, DV 9 + 2-die stunt
 
##Ehn, I also forgot. Yours is also 2-die; I like the Essence descriptions. :)
 
##Ehn, I also forgot. Yours is also 2-die; I like the Essence descriptions. :)
# Defense reroll (N[[/A]])
+
# Defense reroll (N/A)
# Base damage (N[[/A]])
+
# Base damage (N/A)
# Soak (N[[/A]])
+
# Soak (N/A)
 
# Counterattacks
 
# Counterattacks
 
##Counterattack 1
 
##Counterattack 1
Line 279: Line 279:
 
# Defense declaration: Dragon Charm effect, Rising Fire, Burning Essence, 4 motes for +5 DV  
 
# Defense declaration: Dragon Charm effect, Rising Fire, Burning Essence, 4 motes for +5 DV  
 
# Attack roll: First attack: 6 successes
 
# Attack roll: First attack: 6 successes
# Attack reroll (N[[/A]])
+
# Attack reroll (N/A)
 
# External penalties: DV 10 + 1 die stunt = DV 10
 
# External penalties: DV 10 + 1 die stunt = DV 10
# Defense reroll (N[[/A]])
+
# Defense reroll (N/A)
# Base damage (N[[/A]])
+
# Base damage (N/A)
# Soak (N[[/A]])
+
# Soak (N/A)
 
# Counterattacks
 
# Counterattacks
 
##Rising Fire, Burning Essence
 
##Rising Fire, Burning Essence
Line 318: Line 318:
 
# Defense declaration
 
# Defense declaration
 
# Attack roll: 13 successes (8,10,7,10,8,8,8,7,6,8, 2,3,4,9,9,4)
 
# Attack roll: 13 successes (8,10,7,10,8,8,8,7,6,8, 2,3,4,9,9,4)
# Attack reroll (N[[/A]])
+
# Attack reroll (N/A)
 
# External penalties: DV Boost: 2 successes (3,5,8,4,8), DV 10
 
# External penalties: DV Boost: 2 successes (3,5,8,4,8), DV 10
# Defense reroll (N[[/A]])
+
# Defense reroll (N/A)
 
# Base damage 4B
 
# Base damage 4B
 
# Soak 4B
 
# Soak 4B
Line 343: Line 343:
 
# Attack: 11 successes (10,7,4,7,7, 2,9,6,3,7, 5,4,2,10,9, 4,4,8,5,4)
 
# Attack: 11 successes (10,7,4,7,7, 2,9,6,3,7, 5,4,2,10,9, 4,4,8,5,4)
 
## Opposed: 7 successes (argh!) (5,5,3,5,4,5,7,10,3,9,1,9,9,1,3,4,8,3,2,3,6,3)
 
## Opposed: 7 successes (argh!) (5,5,3,5,4,5,7,10,3,9,1,9,9,1,3,4,8,3,2,3,6,3)
# Attack reroll (N[[/A]])
+
# Attack reroll (N/A)
# Defense reroll (N[[/A]])
+
# Defense reroll (N/A)
 
# External penalties
 
# External penalties
 
# Base damage 8B (4 successes + 4 strength)
 
# Base damage 8B (4 successes + 4 strength)
Line 367: Line 367:
 
# Dragon Opposed Clinch (Speed 6, +0 Accuracy, +0L, Piercing) +3 Charm +4 Virtue - 1 Wound Penalty + 2 Stunt = 15 + 2 Stunt Dice
 
# Dragon Opposed Clinch (Speed 6, +0 Accuracy, +0L, Piercing) +3 Charm +4 Virtue - 1 Wound Penalty + 2 Stunt = 15 + 2 Stunt Dice
 
# Attack roll  11 successes (8,6,6,10,2, 4,6,9,7,3, 10,1,3,4,8, 1,4,9,9,2, 7,3,3)
 
# Attack roll  11 successes (8,6,6,10,2, 4,6,9,7,3, 10,1,3,4,8, 1,4,9,9,2, 7,3,3)
# Attack reroll (N[[/A]])
+
# Attack reroll (N/A)
 
# Opposed roll 3+8 successes (10,6,5,1,7, 4,10,8,4,8, 6,1,4,3,9) = 11 + 4 Stunt Successes (10,10) = 15
 
# Opposed roll 3+8 successes (10,6,5,1,7, 4,10,8,4,8, 6,1,4,3,9) = 11 + 4 Stunt Successes (10,10) = 15
# Defense reroll (N[[/A]])
+
# Defense reroll (N/A)
 
# Base damage 8L
 
# Base damage 8L
 
# Soak 2L
 
# Soak 2L
# Counterattacks (N[[/A]])
+
# Counterattacks (N/A)
 
# Result 2 Health Levels (3,2,9,6,9, 1) + 4 motes for Dragon from stunt.
 
# Result 2 Health Levels (3,2,9,6,9, 1) + 4 motes for Dragon from stunt.
  
Line 445: Line 445:
 
:Or you could make your real characters a Combo using either Reflex Sidestep Technique or Seven Shadow Evasion. - [[IanPrice]]
 
:Or you could make your real characters a Combo using either Reflex Sidestep Technique or Seven Shadow Evasion. - [[IanPrice]]
 
:: If those Charms work against surprise attacks, they're far overpowered (that's a fairly critical bonus in and of itself). That said, if that was the intent, I'll allow it for this fight. I'll give you a one-die stunt for the dodge - go for it. (Note: I got 1 success off my stunt dice.) - [[FrivYeti]]
 
