Silver Obol Member
Anna
IS OFFLINE
Solar
Zenith
20 POSTS & 9 LIKES
|
Post by Impetuous Cinder on Oct 19, 2015 7:38:23 GMT
OOC thread for this.Opponents are Storyteller's Companion newbie Immaculates, since it's 7v1. According to Luke, they were burying their leader, who had a mutual KO with Bells' foster. Ruled that three join immediately, rest follow on tick 10. Stats are as follows: --- 1 Earth SoldierStr 4, Dex 3, Sta 3, Wits 3 Essence: 2 (8/9) Committed 11m - Willpower 6 Awareness 1, Integrity 1, Martial Arts 3, Melee 4, Resistance 3 White Jade Dire Lance Speed: 5m, Acc 9, Dam 9L/2, PDV 5, Rate 2, tags: Th Jade Articulated Plate Soak: 17B/13L/12A Parry DV: 5 - Dodge DV: 1 -0/-1x5/-2x5/-4/Inacp Charms: Excellencies: First Martial Arts, First Melee, First Resistance
Generic Charm Package: Package: All-Encompassing Earth Sense, Auspicious First Meeting Attitude, Effortlessly Rising Flame, Elemental Bolt Attack, Inviolate Dragon Spirit, Language-Learning Ritual, Oath of the Ten-Thousand Dragons, Ox-Body Technique (x3), Ten-Thousand Dragons Fight As One
Martial Artist I: Package: Five-Dragon Blocking Technique, Five-Dragon Claw, Five-Dragon-Force Blow, Five-Dragon Fortitude
Melee Specialist I: Package: Deadly Wildfire Legion, Dragon-Graced Weapon, Threshing Floor Technique
Soldier I: Package: Enfolded in the Dragon’s Wings, Falling Star Maneuver, Hopping Firecracker Evasion, Loyal Weapon, Threshold Warding Stance -- 3 Earth Monks Str 4, Dex 2, Sta 4, Wits 3 Essence: 3 (10/16) Committed 10m - Willpower 7 Awareness 2, Dodge 2, Integrity 3, Martial Arts 4, Melee 1, Resistance 2 Punch: Speed 5, Acc 7, Dam 4B, PDV 4, Rate 3 White Jade Tetsubo: Speed 6, Acc 6, Dam 18B/4, Def 3, Rate 1 Jade Breastplate: Soak 7B/7L Parry DV: 4 - Dodge DV 3 -0/-1x4/-2x4/-4/Incap Charms: Excellencies: First Martial Arts, First Integrity
Generic Charm Package: Package: All-Encompassing Earth Sense, Auspicious First Meeting Attitude, Effortlessly Rising Flame, Elemental Bolt Attack, Inviolate Dragon Spirit, Language-Learning Ritual, Oath of the Ten-Thousand Dragons, Ox-Body Technique (x2), Ten-Thousand Dragons Fight As One
Immaculate Training I (Earth Dragon Style): Package: Earth Dragon Form, Force of the Mountain, Shattering Fist Strike, Stillness of Stone, Stone Dragon’s Skin, Unmoving Mountain Stance -- 3 Air Monks Str 3, Dex 5, Sta 2, Wits 3 Esence: 3 (10/17) Committed 9m - Willpower 7 Awareness 2, Dodge 2, Integrity 3, Martial Arts 4, Melee 1, Resistance 2, Throw 1 Punch Speed 5, Acc 10, Dam 2B, PDV 6, Rate 3 Infinite Jade Chakram Speed 3, Acc 10, Dam 6L/2, Rng 150, Rate 2 Jade Hearthstone Bracers Soak 2B/1L Parry DV: 6 - Dodge DV: 5 -0/-1x4/-2x4/-4/Incap Charms: Excellencies: First Martial Arts, First Integrity
Generic Charm Package: Package: All-Encompassing Earth Sense, Auspicious First Meeting Attitude, Effortlessly Rising Flame, Elemental Bolt Attack, Inviolate Dragon Spirit, Language-Learning Ritual, Oath of the Ten-Thousand Dragons, Ox-Body Technique (x2), Ten-Thousand Dragons Fight As One
Immaculate Training I (Air Dragon Style): Package: Air Dragon Form, Air Dragon’s Sight, Breath-Seizing Technique, Shrouding the Body and Mind, Tornado Offense Technique, Wind Dragon Speed -- I'll be rolling the dice for both sides, since Luke is at work and can't access Invisible Castle from his phone.
|
|
Silver Obol Member
Anna
IS OFFLINE
Solar
Zenith
20 POSTS & 9 LIKES
|
Post by Impetuous Cinder on Oct 19, 2015 7:57:31 GMT
Cinder is spending 12m peripheral to activate her Solar Hero Form and Iron Kettle Body Charms, giving her +15B/15L soak (up to a total of 21B/21L natural), and bringing her anima to "brilliant bonfire" levels. She spent 2m two posts ago to destroy the crap out of some architecture, so her current pool is 16m personal, 12m peripheral.
