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File: Howarts Crossing_9A.png (6.44 MB, 2531x1834)
6.44 MB
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Sq1 | Tzigana
Kn2 | Captain Karl
Sq3 | Sgt. Barnard
Sq4 | Sgt. Vladimir
Sq5 | Bjorn's Bastards
Co6 | Carlsteen
Kn7 | Sir Armstrong
Kn8 | Deacon
EL9 | Kejan
Sq10 | Heli's Heavies
Co11 | Powel
Kn12 | Odvizran

----

The Pytherians are breaking through!
>>
File: CompanyOrders.png (325 KB, 1970x2605)
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We might need more reinforcements.
>>
File: CommandStaff.png (177 KB, 1613x2415)
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With our scant supplies, we might not be able to send more soldiers to the front

perhaps we scavenge more from the field? Or strip the tents ?

>Rooting around the map can uncover extra supplies
>>
File: Convocation.png (106 KB, 1117x1579)
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Put that the energy to use. Shore up the defenses.

Or do I have to do everything myself? Because I /will/
>>
>>1094807
for everybody that's new: This is the character creation sheet.

you can choose to either have a knight, a squad or a practicioner, and then one of the specific types detailed next to it.

the "Customize" bit gives you ALL the boni for one malus, you do not have to pick between the options.

Moves are detailed in the upper right of the sheet.

To move, look at the upper left of the image here >>1094805 - there is a 'compass'. Use those numbers to indicate how you're moving. Example: "6 6" would mean two hexes to the upper left.
>>
>>1094805
Fuck it, move 6, 1


[Odvizran the Bearded], [with Armin, the Squire], [Knight], [Threatening] Rnk1|0XP
Vitality - 12/12, 12/12
Alacrity - 3
Proficiency - 2
Skills -
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Mighty} Shield] 3DR, Front
>>
>>1094817
Command has adjusted the presentation and changed a few features - which makes it more readable, but adjusting Battlefield Parameters while the fight is ongoing is

rank pytherian CHEATING

so we don't do that.

Easier to follow sheet if you SURVIVE to earn it

----

[Pytherians currently acting - check in and adjust in the meantime]
>>
>>1094805
Can we get a link for the last thread?
>>
>>1094824
here's the last one:

>>1039357
>>
>>1094824
. . . Of course. Apologies, Command usually includes it for ease of transfer.

>>1094805
>>1094807
>>1094810
>>1094813
Here's the total archive -
http://suptg.thisisnotatrueending.com/archive.html?searchall=hexcom
(first mission was different setting, feel free to disregard)

Here's the last thread, Howarth's Crossing p1
http://suptg.thisisnotatrueending.com/qstarchive/1039357/

Here's the total archive for skirmish sketch(es)
http://suptg.thisisnotatrueending.com/archive.html?tags=Skirmish%20Sketch
>>
Rolled 54, 31, 10, 91, 98, 18, 82, 55 = 439 (8d100)

>Move 4,3
>Fire at the knights crossing the river.

"Sneaky gits need tah go -home!-"

Type: SQUAD
Level: 1
Specialty: SCOUNDRELS TO A MAN
Vit: 7/7 7/7 7/7 7/7
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
65 [Bows], Crossbow - 5 DMG (ignore Shield], 7 RNG.
40 [Poison]
45 [Traps]
10 [Command]
Leftover XP: 9
>>
>>1094805
How did that guy I kicked into punji pit end up unharmed?
>>
>>1094833
He's standing on a pile of corpses.
It's very unstable grounding.

Command reckons he's not as lucky as he thinks he is.
>>
>>1094805
Karl reporting in, wounded and ready to run.

Also, Command, is one Skulker considered an unit? Just to know if i should tap my oath.

>[Captain Karl], [Knight-Leader]
Vitality 4/14 - DR 2
Alacrity 5
Proficiency 3
>Skills
65 [Melee]
60 [Command]
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Halberd] 7 DMG, 2 RNG
[Shield] - 2 DR, front
>Oaths:
Valor: Tap Valor on downing units for +2 skills (stacks, lasts 1 map) and +1 Vit
>>
>>1094831
Apologies- consider this post a check-in, please.
>>
>>1094805
Vlad and friends is still here to check in!

Name] Vladimir and Co, Engineer Company
[Type] Command Staff
>Main unit becomes sergeant with a command 75( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
>Leadership +10 command, +1 Soldier
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
75 (Bows) Short bows,4 damage 5 RNG
Field Engineer(50)
Dodge(20
*per unit in squad

Drawback: Threatening
Exp(1)
>>
>>1094822
>>1094805


"KEJAN HERE! MY SPELL IS ALMOST READY!"

[Kejan],[Practicioner(Elementalist) Rank 1]

Spell Power: 67 Earth

Vitality - 8
Alacrity - 3
Proficiency - 3
[Regalia] +1 Effect: Stun
Skills:
-[Melee] 30, 3 DMG
-[Study] 55
-[Elementalist] 90, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies

Xp: 1
>>
>>1094851
For the purpose of Oaths, like VALOR one soldier is indeed one unit is one life.

Take down an entire squad on your heroic lonesome, and +6 Skill / +3 Vit is yours.

The trick is living to enjoy it.
>>
Rolled 54, 19, 19 = 92 (3d100)

Flag capture.
>>
>>1094932
fat chance
>>
File: Spoiler Image (674 KB, 609x741)
674 KB
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>>1094805
Barnard's Light Rifle Section is here and ready to miss more shots

[Barnard's Light Rifle Section], [Command Staff]
Vitality - 6/6 6/6 6/6 6/6 6/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 40 DMG 4
[Bows] 60 DMG 4 RNG 5
[Rifles] 51 DMG 6 RNG 6 - [Reload], ½DR, Straight Line, Terror 25
[Command] 60
>>
File: Howarths Crossing_9B.png (6.3 MB, 2531x1834)
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Sq1 | Tzigana
Kn2 | Captain Karl
Sq3 | Sgt. Barnard
Sq4 | Sgt. Vladimir
Sq5 | Bjorn's Bastards
Co6 | Carlsteen
Kn7 | Sir Armstrong
Kn8 | Deacon
EL9 | Kejan
Sq10 | Heli's Heavies
Co11 | Powel
Kn12 | Odvizran
---

[Archtheurge]
Damnatio.

Is this the best the 7th can offer? Is this the height of your vaunted efforts? You are stopped in your tracks by children playing at soldiers and poachers who skulk in the woods, cowering behind derelict barricades and armed with plowshares hastily beat to broken swords!

These aren't the guardians of the Ash Citadel or the shardherds! If you fail me here, what good is your vaunted legion? Palatine Crassus assured me you were up to the task.

You will take this river crossing, or I will leech the vitae from your body and erase this place from the eyes of the archangels!

SIR

/What/

SIR-- ITS--- IT'S THE ROAD! iT---

[Woosh]

>Company to act.
>>
>>1094982
yo, why did >>1094821
not register?
>>
>>1094989
>[Pytherians currently acting - check in and adjust in the meantime]
>>
Rolled 57, 54 = 111 (2d100)

1094982

"Darren! Howland! We'll get yah for this!"

>Move 4,4,3,3,4
>Overwatch towards the barricades.

Type: SQUAD
Level: 1
Specialty: SCOUNDRELS TO A MAN
Vit: 1/7 1/7
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
65 [Bows], Crossbow - 5 DMG (ignore Shield], 7 RNG.
40 [Poison]
45 [Traps]
10 [Command]
Leftover XP: 9
>>
File: Howarths Crossing_10rev1.png (6.31 MB, 2531x1834)
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>>1094989
Well, the record shows your unit did not do much last turn.
---

A quick reaction blocks two incoming projectiles, and one of Bjorn's soldiers is momentarily confused as timelines realign and they did survived something that surely killed them.

. . . Again.
>>
Rolled 62, 71, 47, 6, 36, 61, 94, 84, 21, 85 = 567 (10d100)

>>1094982
>Roll RALLY to shake off fear from NPC's
>Roll Command for NPC's to FIRE AT WILL
>Move 2,2,2,2
>Fire at the guys that throw those things with the remaining rolls

DON'T RUN YOU COWARDS, WE STILL HAVE A CHANCE! EVERYONE GET BEHIND THE WALL!
Name] Vladimir and Co, Engineer Company
[Type] Command Staff
>Main unit becomes sergeant with a command 75( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
>Leadership +10 command, +1 Soldier
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
75 (Bows) Short bows,4 damage 5 RNG
Field Engineer(50)
Dodge(20
*per unit in squad

Drawback: Threatening
Exp(1)
>>
Rolled 19, 29 = 48 (2d100)

>>1095006
>attack [meelee] the knights
>same for my squire


[Odvizran the Bearded], [with Armin, the Squire], [Knight], [Threatening] Rnk1|0XP
Vitality - 12/12, 12/12
Alacrity - 3
Proficiency - 2
Skills -
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Mighty} Shield] 3DR, Front
>>
Rolled 97, 66, 100, 32 = 295 (4d100)

>>1095006
>Sergeant
-[Walk it off!]
-[Command][60] a [volley!]
>Squadies (1,2&3)
-[Reload]
-[Shoot][51+10?] the velites 5666 (probably hitting the other velites, legionaries and commander instead since they are in the way)


[Barnard's Light Rifle Section], [Command Staff]
Vitality - [6*5] 18/30
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 40 DMG 4
[Bows] 60 DMG 4 RNG 5
[Rifles] 51 DMG 6 RNG 6 - [Reload], ½DR, Straight Line, Terror 25
[Command] 60
>>
Rolled 53, 79, 52, 22, 25, 90, 48, 93 = 462 (8d100)

>>1095006
"Protect Carlsteen! Retake the flag! I'll try to give you as much time as I can on this flank!"

>Spend 4 Alacrity on wrestling down both officers to 5
>Spend 2 Prof on stabbing them (Cleave)
>Move 4
>Slash twice at velites to 5 (Cleave)
>Face 6

[Sir Roger Armstrong], [Knight (Art of War), Rank 1]
Vitality 8/12 | DR3
Alacrity 5
Proficiency 4
70 [Melee]
63 [Martial Arts]
[Weaponry] - 6 dmg, [Cleave]
[Shield] - 2 DR, front
[Conviction] - tap at turn start to convert all Alac to +Vit
>>
Rolled 79 (1d100)

>>1094982
>Move 5 5 5
>Apply Arc to spell
>Focus
>Manifest and fire at Archtheurge (NW[6], the one with the star)(elements 90+10)(67 Earth)

"GAIA'S WRATH!"