:: If those Charms work against surprise attacks, they're far overpowered (that's a fairly critical bonus in and of itself). That said, if that was the intent, I'll allow it for this fight. I'll give you a one-die stunt for the dodge - go for it. (Note: I got 1 success off my stunt dice.) - [[FrivYeti]]
::: There is no soak in this style at all, that's the reason I intended to have them both act against surprise. The Dodge[[/Counterattack]] I will concede the point on though, having +5 against surprise attacks is probably a bit much, especially in synergy with the other two. So pre-form gets "works against surprise" and the post form doesn't. -- [[Somori]]
+
::: There is no soak in this style at all, that's the reason I intended to have them both act against surprise. The Dodge/Counterattack I will concede the point on though, having +5 against surprise attacks is probably a bit much, especially in synergy with the other two. So pre-form gets "works against surprise" and the post form doesn't. -- [[Somori]]
 
:::: Could you offer a thematic/mechanical reason that the charms would work against surprise? Most defensive charms don't work against surprise, so I'm wondering why yours do. I also think it's silly to have half of the charms in a style work against surprise, while half don't. I would avoid this unless there's some thematic reason. Also, there are martial arts styles that don't even provide defense, so the stylists being too proud to wear armor is their fault, not the style's. If the charms work against surprise, the style probably should not allow the use of armor. ~[[TzalFlameforge]]
 
:::: Could you offer a thematic/mechanical reason that the charms would work against surprise? Most defensive charms don't work against surprise, so I'm wondering why yours do. I also think it's silly to have half of the charms in a style work against surprise, while half don't. I would avoid this unless there's some thematic reason. Also, there are martial arts styles that don't even provide defense, so the stylists being too proud to wear armor is their fault, not the style's. If the charms work against surprise, the style probably should not allow the use of armor. ~[[TzalFlameforge]]
  

Latest revision as of 01:18, 6 April 2010

Trial started: 2006-06-28
Trial completed: {date}

Home: MartialArts/TwiningElementalDragon, "Dragon"

Played by Somori. The Twining Dragon style is based on two levels of emulation of the elemental principles of Creation itself. Masters of the style are always prepared for combat and capable of manipulating the Essence of their opponent. Dragon can capture Essence being spent by his opponent, force him to spend more to activate his charms and directly remove it from their pool.

"Dragon" arrives dressed in a loose gi without any weapons.

Away: FrivYeti/PanicMonkeyStyle, "Monkey"

Played by FrivYeti. The Panic Monkey style is based on controlling your fear and channeling into awe-inspiring displays of ineptitude that nevertheless leave you the only one standing at the end of the fight. Masters of this style are able to act like complete incompetants while disguising their true power.

"Monkey" arrives dressed in simple peasant clothes, holding only a mug of ale (small Improvised Weapon), and looking about in confusion.

Signs

  • The Musician: The fight takes place in Second Edition.
  • The Ship's Wheel: Both characters are casteless Solar Exalts with all three basic Martial Arts Excellencies.
  • The Banner: The fight takes place on a open plain of grass or dirt. Fighters can essentially move an infinite distance laterally and may jump to any height. There is, however, a wind that may effect ranged attacks.

Transcript

Since the highest requirements for any of the style charms used on either side is Essence 3, Martial Arts 5, those values are given to the Essence and MA traits of the fighters.


Combatant: damage, willpower, essence (remaining/committed/total), DV penalty (including mobility and wounds), soak (bashing/lethal/aggravated)
D: --|-----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 43/0/43, DV plty: 0, Soak: 4B/2L/0A
M: --|-----|----|-|-, wp, psnl: 17/0/17, prph: 43/0/43, DV plty: 0, Soak: 4B/2L/0A

Distance: 20 yards

Setup

Dragon stands before Monkey, confidence oozing from every pore. "I understood I was being challenged by a master. Who put you up to this?" Small motes of dust swirl in the wind-tossed air around his head, shining in the burning light of his indeterminable caste mark.

Dragon Declaration: Form activated from peripheral motes.

Monkey blinks, still holding his mug protectively, and yelps. "Ahh! Demon me! No! Fair folk me! Demon faerie!" He tenses as though ready to flee at a moment's notice.

Monkey Declaration: Activating Wings of Panic Resolution with personal motes.
Resolution: Both charms activate. Dragon can now use an information gathering power, basic dodge power, silent clinch enhancer and a hopping defense. He increases his DV by 3 against any attack which is not supplemented by charms and any attacker not using charms on an attack suffers an internal penalty of 3. Monkey gets +1 to his DV during any tick he Move's and applies an external penalty of 3 to any attack targeting him on a tick where he Dash's.
D: --|-----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 38/5/43, DV plty: 0, Soak: 4B/2L/0A
M: --|-----|----|-|-, wp: 7/8, psnl: 13/4/17, prph: 43/0/43, DV plty: 0, Soak: 4B/2L/0A


Dragon slowly shakes his head. His eyes flick over the Monkey, noting the dangerous features and the weakest spots of his opponent. Finally, he shouts indignantly, "Give it up madman, your fear betrays you. Return to your home and I shall not kill you for impugning the honour of my master and my school!

Dragon Declaration: Join Battle!

Monkey considers this, and then shouts in return. "Dragons above, the demon's going to try and kill me!! AAAHHH!!!

