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File: Seaside House.png (6.26 MB, 2550x2272)
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The old Tradepath winds its curious way along an abandoned coast. Inland, the endless verdant greenery of the Greenspan and its sporeladen winds. A few more steps to the side and one tumble down the jagged coast-line and into the blue waters of the Leviathan Strait.

These roads are not used much these days. One still finds near pristine rests of the weary and shelters for the caravans that once did brisk trade between cities far afield. All these little blips of infrastructure meant to ease the flow of commerce, but seldom used these last years. There's nothing at the end of the path now. Refuges flow only one way. No trader would risk their livelihood for any avaricious dreams that the roads might tempt. Too many bad memories of marching armies and nights of fire.

Up ahead, one such travellers abode throws a curling line of white-smoke towards the empty skies. Fellow travellers, then.

Ah.

Fellow travellers with twice again as many sharp blades as us.
>>
File: The Path The Kit.png (3.71 MB, 3696x5249)
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They've spied our approach. Some ready swords. They move with careful, precise clockwork precision. One throws a blade that another catches without turning.

These aren't men, then. These are Unitists. Little scraps of mind given over to the Unity cult, many in one and one in many. They will seek to proselytise their teachings, then compel any survivors to join them. We should defend ourselves.


#Lanternname, Path-[level]
VIT 12:12 FOC 12:12 T: 10
!Skill?
!Skill?

Take a moment to remember your training - a Path you specialise in, above all others. You can, if you find it, use every weapon imaginable (The Master Of Arms is not the sort to abide those who skip her benign instruction). But for you, there is a special calling that elevates you above other, lesser fighters, which grants you some neat tricks.

You use 3d6 to roll versus this Path when you use your gear. In most other instances, you roll against a difficulty of 10+modifiers; some of which are down to training, talent, tricks or tools. This is your T, or Target. It represents your baseline individual ability. With a Target of 10 but Especially Keen Eyes (+2), you would roll against 12 to spot things.

Every Lantern is also on a Journey - Stalwart, Vanguard, so on. These are more specialised packages that offer quite grand rewards. You, fresh and ready, may assign yourself one. It's a more permanent choice than your Path, alas, so think carefully on where your strange steps could lead you!

Every Lantern has a Speed of 2 - you can move 2 tiles on your turn at no cost. This can take place whenever.

Every Lantern has an Action of 5 - you can do a major action for 3 or a minor for 1. Major is an attack, a large move, a grand deed. Minor is thinking a quick question, spotting something, looking, searching, opening a door, picking something up, readying something into hand, aiming for +1 to your next major action, and it is also how you STEP. So going at a full sprint, you can reasonably make it 7 tiles before you run out of breath.

That Aiming may be important - with a Target of 10, you could spend 2 AP to get +2, then Do Something against 12. That's not bad odds on 3d6, Lantern!

All Lanterns also have a FOCUS. You are adept at what you do. Sometimes, you need to push through danger and get something done. Focus turns into more Action Points at 1:1, but alas, it does not recover save in the most curious of circumstance. This is how you push.
>>
File: How to Not Die, Mostly.png (1.5 MB, 2468x4007)
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You might have more questions. Don't worry, soft-soul. We all do.
>>
If you're a Stalwart soul and dead keen on pushing your instincts beyond the breaking, you may wish to study a Trick. Stalwarts do get one, after all, initially. Others may learn some later.

You'll find that requires a bit of studying, to the tune of 5xp * amount of tricks. So first one's 5, second one you learn is 10, third one is 15, and on it goes. Surely, there will be some way to learn some fancy footwork to keep your bleeding soon-to-be-corpse alive.

What's the Perfect circle? Tantalising, is what. And that's all there shall be said about that.
>>
>>4072568
#Un-Jin Woo, Path of the Rope-[14]
VIT 12/12 FOC 12/12 T:10
REA 6 GRT 5 SPD 5 ACT 5!
!On the line (+1 per ally in 1 AoE)
!Determined (+1 FOC Upon downing hostile)
==
{Stalwart}
Wracked-Twisted Internal Structure & Perceptual Flaws
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-14
-Minus 1: Lash = +1 Target
-Minus 2: Snap = deal 2d6 Pain. +1d6 against lashed
-Both hands (1!= (1/turn) +1crt/dmg pathskill cost -1)
-Belt Lantern (1 AoE light (fire))
-(12 exp & 20 bits)
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
Let's go.

>>4072568
#Heron, Stalwart Blade-[13] Shield-[11]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
[Both Hands] [Belt Lantern]
!Lunge -2, 1 tile move, double final damage
!With Me! block for others
!Bleed -2
!Determined +1foc per hostile down
7 Gear, 1xp, 20 bits
>>
Rolled 7, 10, 5 = 22 (3d10)

>>4072546

>crowmarked

Path of the Blade [12]
VIT 12/12 FOC 12/12 T:10
REA 7 GRT 4 SPD 2 ACT 5
Gear: 6

Path +12
-1d6 cut, crit 3-6
-| -2 Bleed

Witness: +skill x terror
>>
>>4072546

#Vegrnois, Stalwart
VIT: 12 || FOC: 12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: Give up your REA for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||

> Deploy
>>
>>4072536

#Red, Daggers-[10], Powder-[11]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
4 Gear, 1xp, 20 bits

Daggers-
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

Rifle-
[Tinker]: 1 AP adds 1 to shot.
-1 Fast hands, buy 1 off reload AP, roll

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Alchemineer
[Field Kits]
[Alchemineer]

>>4072598
"Und das heißt:
Erika!"