[Kejan],[Practicioner(Elementalist) Rank 1]

Spell Power: 67 Earth

Vitality - 8
Alacrity - 3
Proficiency - 3
[Regalia] +1 Effect: Stun
Skills:
-[Melee] 30, 3 DMG
-[Study] 55
-[Elementalist] 90, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies

Xp: 1
>>
Rolled 82, 38, 89 = 209 (3d100)

>>1095006
"MEN, FOLLOW MY ORDERS!
REGROUP
ENGAGE
WIN
REPEAT!"
"And give those bastards a painful death!"

>VALOR! x1 [+2 to Command, +1 Vit]

>Order "Rally!" To the fleeing troops [Command 62]
>Attack soldiers on my 5 [Melee 65] [DMG 7/ RNG 2]
>Attack soldiers on my 5 [Melee 65] [DMG 7/ RNG 2]
>Move 2,2,3,3,4

"Medic, to me!

>[Captain Karl], [Knight-Leader]
Vitality 5/14 - DR 2
Alacrity 5
Proficiency 3
>Skills
65 [Melee]
60 [Command] [+2 with Valor]
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Halberd] 7 DMG, 2 RNG
[Shield] - 2 DR, front
>Oaths:
Valor: Tap Valor on downing units for +2 skill (stacks, lasts 1 map) and +1 Vit
>>
Rolled 68, 96, 44, 49, 42, 35, 82 = 416 (7d100)

>>1095006
"Squire, are you done bleeding yet? Squ-...NO!!"
"BLOOD FOR BLOOD, THE ROSE MUST BE SATED, KA MUST BE BALANCED!"

"HILE!"
"YOU, COWARD, FACE ME!"
>Roar a challenge to the officer
>if he accepts and moves up somehow to fight direct attack chain to him with a zeal tap on the first strike

*Incohetent roaring in pain and rage*
>Attack enemies with full proficiency
>Attack enemies with full alacrity for martial arts

Ser Deacon of Eld
Knight of The rose
Vitality 11(9)/13
DR 3
Alacrity 4
Proficiency 3
70 [Melee]
60 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 2DR, front
-Oaths of war-
[Zeal]
>>
Rolled 51, 26, 99, 10, 73, 80 = 339 (6d100)

>>1095006
"Howland? You're back?"
"I dunno, boss. I fink that's still being decided.

>move 4,4,3,3,4
>Shoot twice at the Legionnaires that engaged me.

Type: SQUAD
Level: 1
Specialty: SCOUNDRELS TO A MAN
Vit: 1/7 4/7 4/7
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
65 [Bows], Crossbow - 5 DMG (ignore Shield], 7 RNG.
40 [Poison]
45 [Traps]
10 [Command]
Leftover XP: 9
>>
Rolled 44, 65, 35 = 144 (3d100)

>>1095006
>All units: Focus
>All Units: Shoot the officer saying "Face Me!" Bows 75+5focus-10range

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels], [Rangers], Rnk2|6XP
Vitality - 6/6 6/6 6/6
Alacrity - 5*
Proficiency - 2*
Skills -
40 [Swords], Shortswords, 4Dmg
75 [Bows], Crossbows, 6Dmg, 7Rng, [Ignore Shield DR on Focus]
40 [Poison]
50 [Traps]
75 [Stealth] -Woodland Only
>>
>>1095818
"I have the situation under control here. I believe it would be better to shoot the skulkers on the other side of the river."
>>
>>1094982

>Use 27 power to make a group of Brutes with Lucifogous

[Powel],[Practicioner(Convocant) Rank 1]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 50, 3 DMG
-[Study] 50
-[Convocant]
[Convocant 75], [Abjuration 60], [Use Life] [Summon]

>Power: 27
>>
File: red cloaked.png (95 KB, 193x251)
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95 KB PNG
> Deploy, captured flag (east)
(Do tell me if I should wait for the next scenario to begin!)
=====
[Annice], [Illusionist]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills - Melee 50, Study 50, Illusionist 15
-> +10 per Prof spent casting
-> Targets roll vs Illusion to Disbelieve
-> +10 to +50 for [Plausibility], -10-100 for [Impossibilities]
>>
>>1097543
I appear to have mistaken the blue for the enemy but they were, in fact, my allies! a fantastic start! Now, if only I can induce that confusion onto others, hmm...

Edit:
> Deploy from southern command point.
>>
>>1097543
Reinforcements are always welcome. Less so if they're the red-clad hordes of the enemy--

>>1097761
Oh.

You're certainly welcome!
>>
>>1098182
The red-clad mind mage is, indeed, your friend and will dedicate all efforts to supporting the cause. That the enemy forces take red as their colour, merely coincidence.


That said, I'm not certain that I can turn this tide. Am I correct in assuming that I should wait until the next phase to take action?
>>
File: Howarths Crossing_10A.png (6.32 MB, 2531x1834)
6.32 MB
6.32 MB PNG
Sq1 | Tzigana
Kn2 | Captain Karl
Sq3 | Sgt. Barnard
Sq4 | Sgt. Vladimir
Sq5 | Bjorn's Bastards
Co6 | Carlsteen
Kn7 | Sir Armstrong
Kn8 | Deacon
EL9 | Kejan
Sq10 | Heli's Heavies
Co11 | Powel
Kn12 | Odvizran
Il13 | Annice

--

The Books of Earth instill us with the knowledge the Earth is a noble element. Supportive, stoic - given to patience and unrelenting in its gradual advance and absorption of all those.

Those with the will to wield it achieve great feats of construction, of architecture, of homes built to withstand the ages and shelters that provide shade and succor to the traveller.

And then sometimes

An elementalist finds another use.

[Pytherians to act]
>>
So... should I bring the hurt to them or protect our left flank?

what do the veterans advice?
>>
Nevermind you... seem to have things in hand.

Everything just kinda died, huh?
>>
>>1098885
annice, look at what Deacon is dealing with. Look at the size of those undamaged ballistae. We are NOT out of the fire yet.
>>
>>1098863
I'd say we should try to attack along the right flank and try to get to the theurges and the scorpions.
>>
>>1098894
alright, if I can coordinate with more valiant knaves I will push across the river. Alone, and with threatening, I won't risk it yet though, I don't think.
>>
>>1098885
We have really halted their advance, and the rock our dear elementalist lauched will seal the deal quite nicely.
>>1098863
I suggest you keep going on the right flank. The left one should be dealt with in the next one or two turns.
>>
File: Howarths Crossing_11B.png (6.36 MB, 2531x1833)
6.36 MB
6.36 MB PNG
Sq1 | Tzigana
Kn2 | Captain Karl
>Sq3 | Sgt. Barnard | Downed
Sq4 | Sgt. Vladimir
Sq5 | Bjorn's Bastards
Co6 | Carlsteen
Kn7 | Sir Armstrong
>Kn8 | Deacon | Downed.
EL9 | Kejan
Sq10 | Heli's Heavies
Co11 | Powel
Kn12 | Odvizran

Sgt Vladimir! Ser Deacon!

HOLD DAMMIT

HOLD

THEY'RE ALMOST BROKEN!

[Company to act]
>>
>>1099037
+ Il13 | Annice
>>
>>1099037
okay, so reassesment: Should I still push across?
>>
>>1099037
>Kn7 Ser Armstrong has an excess damage marker of 2 - that North legionaire's strikes still bounce off the shield arc

>he takes 4 damage, not 6
>>
Rolled 99, 53, 58, 100 = 310 (4d100)

>>1099037
"Overwhelm... ME?

Behold the technique that has been passed in the Armstrong family for generations!

Hax Sign [Kill everyone]!"

>-Conviction: +5 Vit
>Start stabbing fools beginning with the one to my 2 and going counterclockwise once the current one is dead
>-Cleave.
>Face 6

[Sir Roger Armstrong], [Knight (Art of War), Rank 1]
Vitality 9/12 | DR3
Alacrity 5
Proficiency 4
70 [Melee]
63 [Martial Arts]
[Weaponry] - 6 dmg, [Cleave]
[Shield] - 2 DR, front
[Conviction] - tap at turn start to convert all Alac to +Vit
>>
>>1099081
Now I'd say it's better to try and hold the left flank
>>
>>1099081
Yes.
We will meet the Pytherians at that opening to our camp, which will also work as a chokepoint.
I am positive 3 of us can handle them.
>>
>>1099037
move 1, 6, attack the knight adjacent if possible.


[Odvizran the Bearded], [with Armin, the Squire], [Knight], [Threatening] Rnk1|0XP
Vitality - 12/12, 12/12
Alacrity - 3
Proficiency - 2
Skills -
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Mighty} Shield] 3DR, Front
>>
>>1099082
Command, if the medic were to heal me, would it be required that i remain near his station for the whole turn?
>>
>>1099147
It'd certainly make his job /easier/. The medicus range is 1, but whether you're around the field station (squares) or you're around the medicus himself matters not.

you do need to end the turn there though.
>>
Rolled 38, 50 = 88 (2d100)

>>1099037
"Kejan! Keep doing what you are doing!"
"Annice! Project the illusion of a barricade where the opening is! It will buy us more time!"
"Medicus! Patch me up!"

>Move 4
>Order "Rally!" to our fleeing soldiers [Command 62]
>Order "Shoot those Skulkers!" to the other soldiers [Command 62]
>Pray to God Almighty, so that we survive this battle
>get healed by the Medicus

>[Captain Karl], [Knight-Leader]
Vitality 5/14 - DR 2
Alacrity 5
Proficiency 3
>Skills
65 [Melee]
60 [Command]
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Halberd] 7 DMG, 2 RNG
[Shield] - 2 DR, front
>Oaths:
Valor: Tap Valor on downing units for +2 skills (stacks, lasts 1 map) and +1 Vit
>>
Guys, your entire left flank is fallen, go do something about it.
>>
>>1099204
you really are a captain. I happily follow you into death.


which seems not so unlikely at the moment.
>>
>>1099037
>>1099204

>Move 1
>Draw Earth
>Draw Earth
>Draw Earth
>Move 2 3

"TIME TO MAKE A MOUNTAIN OUT OF THIS MOLEHILL!"

[Kejan],[Practicioner(Elementalist) Rank 1]

Spell Power: 0

Vitality - 8
Alacrity - 3
Proficiency - 3
[Regalia] +1 Effect: Stun
Skills:
-[Melee] 30, 3 DMG
-[Study] 55
-[Elementalist] 90, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies

Xp: 1
>>
>>1099227
At least we will die in battle, as comrades!