Monkey Declaration: Join Battle!
Resolution: Battle is to be joined.
D: --|-----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 38/5/43, DV plty: 0, Soak: 4B/2L/0A
M: --|-----|----|-|-, wp: 7/8, psnl: 13/4/17, prph: 43/0/43, DV plty: 0, Soak: 4B/2L/0A

Join Battle

Monkey begins to scream, already leaping into an all-out panic.

Monkey declares Join Battle using Panic Monkey Form, and automatically gets 0 successes on his Join Battle roll as a result.
M: --|-----|----|-|-, wp: 7/8, psnl: 7/10/17, prph: 43/0/43, DV plty: 0, Soak: 4B/2L/0A

Dragon calmly kicks up some dust, smiling at visions of his coming victory.

Dragon rolls standard Wits + Awareness (6 dice) (5 successes 10,3,3,3,7,10)
D: --|-----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 38/5/43, DV plty: 0, Soak: 4B/2L/0A

Tick 0

Dragon almost winces at the high pitched scream coming from the other creature. He shouts "BE QUIET!", an edge of irritation creeping into his voice. He slowly moves forward, watching the flailing arms and attempting to find a pattern.

Reflexive move action to move closer to Monkey. (4 yards, distance now 16 yards)
Aim action
D: --|-----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 38/5/43, DV plty: -1, Soak: 4B/2L/0A, Next Action 3 (interruptible)

Monkey gapes, gibbering in horror at the annoyed Dragon. He starts running sideways, picking up steam.

M: --|-----|----|-|-, wp: 7/8, psnl: 7/10/17, prph: 43/0/43, DV bonus: +3, Soak: 4B/2L/0A
Reflexive Dash action sideways, holding distance at 16 yards)

Tick 1

Dragon's feet begin to trace a curve along the ground, bringing him slowly closer to the Monkey

Reflexive move action to move closer to Monkey. (4 yards, distance now 12 yards)
Continuing Aim action
D: --|-----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 38/5/43, DV plty: -1, Soak: 4B/2L/0A, Next Action 3 (interruptible)

Monkey moans as he flees, his circle widening. "Can't stop. Yozi will eat me. Can't stop. Yozi will eat me!"

Reflexive Dash action to curve away from Dragon, increasing distance by 5 yards (distance now 17 yards).
M: --|-----|----|-|-, wp: 7/8, psnl: 7/10/17, prph: 43/0/43, DV bonus: +3, Soak: 4B/2L/0A

Tick 2

Dragon stops, his hands at rest in a circular stance. "I have you now. Come to me, so that I might put you out of your misery."

Continuing Aim action, holding on tick 3.
D: --|-----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 38/5/43, DV plty: -1, Soak: 4B/2L/0A, Next Action 3 (interruptible)

Monkey, heedless, continues to run in a large, curving circle.

Dash, etc, yadda yadda. Closing distance back to 16. Spending Tick 3 running sideways.
M: --|-----|----|-|-, wp: 7/8, psnl: 7/10/17, prph: 43/0/43, DV bonus: +3, Soak: 4B/2L/0A

Tick 4

Monkey's arc is slowly carrying him around, although he appears not to have noticed. As he runs full-tilt, his arc continues until, instead of gaining ground from the motionless Dragon, he is losing it.

Monkey is now Dashing forwards, closing the distance to 6 yards. Reaction?
M: --|-----|----|-|-, wp: 7/8, psnl: 7/10/17, prph: 43/0/43, DV bonus: +3, Soak: 4B/2L/0A

Dragon smiles. This pitiful creature had just played into his hands. His hands twisted and pulled back against his body as he began to slowly back-pedal. A light breeze comes from behind Monkey, the air flowing towards Dragon's fists.

Dragon drops the Aim action and activates Whirling Air Drawing Essence for 6 motes.
D: --|-----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 32/5/43, DV plty: -1, Soak: 4B/2L/0A, Next Action 10

Tick 5

Monkey continues to charge at full speed forwards. He is looking behind him intently. "Hey, I think I lost hi...!" Looking back forwards, he sees the other him suddenly looming directly ahead. There is no time to slow down, no time to stop. Instead, he simply crosses his hands in front of him, belting out a loud "AAAAHHHH!!!!!"... and, and the least moment, leaps upwards and slams his foot off of his opponent's head, vaulting over him and continuing his run.

Dragon looks momentarily stunned as this strange creature barrels into his close range and over his head. He manages to keep his cool and siphon off what little essence it used. He ducked like a flame attacked by a punch. It remained to be seen whether he would survive to continue burning or he would be snuffed out by this first attack.