She's making no violent action yet, and giving the cowards a chance to flee. Unfortunately, they're Immaculates, and don't understand fear.
|
|
Silver Obol Member
Anna
IS OFFLINE
Solar
Zenith
20 POSTS & 9 LIKES
|
Post by Impetuous Cinder on Oct 19, 2015 9:40:09 GMT
Cinder initiates hostilities. Using Orokos because Invisible Castle is down. Cinder: Two sucessesSoldier: Three successes, lucky bastard Air Monk 1: Three successes, this is getting repetitive Air Monk 2: Two successesSoldier and Air 1 act on tick 0. Cinder and Air 2 act on tick 1. -- A Join Battle roll is called for from every participant involved in combat, willing or not, when one person initiates hostilities. Join battle is the "initiative" check for Exalted. All participants roll their Join Battle pool (Wits + Awareness), and the character with the most successes is the "count." They act on tick 0. All other characters subtract their successes from the count, and the result is what tick they act on. In this example, the Earth Aspect dubbed "soldier" scored three successes, making him the count. He acts on tick 0. Cinder, meanwhile, only scored two successes on her Join Battle Roll. 3 - 2 = 1. She will act on tick 1.
|
|
Silver Obol Member
Anna
IS OFFLINE
Solar
Zenith
20 POSTS & 9 LIKES
|
Post by Impetuous Cinder on Oct 19, 2015 10:31:19 GMT
First two DBs declared to be guarding. Will act again on tick 3. -- Guard is an action with speed 3, -0 DV. It's essentially doing nothing while watching people. Not the best choice, but we were strapped for time. Since it's speed 3, both of the Dragon-Blooded who used the guard action on tick 0 will act again on tick 3. 0 + 3 = 3. The lower your action's speed, the better! -- Cinder acts first, out of convenience for Luke who is on his phone and wants to wait until he get home to do excessive combat research. She moves as a reflexive, well within the 36 ft. move speed she has, and declares a flurry of three punch attacks: Attack 1:- Base pool 15 +2 stunt -3 flurry +4 First Excellency (4m, peripheral) = 18 dice - DB declares dodge, Air Dragon Form assumed to be active, Dodge DV 7 - Eight successes- 8 successes - DV 7 = 1 net success, attack hits - Cinder activates Solar Hero Form (1m, personal) doubling bonus successes to 2. Raw damage 11B/2 - 11B - 2B soak = 9B; Two successes. Air DB takes B to -0/-1 -- Lotta things going on here. Click the spoiler. First, Cinder's turn came up and she moved. A basic move is normally just to close distance. It's a reflexive action with speed 3, -0 DV, so it can be used with no penalty at any time.
She then attacked an enemy. First, she declared her action - a flurry, we'll get to that later - and then mathed out her dice pool for her punch. Her pool is Dexterity (4) + Martial Arts (5) + her weapon's accuracy (+3) + any relevant specialties (punching, +3). She takes a penalty for flurrying, with a resultant dice pool of 12. She will roll twelve dice when she attacks.
She also stunted. Almost every post on this board will be the equivalent of a 1-die stunt, simply by merit of being a play-by-post. A 2-die stunt like Cinder performed involves using your environment in the description. In this case, the sonic wave of her punch shaking the dirt beneath her. This gave her two bonus dice on her roll, for a total of 14.
Cinder looked at this dice pool and decided that, even though it was probably enough to hit her enemy, she wanted to strike a telling blow. So she spent 4 motes (4m) of essence on her First Excellency. This netted her one die per mote spent, giving her four additional dice. Excellencies are your main source of extra dice as an Exalt, and the main reason that Exalts are just better at stuff than mortals are. Cinder's first attack has a final die pool of 18.
Her opponent then declares a defense. The Air Immaculate will attempt to dodge. He could have parried with his fist, but his dodge DV is higher.