>>4072536
"Voice in our heads, can I use bits to make some poisoned bullets before the start of the missions?"
>>
>>4072568
>Deploy

#Big Unz, Axe-[13]
VIT 12:12 FOC 12:12 T: 10
* -2: Cleave - + 1 tile struck
*-2: Breaker, triple damage against objects.
!Dancing Steps - spd to +hit
!Forward! - attack upon contact at -2

Shield 15/15
Belt Lantern
Gear 6
Bits 20
Xp 12
>>
>>4072598
Bladesoul
Something rent, something sharp, something clean

You project and control a small energy force, clean and precise. Add +1damage to any offensive action, and get Rending-15, which you can roll to cut objects in two; they take raw damage = margin.

>The odd force disregards living beings, so it won't take them apart. But objects usually have HP = hexes they occupy, but you can target smaller parts of a given object if you want to use cunning. You can do this reactively as well, so note that it's quite useful to be able to split projectiles heading your way.
>>
>>4072698
It was explicitly noted that one is entirely unable to increase Act. Step Into It is an active choice, Lantern, as it voids your ability to defend yourself by trading focus and determination. You simply opt to do it as a cost-free note on your turn, if you feel the need.

Note that if you actually had a REA stat of 0, you would have died a hundred times over. Least you think there is no inherent danger in giving up your own protection, be aware that a shooter on the other side of the map can land an arrow in your eye with surprising ease if you have no way to defend yourself. So be careful with stepping into the blow. It's an interesting technique that produces corpses as a by-product.
>>
>>4072703
But lantern, you already did. And now all you have to do is Tinker to load a poison round.
>>
>>4072536
>D-ploy with the team


#Alora, Powder-11
VIT 12/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:2
!-1: Free Hands
!Channelled

-Thaumatheurge: Link(1!), Tug(3!), Weave(3!, -2). Iconotheurgy +12.
>>
>>4073115
You don't want to bring a weapon, Lantern?
>>
>>4073116
I stand corrected

#Alora, Powder-11
VIT 12/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:3 (2+1)
Both Hands: Gun (2d6 Smash)
!-1: Free Handsd
!Channelled

-Thaumatheurge: Link(1!), Tug(3!), Weave(3!, -2). Iconotheurgy +12.
>>
A distant voices stings with star-fierce conviction. On a nearby hill, a lone lookout yelps in reflexive alarm at our approach. The Unitist are bound together by the flickering energies of the Swarm that the Theurges pulled into the world in their wars. Once one pair of eyes have seen us, they all have. They share a mind, in a way.

A shame. Not all take to violence. For the lonely and the weary, the permanent friendship of a hundred other voices chittering in their heads do much good. Some perform admirable public works. There is a fragment-choir in far Sousson that (one hears) perform the most beautiful of arranged voice-work.

This lot is a bedraggled, star-mad gang of ruffians wielding crude weapons and leeching the skill to fight off of each other. Maybe one of them was a soldier in a former life, and now they all are. One of them listened to deeply to the voices that the only the United hear. Caught the star poison. And then it whispered the song to all the others.

We should see about breaking them from their suffering. We do not have to kill them all; they're mostly human still. It would be cruel and they are not truly at fault. Some of them surely joined the United to be free of nightmares; for them, this is a somnambulist half-dream.

Once unconscious, they have peace from the voices. If we cut out like a tumour the Maddened Speaker, perhaps the rest will come to their senses. That would be a good deed.


{Montosi}
They're recruiting. Rough! See about securing those captives before things escalate.

These poor fools are nothing like Gaunts, Lanterns, so keep your wits about you! The United fight with surprising coordination. They use each others eyes, Aiming for each other. Don't think yourself safe if you simply face one - the other minds nearby are aiding its movement.

The best way to fight them is to get them to break line of sight with each other. If they cannot sense themselves, they cannot share their unity.


>Lantern Phase
>>
File: Seaside House 1-1.jpg (2.26 MB, 3188x2840)
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{Montosi}
Of course this also means they all share the same pain and the same suffering. I don't know that I buy it eases their suffering. You kick one of them in the groin, another two will flinch.
>>
>What does "margin effect" mean in Weaver?
>What is the range on my links?
>>
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>>4073193
When applying Iconotheurgy, the outcome of your manipulations is given by the margin by which you make the roll to invoke your powers. If you link fire with stone [minor, minor], then Weave[major] a strand of fire to the stone you would roll once against 10, and the margin on this roll is how much fire you weave between these two points. Say you roll vs 12, hit a 7, you get 1 point of for per 8,9,10,11,12 --> 5 points of fire.

Were you to say link stone [minor] with self [minor] and Tug the hardness of the stone to yourself, you might roll vs 12, get a 10, and you would bolster your own DR with 2. If you were to link fire [minor] with a wolf [minor] and tug fire to the wolf to burn it, you might roll 10 vs 12 and move 2 points of fire unto it.