But let's not talk about death right now, we need as many people as is possible. Everyone, remember to play it safe: if there are too many enemies retreat to the barricade. Also, never get surrounded.
Oh, Odvizran, Armstrong, Tzigana, try to make sure that the Arch-theurge is dead and the ballistae are broken if you're not too wounded.
Other than that... Stay alive!

>>1099251
That's the spirit!
>>
>>1099037

>Order brutes to hold left flank and bring any corpses they find.

[Powel],[Practicioner(Convocant) Rank 1]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 50, 3 DMG
-[Study] 50
-[Convocant]
[Convocant 75], [Abjuration 60], [Use Life] [Summon]

>Power: 0
>>
>>1099298
>Order brutes to hold left flank and bring any corpses they find.
can I just say that this is rad as fuck
>>
>>1099262
"You left me! You send help that I needed to the north!"
*Begins dying*
>>
>>1099307
I am sorry, Ghost of Ser Deacon, but you decided to stay there and attack a whole party of Pytherians.
I have already made that unpleasant experience.
>>
>>1099339
That's why you divert reinforcements to support, you fool!
>>
>>1099357
Well... You could've told me... I thought you would have retreated too, honestly.
>>
>>1099037
>Retreat!
>4,4,5,5,5,5,5,4
COMRADES WE NEED A LITTLE HELP HERE!

[Name] Vladimir and Co, Engineer Company
[Type] Command Staff
>Main unit becomes sergeant with a command 75( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
>Leadership +10 command, +1 Soldier
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
75 (Bows) Short bows,4 damage 5 RNG
Field Engineer(50)
Dodge(20
*per unit in squad

Drawback: Threatening
Exp(1)
>>
>>1099298
>get the brutes to drag back any allies they find too
>>
>>1099037
I'd really love Bjorn's bastards to shoot the ninjas
>>
Rolled 36 (1d100)

>>1099118
and in case I can hit, a roll
>>
>>1099384
You told odvrisan:
"We'll have the left flank clear in a turn or two"
I read that as "deacon can hold them, and even win" when I needed support
We needed to hold them where the guns could shoot without worrying about killing our friends with a bullet to the back of the head.

be careful about how you order players around, they aren't required to obey, the way you're ordering them now will leave every squad outside of the camp stuck outside if the left flank falls and the enemies converge onto the camp walls so then they'll be caught between a rock and a hard place with no way to get to camp if this carries on, if they die listening to you they'll be very upset

Protip:walk it off replaces dead squires of knights
>>
Rolled 88 (1d100)

>>1099037
>Kejan: so we might have a boss in second form then, it's an appropriate time for such a twist.

The illusionist agrees! All of that cthonic energy flying about, it would be a shame if an... -accident- were to happen.

> Concentrate (+10)
> Cast (+20): 'The Approach of the Beast'
'"The veil... the veil has been weakened!" the pained and panicked voice of the archtheurge calls out from the dust cloud. He begins to shout a warning but a keening, otherworldly screech, fills the air and drowns out his cries.'
> Concentrate (+10)
=====
[Il13] Annice
[Annice], [Illusionist]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills - Melee 50, Study 50, Illusionist 15
-> +10 per Prof spent casting
-> Targets roll vs Illusion to Disbelieve
-> +10 to +50 for [Plausibility], -10-100 for [Impossibilities]
>>
>>1099437
Well, i told Odvizran that after the turn was done, just before you were downed.
Now i admit, i could have worded that better and i did overestimate us, but i had actually planned to bait the enemy to the chokepoint and then slaughter them there one at a time. I thought you would have seen me retreating and done the same, since you did see what happened when i tried to rush ahead against all those Pytherians by myself.
Other than that, i don't see my "orders" as real orders, i just see them as suggestions. I'm not ordering everyone around, just suggesting what i think would be a good move.
You're all free to act however you wish and suggest different plans, i don't see why anyone should be angry at me.
>>
Rolled 5, 12, 67, 74, 19, 69 = 246 (6d100)

>>1099037
"And yeh thought yeh was HARD!"

>Fire at the Skulkers, starting with the closest ones to me.
>Move 4,5,5,3,4

"MEDIC!"

Type: SQUAD
Level: 1
Specialty: SCOUNDRELS TO A MAN
Vit: 1/7 4/7 4/7
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
65 [Bows], Crossbow - 5 DMG (ignore Shield], 7 RNG.
40 [Poison]
45 [Traps]
10 [Command]
Leftover XP: 9
>>
>>1099498
We cant do the choke point like you were imagining because it would have left the people out on the other side cut off
>>
>>1099670
now you can, as everybody across the river right now is part of a heavily armoured sortier, fit to hit the enemy in the back if needed.
>>
>>1099670
Not if we clear this flank, which i think we can do with Kejan's magic, Powel's brutes and some ranged support.
>>
>>1099711
We didn't have that when you issued those orders.
>>
>>1099706
Tzig isn't fit to do anything
>>
>>1099832
OH FUCK, TZIG'S OUT THERE
>>
Rolled 56, 82 = 138 (2d100)

>>1099037
"Hah, he fell for the old Mud-Dummy trick! Now to execute the next stage of my Brilliant Strategy!"
"I hate you."
>Move 166
>All Units: Stealth
>Unit 1: Set a snare 4, Traps 50
>Rig the snare with sleeping-powder, Poison 40
>Move 65

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels], [Rangers], Rnk2|6XP
Vitality - 6/6 6/6 0/6
Alacrity - 5*
Proficiency - 2*
Skills -
40 [Swords], Shortswords, 4Dmg
75 [Bows], Crossbows, 6Dmg, 7Rng, [Ignore Shield DR on Focus]
40 [Poison]
50 [Traps]
75 [Stealth] -Woodland Only
>>
File: Howarths Crossing_12A.png (6.3 MB, 2531x1834)
6.3 MB
6.3 MB PNG
Sq1 | Tzigana
Kn2 | Captain Karl
>Sq3 | Sgt. Barnard | downed
Sq4 | Sgt. Vladimir
Sq5 | Bjorn's Bastards
Co6 | Carlsteen
Kn7 | Sir Armstrong
>Kn8 | Deacon | downed
EL9 | Kejan
Sq10 | Heli's Heavies
Co11 | Powel
Kn12 | Odvizran
Il13 | Annice
---

we can hold the barricades, we can see them off! their forces are almost broken, their energies spent!

[Pytherians to act]
>>
File: Howarths Crossing_12B.png (6.15 MB, 2531x1834)
6.15 MB
6.15 MB PNG
Sq1 | Tzigana
Kn2 | Captain Karl
>Sq3 | Sgt. Barnard | downed
>Sq4 | Sgt. Vladimir | downed
Sq5 | Bjorn's Bastards
Co6 | Carlsteen
>Kn7 | Sir Armstrong | downed
>Kn8 | Deacon | downed | downed
>EL9 | Kejan
Sq10 | Heli's Heavies
Co11 | Powel
Kn12 | Odvizran
Il13 | Annice
---

we c-can hold

r-right?

[Company to act]
>>
>>1104631
Sq1 | Tzigana
Kn2 | Captain Karl
>Sq3 | Sgt. Barnard | downed
>Sq4 | Sgt. Vladimir| downed
Sq5 | Bjorn's Bastards
>Co6 | Carlsteen | downed
>Kn7 | Sir Armstrong| downed
>Kn8 | Deacon | downed
>EL9 | Kejan | downed
Sq10 | Heli's Heavies
Co11 | Powel
Kn12 | Odvizran
Il13 | Annice
---
>>
Rolled 100, 74 = 174 (2d100)

>>1104631
>Move 5
>All Units: Shoot that officer again, bows75x2
>Move 6
>All Units: Stealth
>Move 566
"Ok, fine, New Plan! Villainous Cur! (I've always wanted to call someone that.)"
"Oh. I like Armstrong. Think he'll make it?"

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels], [Rangers], Rnk2|6XP
Vitality - 6/6 6/6 0/6
Alacrity - 5*
Proficiency - 2*
Skills -
40 [Swords], Shortswords, 4Dmg
75 [Bows], Crossbows, 6Dmg, 7Rng, [Ignore Shield DR on Focus]
40 [Poison]
50 [Traps]
75 [Stealth] -Woodland Only
>>
>>1104631

Both of us will attack the men in front of us. Is sir Armstrong savable in any way?

[Odvizran the Bearded], [with Armin, the Squire], [Knight], [Threatening] Rnk1|0XP
Vitality - 12/12, 6/12
Alacrity - 3
Proficiency - 2
Skills -
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Mighty} Shield] 3DR, Front
>>
Rolled 71, 71 = 142 (2d100)

>>1104665
and unless one is wounded, in which case I spread my attacks, attack one of them with bot
>>
>>1104665
There may yet be a way

But he will not be fond of it
>>
>>1104673
actually, do I have to roll a d100 for each proficiency of each character? Or just 1d100 for each character that attacks?
>>
>>1104680
1d100 per performing soldier per skill

With a squire + 2 prof per soldier = 4d100 total if full attack
>>
Rolled 81, 92 = 173 (2d100)

>>1104666

alright, rolling the other 2.
>>
>>1104689
>>1104666
jesus fucking christ
>>
Rolled 99, 3, 7 = 109 (3d100)

>>1104631

”HOLD THE LINE!”
”SOLDIERS, CONCENTRATE YOUR FIRE!”

>Order all soldiers ”Fire at will!” [Command 62]
>Move 1(turned to my 6)
>Attack enemy on my 1[Melee 65]
>Attack enemy on my 6,1[Melee 65]

>[Captain Karl], [Knight-Leader]
Vitality 14/14 - DR 2
Alacrity 5
Proficiency 3
>Skills
65 [Melee]
60 [Command] (+2 with Valor)
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Halberd] 7 DMG, 2 RNG
[Shield] - 2 DR, front
>Oaths:
Valor: Tap Valor on downing units for +2 skills (stacks, lasts 1 map) and +1 Vit
>>
Rolled 47, 39, 61, 91, 17, 94, 29, 25 = 403 (8d100)

>>1104631

"'S nobody else concer-komce-comc- worried about tha' cloud?"

>Fire at the Legionnaires, from nearest to furthest.