Cinder rolls her attack. Out of 18 dice, she gets 3, 3, 9, 3, 9, 6, 5, 9, 9, 3, 8, 1, 2, 8, 10, 3, 5, 1. Each number 7 or higher counts as a success. The others are ignored. There are seven numbers 7+ on that list, but one of them is a 10. In most situations, 10's count for two successes. Her attack has eight total successes.
We compare this to the enemy's dodge DV of 7. 8 - 7 = 1, so Cinder hits, and scores one additional success. Since we've hit, we now calculate damage. Cinder's base damage is Strength (4) + weapon damage (5B). The B means bashing, which is largely nonlethal, fitting with Bells' request not to end lives. Her base damage is 9B. She then adds one success because of her accuracy earlier, meaning her raw damage is 10B.
However, Cinder has a special charm active. Solar Hero Form has a secondary effect that allows its user to spend 1m at the damage step to double your excess successes on your attack (1, in this case) for purposes of damage. This means Cinder's final raw damage is 11B. We subtract the enemy's bashing soak, 2B, for a final damage count of 9B.
Then we roll! 1, 2, 9, 1, 9, 6, 2, 4, 2. An unlucky roll, but's enough for this. Two successes means she deals 2 bashing levels of damage to the enemy Air Aspect. If they had a sheet, they'd mark a single \ through their -0 and -1 health levels. They don't, so we'll just have to make a note of it above. Like we did. -- Attack 2:- Base pool: 15 +2 stunt -4 flurry +2 First Excellency (2m, personal) = 15 dice - DB declares parry, buys 4 dice with First MA Excellency (4m, peripheral). Three successes!- Twelve successes! Daaaayum. - Parry DV 6 -1 wound +3 excellency = PDV 8. 12 - 8 = 4 net successes. Attack hits. - Cinder activates Solar Hero Form (1m, personal) doubling bonus successes to 8. Raw damage 17B/2 - 17B - 2B soak = 15B; Nine successes. Air DB takes B to Incap, and is rendered unconscious. -- More big stuff! Once again, we calculate Cinder's attack roll. Here are some new things to take into account. The flurry penalty has been increased. When Cinder started her action, she chose to flurry, which is a fancy word that just means she wanted to do more than one thing in the tick. She wanted to make three punches. In order to do this, she incurs a flurry penalty. Your flurry's penalty is equal to the total number of actions you want to perform - in Cinder's case, three punches means -3 - and increases by -1 for every consecutive action.
Cinder's first punch took a -3 penalty. Her second takes an additional -1, for a total of -4. Add in stunt bonuses and 2 dice from her excellency (They're great!) and she has a total pool of 15.
Why would you flurry? Apart from getting out multiple attacks at once, flurries also have a wonderful benefit called the onslaught penalty. For each subsequent attack that a character blocks from a single source, the DV that blocked that attack is decreased by -1 against future attacks in that flurry. At the moment, this means that the Dragon-Blood's dodge DV is now equal to his parry DV (Dodge 7 - 1 = 6, PDV 6). He chooses to opt out and use that parry for this second attack, because he can use his own excellency to increase his defense.
The DB spends 2m and gets 4 dice to his pool (DBs have smaller pools, so their excellencies are more efficient to compensate). He rolls them and gets three successes! This pumps his parry DV up to a fantastic 9, which should be plenty to deal with Cinder's 15 dice.
But he got cracked in the skull earlier. The Solar's fist in his face made this monk a little loopy. When his first -1 health level was filled with damage, he incurred a -1 penalty on all dice pools and static values called a "wound penalty." Wound penalties are nasty, which is sort of why you should always prioritize defense over offense. The more you get hurt, the easier it is to hurt you. This makes Exalted fights very snowbally. The Dragon-Blood's final DV is 8. PDV 6 - 1 onslaught + 3 excellency - 1 wound penalty.