You always move a minimum of your own Threshold should your roll succeed, so rolling 11 vs 11 gets you 1 point.

And as long as you have unimpeded line of sight between your links, why would they be limited by something so mundane as range? You just need to be able to see your points. It is a ranged interaction, much akin to shooting. One suggests you head up high. Note that full hex things in the way impede your line of sight. So from your current position there is a Unitist 3*5 ahead of you, who is entirely within your line of sight. The Unitist that is 3*5 and 4 has a gun, but (s)he is hidden behind a large bush. You do not have unimpeded line of sight. A unitist 3*5, 2 has a flail and a mean look, and there is a cliffside in the way of your eyes.

You are welcome to attempt actions even if you aren't sure about the totality of your sight. There's a -1 penalty per object registered as "Being in the way", so blind manipulation at long distance in a bad environment will severely cripple the potential of your Theurgy.

You probably want to avoid doing something like "I try to destroy the other side of the map" and focus on your immediate area until you really know what you are doing.
>>
>>4073187
Un-Jin Woo, drag crossbowman down with rope!
Gunners, shoot their gunners!
Everyone with shields, make shieldwall and go forward as one! Push enemy next to bridge into water!

>2! Move 34 43
>3! Block 3

#Big Unz, Axe-[13]
VIT 12:12 FOC 12:12 T: 10
* -2: Cleave - + 1 tile struck
*-2: Breaker, triple damage against objects.
!Dancing Steps - spd to +hit
!Forward! - attack upon contact at -2

Shield 15/15
Belt Lantern
Gear 6
Bits 20
Xp 12
>>
Rolled 1, 2, 6 = 9 (3d6)

>>4073184

#Vegrnois, Stalwart
VIT: 12 || FOC: 12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||

> Movement: -3 MOV || Move [6]x2, [1]x1
> Special Action: -8 REA || Toggle [Step into It].
> Major Action: -3 AP || Aim: -5 AP for +5 Acc || {Aim} then fire at the Unitist @ [2]x1, [3]x3, [2]x2, [3]x1.
>>
>>4073187

>Mov 22
>Block NE


Path of the Blade [12]
VIT 12/12 FOC 12/12 T:10
REA 7 GRT 4 SPD 2 ACT 5
Gear: 6

Path +12
-1d6 cut, crit 3-6
-| -2 Bleed

Witness: +skill x terror
Bladesoul
>>
>>4073130
>>4072575
>>4073246
Walk with me, beneath Aquila's wings.

>>4073212
>2! Move 3343
>3! +2foc block vs15 for allies

#Heron, Stalwart Blade-[13] Shield-[11]
VIT 12:12 FOC 10:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
[Both Hands] [Belt Lantern]
!Lunge -2, 1 tile move, double final damage
!With Me! block for others
!Bleed -2
!Determined +1foc per hostile down
7 Gear, 1xp, 20 bits
>>
Rolled 5, 5, 2 = 12 (3d6)

>>4073187
>SPD: Move 2-2 (T.I.S=-2 on skill)
>1! Both Hands my weapon
>4!+1FOC: Target rope & pull the Unitist Crosbowman at 3-3-2-2. {On the line +3 hit on skill}

#Un-Jin Woo, Path of the Rope-[14]
VIT 12/12 FOC 11/12 T:10
REA 6 GRT 5 SPD 5 ACT 5!
!On the line (+1 per ally in 1 AoE)
!Determined (+1 FOC Upon downing hostile)
==
{Stalwart}
Wracked-Twisted Internal Structure & Perceptual Flaws
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-14
-Minus 1: Lash = +1 Target
-Minus 2: Snap = deal 2d6 Pain. +1d6 against lashed
-Both hands (1!= (1/turn) +1crt/dmg pathskill cost -1)
-Belt Lantern (1 AoE light (fire))
-(12 exp & 20 bits)
==
Hand 1&2; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
>>4073248
66 1 would be retreating. Are you interested in retreating? You forfeit any experience gain and sit out the fight.
>>
>>4073280
(Not particularly interested, no. I'm just trying to take position as far back from the frontline as possible, given that I'm playing the most delicate of glass cannons at the moment. Would moving [6]x2 be a valid move. Should I remake my action with compensations for the change in positioning?)
>>
>>4073283
If you aren't too interested in fleeing the field, try to avoid the edge of the map. Positioning yourself in the half hex edge of the field is indicating your desire to no longer be here.
>>
>>4073248
>>4073280
>>4073283
>>4073288

(Changing my action as it was invalid. Let me know if you want me to reroll.)

#Vegrnois, Stalwart
VIT: 12 || FOC: 12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||

> Movement: -3 MOV || Move [2]x1, [3]x1.
> Special Action: -8 REA || Toggle [Step into It].
> Major Action: -3 AP || Aim: -5 AP for +5 Acc || {Aim} then fire at the Unitist @ [2]x3.
>>
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The United are never quiet. They speak in a hundred tongues at each other, communing in languages that they are not even sure they know.

Some rush forward as Woo pulls the crossbowman off of his perch. Montosi takes the opening and launches herself at the cliff, scampering up it with agile effort.