Type: SQUAD
Level: 1
Specialty: SCOUNDRELS TO A MAN
Vit: 7/7 7/7 7/7 7/7
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
65 [Bows], Crossbow - 5 DMG (ignore Shield], 7 RNG.
40 [Poison]
45 [Traps]
10 [Command]
Leftover XP: 9
>>
>>1104631
Is carlsteen not here? can't anybody capture the flag?
>>
>>1104742
Carlsteen is downed
>>
>>1104743
I'm in quite excrutiang amounts of pain.
>>
Rolled 24 (1d100)

>>1099448
>Concentrate(+20)
>Cast (+30): 'Unsteady Ground'
"Spirits of the earth!" the red mage exclaims, drawing a handful of sand from a hidden pocket and throwing it at her feet, "answer my call and protect mel!"

Thick spears of compacted earth force their way out of the earth, forming a solid barrier before the red elementalist. Twisted, hateful faces mark their surfaces.

>Grab Kejan
under the cover of the illusion and pull him towards the healer. Three alacrity and one prof are available to do this but if the prof isn't needed, funnel it into another:
>Concentrate (+10)
>>
>>1104809
[Il13] Annice
[Annice], [Illusionist]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills - Melee 50 (3DMG), Study 50, Illusionist 15
-> +10 per Prof spent casting
-> Targets roll vs Illusion to Disbelieve
-> +10 to +50 for [Plausibility], -10-100 for [Impossibilities]
>>
Rolled 85, 57, 22, 94, 81, 99, 47, 38, 44 = 567 (9d100)

>>1104631
[Name] Heli’s Heavy Infantry [Type] Squad [Veterans of War][Heavies]
Vitality - 10/10 10/10 10/10 [Jaded] DR 2 [Shields]
Alacrity - 4
Proficiency - 3
Skills -
80 (Swords) Blades, 6 damage
65 (Javelins) Javelins, 5 damage 4 RNG,
40 Dirty Tricks,
20 Dodge

>move 6554
>attack surrounding hostiles
>>
File: Howarths Crossing_13A.png (6.08 MB, 2531x1834)
6.08 MB
6.08 MB PNG
Sq1 | Tzigana
Kn2 | Captain Karl
>Sq3 | Sgt. Barnard | downed
>Sq4 | Sgt. Vladimir| downed
Sq5 | Bjorn's Bastards
>Co6 | Carlsteen | downed
>Kn7 | Sir Armstrong| downed
>Kn8 | Deacon | downed
>EL9 | Kejan | downed
Sq10 | Heli's Heavies
Co11 | Powel
Kn12 | Odvizran
Il13 | Annice
---

There's so few left -- and we're almost there. Please keep our troops safe. They can rest soon, whether forever or just a short respite from pain...

[Pytherians to act]
>>
I can't believe it! The Pytherians! They're. . .

They're retreating!

WE DID IT

WE HELD OFF THE 7TH LEGION!

---

Howarth's Crossing defended.

---

Mission XP - 4
Improbable Victory - 2x modifier.

>Hold for 3 turns
>Hold for 6 turns
>Hold for 9 turns
>Hold for 12 (!)
Defeat 1 Scholae
Defeat both Scholae
>Defeat ArchTheurg
Destroy ballistae
prevent ford crossing south
prevent ford crossing east
>Find Twist, The Accidental Blade

+14 XP to those alive to claim it
Those who fell may take ½ (round up) for a new character.

---

Field Supplies - 40
Field Control = 100%
Supplies gained -> 40 * 1 --> +40 (!!!)
Total Supplies = 33 (!!)

---

+6 surviving non-broken archers --> +6 Veterans!
>>
File: EVENT_IMAI_1.png (1.58 MB, 1397x971)
1.58 MB
1.58 MB PNG
[Palatine]
Report

[Archtheurge]
hhrheee. . . hrrr

[Scholae Marcelius]
We attempted Howarth's Crossing, Sir. We were beaten.

[Palatine]
And your men?

[Scholae Marcelius]
These are the survivors. I regrouped all I could fi--

[Palatine]
I exlicitly ordered you to hold until the 3rd and 4th Cohort had crossed north of the ford with rafts. You were to take the position in a pincer movement, and circumvent their defenses. And yet.

[Marcelius]
Y-yes Sir, but Archteurge Benedictus thought their positioned looked vulnerable and ordered us to force the crossing, assured his Arcani could disrupt their formations long enough.

[Palatine]
And where is the craven now?

[Theurge SkitterHeart]
Sir, here. This man, on the stretcher. . .

[Palatine]
This pile of moaning flesh and pus is my Archtheurge Empyreal? He's more wounds than man. Tell me why he still breathes.

[Theurge SkitterHeart]
A confluxive event, Palatine. Benedictus attempted to absorb an enemy evocation, but the energies contained were too much. . . in the doing, he subsumed DarkPaw and DaggerSmile!! Now, he floats between the Material and the Other -- you see his flesh? It's calcified before our eyes.

[Palatine]
And so you lost me the 2nd and 9th Cohort and replaced them with an ugly statue. Soldiers I have served with for a six years and through 3 nations. Tell me exactly what I am to inform the Palatine Princeps and the Senate.

[SkitterHeart]
Palatine! Yes! Your men-- they were cowards! We could have forced the crossing if only they had had the heart! I implore you, let me use their animus to rectifiy their error! If they're too cowardly to fight, what use is their sou--

[Palatine]
ENOUGH.
You and all your DAMNABLE ilk is a plague upon the legion I have sworn to serve! You make a charnel pits of villages and your cleansing fire coils like a cancerous poison around the heart of our republic! I have sworn before the senate and the people of Pyther that I & the 7th would hold Isfelt by high summer, and your CANTRIPS and pleading genuflection toward the Spheres fail me again and again and /again/.

[SkitterHeart]
Sire I--

[Palatine]
Get out of my sight. Take your brainwashed, shadowskulking childkillers with you. Marcelius. Veritnor.

[Scholae]
Sir!

[Palatine]
Mobilize everything. And send a messenger informing the Palatine Princeps and the Senate that Archtheurge Benedict died of wounds sustained in battle. SkitterHeart, before you skulk off. Make yourself useful and get this mewling pile of rocks and organs out of my sight. Bury his 'magnificence' in an unmarked grave.

And then you can have the pleasure of killing every fourth person in your *personal* retinue for failing me. As the only surviving Theurge, sole responsibility of a foiled magical assault falls to you.

[SkitterHeart]
!!!!!

[Palatine]
Or would you prefer I had you crucified? My soldiers are blameless when their orders are in vain. You can throw your own pet monsters away. I'm done spending soldiers.
>>
>>1105162
this is fucking great worldbuilding, wow
>>
Great fun as always, Command.
Requesting the level-up graphic.
>>
can somebody post the leveling up sheet?
>>
Sgt. Vladimier
>Grand Project - fully improve on site fortifications. +3 XP
>Trench Heart - Construted fortifications effectively withstand or deflect enemy artillery. +2 XP.

Sgt Barnard
>Bulk Discount - Down more units than volley has shots. +2 XP
>Shock & Awe - Cause unit to rout off battefield with Terror weapon. +1 XP

Sir Armstrong
>One Sword, One Army - Down entire enemy section with melee when first encountering them. +2 XP
>I Am The Blade - Defeat above >10 units in single combat. +5 XP.

Sq Tzigana
>Snare & Pitfall - cause >5 casualties with single trap. +5 [Traps]

Sq Bjorn
>Snare & Pitfall - cause >5 casualties with single trap. +5 [Traps]

El Kejan
>A Big Enough Rock - Spend >60 Energy on single spell vs single target. +2 XP

Il Annice
>And For My Next Trick! TERROR! - Cause >5 units to rout with single illusion

Captain Karl
>Leader Of Men - Command allies to defeat >3 enemy soldiers in single turn. +3 [Command]
>Rally Round, Boys - Shake off ally fear with [Command]. +1 XP

Kn Deacon
>It Belongs In A Musuem! - Locate artefact. +3 XP.

---

Bounty Xp carries to new unit, if dead. ½ rate, round up.
>>
>>1105156
"You left me to die you fuc-...."
>>
File: Advancement_V2.png (145 KB, 1970x2362)
145 KB
145 KB PNG
And enjoy the spoils of war.
You've earned it.
>Thanks for playing!

---

This setback will force the Pytherians to re-organize. We will have to consider our options now. They will try the river again, and with due preperation. Palatine Crassus is nothing if not persistent and careful in equal measure.

We can leave our defenses here, and help guide the refuges and stragglers further towards Isfelt. This will protect the civilians, and allow us to reconnect with the rest of the Vanadiar Army. What little of it may remain, if any. We will have to cross through the Isvind Forest expanse, along the winding road there. But the Pytherians will snap at our heels as we go, and in the dark reaches of Isvind, rangers report stirrings of brigands and what's worse.

We can also hold here, and wait for the Pytherians to try again. It will leave the civilians defenseless as they march but buys them time. Isvind Forest isn't known for being particularly easy to travel through, and given the size of the column it's a tempting target for oppertunists looking to profit from war and misery. It's also unlikely the Pytherians will be as reckless a second time.
>>
>>1105312
For rolling up a new character, the exp we get to us is the exp from the last character+ the exp we got here in the battle cut in half right?
>>
>>1105312
>>1105312
XP: 14

Level Up: -10XP
+1 Squire
Regalia: +1 DR to shield
Oath: Conviction

>[Odvizran the Bearded], [with Armin and Perigrin, the Squires], [Knight ], [Threatening] Rnk2|4XP
Vitality - 12/12, 12/12, 12/12
Alacrity - 3
Proficiency - 2
>Skills
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Indomitable} Shield] 4DR, Front
>Oaths:
Conviction: Tap to gain Vit = Alac
>>
File: Elementalism.png (59 KB, 1117x1936)
59 KB
59 KB PNG
Also, you've sort of earned this one by now.

>>1105332
Yes.

½ (14 + [Bonus]), round up.
>>
>>1105375
So do we get the xp from the last character or not?
>>
>>1105388
Command does not follow.

Mission reward is 14 Xp total. If you are alive, you get 14.

If you are not alive, you are dead.

If you are dead, you get 14 / 2 to a new character OR *

If you had an award, you get +xp.

If the award goes to a dead character, you can claim it at ½ value just like mission XP.

For a fresh recruit that amounts to 7 xp + customization option + ½bonus.

---

XP can be freely traded between characters too.
You can cannibalize supplies for +XP, at 5 supplies = +1 XP, but this usually not a good idea.

---

*
If Carlsteen gets her slippery hands on you, she can re-animate you by binding you back to this plane. This requires vitae from sources, but the field is littered in supplies and it requires a whole corpse, but no one was killed in suffciently explosive manner to deter Carlsteen.