Alright, here we go! Monkey activates Accidental Enemy-Overcoming Blow, and is going to go with a Kick attack regardless of if it succeeds or not. Spending 1 Willpower. 8 successes plus stunt dice, if any. (7,4,7,8,9, 7,10 + WP). Holy crap - Dragon has 8 dice to resist, or else it's an unexpected attack, and his DV is 0. Rolled 6 successes to Kick, beating the 3 DV by 3 for 3 extra dice. That means 10 dice pre-soak. Reaction?
  1. Kick (Speed 5, +3B Damage, -2 Defense) + 2 Stunt Dice
    1. Monkey Charm Accidental Enemy-Overcoming Blow (7 Dice+WP, 8 Successes: 4,7,7,7,8,9,10 + WP)
      1. Dragon Charm effect, Whirling Air Drawing Essence (8 dice, 6 successes: 5,5,6,7,8,9,9,10) Add 2 motes to harnessed pool.
      2. Dragon Resist Unexpected Attack (8 dice, 3 Successes: 1,4,4,4,6,7,8,9)
  2. Defense declaration: Dragon Charm effect, innate Fire Leaping to Fuel 2 motes for +2 DV (+ any stunt bonus)
  3. Attack roll: 6 successes + 1 stunt success = 7 successes.
  4. Attack reroll (N/A)
  5. External penalties: 5 DV (+0 stunt successes)
  6. Defense reroll (N/A)
  7. Base damage (Strength 4 + 3B + 2 successes = 9B.)
  8. Soak (9B - 4B = 5B damage).
  9. Counterattacks (None possible.)
  10. Result: 3 Health Levels of damage (6,6,7,9,9). Monkey recovers 1 WP through stunt.
M: --|-----|----|-|-, wp: 7/8, psnl: 5/10/17, prph: 43/0/43, DV bonus: +2, Soak: 4B/2L/0A, Next Action 10
D: \\|\----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 30/5/43, harnessed 2, DV plty: -1, Soak: 4B/2L/0A, Next Action 10

Ticks 6-9

Having landed a brutal hit, Monkey continues to flee, apparantly not realizing that he vaulted off his foe. He continues to run, curving wildly from side to side.

Monkey Dashes to a distance of 6 yards, and spends until Tick 10 trying to hold that distance.

Dragon feels the blood dripping out of his nose and turns to face the Monkey. "You will not do that a second time. To try again is to invite your death."

Dragon will hold in position, keeping you in view.
M: --|-----|----|-|-, wp: 7/8, psnl: 5/10/17, prph: 43/0/43, DV bonus: +2, Soak: 4B/2L/0A, Next Action 10
D: \\|\----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 30/5/43, harnessed 2, DV plty: -1, Soak: 4B/2L/0A, Next Action 10

Tick 10

Simultaeneous actions, aren't they great. Dragon will be guarding, but I'll describe it once I know what you're doing.

Monkey skids, turning towards Dragon. "Everything is inviting my death! My god, there's death everywhere! Only one chance!" Screwing his eyes tightly shut, he spins, and charges towards Dragon at full speed, screaming at the top of his lungs, arms waving wildly in a grotesque parody of a roundhouse punch... unfortunately, he trips on a rock. Flying through the air, Monkey slams into Dragon...

This may not work, but it's worth a try. Monkey is activating Mobility-Ruining Collision, and spending 3 motes. Dragon has to make a Knockdown check at a -2 external penalty. Whether I attack or not depends on what happens.
Holding the harnessed motes (8 Dice: 2 successes 1,4,8,1,7,4,2,1) succeeded
Reacting to charm activation (8 Dice: 3 successes 10,3,5,5,2,2,9,4) Grabbed 3 motes for harnessed pool.
Making knockdown check (7 dice -2 External: 2 successes 5,10,7,1,1,7,1) Resisted

Bouncing to his feet, Monkey turns and sees Dragon standing right behind him. With a yelp of fright, he somersaults backwards, away from his foe.

Monkey will also declare Guard, on this tick, and back up 4 yards. (Now, can't remember - with Guard, what's the minimum delay before taking another action?) -- 1 tick minimum, so you could act on 11 if you wanted.

Dragon watches the little Monkey come flailing towards him and sidesteps behind the rock. As the pitiful creature trips, Dragon ducks underneath him, gathering the stray flecks of Essence into his hands and spreading it into his anima.

M: --|-----|----|-|-, wp: 7/8, psnl: 5/10/17, prph: 43/0/43, DV bonus: +2, Soak: 4B/2L/0A, Next Action 11
D: \\|\----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 30/5/43, harnessed 5, DV plty: 0, Soak: 4B/2L/0A, Next Action 11

Tick 11

Spinning around again, Monkey blinks, and then leaps forwards, pushing off the rock that he was running towards to flip backwards. Flailing through the air, he leaves his fists dangling below him to attack.

Well, unfortunately half my Charms don't work in this fight, so I'll try a straightforwards two attacks, relying on my defense. *crosses fingers* Going to declare 1st MA Excellency for 1 die each on the two attacks to partially bypass your form.
M: --|-----|----|-|-, wp: 7/8, psnl: 3/10/17, prph: 43/0/43, DV bonus: +3, Soak: 4B/2L/0A, Next Action 16

Dragon reaches out to Monkey, pulling the expended essence towards his chest. His chest dips low and out of Monkey's easy reach while the image of a Greater Dragon in burning golds and oranges coalesces around the combatants, it's coils wrapped in a figure eight. Dragon's two fists swing up, one after the other, scorching the very flow of Essence through the unfortunate Monkey.