A stout shield-wall deflects a few probing crossbow shots, but three of the United speak at once and a fourth steps forward to curl a weighted ball of metal over our defenses in a heavy arc! The flail is hard to defend against; it fair rolls over our shield! Big Unz takes a clobbering bruising from the impact! It's a shield-breaker!

---

Some dash to flank, some bring their weapons up. And in the distance, a determined voice shouts righteously; a lost little legionnaire commander come to reclaim a gaggle of captives.

>Lantern Phase
>>
>>4073411
Gunners, tinker smoke bullets! Cut enemy off from help with smoke!
>>
Rolled 5, 2, 6 = 13 (3d6)

>>4073411
>SPD Move: 4-4 (debuff of 2)
>1! Both hands the rope!
>4! +3 Focus: Rope in & entangle the 2 Front liners at (3-3-2-2) & (3-3-3-2) (Lash= -1, range extended for 1!, on the line +3. focus +3 added, +1!)


#Un-Jin Woo, Path of the Rope-[14]
VIT 12/12 FOC 11/12 T:10
REA 6 GRT 5 SPD 5 ACT 5!
!On the line (+1 per ally in 1 AoE)
!Determined (+1 FOC Upon downing hostile)
==
{Stalwart}
Wracked-Twisted Internal Structure & Perceptual Flaws
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-14
-Minus 1: Lash = +1 Target
-Minus 2: Snap = deal 2d6 Pain. +1d6 against lashed
-Both hands (1!= (1/turn) +1crt/dmg pathskill cost -1)
-Belt Lantern (1 AoE light (fire))
-(12 exp & 20 bits)
==
Hand 1&2; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
Rolled 1, 4, 1 = 6 (3d6)

>>4073212
Thanks for the answer!
>Move 34 (should be 1E, 1SE)
>2! Link to the ground at 33332 and 333322
>3! Tug the ground in said points to raise the earth and make the enemies fall to the water

#Alora, Powder-11
VIT 12/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:3 (2+1)
Both Hands: Gun (2d6 Smash)
!-1: Free Handsd
!Channelled

-Thaumatheurge: Link(1!), Tug(3!), Weave(3!, -2). Iconotheurgy +12.
>>
Rolled 1, 6, 4, 4, 2, 6, 4, 6, 6 = 39 (9d6)

>>4073411
Unz clear way!

>1spd Move 3
>-Contact attack 3 vs 11
>-Contact attack 2 vs 11
>4! + 1spd Shove Unitist 3 back (+1 aim +1spd = vs 12)
>1! Step 3
>1foc Block 3

#Big Unz, Axe-[13]
VIT 9:12 FOC 12:12 T: 10
*-2: Cleave - + 1 tile struck
*-2: Breaker, triple damage against objects.
!Dancing Steps - spd to +hit
!Forward! - attack upon contact at -2

Shield 15/15
Belt Lantern
Gear 6
Bits 20
Xp 12
>>
>>4073763
Unz not very succesful.
>>
>>4073766
>>4073763
Good effort, Unz.
>>
>>4073791
>>4073766
>>4073763
One minor thing, however. If this horrifies you, you are free to acquire a different trick.
>>
#Avenger, Stalwart of the Blade-13
VIT 12:12 FOC 12:12 T: 10
!Rage
!Both Hands
!Belt Lantern

>>4073411
Show me the enemy.
>Blade+1
>Gain Rage
>Deploy
>>
>>4073411
>>4073187
[b]You hear that? The keen of battle[/b]

Every turn you take an action, you may claim one XP. You may take a Major Action on defeated enemies to give them their last rites or to secure them if captive. This is worth 1 XP per.

As mentioned, XP is spent on improvements. The costs are

New Rank for Paths (12,13,14...)
10+New Rank for Traits (Acrobatic+1 is 11, Acrobatic+2 is 12. . . .)
10+New Stat for Attributes ( 13 for Speed 3, 14 for Speed 4)

5xAmount Of Tricks Bought for new tricks. ( 5/10/15/20 ). Stalwarts half this cost.

And no, Lantern. You don’t have to wait to learn new talents. Take a Minor Action to remember some past lesson that saved your life and there you are, you may recall it and spend your XP.
>>
>>4073888
There is a rather grand Standard to the left of the field. It has an arrow that marks out a hex. You may treat yourself as standing there and proceed to get on with the messy business.
>>
>>4073908
>1! Is the fallen crossbowman still alive?
>>
Rolled 2, 4, 4 = 10 (3d6)

>>4073411

'Angry man across the way, we're here to help.'