To do that, pay the BloodPrice of 3 statpoints, 3 Supplies (from pool) and roll 1d10.

ReBound are officially dead, and garnish ½ total mission XP from this operation but do otherwise . . . perpetuate their existence at full values (sans the blood price). And the XP can be used to re-train lost stats.
>>
>>1105431
Alright, so if we want to revive we gotta use 3 supplys, 3 Stat points like skill points for weapons and such? And roll a d10. Does this also mean we get permanent half exp from future battles also?
>>
"Master Kejan! I will avenge you!"

[Alistair Legweak], [Elementalist, Rank 1]
Vitality 8/8
Alacrity 3
Proficiency 3
[Regalia]: [Penetrating]
81 [Elementalist]
50 [Melee], 3 dmg
55 [Study]
[Threatening]
[Arc]: 1 Prof to make spell arc
[WorldWhisperer]: Draw with Alac at 1/2 effect
>>
>>1105373
may I get a visual indicator on my indomitable shield?

only if it's not too much hassle.
>>
>>1105221
Il Annice
>TERROR! gives +3 XP
>>
>>1105466
No. I assure you, the Process only mostly scrambles the nervous system and your humors for this battle.

In the future, all shall be well. Albeit you may notice a predilection and preference towards eating your food raw.
>>
>>1105312
so personally I would like to help the civilians as much as possible, and use the time afforded to us by Pytherian reorganization (Crassus is very careful afterall) to give a helping hand to our ailing popoulus.

On the other hand, we have SO. MANY. SUPPLIES. we could make Howarth's Crossing an actual castle. it would be dope.

What do you guys say?
>>
Rolled 9 (1d10)

>>1105515
Very well, I'd like to revive so I can make more great walls even after death. Although being sorta zombies cant be that bad right?....
>>
File: HOWART_EVENT_1.png (1.36 MB, 1143x845)
1.36 MB
1.36 MB PNG
>>1105486
Shiny.

>>1105466
3 stat points aren't quite skill points. Carlsteen apologies about the vagaries of the process.

>>1105536
Not even a little.
Just try not to stay too long in the sun.

[9]
- Glacies
>Icicle spike
>from the eye of a star

1 Vit generates 1 point of Glacies.
>>
>>1105585
holy.
fucking.

YES
>>
>>1105585
>Icicle spike
>from the eye of a star

Mind if I ask what these are before I adjust my new stats?
>>
>>1105156
"Ser Deacon has gone to the clearing?
"Surely if he made a stand it was important."

The knight scans the camp, his face a mixture of sadness and barely checked wrath

"Who let him die, I wonder."

>Spawn a martial arts knight with 9xp
>Attempt to claim twist
>>
File: EVENT_IMAI_2.png (524 KB, 1016x707)
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>>1105617
Some difficulty presents itself with your endeavour.
>>
>>1105605
>A qoute from A Dry, Quiet War.
>http://www.infinityplus.co.uk/stories/quietwar.htm
>>It has no stat influence.
>[Glacies] is simply a fragmented attunement to a cold, different place... and the constant sensation of never quite being warm enough.
>>
>>1105156
>>1105482
"Oh? You are Kejan's apprentice? I am Ten, Ten of the Deep East and your master was my friend. Tell me, how did he die?

>Spawn a new character, inherit Kejan's xp (7+1 = 8)
>take [Threatening] in exchange for [Arc]

[Ten of the Deep East],[Practicioner(Elementalist)]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 75, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies

-[Threatening]: Attracts sharp pointy objects to body

Xp: 8
>>
>>1105651
you get all the positives if you take threatening.
>>
>>1105641
Command, i dont quite get the rules for spending XP on Vit.
From what i understand, we have to spend our current Vit in XP to get another point, right?
But for knights it says that it is halved.
What i dont get is WHAT is halved. Is it the XP we have to spend, or the Vit we gain?
>>
>>1105628
Tch
>Attempt to sack 5supply for an single xp
>>
>>1105651
"He was stabbed by some Pytherian bastard while preparing to finish off an Archtheurge. Though I heard the Archtheurge didn't make it regardless."
>>
>>1105671
Don't worry, we shot the previous clerk and replaced him. It's easier to understand going forward.

What you do is you pay XP = your current Vit.

You have 6 VIT. You pay 6 XP. You now have 7 VIT.

As a [KNIGHT] you are [BULKY] and train easily. Any VIT increase for you is ½ (round down. XP carry over is the only case where you round up).

So for you you'd pay XP = ½VIT. 6 XP,. Then you get +1 VIT, and go to 13.

This is both you and your squires.
>>
>>1105686
*as in - a single +VIT carries over across the entire unit, so every soldier in it gets +1 VIT.

you don't have to pay 24 XP to level up an entire squad section.
>>
>>1105657
is that so? updating sheet then.

>+10 Elementalist
>Gain Dodge 20

[Ten of the Deep East],[Practicioner(Elementalist)]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Threatening]: Attracts sharp pointy objects and other dangerous things to body
-[Dodge] 20
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 85, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies
>>
>>1105686
alright, thanks command.
Level up coming shortly.
In the meantime, let us celebrate our victory!
Lads, come around the fire, sing and drink your worries away!
>>
>>1105708
I will sit with you and drink. But what is the plan now? Will we construct a castle at the crossing, or will we escort the civilians through the dark?
>>
>>1105482
Respeccing a bit due to new information

[Alistair Legweak], [Elementalist, Rank 1]
Vitality 8/8
Alacrity 3
Proficiency 3
[Regalia]: Casting (Earth)
91 [Elementalist]
50 [Melee], 3 dmg
55 [Study]
20 [Dodge]
[Threatening]
[Arc]: 1 Prof to make spell arc
[WorldWhisperer]: Draw with Alac at 1/2 effect
>>
>>1105718
Pytherians are good engineers. If we give them time, they'll just establish a crossing in another place. I vote for escorting civilians.
>>
>>1105727
I think this is the moral choice.


But building a castle.

That is the one that would make us immortal.
>>
>>1105585
Why is it so cold comrades.....

>Gained 10 exp from the battle cut in half putting my total to 11
>Lost 3 vit as per revive 3 stat point loss
>Used 7 EXP to put my vit back at 5
>Used 4 exp to put field Engineer to 54

[Name] Vladimir and Co, Engineer Company
[Type] Command Staff
>Main unit becomes sergeant with a command 75( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
>Leadership +10 command, +1 Soldier
Vitality - 5*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
75 (Bows) Short bows,4 damage 5 RNG
Field Engineer(54)
Dodge(20
*per unit in squad

Drawbacks: Threatening
- Glacies
>Icicle spike
>from the eye of a star
Exp(0)
>>
>>1105742
Come Vladimir, sit with us.

Not to close, mind. You eminate a freezing cold and your scent is... unappealing.

What do you think we should do next?
>>
>>1105156

18 XP!
>Get +1 Vit (-7 XP)
And that will be it, actually.
>Remaining XP:11

>[Captain Karl], [Knight-Leader]
>Vitality 15/15 - DR 2
>Alacrity 5
>Proficiency 3
>>Skills
>65 [Melee]
>60 [Command]
>Friendly NPCs can be ordered around using Command.
>>Orders:
>"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
>"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
>"To me!" The NPCs will follow you
>"Fire at will! The NPCs will attack enemies on sight
>Other commands can be tried
>>Equipment:
>[Halberd] 7 DMG, 2 RNG
>[Shield] - 2 DR, front
>>Oaths:
>Valor: Tap Valor on downing units for +2 skills (stacks, lasts 1 map) and +1 Vit

>>1105732
While my soul tells me to stay and fight, my mind makes me worry about the fate of the civillians, if we do not escort them.
On one hand, if we stay here we could have a chance at weakening the Pytherian forces even further.
On the other hand, i do not know if we are prepared for such a feat, and leaving the civilians to themselves could be catastrophic.
We could divide our forces and send some men to defend the villagers while we stay here and fight, but with the Pytherians having time to prepare i do not think we would stand a chance, even with a castle.
Maybe we should use our supplies to build fast and resistant carriages, to quickly bring the civilians through the forest.
>>1105742
Come and warm yourself by the fire, brother.
>>
>>1105747
We should avenge see Deacon, while you fools repent for leaving him for dead
>>
Type: SQUAD
Level: 2
Specialty: SCOUNDRELS TO A MAN
Vit: 7/7 7/7 7/7 7/7 7/7
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
87 [Bows], Crossbow - 5 DMG (ignore Shield], 7 RNG.
40 [Poison]
45 [Traps]
20 [Command]
Leftover XP: 0

LEVEL UP:
Command +10
Soldier +10
Bows +5(x2)
Bows +12
>>
>>1105747
>>1105782
We need to leave this accursed place. We dont have the manpower to survive another attack, let alone one with artillery. We need to trap the road to at the very least slow them down.... Is this fire an illusion? I dont quite seem to be able to feel it.
>>1105692
Command, do we still have those rifles from before? I'd much prefer not needing to get close to fire on the enemy and have another repeat of this.
>>
>>1105431
+14 XP (battle complete!)
+03 XP (TERROR!)

-10 XP (rank up!)
+5 Study, +5 Skill, [Regalia]: [Glamors+10], [DreamFilcher]
- 2 XP -> giving away
----
5 XP banked.

New Sheet:
[Annice], [Illusionist]
Vitality - 8
Alacrity - 3
Proficiency - 3
Regalia (- [Glamour Specialist +10]
Skills - Melee 50 (3DMG), Study 55, Illusionist 20
-> +10 per Prof spent casting
-> Targets roll vs Illusion to Disbelieve
-> +10 to +50 for [Plausibility], -10-100 for [Impossibilities]
-> [DreamFilch]: (Tap) Next illusion affects only one target but is twice as effective. Illusion can deal DMG.
>>
>>1105843
Yes... You are right, Vladimir.
I vote for leaving too.
>>
>>1105843
seems it's a pretty clear decision then.

We'll be doing the right thing instead of the glorious one.