Two harnessing rolls, (7 successes 10,7,8,9,9, 1,9) and (8 successes 9,10,7,10,9, 9,3).... what a waste... I'll be using Rising Fire, Burning Essence on both attacks. (So, Dodge DV of 10 against both with the special Essence draining counterattack).
  1. Punch (Speed 5, +1 Accuracy, +0B) +1 Charm - 3 enemy Charm = 5 and 4 dice. DOOM.
    1. Dragon Charm effect, Whirling Air Drawing Essence. Add 2 motes to harnessed pool.
  2. Defense declaration: Dragon Charm effect, Rising Fire, Burning Essence, 8 motes for +5 DV
  3. Attack roll, channeling Conviction on the second attack. First attack: 2 successes (2,2,2,3,4,6,10). Second Attack: 3 successes + stunt (1,2,2,4,5,6,6,8,8,8). No good at all.
    1. Sorry for forgetting, I'd call that a two-dice stunt for your extra dice.
  4. Attack reroll (N/A)
  5. External penalties: DV 10 + 2-die stunt, DV 9 + 2-die stunt
    1. Ehn, I also forgot. Yours is also 2-die; I like the Essence descriptions. :)
  6. Defense reroll (N/A)
  7. Base damage (N/A)
  8. Soak (N/A)
  9. Counterattacks
    1. Counterattack 1
      1. Rising Fire, Burning Essence
      2. Defense declaration
      3. Attack roll: 8 successes + 1 stunt success
      4. Attack reroll
      5. External penalties: DV 9
      6. Defense reroll
      7. Base damage
      8. Soak
      9. Result
    2. Counterattack 2
      1. Rising Fire, Burning Essence
      2. Defense declaration
      3. Attack roll: 6 successes + 1 stunt success
      4. Attack reroll
      5. External penalties: DV 8
      6. Defense reroll
      7. Base damage
      8. Soak
      9. Result
  10. Result: Successful 2-die Stunt for Dragon, taking the Essence.
D: \\|\----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 26/11/43, harnessed 7, DV plty: +2, Soak: 4B/2L/0A, Next Action 13
M: --|-----|----|-|-, wp: 6/8, psnl: 3/10/17, prph: 43/0/43, DV bonus: +3, Soak: 4B/2L/0A, Next Action 16

Tick 13

Dragon watches the Monkey fly over his head, his Totemic Aura reaching out to the sky. He waits again for the pitiful creature to try to attack.

Holding Harnessed Motes (6 successes 3,8,10,7,1, 10,5)
Guard

Tick 16

Dragon still waits.

Holding Harnessed Motes (3 successes 8,1,5,5,7, 1,7)
Guard

Monkey, shaking his head, frowns and looks around, whimpering loudly. After a moment, he starts picking up speed again, looking around in a panicky manner.

Declaring Aim, continuing to Dash to keep a constant 5 yards between Monkey and Dragon.
M: --|-----|----|-|-, wp: 6/8, psnl: 3/10/17, prph: 43/0/43, DV bonus: +3, Soak: 4B/2L/0A, Next Action 17

Tick 19

Dragon still waits.

Holding Harnessed Motes (4 successes 6,7,6,6,10, 9,6)
Guard

Monkey, having considered and watched as Dragon did surprisingly little, decides to keep trying to slam through. Shifting focus, he charges at full speed, screaming wildly, and then brings his fist around in a wild, overhand swing... just as, eyes closed, he hits a rock, somersaults through the air, sends his fist crashing down (ideally) on Dragon's head, and lands behind him looking a bit confused.

Declaring attack, spending First Martial Arts Excellency for 1 mote to bypass the problem. Attack die pool is 11.
M: --|-----|----|-|-, wp: 6/8, psnl: 2/10/17, prph: 43/0/43, DV bonus: +2, Soak: 4B/2L/0A, Next Action 24

Dragon reaches for the incoming fist, his hands coruscating with the Essence of Fire. His feet slide on currents of Elemental flame to take him out of harms way.

Harnessing rolls, (Botch: 1,4,3,6,5,5,5) I'll be using Rising Fire, Burning Essence on the attack. (So, Dodge DV of 10). You also have a two-dice stunt for the tripping and the rock and the painy painy pain.
  1. Punch (Speed 5, +1 Accuracy, +0B) +1 Charm - 3 enemy Charm + 3 Aim + 2 Stunt = 13 dice
    1. Dragon Charm effect, Whirling Air Drawing Essence. Fails.
  2. Defense declaration: Dragon Charm effect, Rising Fire, Burning Essence, 4 motes for +5 DV
  3. Attack roll: First attack: 6 successes
  4. Attack reroll (N/A)
  5. External penalties: DV 10 + 1 die stunt = DV 10
  6. Defense reroll (N/A)
  7. Base damage (N/A)
  8. Soak (N/A)
  9. Counterattacks
    1. Rising Fire, Burning Essence
    2. Defense declaration
    3. Attack roll: 4 Successes
    4. Attack reroll
    5. External penalties: DV 8
    6. Defense reroll
    7. Base damage
    8. Soak
  10. Result: Sweet Bupkiss. Dragon chooses to regain 2 motes from his stunt.

His attack having failed to land, Monkey continues his headlong rush, only realizing after a few moments that his enemy is once again behind him.

Retreating to a distance of 5 yards again.
D: \\|\----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 24/11/43, harnessed 7, DV plty: -1, Soak: 4B/2L/0A, Next Action 20
M: --|-----|----|-|-, wp: 6/8, psnl: 2/10/17, prph: 43/0/43, DV bonus: +2, Soak: 4B/2L/0A, Next Action 24

Tick 20

Dragon's thoughts are confused, this pathetic little creature is continually slipping through his fingers, his Essence too wild to properly harness. He quickly sets himself for an attack and rushes forward, the Dragon of his anima rushes upwards into the sky and back down again engulfing the Monkey in it's giant mouth as Dragon draws his arms round Monkey and begins to squeeze.