>Move 2 2
>Spend 1 focus, step 2
>Cut this fucker

Path of the Blade [12]
VIT 12/12 FOC 11/12 T:10
REA 7 GRT 4 SPD 2 ACT 5
Gear: 6

Path +12
-1d6 cut, crit 3-6
*-2 Bleed

Witness: +skill x terror
Bladesoul: +1 dmg, Rending -15
>>
>>4073949
(You should assume so)
>>
Rolled 2, 6, 6 = 14 (3d6)

#Avenger, Stalwart of the Blade-13
VIT 12:12 FOC 12:12 T: 10
!Rage: +1 AP per -3 HP
!Bleed: T-2
!Lunge : T-2, 1 move double pierce
!Both Hands
!Belt Lantern

>>4073411
Do your companions feel the same pain?
>Move 33
>1! Aim
>3! Called Shot -3: Cleave off one of the crossbowman's arms.
>>
>>4073411
>2! Switch to rifle
>Tinker +3 damage
>Move 4,4

>#Red, Daggers-[10], Powder-[11]
>VIT 12:12 FOC 12:12 T: 10
>REA 7 GRT 4 MOV 2
>4 Gear, 1xp, 20 bits
>Daggers-
>Twins: +1 hit for every 3 margin
>-2 Ghost cut: Damage Accuracy
>Rifle-
>[Tinker]: 1 AP adds 1 to shot.
>-1 Fast hands, buy 1 off reload AP, roll
>[Scarred]: Extra Damage Taken
>[Acrobatic+1]
>Alchemineer
>[Field Kits]
>[Alchemineer]
#Red, Daggers-[10], Powder-[11]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
4 Gear, 1xp, 20 bits

Daggers-
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

Rifle-
[Tinker]: 1 AP adds 1 to shot.
-1 Fast hands, buy 1 off reload AP, roll

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Alchemineer
[Field Kits]
[Alchemineer]
>>
>>4074009
whoops ignore that, I caught a pretty bad cold and my head's not 100%
>>
>>4074012
Not to worry Lantern, happens to the best of us. One day the light may shine on those pesky diseases.

>>4073978
They might just, at that.

>>4073958
Yes.

>>4073949
Quite.
>>
Rolled 5, 3, 2, 5, 4, 6, 6, 3, 2 = 36 (9d6)

>>4073411
>Move 3
>!Both Hands
>4!+1Foc Lunge 3 at musketeer, vs 14
>8Foc Lunge 1, strike twice vs 14
>Move 4 of Unz
>Foc Block 3 for allies, vs 11


#Heron, Stalwart Blade-[13] Shield-[11]
VIT 12:12 FOC 10-10:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
[Both Hands] [Belt Lantern]
!Lunge -2, 1 tile move, double final damage
!With Me! block for others
!Bleed -2
!Determined +1foc per hostile down
7 Gear, 1xp, 20 bits
>>
>>4073957
Lanterns! By the Eye, reinforcements at last. I thought the Theurges had abandoned me and my prayers fell on deaf sunbeams! You there!

This foul gaggle of star-maddened fools have captured a patrol of mine and they seek to induct them into their twisted choir. That Stained heretic fills their inner hearts with poison whispers!

Promise me you'll help me rescue my errant sandals, and we will stand together!
>>
>>4074082
btw, just to verify. The (Both Hands) ability on Stalwart needs to be refreshed each turn or do I use it in both hands now?
>>
>>4074096
They hardly train them like they used to. Spark-Friend, you grab your steel with twin hands as a stance or relinquish it as stance, so as to be able to use your free hand for some task of manipulation.

How would one refresh ones grip on a weapon? You are holding it!
>>
Rolled 6, 3, 1 = 10 (3d6)

>>4073411

#Vegrnois, Stalwart
VIT: 12 || FOC: 12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||

> Special Action: -8 REA || Toggle [Step Into It].
> Minor Action: -1 AP || Say to Lostok: "I need you to lend me your shield arm. Hold back the hail of arrows and bullets as best you can so I may line up a clean shot."

> Major Action: -3AP || Aim: -4AP + -3 MOV || Reload Bow then {Strike} the Unitist @ [4], [3], [3], [3], [3].
>>
>>4074087

I won't speak for the rest of the lanterns but I will promise to stand with you to save your men from these heretics.
>>
>>4074214
Then we have an Accord, shadowdrinker
>>
File: Seaside House 2-1.jpg (2.41 MB, 3188x2840)
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The United do not shy from pain, or flinch from terror. They share these burdens, and lessen them by the bonds of camaraderie. Avenger removes a mans arm from the shoulder and the fallen stares, uncomprehending. He looks a man in the grip of a curious dream, eyes moving rapidly. He does not cry out. From nearby lips, his answer - yes, the pain is shared. The sensation. The agony. And now, in some small part, the anger.

--

Erika acquires the attention of a Pytherii Decanus, a sub-commander of patrols far and wide. They maintain a token presence in these parts as peacekeepers and waywatchers. This one appears to take grand pride in the martial splendour of his uniform. Despite the dust, not a single stain of grit encroaches upon the glitter of his breastplate.

--

Heron moves like lightning, and strikes. One United stops breathing, quick and quiet, and falls backwards to splash into the waters below. Ghostlight flickers curiously in the spray of arterial blood he left behind.


--

[1/2]
>>
File: Seaside House 3.jpg (2.39 MB, 3188x2840)
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Something vast and flickering is twitches from long-slumber, a collective conjured nightmare of a unity of dreamers. One of their odd convocants strain against the effort of projecting it from their collective essences...