Cinder gets a lucky roll and hits really hard. The DB would normally need to check for things like knockdown and knockback and stunning with this sort of damage, but it's a moot point. The Solar dealt enough levels of damage to fill his Incapacitated level with bashing. He's knocked out. He won't wake up for three hours. -- Cinder aborts the rest of her Flurry and is supremely satisfied with herself. She'll act again on tick 6. Total motes spent 4m personal, 4m peripheral. Remaining pool: 12m personal, 8m peripheral, 0m overdrive. -- Cinder started a three-action flurry, but her enemy was defeated before the final punch. She decided not to take that punch, partially because it would have been pointless/cowardly to hit an already defeated opponent, and partially to avoid the penalties associated with multiple attacks.
|
|
Silver Obol Member
12 POSTS & 8 LIKES
|
Post by Thoughts of Bells on Oct 19, 2015 17:01:46 GMT
The standing Air Aspect gets her action on this tick. She had activated her Air Dragon Form for 5 Motes at the start of combat, then uses Tornado Offense Technique, spending 9 Motes to get three more attacks without flurry penalties. Her Dexterity (5) + Martial Arts (4) gives her a dice pool of (9). The Accuracy of her weapon is (1) meaning that she attacks with (10) Dice... but Air Dragon Form adds her Martial Arts (4) score to ranged attacks, bringing her total dice rolled to attack to 14. Since she is describing her attack, she gets an additional stunt die - meaning she's rolling 15 dice for her attacks. - First attack: 15d10, 8 successes. Since Cinder's Parry DV is 8, this attack is parried. - Second Attack: 15d10, 5 Successes. Since Cinder's Parry DV is 8, this attack is parried - Third Attack: 15D10, 9 Succeeds. Since Cinder's Parry DV is 8, this attack hit! - Fourth Attack: 15D10, 4 Successes. Since Cinder's Parry DV is 8, this attack is parried. She hit on her third attack, and as such has an extra die of damage. Her Chakram deals a raw (6) Lethal and her Strength (3) damage is added to this along with however many successes her attack got over Cinder's DV - in this case (1). If Cinder had No soak, she would roll the total sum of this as damage - 10 dice - and each success would add a point of damage. Since Cinder has more than enough Soak (21) to take the attack, it deals minimum damage. Minimum Damage for most artifact weapons is 2. - Air Aspect rolls for damage: 2d10: 1 Success, 1 damage. Summary: Air Aspect has spent 14 to attack four times and deal 1 damage, illustrating why there are so goddamned many Terrestrial Exalted. There needs to be.
Bells rolls Join Battle to Join the Battle. Rolls 8 dice at difficulty 3 (meaning she needs 3 successes to join). Success! 3 of them. She joins the battle immediately, before the Air Aspect's second action in this turn. Bells closes in on her opponent and, figuring that her opponent spent a lot of her power on that last flurry of strikes, she should finish her off while she's off-balance or whatever. Her Dex+MA is 10, and she is using kicks - which gain no accuracy bonus. She spends 9 motes for 3 actions using Many-Armed Monkey Style, and opts to use the first one to spend 5M activating her Crystal Chameleon Form for 5 motes - because she has a Martial Arts specialty in it that will give her 3 more dice on each attack. The three other actions are all attacks. Each uses the 10 dice + 3 Specialty (Crystal Chameleon) + 2 (Stunt Die) = 15 Dice. It would be more effective to use her artifact weapon, but she's dealing unarmed, bashing damage deliberately because she's trying to not kill people. First attack: 15d10, 10 Successes. The Monk has a base dodge of 5 - this is at -2 from her flurry last turn, and a +2 for Air Dragon form. So, 5 dice of raw damage added to this attack. -- First attack Damage: 8D10, 1 Success. Bell's Strength (2) plus her Kick's bonus damage (3), are combined with the raw successes of her attack (5), meaning that she'd roll 10d10 bashing damage. However, the Air Aspect has Stamina (2), meaning that two dice are subtracted from Bell's damage. Bells is a weak little ninja, and only gets one level of bashing damage dealt as a result. Second Attack: 15D10, 8 Successes. Accounting for the Air Aspect's Dodge DV, (3) dice of raw damage added to this attack. -- Second attack Damage: 6D10, 1 Success. Bells continues to sissy-slap her opponent, and deals 1 bashing damage. Third Attack: 15d10, 11 Successes. Accounting for Doge DV, 6 dice of raw damage is added to her attack. -- Third attack damage: 9D10, 2 Successes: Bells finishes up her flurry by dealing 2B damage. Note: Due to my sloppy grasp of game mechanics, the second and third attacks would have been eligible for Onslaught penalties to the Air Aspect's DV with each attack, so long as damage was dealt with the attack before them These penalties stack, meaning that the first would have been at -2 due to her flurry, the second would have been at -3, and so on. Not knowing the rules only hurts yourself, so I'm electing not to reroll my attacks and gain a solid advantage. Summary: Bells drops into her Crystal Chameleon Stance, imposing a -2 on all attacks directed at her. She spent 14 motes and dealt 4 damage to the Air Aspect. The Air aspect suffers a -1 wound penalty on everything she does as a result.