Alright, I'd better be attacking... Clinch with +6 dice from First MA Excellency and +3 dice from Water Drowning The Unwary

Note: You have to split your action to Dash if you want to reach Monkey. - FrivYeti
That's fine, I should have checked that one.

As Dragon charges towards him, Monkey yelps, seeing a great monster bearing down on him. "HE'S GONNA EAT ME!!!" Spinning in circles, he starts running directly towards his opponent for a fraction of a second, changes direction, and desperately dives to one side, curling into a flailing ball of limbs in midair as Dragon approaches him.

Using the First MA Excellency for +5 dice.
and a 2 dice stunt as well.
  1. Clinch for Crush (Speed 6, +0 Accuracy, +0B, Piercing) +6 Charm +3 Charm - 1 Wound Penalty - 3 multiple actions + 2 Stunt = 16 Dice
  2. Defense declaration
  3. Attack roll: 13 successes (8,10,7,10,8,8,8,7,6,8, 2,3,4,9,9,4)
  4. Attack reroll (N/A)
  5. External penalties: DV Boost: 2 successes (3,5,8,4,8), DV 10
  6. Defense reroll (N/A)
  7. Base damage 4B
  8. Soak 4B
  9. Counterattacks
  10. Result: 3B damage rolled, no successes. Monkey in Clinch.
D: \\|\----|----|-|-, wp: 8/8, psnl: 17/0/17, prph: 21/11/43, DV plty: -2, Soak: 4B/2L/0A, Next Action 26
M: --|-----|----|-|-, wp: 6/8, psnl: 2/10/17, prph: 43/0/43, DV bonus: +2, Soak: 4B/2L/0A, Next Action 25

Tick 26

The totem Dragon closes it's mouth about the combatants as Dragon squeezes Monkey around his chest. Feeling the poor hapless creature's breath on his face he exhales calming words. "This is for your own good, little one."

Here's hoping I've actually got the clinch mechanics right. On the next clinch roll I'll channel Compassion and drop in 6 dice from MA Overwhelming along with Drowning the Unwary.

Monkey is gasping like a beached fish, his arms flailing and arcing. His anima flares to life, surrounding him in gold, as he beats frantically and silently on his foe.

Monkey will be trying to take control of the clinch and hurt Dragon, hoping he can finish this before running out of Essence. He'll channel Valor and drop 9 dice for First MA Excellency. Whee! (As a note, Dragon should probably be doing Lethal when he succeeds at clinches, since it reduces my soak by 2).

True, but I'd argue against that being compassionate and for Monkey's own good :) -- Somori
  1. Clinch for Crush (Speed 6, +0 Accuracy, +0B, Piercing) +6 Charm +3 Charm +3 Virtue - 1 Wound Penalty + 1 Stunt = 20+1 Dice
  2. Opposed Clinch (Speed 6, +0 Accuracy, +0B, Piercing) +9 Charm + 4 Virtue + 1 Stunt = 22 + 1
  3. Attack: 11 successes (10,7,4,7,7, 2,9,6,3,7, 5,4,2,10,9, 4,4,8,5,4)
    1. Opposed: 7 successes (argh!) (5,5,3,5,4,5,7,10,3,9,1,9,9,1,3,4,8,3,2,3,6,3)
  4. Attack reroll (N/A)
  5. Defense reroll (N/A)
  6. External penalties
  7. Base damage 8B (4 successes + 4 strength)
  8. Soak 4B
  9. Counterattacks
  10. Result: 4 Health Levels (8,9,9,9) -- *grimace* Somori
D: \\|\----|----|-|-, wp: 7/8, psnl: 17/0/17, prph: 15/5/43, DV plty: -2, Soak: 4B/2L/0A, Next Action 32
M: \\|\\---|----|-|-, wp: 5/8, psnl: 2/10/17, prph: 34/0/43, DV bonus: 0, Soak: 4B/2L/0A, Next Action 30

Tick 32

Monkey can feel his ribs aching from the pounding that he is receiving. His lips mouth the phrase 'He's gonna EAT me' over and over as he shifts position, a frenzied attempt to crush his opponent before he, in turn is crushed. His eyes are glazed over as he exerts all the power he possesses.

Trying once again to control the clinch and not die. Spending another 9 motes, because hey, why not. Running low on WP, but I'll channel Valor for one last attempt.

Dragon feels the squirming Monkey in his arms as the pitiful creatures hands glance off the wounds inflicted by the first hit. His eyes harden to narrow points with the reminder of inflicted pain while his anima Dragon begins to coil round both combatants and squeezes.

Here's hoping my luck holds out. Water Drowning the Unwary and 6 motes into Second MA excellency and a Valor channel for me too.
  1. Monkey Clinch for Crush (Speed 6, +0 Accuracy, +0B, Piercing) +9 Charm +4 Virtue - 1 Wound Penalty + 2 Stunt = 23
  2. Dragon Opposed Clinch (Speed 6, +0 Accuracy, +0L, Piercing) +3 Charm +4 Virtue - 1 Wound Penalty + 2 Stunt = 15 + 2 Stunt Dice
  3. Attack roll 11 successes (8,6,6,10,2, 4,6,9,7,3, 10,1,3,4,8, 1,4,9,9,2, 7,3,3)
  4. Attack reroll (N/A)
  5. Opposed roll 3+8 successes (10,6,5,1,7, 4,10,8,4,8, 6,1,4,3,9) = 11 + 4 Stunt Successes (10,10) = 15
  6. Defense reroll (N/A)
  7. Base damage 8L
  8. Soak 2L
  9. Counterattacks (N/A)
  10. Result 2 Health Levels (3,2,9,6,9, 1) + 4 motes for Dragon from stunt.
D: \\|\----|----|-|-, wp: 6/8, psnl: 17/0/17, prph: 11/5/43, DV plty: -1, Soak: 4B/2L/0A, Next Action 38
M: \\|\\---|----|-|-, wp: 5/8, psnl: 2/10/17, prph: 25/0/43, DV bonus: -1, Soak: 4B/2L/0A, Next Action 37