--

Incandescent with the rage of dying peers, the Brute launches forward in a cataclysmic assault - one boot snaps Heron back, while another swipe forces everyone to retreat a step. In the close ranks, the disorder causes slipped feet, lost balance. Some of us take speed-damage, some of us take an elbow to the face - and then, from the distance, a crack of a musket. Mordenkani, Pattern 73, Vanadian Standard Surplus, produced in the hundreds of thousands during the height of The First Citizens slow ambitious march. You find find the damn things everywhere, in the hands of rebel, revolutionaries and renegades. Heron throws himself aside but the bullet digs a deep grove across his cheek!

That Brute holds the scattered essence of its broken kinsmen, and they lend strength to its strikes!

>Turn 3
>Lantern Phase
>>
Rolled 4, 2, 5 = 11 (3d6)

>>4074238

#Vegrnois, Stalwart
VIT: 12 || FOC: 12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||

> Special Action: -8 REA || Toggle [Step Into It].
> Major Action: -3AP || Aim: -5AP & -3 MOV for +8 Acc || Reload Bow then {Strike} the Unitist @ [4], [4], [4], [4], [3], [3], [3], [3].
>>
Rolled 2, 4, 2, 5, 2, 1 = 16 (6d6)

>>4074238
"Ya, ya. You're angry for your buddies. Now CALM DOWN WILL YOU!"

>(Still Both Hands & on the line!)
>4! Target the Stampeder (3,3,2)& Lash the unitist at (3,3,4) STRANGLE & BREAK their necks (On the line bonus +5)
>1!+2 focus: (-2) Snap at both targets (On the line bonus +5)

#Un-Jin Woo, Path of the Rope-[14]
VIT 12/12 FOC 6/12 T:10
REA 6 GRT 5 SPD 5 ACT 5!
!On the line (+1 per ally in 1 AoE)
!Determined (+1 FOC Upon downing hostile)
==
{Stalwart}
Wracked-Twisted Internal Structure & Perceptual Flaws
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-14
-Minus 1: Lash = +1 Target
-Minus 2: Snap = deal 2d6 Pain. +1d6 against lashed
-Both hands (1!= (1/turn) +1crt/dmg pathskill cost -1)
-Belt Lantern (1 AoE light (fire))
-(12 exp & 20 bits)
==
Hand 1&2; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
Rolled 2, 5, 6, 5, 4, 1, 5, 2, 6, 6, 6, 5 = 53 (12d6)

>>4074238

'So be it!'

>Move 3 3
>Spend 1 focus to boost blade skill (+1) and strike twice at unitist south (skill 10)
>Spend 4 focus to boost blade skill (+1) and strike twice at unitist SE (skill 10)


Path of the Blade [12]
VIT 12/12 FOC 6/12 T:10
REA 7 GRT 4 SPD 2 ACT 5
Gear: 6

Path +12
-1d6 cut, crit 3-6
*-2 Bleed

Witness: +skill x terror
Bladesoul: +1 dmg, Rending -15

Exp: 1
>>
>>4074282

>Burn 6 focus to raise skill
>>
Rolled 2, 6, 6, 3, 2, 5 = 24 (6d6)

Stand forth!

>>4074238
>Both hands continues. Net Foc loss 9 last turn
>3! Lunge 3 vs 12
>2! + 1Foc Lunge 2 vs 12

#Heron, Stalwart Blade-[13] Shield-[11]
VIT 6:12 FOC 1:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
[Both Hands] [Belt Lantern]
!Lunge -2, 1 tile move, double final damage
!With Me! block for others
!Bleed -2
!Determined +1foc per hostile down
7 Gear, 1xp, 20 bits
>>
Rolled 6, 3, 2 = 11 (3d6)

#Avenger, Stalwart of the Blade-13
VIT 12:12 FOC 12:12 T: 10
!Rage: +1 AP per -3 HP
!Bleed: -2
!Lunge : -2, 1 move double pierce
!Both Hands
!Belt Lantern

>>4074238
>Move 43
>1! Both Hands
>4! Defense Break the Unitist vs 12
>>
Rolled 2, 2, 3 = 7 (3d6)

>>4074238
"Blegh this sucks, no good shot and a lot of people are gonna die."

>Move 3,4
>Heal Heron
>Throw Stimulant grenade at feet (-1 Focus)

#Red, Daggers-[10], Powder-[11]
VIT 12:12 FOC 11:12 T: 10
REA 7 GRT 4 MOV 2
4 Gear, 1xp, 20 bits

Daggers-
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

Rifle-
[Tinker]: 1 AP adds 1 to shot.
-1 Fast hands, buy 1 off reload AP, roll

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Alchemineer
[Field Kits]
[Alchemineer]
>>
>>4074673
"We're an AoE delight by the way, this can only end badly."
>>
Rolled 6, 1, 5, 5, 2, 2 = 21 (6d6)

>>4074238
Graaaah!