Suits me.
>>
>>1105851
Oh? Giving away some of your power? May I have it then? I'm very close to another step towards understanding the world.
>>
>>1105885
>>1105851
ditto
>>
>>1105885
Let me share some of what I have learned on my travels, then, perhaps it will help you in reaching new enlightenment. (up to +2 transferred)

>>1105897
I will share my stories with you, ser, but I'm afraid that you might not be able to draw much from them. (+ XP that Ten doesn't take)
>>
>>1105931
don't sweat it, if it's bellow 2 XP I can't use it yet anyways. thanks though
>>
>>1105948
I have a couple XP to spare, if you want.
>>
>>1105312
>>1105221
>With the skill from sacking supply level up
Upgrade :+5 skill melee, +1dr,+squire, [valor]

Stats should be


Ser Artor of Eld
Knight of The rose
Vitality 12/12
DR 3
Alacrity 4
Proficiency 3
65 [Melee]
65 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 2DR, front
-Oaths of war-
[Zeal]
[Squire]
>>
>>1105958
if you could lend me 2, I'll pay you back if you want!
>>
>>1105931
You have my thanks, share with me of what you learned and I will return the favor later on.

>Receive 2 xp
>Total: 10xp
>Spend 10 to Rank up
>Regalia: +1 Casting: Earth
>+5 to study and Elementalist
>Learn [WorldNodes] 3 Prof spawns a [Node], which accumulates Energy passively.


Final Sheet

[Ten of the Deep East],[Practicioner(Elementalist) Rank 1]
Vitality - 8
Alacrity - 3
Proficiency - 3
Regalia: +1 Casting: Earth
Skills:
-[Threatening]: Attracts sharp pointy objects and other dangerous things to body
-[Dodge] 20
-[Melee] 30, 3 DMG
-[Study] 55
-[Elementalist] 90, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies
=[WorldNodes] 3 Prof spawns a [Node], which accumulates Energy passively.

Xp: 0
>>
>>1105971
take them, i got 11 anyway.
gotta save up for the next level.
>>
>>1106003
aaaaawesome

Thank you, my captain!

update with a vit upgrade:

4XP
+2XP
= 6XP
Vit+1= -6XP

>[Odvizran the Bearded], [with Armin and Perigrin, the Squires], [Knight ], [Threatening] Rnk2|0XP
Vitality - 13/13, 13/13, 13/13
Alacrity - 3
Proficiency - 2
>Skills
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Indomitable} Shield] 4DR, Front
>Oaths:
Conviction: Tap to gain Vit = Alac
>>
Rolled 74 (1d100)

>get revived
>Sack three vit

Ser Deacon of Eld, Knight of The rose
Vitality 12/12
DR 3
Alacrity 4
Proficiency 3
[Command]
80[Melee]
75[Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 2DR, front
[Dodge]20
-Oaths of war-
[Zeal]
[Squire]

>Take threatening for plus 10skills, dodge 20, [command] skill
>Buy back a vit
XP:3


Does this look correct?
>>
Rolled 6 (1d10)

>>1105431
rolling a zombie
-3hp
>>
we're spending all our supplys on zombies
>>
>>1105156
>>1105221
>14+6=20xp
>Snare & Pitfall: +5 [Traps]
>Rank Up, -20xp
>- +5 [Traps], +5 [Bows]
>- [Harassers] Doctrine

>>1105312
"Brigands in the forest? Well, let's go offer them a job, hm?"
"Ahaha! My Master Plan was 100% success! Come, we shall hold this crossing for eternity!"
"I'm surrounded by lunatics. We're going to head towards the castle."

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels], [Rangers], [Harassers], Rnk3|0XP
Vitality - 6/6 6/6 6/6
Alacrity - 5*
Proficiency - 2*
Skills -
40 [Swords], Shortswords, 4Dmg
80 [Bows], Crossbows, 6Dmg, 7Rng, [+1Dmg and Ignore Shield DR on Focus]
40 [Poison]
60 [Traps]
75 [Stealth] -Woodland Only
>>
>>1105828
>Snare and Pitfall - +5 Traps.

My bad, I missed this the first time.
>>
>>1105851
>>1105431
I have meditated on it and have decided to follow an alternative path, if it is still open.
+ +1 Alacrity (5XP+1 from Supply)
= change perk from [Dreamfilcher] to [Solid Iron]
------
banked XP 0
=====
New-New Sheet
[Il13] Annice
[Annice], [with Lonny, Apprentice] [Illusionist | 2] Rnk2|0XP
Vitality - 8/8
DR - 5 [Art of War]
Alacrity - 5
Proficiency - 4
Regalia - [Glamor Specialist+10]
Skills - Martial Arts 60 (5DMG), Study 55, Melee 50 (5DMG), Dodge 20, Illusionist 20
-> +10 per Prof spent casting (inferior to Focus action)
-> Targets roll vs Illusion to Disbelieve
-> +10 to +50 for [Plausibility], -10-100 for [Impossibilities]
-> [Art of War]

=====

"It was my intention to bid farewell and exit here, but I have found a student of incredible talent among those that you guard. My master, rest his soul, would never forgive me for passing up such an opportunity. It is unusual for one to take an apprentice so early, but I can pass on the teachings of my master, at least. However, he will not join me with his family so vulnerable, and so I shall be accompanying you to Isfelt.

"In the meantime, I have some ideas to throw off the brigands and delay the Pytherians, should they persue. I will get started immediately."
>>
>>1108511
Something is a little off, here.

Dr 5? An apprentice? Prof 4? Alacrity 5? Martial 60?

Command isn't entirely sure how you have accomplished any of that, three of which on an illusionist is impossible.

Rank up + 1 alacrity ( 18 xp total cost )
+5 study
+5 mag-skill
+1 regalia ( to glamor )
Solid Iron - +2 melee dmg, dodge 20, martial arts 50
Art of war - free engagement, martial arts on alacrity
Xp to alacrity+1

Where's the excess 145 xp to get +1 prof, +1 alac, +1 buddy, +5 DR and +10 martial coming from?
>>
>>1109671
Command, is there any way of getting supplies outside of scenarios?
>>
>>1105674
-5 Supply

>>1105536
-3 supply

>>1106088
-3 supply
[7]
>Tabidus
Spend 1 Vit to generate 1 point of Tabidus
>"The world is not what it is and you can bend it. Break it, if you try".

>>1106337
-3 Supply
[6]
Empyreal
1 Vit to generate 1 point of Empyreal Fire
"We bind you in sunlight, and call you with the campfire of comrades. It may work. . . but why the ashen after taste and the gentle hint of sulphur?"

>>1108511
-5 Supply

--

33
-19 Supply
14 Supplies.

>>1109724
If we are reconnected with other Vanadiar forces may allow us to use their baggage trains, and there are towns on our way we can scavenge. We will also recieve more war material if we tie ourselves into the supply lines of the war effort. But that again requires reconnecting with High Command.

Captain Albrecht was the man to see for all of this, but he died in defense of Imai and his knowledge of the fallback plans should Fort Valor be taken were lost with him in our retreat. While Convocant Carlsteen allows us knowledge of the Other and can alleviate some of our battle burdens, a logistical genius she is not.

We recieve a passive amount of supplies from all our forage and from what we can scavenge from the field, too, but this is only sporadic at best.
>>
>>1109793
goddamnit everything in this game is so tite
>>
We will abandon Howarth's Crossing and hustle to catch up with the civilian baggage train.

The Pytherians will be slow in the coming, but when they do they will fall like a hammer blow on our defenses and so we must not tarry.

In Isvind, we may connect with the tattered remnants of the East Army. The forest expanses have provided a place of shelter and succor for generations of rebels, brigands and deserters. It remains to be seen what state the broken remnants of the army is in when we get there.

Perhaps they have news. Overall authority without it falls to us, since we do know the current status of general Gereanis or any of her staff. Albrecht would have known, but if he was the only officer to escape from Fort Valor then... Then we must simply hope that we can organize an effective defense and prevent the Pytherians from rolling up our entire eastern flank more than they already have.

Sgt's Vladimir, Barnard - organize the soldiers for march.

As acting captain, Karl has command.
>>
>>1106020
one last respec: I will get a more altruistic oath.

>[Odvizran the Bearded], [with Armin and Perigrin, the Squires], [Knight ], [Threatening] Rnk2|0XP
Vitality - 13/13, 13/13, 13/13
Alacrity - 3
Proficiency - 2
>Skills
70[Melee],
20[Dodge]
[Weaponry], 6Dmg
[{Indomitable} Shield] 4DR, Front
>Oaths:
Protection: Tap to give DR to another character
>>
>>1105843
Yes.

Sigilshooters
>[Rifle] skill (or ½ best ranged)
>Req [Reload]
>6 RNG, 6 DMG vs ½DR, Straight Line, Terror 25
>Tinkering uses 1 prof to add +1rng or +1dmg (stacks, increases misfire by 1)
>Misfire >98

Are you sure you wish to continue as a rifle section? While the sigilshooters are deadly weapons - Pytherian victories across multiple fronts assure us of that - we aren't commonly trained in their use here in Vanadiar.

You would have to spend some TIME and EXPERIENCE learning how to functionally work as StormCorps before the weapons really reach the apex of their efficacy
>Which is to say just about 15 XP converts to StormCorps
>>
>>1108511
>>1109671
Command was doing some parameter testing and caught an unintended consequence here.

Solid Iron allows an illusionist to understudy Martial Arts, which allows them off-hand attacks.

However, as DMG = DR, it means you'd have to spend your entire allotment of Regalia to constantly upgrade DR, and ultimately the effect is neglible.

Knights get innate armor and shields, and can find better equipment.

---

**Please convert [Martials Arts] to [Duelist] going forward. I've amended my own papers.**

With Duelist, you can attack with base melee damage with Alacrity

so long as you are only using 1 single-handed weapon. It also means your bonus from Solid Iron goes into and boosts your pick, and you can regalia further to upgrade your weaponry or you can pick up a better blade.

In your specific case, that'd be 5 melee damage delivered off of Alacrity. Same functionality as Martial Arts, except limited to your mainhand weapon what-ever that so may be.
>>
>>1109834
Don't mind me, just fixing a formatting issue.

>[Odvizran the Bearded], [with Armin and Perigrin, the Squires], [Knight ], [Threatening] Rnk2|0XP
>Vitality - 13/13, 13/13, 13/13
>Alacrity - 3
>Proficiency - 2
>DR 2
>>Skills
>70[Melee],
>20[Dodge]
>[Weaponry], 6Dmg
>[{Indomitable} Shield] 4DR, Front
>>Oaths:
>Protection: Tap to give DR to another character
>>
[Il13] Annice
[Annice], [Illusionist] Rnk2|0XP
Vitality - 8
>DR - 0
Alacrity - 4
Proficiency - 3
Regalia - [Glamor Specialist+10]
Skills - Study 55, Melee 50 (5DMG), Illusionist 20
> +10 per Prof spent casting (inferior to Focus action)
> Targets roll vs Illusion to Disbelieve
> +10 to +50 for [Plausibility], -10-100 for [Impossibilities]
Duelist 50 (3/5DMG), Dodge 20
> Alacrity can be used to strike, fight and otherwise attack.
> So long as you have a free hand, apply the Solid Iron bonus to these attacks.
> New Regalia Options (upgrade weapon, as: KNIGHT)
> Free engagement attacks
> Free intercept attacks
[Illusionist Tricks]
> R1: [Solid Iron]
> R2: [LOCKED]
>>
As I understand it, Field Engineer is required to create siege engines, while Artillerist is required to provide accurate target designation for off-map siege engines.