Conclusions

A section for what was learned

Home player

Back to the drawing board I think. The key component of the style doesn't work very efficiently, if at all (mote draining) and the secondary component feels overpowering (clinches). -- Somori

Away player

Observers

Initial Negotiations

My requests for signs are the Musician, the Ships Wheel (ignore caste and using the three MA excellency) and the Banner. That's a fairly boring and simple set, so if you want to mix things up a bit, go ahead. The style was definitely designed for Second Edition though. -- Somori

Those signs actually sound good to me. None of the caste problems of the first match. ;) And Panic Monkey is also a 2nd Ed, style, so all good there. I agree. Say, -1 penalty to ranged attacks due to high wind? I don't think it'll come up, but you never know. - FrivYeti

Let's go with the -1 penalty. I don't think either of us have any ranged attacks though. -- Somori

Improvised Weapons mean never having to say "I have nothing to throw." ;) - FrivYeti

Alright then. I may have to do something about that mug if it gets that dangerous... -- Somori

Comments

My money says Dragon will win. But, I am also broke, so that doesn't say much. Madoka

I've got to admit, that "innate power" ability is pretty scary. But we'll have to see; it depends on if Panic Monkey interlocks properly or not. *evil grin* - FrivYeti
I'm beginning to realise how important combos are. Certain charms really do need the improvement that only an Excellency can bring or Martial Arts Essence Flow. Oh well, lesson learned for next time. -- Somori

Um, I'm not sure you can take an Aim action without first taking a Join Battle action... - Hapushet

Hmm... I'll weigh in once I have a book. In the mean time, perhaps I can make it moot. ;) - FrivYeti

It does seem to be a moot point, but you have to officially be in combat before you can take combat actions. Most relevant quote is pg 141, second paragraph of the page: "Whenever a character wishes to take an action that would precipitate or require combat time, her player declares a Join Battle action. ~TzalFlameforge

Yeah, I should be in combat before trying to Aim, but I was trying to work within the two rounds of setup framework. I'd have been perfectly happy with no setup turns and going straight into Join Battle. Oh well, I'll change it to a JB action. -- Somori
Actually, I changed the setup section a bit prior to the first match to let people declare Join Battle whenever they want, rather than a fixed two setup turns, on the theory that some styles might have an advantage of quick setup time. Not that you can't just do whatever you want to anyway. -- Wordman

Oh, and I've gone with the WW dice roller, if that's not alright with you then let me know and I'll reroll.

WW dice roller is fine by me; however, you seem to have only 5 successes, not 6. (Bad luck on my part, right off the bat...) - FrivYeti
You're right, I changed the difficulty to 0 for some reason. Quite why, I'm not sure. -- Somori
Things I've already learned #1: Panic Monkey Style will work a lot better on tabletop than on PBEM, due to the 'moving every tick' thing. - FrivYeti
I think I'll wait for you to come for me... chasing you around will take all week. -- Somori
Fastforward to Tick 5, then?
Seems you've disappeared... damn, we'd just gotten to the meat of it. Oh well, I wrote Somori/Loneliness while I was waiting -- Somori

If you Monkey rolled 6 successes, and dragon's dv is 3, then isn't it 3 extra successes? Unless I am missing something from a charm power. And what role is it to re-establish surprise when using AEOB? Madoka

Yeah, it might be annoying but I think following the strict order of events, as per the first battle, is a lot clearer with what is going on and who rolled what, when... etc - nikink
Attack rolls are a base difficulty of 1, which means that if you beat DV by 3, you only get 2 extra dice of damage. I probably shouldn't have crunched more than one roll together like that (actually, I definately shouldn't have), but it was done before I stopped to think about it. As far as AEOB goes, it's the same roll as normal to re-establish surprise (Dex + Stealth against Wits + Awareness + 2), except that you don't get penalized for lacking good cover or hiding spots, and it's a reflexive roll instead of an action. I should probably clarify that in the Charm. - FrivYeti
Difficulty 1 doesn't mean you subtract 1 success from the roll.
--DarkWolff
It means that one success is taken up by being successful, though. I'll have to doublecheck when I get home, but I'm pretty sure that the damage boost specifies +1 damage for each success above the difficulty of the attack. - FrivYeti
I'll check when I go to lunch (at work, but happen to have my book with me), but I'm pretty sure it doesn't work the way you suggest. I know for a fact that it didn't in 1e, but it's possible I missed the change in 2e.
--DarkWolff
Exalted 2e page 148: in Step Seven, "If the attack hits, the attacker's player must figure our how deadly it is. First, take the base damage of the weapon (...). Next add the number of successes from the attack roll." It does not say, "the number of extra successes," or "the successes which exceed the difficulty." It says you use all the remaining successes (ie, not subracted by external penalties such as DV) if the attack hits. So, even if the attack difficulty was 10, if you had 11 successes remaining, you'd apply all 11 to damage. - IanPrice
Page 145 suggests otherwise: "If the attack hits, it has a raw damage equal to its base damage (usually Strength + a fixed value for most weapons and unarmed attacks), plus a number of extra dice equal to the successes remaining after step 5." So, in this case 6 sx - 3 DV = 3 sx. Based on this rule, raw damage is base + 3. Note that, using this rule, if you hit at all with a weapon doing a base damage of X, you will always do at least X+1 raw damage. -- Wordman
That's exactly what I was saying... so I agree. - IanPrice
Ah! I read your comment as saying that in this case 6 sx - 3 DV = 3 sx results in a hit, then raw damage is the base + 6 sx from the attack roll. -- Wordman
"(ie, not subtracted by external penalties, such as DV)" - DV isn't difficulty, it's an external penalty. Thus my wording. IanPrice, also a word guy.
Wow, I came here intended to post the same thing. Looks like I was beat to the punch!
--DarkWolff
I've edited the combat flow somewhat, to try to keep things clear. -- Somori