>-Claim 2 XP for previous turns
>1! Remember smashing a ghoul's head through its ribcage. Raise Axe to 14 for 14 XP
>Move 4
>-Contact attack 3 vs 12
>3! Hit flail Unitist 3 (-1 dmg, vs 13)
>1! Block 3

#Big Unz, Axe-[13]
VIT 8:12 FOC 12:12 T: 10
*-2: Cleave - + 1 tile struck
*-2: Breaker, triple damage against objects.
!Dancing Steps - spd to +hit if not moving
!Forward! - attack upon contact at -2

Shield 15/15
Belt Lantern
Gear 6
Bits 20
Xp 12+2
>>
>>4074772
>Addendum: spend Foc to step because of speed damage.
>>
Rolled 3, 6, 6 = 15 (3d6)

>>4074238
>Down to 0 Speed, can't move this turn
>1! Link with Unionist at 333
>1!Link myself (I'm unsure about this point. Am I always a part of the network?)
>3!, -2 (roll vs 10) Weave the Unionist life force to me, healing me and Heron in the process.

#Alora, Powder-11
VIT 11/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:3 (2+1)
Both Hands: Gun (2d6 Smash)
!-1: Free Handsd
!Channelled

-Thaumatheurge: Link(1!), Tug(3!), Weave(3!, -2). Iconotheurgy +12.
>>
File: muh plan.png (1.77 MB, 1027x876)
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A couple of ideas:
>We may be able to destroy some of the bridges to block the guys from attacking us from those positions and storm the place where the captives are held. Also I could raise a wall on that area to prevent them from getting inside. I'm not sure it would work, but if we can manage to use the map to our favor, that would be great
>These guys seem to share emotions through some sort of mental conection, so attacking them from that angle may be a good idea. Myabe trying to magnify the pain some dude is feeling until it nocks back some of the other dudes? Trying to tug away their willingness to fight? Forcing some mind control?
>>
>>4075065
Are you entirely certain you wish to infect both Heron and yourself with the Unity of these people?

Their lives are what they are. What they are is united. Now you are too, and your own individuality is forfeit.

This would subsume your brains with star poison.
>>
>>4075172
I wasn't going for their Unity, my idea was to tug away life force/hp to heal us WITHOUT touching anything mental. Is that possible?
>>
>>4075599
There is not a difference.
>>
File: Seaside House 3-1.jpg (2.4 MB, 3188x2840)
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The determined brute wards off the lashing rope with his shield, but Heron's deft strike shatters the wooden barricade and then Avenger steps in, footwork immaculate, and swings his blade in a cleaving arc. The brute near loses an arm. Every other human would have quit fighting by now for the sheer pain of the shock, but somehow, the Brute remains on his feet, bolstered by the collective determination of four of his United Brethren...

---

{Tovok}
Ah, so the Lanterns have not yet forgotten themselves entire. Good. Impressive.

[1/2]
>>
File: Seaside House 4.jpg (2.43 MB, 3188x2840)
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The brute lashes out with a snap-kick. He is a not big man, truly. Perhaps a daytaler in some former life. But he delivers it with the weight of a mountain behind it and Avenger is sent stumbling back while Heron's shield cracks. And then the follow-up. Heron feels the murderous bite of metal. Lostok catches Avenger on his shield, moving like a gentle cloud, and gets the warrior to his feet.

The Brute is bleeding profusely from severe wounds and Montosi's thrown knife. No one limited by the mundane biomechanics of human physiology will live with such wounds for long. He can have no more than another 6 HP. And yet . . .

--

Montosi shrieks in alarm as a nightmare slams into her. She grapples for a shield but her pitiful dagger scrapes off of the things thick scales!

--

{Tovok}
Ah. Once, at Fireskellian's order, a million of these roamed the country-side, hungry as the wind. You can surely defeat but one, Lantern! I shall hold the Unitist at bay on this front.
-

Red and Un-Jin Woo are Stimulated! +2 AP this turn.

>Turn 4
>Lantern Phase!
>>
>>4075718
>1AP is that wood structure a raised platform?
>>
>>4075724
It appears to be a ramshackle house. Built by travellers in earlier times, it would likely serve as a scenic lodge while recovering. They appear to be arranged on the roof. We cannot peer inside.

It is pretty waterlogged for a structure, so it must have been here for quite some time.

As for the platform near the compass, that too is a wooden construction. It provides quite able overview of the entire area. It would be a pre-eminent position for archers.
>>
Rolled 1, 5, 6, 4, 2, 4 = 22 (6d6)

>>4075718
Unz kill wounded guy. Go help nice lady!

>Move 32
>-Contact attack 1
>4! Hit Unitist 1 (+1 aim)
>1! Block 3

#Big Unz, Axe-[14]
VIT 8:12 FOC 11:12 T: 10
*-2: Cleave - + 1 tile struck
*-2: Breaker, triple damage against objects.
!Dancing Steps - spd to +hit if not moving
!Forward! - attack upon contact at -2

Shield 15/15
Belt Lantern
Gear 6
Bits 20
Xp 1
>>
Rolled 5, 2, 2 = 9 (3d6)

>>4075718
>{Still Both hands & on thline}
>SPD: Move 3
>5!+3 focus Rope & pull the Spear Unitist at (3-3-3-3-4-4)+Lash at the Crossbowman behind him & the Rifleman (+1! & 1 foc for range) (use 2 focus to add skill & on the line +4)