If one were to take a Field Engineer Specialist with their next level up and build a siege engine, how would the effects of their fire be calculated? Would [Siege] be 1/2 best ranged weapon skill, like [Rifles]? Or would an Artillerist be required, and use their best ranged skill?
>>
>>1110134
A combination.

A Field Engineer could build the engines and even man them, but they'd fire them at ½ their Engineering skill. This goes some way to explaining the lacking accuracy of the Scorpions the Legionares leveraged towards you. They may build the machines, but they aren't as proficent in their final use.

An Artillerist can man engines and fire them at full skill and the Artillerists themselves allow [Supply] to be dedicated to off-map engines pre-built and manned by volunteers. You sight in their fire, using your prof and skill to give a [Fire Support] order that executes the following phase.

A FIeld Engineer and an Artilerist working together would allow allow the engineer to build engines and the artillerist to man them at full skill.

An Engineer + Artillerist in the same package can do both.
>>
>>1109865
So I'd need to gain 15 exp before I can effectively use them? Very well, I'll wait until later then.
>>
>>1110194
or you could coordinate with others.
>>
>>1110194
the guns go bang on their own, sergeant.

But until you really master their secrets, they're really louder, more impressive bows that bunch through amor and not the kind of instrument of murder that makes gods of any diciplined quintet of troopers.
>>
>>1110076
Had to leave pretty soon after posting this, switch [Glamor] for [Visual Illusion], if it's not too late.
>>
File: Howarths_EVENT_2.png (6.23 MB, 2528x1834)
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[Palatine]
Are the 3rd and 4th ready?

[Scholae Veritnor]
Sir! Messengers say they're in position at the feeding tributaries.

[Palatine]
Thank you, Scholae. You may do the honors.

[Scholar Veritnor]
FIELD CORPS! On my signal!
>>
File: Howart_EVENT_3.jpg (1.33 MB, 5623x4073)
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[Palatine]
So, SkitterHeart. Do it. Bring the fortifications to ruin.

[SkitterHeart]
S-sire! You know as well as I that a river flows, and it carries with it the Cycle. My capacity cannot breach the river. Not even the grandmasters could. I'm s-sorry, Sire, but what you ask! The river is insurmountable!

[Palatine]
The Howarth is a mighty river.

[SkitterHeart]
YES! It's not ME who is at fault! I c-cannot reshape the world into something it should not be! The river has barred us, and we cannot--

[Palatine]
I want you to remember this, SkitterHeart. When you tell your smoke-addled superiors in their stargazing chambers that the Legion can be twisted and bent to your purpose. At the end of your report and you weaseling your way up another little arcane secret in your mysticisist pecking order...

[SkitterHeart]
Sire? I never would n-never tarnish your magnimonious exuberance with false-tongue wor--

[Palatine]
When you do make that report, SkitterHeart, be sure to mention that I - and the 7th with me - think it's due time we return to Pyther after years of long, foreign service. My soldiers long to see the city of their birth again.

Scholare Veritnor. at your pleasure.

[Scholae Veritnor]
Signal Flags! Red! Red!

Sir! 3rd Cohort reports success! 4th Signals.... success!

LEGION!
ADVANCE
>>
>>1110451
wat
>>
>>1110475
Retreating was a good idea.
Very good idea.
>>
>>1110483
I'm not the only one that sees the GIANT MECHA TANKS then?


also this type of exposition is fucking genius, I have to steal it
>>
>>1110475
That's a lot of people to kill, huh.
>>
>>1110487
It is. And it actually makes the world more interesting. For once, i actually care about what's happening.
>>
File: Event_IMAI_FINAL.png (280 KB, 487x483)
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https://www.youtube.com/watch?v=jT5DpbvobxI
-

We'll be marching on to Isvind Forest next.

>Thanks for playing, as always
>https://twitter.com/CompanyCommQM - I'll post when the next map is ready(ish)
>As always any suggestions / ideas / such is welcome
>thread converts to war-room, make yer plans for fighting of the legion / surviving / such
>>
>>1110538
We'll certainly need the advantage of terrain to defeat this force. A narrow gorge or a mountain path would be ideal, but a trail through a dense forest can work too.
>>
>>1110538
>>1110556

What I'm concerned about are the bandits and whether there are any nasty monsters or abominations slumbering in the forest. Are there any local tales about this place that we should know?
>>
>>1110570
I am somewhat wondering if we can't get the bandits to support the cause to protect the land they call home?
>>
Lessons we learned from Howarth's crossing;

1. Unsupported knights die.
2. Squads in close combat die, with the exception of Heavies.
3. Fighting asymmetrically is always to our advantage.
4. Defensive preparation is vital.
5. Gank the Mage.
6. Area of Effect attacks are godly.
7. First Aid skills directly influence sustained lethality.
>>
>>1110625
8. coordinate, coordinate, coordinate. Especially when you assume you'll get backup.
9. keep at least a token force of goons at the flag
>>
>>1111065
10. Make your action chain as clear as possible. The moe crystals melted my heart, but I had really intended to make a wall out of them.
>>
>>1111130
Always plan for what will happen if you fail all your rolls.
>>
>>1110625
Suggestions:
examine the map, look for:
-allies that are alone
-groups of allies that are outnumbered
-places where the enemy is advancing on an undefended/underdefended flank.
-Gaps in our lines/theirs that can be exploited or need to be plugged.

If you see an opportunity to flank an enemy/deal a telling blow in some way, announce it to the others and take it.

If you have a stroke of genius or a cunning plan, say so.

If you need help with something, say so, link directly to an ally and ask for help from them.

Ask questions when things are unclear.

Don't be afraid to challenge suggested courses of action, this keeps one or two people's bad call from destroying the whole group.

The current GM has been running games like these for a good while, in nearly(probably) all of his systems there has been a HUGE potential for improvisation, a paranormal swat agent ripping a wood chunk from a coffin to stake a vampire has happened, try to interact with your surroundings, if you feel something is off or something cool may be hidden, throw some alacrity and a dice roll at it to see if you find something.


USE YOUR OWN INITIATIVE, USE YOUR OWN BRAINPOWER.
>>
>>1110538
We can't allow the siege engines that flattened Fort Valor to get in range of the city, thousands of lives would be lost. Under an invisibility glamor we might be able to send a force in to sabotage but it's risky.

Without explosives, our best bet (if we did decide to attack) is probably to get at their pilots somehow.

Malice might work as landmines, they should be able to hear yes? You said that they denature in sunlight, Carlsteen? What if they were buried under loose earth or sheets of hardened mud? Our elementalists should be more than capable of digging a few of those.
>>
>>1111304
That will preserve them, for a while. But malice isn't the sort of thing that lingers in place, willingly. It needs to destroy.

Still, some a few furrows and a few furies and the pressure of a stomping leg would cause the little dears to activate.
>>
File: BrokenBatPhase.png (109 KB, 263x287)
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>>1111253
It wasn't a very good bat, but it served.
>>
>>1111304
"Tha' sounds like a good way to die. No reason we coul'nt lay a proper ambush for 'em, though. Pick a spot with lots o' trees and a narrow path, let fly at the killy ones 'nd set fire to the rest. Be a job for a small band; a pair o' you mages and some lads who know a tree from a tank'rd. Come quick, run quick, hopef'lly leave more of them dead than us."
>>
>>1111374
>>1111304
I say we go after the blasted garnish of the beasts. Take out as many of the legionaires in hit and run, and they'll have large siege engines with no buffer to protect them once they reach the walls.

On the other hand if we focus all our efforts on destroying the contraptions while being batted on by Pytherian filth, we might perish without even penetrating the iron monster's thick hides.
>>
>>1111398
"A man ben'th a wall has nothin' to do but wish he was on it. And die, o' course. I've been on the wrong side of tha' fight many a time, m'lord- take it from me. If we've any sort o' camp to fall back on, destroyin' those stomper-things'll win the day for us."
>>
>>1111447
>If we've any sort o' camp to fall back on, destroyin' those stomper-things'll win the day for us.

"If, and if again then, Bjorn. If we manage to find a protective shelter before the enemy catches up with us, and if we can destroy the engines before we get cut down by its plentiful escort. Big ifs, both."
>>
>>1111315
Those siege engines, how do they move? If we could get at their fuel supply, then that's just as good as destroying them outright.
>>
>>1111469
A possible avenue.

The Pytherians guard their bonded pilots well. Getting at them is a challenge, but you're right that doing so would deplete the fuel source of the sigilcraft.
>>
>>1111461

"Has your armor made yeh craven, Sir Knight? Or has that shield yeh carry saved yeh once too many times, made yeh think too highly o' yourself? What yeh suj'est is slaughter, fo' us as well as them. I cannae cut down enough o' them sandal-wearin' brutes to make a difference, and neither can yeh. We strike quick, we topple the metal beasts, and we run. Sell your armor once it's done, buy yourself a small farm, somewhere's quiet, get yeh a tavern wench and sure a few whelps. Tha's the honorable thing. It's a bastards sort o' honor, but honor all th' same."

[[OOC: We are an outnumbered, outgunned, outmatched and overwhelmed force with the home-field advantage. They have more men and more materiel than us, with easy access to more. Our strength relies in piecemeal engagements that trade our lives for high-value targets. Night raids on bases and depots, ambushes against siege engines and officers. Unless we know for a fact that there is a superior force to link up with capable of engaging in pitched battle, it doesn't make sense to attempt to eliminate their infantry. In my opinion, anyway.]]
>>
>>1111483
We should send out heralds to the countryside as we march, espousing propaganda about how we are on a savior mission, asking for valuable resources and strong bodies in exchange for protection, we should form any vulunteers into a militia.
It should go without saying that we should up our sentries, send out rangers in a wide picket as we march to have advanced warnings, and take measures to prevent infiltrators getting into our camp through the guise of being peasants.