Low on motes and panicked, the Air Aspect elects to use another charm on her turn: Breath Seizing Technique. She targets Bells, who is already in melee combat with her, and rolls Strength (3) + Martial Arts (4) + Essence (3) against a difficulty of Bell's Stamina - but she has to succeed on an attack first. Air Aspect Attack: 8D10, 5 Successes. Dex (4)+Martial Arts (5) + Stunt Dice (1) + Fist Accuracy (1) = 11. -2 for Bell's Crystal Chameleon Form, -1 for wound penalties = 8 dice rolled. The attack does not beat Bell's (punching) parry DV of 6, and doesn't connect.
Now it's time for the Earthy Soldier's armor-plated turn. As he has a large amount of motes committed to his artifacts, he can't do as much in the way of flurries like the girls above. He closes on Cinder with the intent to smack her with his jade lance and, if he hits, activate Dragon-Graced weapon. E arth Soldier attack: 10d10, 7 successes. With a total attack pool of 9 and one stunt die, Earth Soldier rolls 10 dice. He does not beat Cinder's parry DV. Onslaught penalties only apply to either individual flurries or coordinated attacks, after all.
|
|
Silver Obol Member
Anna
IS OFFLINE
Solar
Zenith
20 POSTS & 9 LIKES
|
Post by Impetuous Cinder on Oct 20, 2015 2:17:26 GMT
It's important to note at this point that Cinder's PDV would have faced onslaught penalties from the Air Aspect's attack, but I told Luke (as I wasn't home to write at the time) that she was spending 5m to activate her Bulwark Stance charm. This removes all penalties from her DV until her next action, which allowed her to maintain PDV 8 the entire time. Solar defenses are super good. -- Tick 0 - Air 1, Soldier (-0 DV, speed 3) Tick 1 - Cinder (-2 DV, speed 5), Air 2 (-2 DV, speed 3) Tick 2 - Bells (-1 DV, speed 5) Tick 3 - Soldier (-1 DV, speed 5) Tick 4 - Air 2 (-1 DV, speed 5) Tick 5 Tick 6 - Cinder Tick 7 - Bells Tick 8 - Soldier Tick 9 - Air 2 Tick 10 - The rest of the Wyld Hunt joins
After four other characters attack, it's finally Cinder's turn again. This is uncommon. Normally, most actions vary in speed from 4-6. However, one of the characters is an Air Aspect, known for ludicrous attack speed.
--
First, on Cinder's action, she regenerates 4m because of her successful stunt last action. Technically everyone so far who's stunted should have regenerated motes on their next turn, but only three people have spent essence, and one of their DVs hasn't refreshed yet. We'll worry about that later. Cinder performed a 2-die stunt, so she gets 4m.
Additionally, due to a passive Solar charm she bought, Cinder gains motes whenever she takes damage. The Air Aspect delivered a minor cut to her, and so she's got 3m more in her peripheral "overdrive" pool to use. She elects to do so immediately.
Luke's handing control of the NPCs over to me, because work.
On Cinder's turn, she decides to take out the enemy closest to her as quickly as possible. She declares a three-punch flurry, as before. Attack 1: - Base Pool 15 +2 stunt -3 flurry +2 First Excellency (2m, overdrive) +1 Fists of Iron (1m, overdrive) +5 Valor = 22 dice - DB declares parry. We've established that DBs use 1-die stunts. Spends 2m on the First Excellency. - 8 successes. A very unlucky roll. - Parry DV 5 +1 stunt + 1 success = PDV 7. 8 - 7 = 1 net success. Somehow, despite that awful roll, she hits. - Cinder activates Solar Hero Form (1m, personal), doubling net successes. 9 + 2 fists of iron + 2 successes = 13L/2 - 13L - 13L = 2L; One success. Soldier takes 1L to -0.
--
This time, Cinder's doing two new things. She channeled valor on her attack roll. This involves spending a willpower point, after which you add your virtue to your die pool. Normally one would have to justify using that virtue in that situation, but valor is very simple to apply to almost any combat action.