So, I've not explicitly said that my dodge charms work against surprise attacks and according to the book most evasive charms do have that effect. I'm reaching a bit, trying to use the dodge charms, but as far as I can see, all three dodge DV increasers should work the same way and you've accepted the penalty of the Form charm. I think I'm rambling now, point is, I can either hope and pray that you grant me the one stunt dice I'm hoping for, and that it *works* or I have to suffer the pain of surprise attacks at 9 dice of post-soak damage. I'll be editing all those charms to work against surprise attacks later though. -- Somori

Or you could make your real characters a Combo using either Reflex Sidestep Technique or Seven Shadow Evasion. - IanPrice
If those Charms work against surprise attacks, they're far overpowered (that's a fairly critical bonus in and of itself). That said, if that was the intent, I'll allow it for this fight. I'll give you a one-die stunt for the dodge - go for it. (Note: I got 1 success off my stunt dice.) - FrivYeti
There is no soak in this style at all, that's the reason I intended to have them both act against surprise. The Dodge/Counterattack I will concede the point on though, having +5 against surprise attacks is probably a bit much, especially in synergy with the other two. So pre-form gets "works against surprise" and the post form doesn't. -- Somori
Could you offer a thematic/mechanical reason that the charms would work against surprise? Most defensive charms don't work against surprise, so I'm wondering why yours do. I also think it's silly to have half of the charms in a style work against surprise, while half don't. I would avoid this unless there's some thematic reason. Also, there are martial arts styles that don't even provide defense, so the stylists being too proud to wear armor is their fault, not the style's. If the charms work against surprise, the style probably should not allow the use of armor. ~TzalFlameforge

How does Dragon have DV 13? (Dex 4 + Dodge 5 + Essence 3) = DV 6 - Wounds 1 + Charm 5 = DV 10. Am I missing something? - FrivYeti

My wishful thinking.... You're right, it's ten. I must have been only half paying attention -- Somori.
I think this will be the first 2e fight I've been in that breaks twenty seconds. The joys of two defensive folk goin' at it. - FrivYeti
Yeah, I don't think I particularly want a massive counterattack build whenever I play again. -- Somori

Day 20 of this fight and were in the 20th tick.....Madoka

Yeah... Dragon should do something. He's got all these harnessed motes to do something with, and defensive charms to protect him from the DV penalty of his attacks... - IanPrice
Funny you should mention that. I'm now left thinking that I should have put in a marker of what to do with a botch on a harnessing roll as it isn't specified? Lose an amount or all of the harnessed pool? -- Somori
Maybe if you botch a harnessing roll, the Essence must be used before your DV next refreshes as though you'd failed a roll to harness it? - FrivYeti
Sounds like a plan. -- Somori

We are now at less than 1 tick/day....Madoka

I apologize; I'm a slow one, it is true. - FrivYeti

I wonder if I should add a sign that does something like deal a point of damage to both combatants every five ticks or something. -- Wordman

Rising Smoke sign, baby. And it doesn't have to be a burning palace, it could easily take place in the rooftops of of the Demon City while Adjoran The Silent Wind dances amongst the combatants. - TonyC

Your diepool drops one, and your successes go up two? Ow. - FrivYeti

It's worse than that for you... I shouldn't have lost any dice for multiple-action penalties as the Clinch doesn't count for DV or Flurry due to the Form. We'll leave it as it is though, with you not being damaged. -- Somori
Oh, didn't notice the Flurry thing. Um... that's pretty powerful. - FrivYeti
Yeah, it's too much. Especially as I reread the clinch rules earlier. The intention was for one clinch to be covered per turn. I think I'll be toning that down, as it can theoretically allow for grabbing an entire army at once... -- Somori

Somori, very nice combat use of a compassion channel. -- Wordman

Thank you :) -- Somori


Somori, I see in the comments section that you mentioned that the mote draining in the style isn't working well. Does the style drain the other person's motes or simply aborb/harness motes that they have spent? Madoka

The idea was to grab spent motes and use the counterattack to force mote expenditure. The problem seems to be that you are pumping a lot of motes into defending and getting very little back from the counterattack. I think I'll have to limit the Air charm more severely and allow the the Fire charm to be more active.