Since we've already invested in helping the common folk, we should have them help us as well, this should bring in a supply flow and fresh (if ill-trained) armed bodies constantly.

We can call it something nice, like the militia of the Rose.
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>>1111623
What makes you think we have the speed to do raids? We have no horses, little in the way of skirmisher, and our best fighters-the knights- are about as subtle as a punch to the face.
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>>1111653
>>1111483
When I say should I mean 'we need to'
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I've revised my ideas and agree with Ser Deacon, we don't have the speed to make attacks directly.

The black mages can strip energy from the forest and send it back towards the army as figments. The Spitespawn can be hidden in the foliage, Malice in pits dug by the Elementalist.

Further the Elementalist can try to destroy the road and forest soil with water, churning it into mud and creating pits and trenches as well. He can try creating sprites to attack the army, concealing them as with the figments; A powerful fire sprite might be able to melt through one of the engines or cook the pilot, earth break a leg off of one -- we don't know how powerful they can be.

Of course, anything that we do, they can repay in kind. Myself, I can create fogs and distortions to confuse and conceal.
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Since we lack speed(escorting a civilian baggage train is not fast) we can't slow down to do hit and run fights, since we're so slow, we need to take measures to slow the army chasing us down as well.

Our outlying scout pickets need to be well manned, as the odds are that once word gets out that we're marching and trying to build our strength the legions will send out skirmishers ahead of us to disrupt and slow us down. With good forewarning we can walk into a fight and break through, since skirmishers are always lightly armed by nature, rather than walk into a set ambush and be halted while the legions catch up and pincer us.


For now we have no manpower to engage in daring raids, so we must bide our time and build our strength, even then, we're being chased by an army, not a ragtag group of bandits, a stand would likely break us, if we hope to live we'd be best served marching to our allies.

Maybe when word gets out that we're marching, stragglers and survivors of battles with the legion will find us.
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>>1094817
Reading through. Are there any rules for Ice/Cold and Water for Convocation?
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Could I use my regalia bonus to make my summons follow more complex commands? Or give a bonus to drawing life?
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>>1094817
>>1112261
>More questions!
Given the lack of details on magic, is this system supposed to be intuited based on real life elemental interactions?
Can you give some examples of what average difficulty manipulation would be?
My primary interest is in elementalist but with illusionists, is it possible to build momentum towards less plausible events by incrementally building on previously successful illusions?
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>>1112573
The magic of the GM's games have always been very 'loose', opened to free interpretation, and it's still magic, so the reality defying generically laws are usually in place.

So basically that means you can try anything withing a certain field, you wanna be a pyromancer? You can try anything you can think up involving fire, the difficulty is locked, however, so doing something as simple as making your fingertips an improvised match is as challenging as vomiting a stream of fire like a dragon, base difficulty is 75(roll under) so you have a 3/4 chance of success, rolling a NAT100 is always a failure, regardless of modifiers(unless you get something that exempts you)


I have no idea how to make illusionist work, however, and even looking at that section makes my eyes hurt.


If you're looking to join please read:>>1111253
It's written on observations of what I saw the new guys to skirmishing seemed to be lacking in during this fight.

If ever in doubt, remember:"Don't just sit there! DO SOMETHING. Even if it's wrong"
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>>1112261
Yes. And a few others. But how to learn them? Glacies is... hard to bring to bear.

>>1112571
Directly control them ( be within 2x alac )
Yes.

>>1112573
Yes.
Average = illusion + 20.
Yes.
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>>1112621
I'm interested in molecular agitation and entropy for a wider scale of hot and cold.

>>1112622
>Glacies is... hard to bring to bear.
I assume that if I steal heat directly from the environment and exhaust the finite supply, I can't create a patch of cold or ice.

>But how to learn them?
So the only elements available is fire and darkness. There's no light?
Is illusion limited to visual elements or is there sound, smell, and touch?
How many people can be affected by illusion?
Is there some kind of stat to reference area and range limitations?

>Average = illusion + 20.
I was hoping for something elementalist related that gives an idea of power range so I don't end up casting shit that's too difficult or throwing underpowered hot garbage.
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>>1112678
>Molecular agitation
>Not making fire magically hotter, or ice magically colder
You seem to be over thinking things bub.
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>>1112691
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>>1112717
What?
Are you saying I'm a troll?
Elaborate.
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>>1111623
>Night raids on bases and depots, ambushes against siege engines and officers.

This is exactly what I suggested, sans the attack on the siege engines - because that's NOT fast. Consider how this system works, we'l make dents before we kill the thing.

What I'm saying is, go after squishier targets, and then when the enemy is weakened attack the siege engines (maybe again in hit and runs) together with the main force.
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>>1112981
We're hauling a civilian baggage train, we can't maneuver at all
See:>>1111653
>>1112031


If we didn't vote to catch up with the civilians this would be an option, but we did.
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>>1112989
I'm aware. If you follow the post chain, this is a discussion on how to take out the siege engines in regards to when it'll happen, not our next steps.

You really don't have to comment on everything you know, sometimes it's good to just read.
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>>1113005
I comment on what I feel is important to comment on, you'll notice my commentary is pretty sparse up until right at this juncture, and then it's still far from commenting on everything(so you can keep that advise, thank you)

While it's nice to plan ahead about how to destroy those bastard machines, it's useless to plan a step where we'll likely have DRASTICALLY altered resources/Intel/ and weapons when we come to it.
Who knows what we'll have in a thread or two, cannons? Monster minions? Maybe we'll be dead?
Let's hash out the /now/ as there seems to be precious little discussion regarding that, eh?
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>>1112678
Elementalist manipulation and Convocations are easier to measure than Illusions. There's no true average, since their Effect derives directly from the Power, it's intuitive how powerful your ultimate manipulations are. 8 points of Earth will strike someone for 8 points of injury.

If you wish to strike every area in a large zone, you'd equivalent energy for every target - striking 8 targets for 8 Earth would require 64 Earth.

Or study a [Shape] that accomodates you, like the old favorite of Blast.

--

Empyreal we commonly percieve as Fire, but that remains a limition of fallible human senses. Empyreal is Light too, and thunder, and shock, and force and fury. It distills to that shape which is easier to conceptualize of, and for most, that is Fire.

It is possible to train yourself to utilize a different facet of the same influence.
>But that's where [Casting] comes in.

Illusions directly influence the perception of reality for every onlooker. They bend light and sound in the world as is. They're not figments of imagination input into someone's mind. Commonly you would require Sound to make it more convincing, and paired illusionists can be used for long form communication if both trick the other into hearing a proper message.

An illusion thus exists independently in the world, and it affects everyone who can see it.
>Which means they all get to disblieve. Covering the entire map in one casting is in fact possible, but you're not going to pass 140 checks vs level of power.

Since most would be unable to fool all people, all the time, scaling Tricks to only interact with smaller areas is the common practice. People are more readily accepting of that which doesn't jar their personal sense of reality too much.

Illusions are also static, and the world changes. If it changes too much, it shrugs off the veil.

--

Elementalist Magic is sympathetic. You don't move energy from one spot to another, you align yourself with that which is already there. Amassing 120 Earth-E does not weaken the structure of Earth around you, and amasssing 240 Airas won't make someone unable to breathe. Pulling in more Fire to achieve Cold somewhere is unfortunately impossible - it'd only make you warmer.

Convocations transmute animus into specific effects as an offering to a variety of icons in the Other. In truth, there is no fire - and there is no darkness and there is no light, there's the momentary influence of something Else on our world, given a beacon by the outpouring of sacrifice. To get Glacies, or Tabidus, or Interitio you would need the sigil for the attention you seek. I won't share mine, so old books or madness might be your best attempt.

Or study under a Pytherian Theurge.

All they do is steal from the world.
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>>1110605
Perhaps. Some of them are likely former soldiers in a new line of work.

>>1111304
Explosives and blackpowder will do it, if we have enough.

The pilots themselves.

>>1111374
>>1111398
>>1111447
>>1111461
>>1111623
There are other soldiers around than you lot. While peace and order is preserved here, harassers and rangers can be sent. Simply dedicate supplies and soldiers to do so.

They might slow down the enemy then. If not slow, certainly make them worry about easy march.

As vaunted as the Pytherian forced march stamina is, their colums are delectable targets. Their night-camps less so, since they insist on stringing out a pearlbead of new forts when they bed down. Plus, maybe we'll find a few pockets of broken volunteers not yet given over to banditry.

>>1111653
We have and we are. Which is why our civilian train grows by the minute, and the scant supplies we have can be used to arm archers and volunteers from every tiny hamlet here till Isfelt.

There's no hidden surge of manpower out there to call upon - either they were with the East Army and got flattened along with our border forts, they're here now - or they're in hiding too deep to find. We reach Isfelt, we reach the hopeful remnants of High Command and the reinforcements from the West Army

The best we may do is dispatch messengers to other Named Companies and see if they'll take the job to provide mercenary comfort to our troops... Our purses are a bit thin at the moment, however. And the Pytherians likely outbid us.

>>1112981
We should be able to form up a few small groups of saboteurs. Their supply cost is as listed, and we have a good 30 veterans who swear they can help.

They'd be unable to assist in the next battle if they're dispersed throughout the country-side though, and with local superiority of Pytherians their survival isnt... guaranteed.
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>>1113240
>There are other soldiers around than you lot. While peace and order is preserved here, harassers and rangers can be sent. Simply dedicate supplies and soldiers to do so.

This might be a good idea. At least, if the majority deems actual harassment too dangerous or too cumbersome, send token attacks to keep them on their toes.

Additionally, we're probably not going to construct much stuff in the next skirmish as we will likely have to deal with grossness in the forest which will ambush us most likely. So the supply is more free than it usually would be.

>They'd be unable to assist in the next battle if they're dispersed throughout the country-side though, and with local superiority of Pytherians their survival isnt... guaranteed.

This, naturally, makes me worried however.
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If one person disbelieves an illusion then it only stops affecting them, yes?
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>>1113597
Yes.

But talking is a free action.
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so from past experience, how long should I expect it to take until I get my fix of Hexcrawl again?
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>>1119628
From a couple of weeks to never.
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>>1119644
FUCK
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>>1119669
He's lying, though it is erratic.
It's more erratic because QM jumps to whichever skirmish he's got cooking up interests him the most at a given time.

https://mobile.twitter.com/CompanyCommQM
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>>1119644
>>1119669
>>1120775
>>1119628

Depends on how long it takes to make a map, usually.
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We have the best scouts.
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Be that as it may, lacking intelligence is no excuse.

>>1122183




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