Cinder is also using Fists of Iron, attempting to bash through her enemy's armor with greater force. This increases the attack's accuracy by +1, its damage by +2, and turns its damage lethal. Even though she was dealing bashing with her gauntlets before, this charm supersedes that, and the entire attack is treated as lethal.
Her attack failed to get enough raw damage to penetrate her enemy's soak, so she deals minimum damage. Two dice, one success.
--
Attack 2: - 15 +2 Stunt -4 Flurry +1 Fists of Iron (1m peripheral) +2 First Excellency (2m peripheral) = 16 dice - Soldier declares parry defense. 2m peripheral spent. - 10 successes! Much better. - PDV 5 +1 stunt +1 success -1 onslaught = PDV 6. 10 - 6 = 4 net successes. - Cinder activates Solar Hero Form (1m peripheral), doubling net successes to 8. 9 + 2 fists of iron + 8 accuracy = 19L/2. - 19L - 13L = 6L; Some fucking how, 0 successes. DB takes no damage.
It is possible to deal no damage whatsoever with your attack, even if it hits.
--
Attack 3: - 15 +2 Stunt -5 Flurry +1 Fists of Iron (1m peripheral) +2 First Excellency (2m peripheral) +5 valor = 20 dice - Soldier declares parry defense. It's basically his only option. 2m peripheral spent. - Nine successes. - PDV 5 +1 stunt +0 successes -2 onslaught = PDV 4. 9 - 4 = 5 net successes. - Cinder activates Solar Hero Form (1m peripheral), doubling net successes to 10. 9 + 2 fists of iron + 10 accuracy = 21L/2 - 21L - 13L = 8L; One. Freaking. Success. Tonight is not my night. DB takes L to -1.
--
This tick was not nearly as successful as the last one. I had some very bad rolls, and as a result spent 17m and 2wp to deal 2 damage. At the very least, this is proof that you should never overcommit to an attack. There's no guarantee it'll work.
Cinder has 12m personal, 2m peripheral, 0m overdrive remaining.
Earth Soldier has 8m personal, 1m peripheral remaining.
Cinder will act again on tick 11.
|
|
Silver Obol Member
12 POSTS & 8 LIKES
|
Post by Thoughts of Bells on Oct 22, 2015 4:35:06 GMT
It's Bells' turn. She'd like to finish knocking out the Air Aspect, and focuses herself on that task, spending 3M to get another attack - as she did before. First Attack, 15D10: 10 Successes. The Air Aspect's Parry DV is -1 from her last turn, so 5 Successes worth of damage get through. -- First Attack Damage, 8d10: 3 Successes, 3 Bashing damage dealt. Second Attack, 15D10: 9 Successes. The Air Aspect's DV gets another -1 for Onslaught Penalties, as I dealt damage to her with my first attack this turn. Another 5 get through her Parry. --Second Attack Damage, 8d10: 3 Successes, 3 Bashing damage dealt. The Air aspect is at her -4 health level, one more damage and she's unconscious. Summary: Bells has dealt 6 Bashing damage to her foe, spent 3 motes, and will act again on Tick 7.
The Earth Soldier is in a bind. He's at his best with lots of friends to attack with, but barely holding out solo against a Solar - and only because she's unlucky. He chooses to stand his ground, in the hopes of holding off Cinder until his backup arrives. hoping that his luck (or her lack thereof) will hold out. Earth Soldier, 10d10: 4 Successes. As before, Cinder's defenses are too hard for him to break through. He's in trouble, because...
The Air Aspect knows that if she takes another hit, she's as good as dead. At her only -4 health Level, she recieves a -4 penalty to her defenses, attacks, and more - meaning she's so beaten up, she's as good as useless. Furthermore, she's just about out of motes. There's very little she can do but get gotten this turn. The Air Aspect elects to withdraw from the battle. She has a Perfect Invisibility, but no motes - but Bells doesn't want to hurt a fleeing opponent, and Cinder is slightly busy.
|
|
Silver Obol Member
Anna
IS OFFLINE
Solar
Zenith
20 POSTS & 9 LIKES
|
Post by Impetuous Cinder on Nov 1, 2015 9:17:58 GMT
Current timer: Tick 10 - Wyld Hunt joins; Earth 2, Earth 3, Air 3 Tick 11 - Cinder, Earth 1 Tick 12 - Tick 13 - Earth Soldier Tick 14 - Air 3 Tick 15 - Earth 2, Earth 3 -- Join Battle for Earth monk 1 - Two successes. He will act on tick 11. Earth monk 2 - Five successes. Kinda wasted, since he can't act in a negative tick. He'll act on tick 10. Earth monk 3 - Four successes. Same deal as above. He acts on tick 10. Air monk 3 - Three successes. He acts on tick 10. -- Since Air 2 decided to book it, and Cinder beat the shit out of Air 1 and managed to wound a man that was wearing artifact armor with her bare fists, she's their target. Earth > Earth > Air. Cinder's Bulwark Stance is still active. Solar defense charms are really good. Earth 2, Attack:- Base pool: 7 +1 stunt +4 First Excellency (2m, peripheral) = 12 dice - Cinder declares parry - Six successes. Honestly not expecting these to hit. - PDV 8. 6 - 8 = 0. Attack misses. Good thing, too, because these bastards hurt. Earth 3, Attack:- Base pool: 7 +1 stunt +4 First Excellency (2m, peripheral) = 12 dice - Cinder declares parry - Seven successes. Surprising no one. - PDV 8. 7 - 8 = 0. Attack misses. Alright now the air monk, who has used his own stealth charm. First, we'll check for unexpected attacks. Attacker's Dex+Stealth vs defender's Wits+Awareness. Cinder gets +1 to this pool, due to being actively wary of danger (she's in a freakin' battle, of course she's on the lookout for attacks). Checking the storyteller's companion we find that young Immaculates have Stealth 1. Air 3, Surprise Attack:- Stealth 1 + Dexterity 5 = 6 dice. Four successes.- Wits 3 + Awareness 3 + 1 wary = 7 dice. Also four successes.I cannot find rules for a tie. Luke has told me to assume that defense wins, so we'll go forward assuming that Cinder can apply her DV. Air 3, Attack:- Base pool: 10 +1 stunt +4 Air Dragon Form = 15 dice. - Cinder declares parry - Thirteen successes on fifteen dice. When will I start getting rolls like this? - PDV 8 +1 stunt = 9. 13 - 9 = 4 net successes. Attack hits. - Raw damage 7L/2 + 4 = 11L/2. - 11L - 21L soak = 2L; Two successes. Any day now, I'd like to actually get to hit things. Impetuous Cinder takes L to -1. -- Three other Immaculates over 10 ticks did less to Cinder than one of their friends did. Also Cinder is super pissed right now. Can you blame her?
|
|
Silver Obol Member
Anna
IS OFFLINE
Solar
Zenith
20 POSTS & 9 LIKES
|
Post by Impetuous Cinder on Nov 1, 2015 9:36:56 GMT
Cinder's turn. She regains 4m peripheral from a stunt last action, and 6m overdrive from taking 2L damage. Earth 1 goes first. Attack:- Total 12 dice, as above. These guys are all using the same pool. - Cinder declares parry. Her bulwark stance charm has now run out, and she'll refresh it for 5m overdrive. - One success. At least someone is having worse luck than Cinder. This is seriously the worst roll I've seen ever. - Do I even have to tell you that this is a miss? Cinder's action. She's going to hulk out on that bastard who just cut her. Attack:- Base 15 dice -1 wound penalty +5 valor (third channel of the fight) +2 stunt +9 dice (First Excellency, 7m peripheral, 2m personal) = 30 dice total. This man had best not survive. - Air 3 declares dodge and prays for a miracle. I pray he's wrong. - Nineteen successes. This is why you don't piss off a Solar. - Dodge DV 5 +2 Air Dragon +1 Stunt -1 action = 7. 19 - 7 = 12. - Just for fun, Cinder spends 1m personal to activate Solar Hero Form. Doubling excess successes to 24. Raw damage 33B/2. - 33B - 2B soak = 31B; 12 successes. Air 3 takes B to Incap and L rolls over to -0. Cinder spent 10m this round. She has 11m personal remaining. Her peripheral pool is empty. She will act again on tick 16, Earth 1 will act again on tick 17.
|
|
Silver Obol Member
Anna
IS OFFLINE
Solar
Zenith
20 POSTS & 9 LIKES
|
Post by Impetuous Cinder on Nov 1, 2015 10:33:01 GMT
Current tick chart, per request.
Tick 11 - Cinder, Earth 1 Tick 12 - Bells Tick 13 - Earth Soldier Tick 14 - Air 3 Tick 15 - Earth 2, Earth 3 Tick 16 - Cinder Tick 17 - Earth 1
|
|