#Un-Jin Woo, Path of the Rope-[14]
VIT 10/12 FOC 3/12 T:10
REA 6 GRT 5 SPD 5 ACT 5!
!On the line (+1 per ally in 1 AoE)
!Determined (+1 FOC Upon downing hostile)
==
{Stalwart}
Wracked-Twisted Internal Structure & Perceptual Flaws
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-14
-Minus 1: Lash = +1 Target
-Minus 2: Snap = deal 2d6 Pain. +1d6 against lashed
-Both hands (1!= (1/turn) +1crt/dmg pathskill cost -1)
-Belt Lantern (1 AoE light (fire))
-(12 exp & 20 bits)
==
Hand 1&2; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
File: Smash.png (1.25 MB, 1180x928)
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>>4075739
Emboldened by the gruelling power of four peers, this one did not fall easily. Even now, it tries to push itself to its feet, frighteningly strong.
>>
>>4075753
>>4075718

>Sorry I am bad at counting & clarifying might help I have: 7! & 6 focus
Use: 3! for Major rope & 4! to get to 7 max range (7! Spent)
>Lashing the Crossbow man & rifleman= (-2) to skill & moving 1 tile incured an additional (-1) to skill for a total of (-3)
>Spend 3 focus to counter that (+3 to skill) & on the line surronded by friends adds (+4) to skill!
>I just wanted to make sure this was understood. Thank you for your time
>>
Rolled 6, 2, 5 = 13 (3d6)

>>4075718
>Move 3,4
>5 Aim at Stain in the middle that summoned the thing.
>Fire at Stain in the middle that summoned the thing. -2 Focus
>Step 2. -1 Focus

#Red, Daggers-[10], Powder-[11]
VIT 12:12 FOC 9:12 T: 10
REA 7 GRT 4 MOV 2
4 Gear, 1xp, 20 bits

Daggers-
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

Rifle-
[Tinker]: 1 AP adds 1 to shot.
-1 Fast hands, buy 1 off reload AP, roll

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Alchemineer
[Field Kits]
[Alchemineer]
>>
>>4075774
That's 5AP Aim just to clarify.
>>
>>4075718
>1! Link bad guy at 3322
>1! Aim magic? Concentrate? Can I do something like that with 1 AP in order to buff my next magic thing?
>3! Tug the pain in the enemy I just linked, increasing it as much as I can to see if it affects the network
>Move 22

#Alora, Powder-11
VIT 11/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:3 (2+1)
Both Hands: Gun (2d6 Smash)
!-1: Free Handsd
!Channelled

-Thaumatheurge: Link(1!), Tug(3!), Weave(3!, -2). Iconotheurgy +12.
>>
Rolled 5, 2, 3 = 10 (3d6)

>>4075789
>Rolling
>>
Rolled 5, 1, 4, 1, 6, 5 = 22 (6d6)

#Avenger, Stalwart of the Blade-13
VIT 12:12 FOC 12:12 T: 10
!Rage: +1 AP per -3 HP
!Bleed: -2
!Lunge : -2, 1 move double pierce
!Both Hands
!Belt Lantern

>>4075718
All crossbowmen and gunners have fired. One is about to complete his reload. All you have to do to stop me is to kill me.

>Maintain Both Hands
>Move+7!+2 Focus: 4333 4433 3 use focus as needed to climb
>3 Focus: Lunge at Stain vs 12
>3 Focus: Slash at Stain or Unitist if former is dead vs 13
>>
Rolled 3, 6, 4 = 13 (3d6)

>>4075718

#Vegrnois, Stalwart
VIT: 12 || FOC: 6/12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||

> Special Action || Toggle [Step Into It].
> Minor Action: -1 AP || Say to Lostok: "There is a small opening to save the remaining Hostages from conversion, but we must move closer. Will you stand with me brother and lend me your stalwart fortitude for a while longer?"
> Movement: -3 MOV, -1 FOC || Move [4], [4], [4], [4].
> Minor Action: -1 AP || Shift grip to Two-handed.
> Major: -3 AP || Aim: -3 AP & -5 FOC || Reload Bow then {Strike} @ [3]x7, [2]x1, [3]x1.
>>
>>4075718

"Give me a moment"

>Last rights those around me (+2? +3?)
>Remember Determined
>Move 3

Path of the Blade [12]
VIT 12/12 FOC 6/12 T:10
REA 7 GRT 4 SPD 2 ACT 5
Gear: 6

Path +12
-1d6 cut, crit 3-6
*-2 Bleed

Witness: +skill x terror
Bladesoul: +1 dmg, Rending -15
Determined: Gain +1 focus on kill

Exp: 0
>>
Rolled 2, 1, 3, 4, 3, 4, 2, 4, 1 = 24 (9d6)

>>4075823
Lantern, wait, there's a-- well, /feather/ me.

After him!

>>4075718
>-3xp from previous turns
>-Both Hands continues, net foc loss 0 last turn
>1! Remember the strike of a fishing bird, [Run Hot]. 3xp for first bought
>2! Move 3332, rebound off from raised rocks to treat Lunge as though it originates from 3 of Scuttler. vs 10
>2!+Foc Lunge twice at Scuttler vs 9 crit 10

#Heron, Stalwart Blade-[13] Shield-[11]
VIT 1:12 FOC 1-1:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
[Both Hands] [Belt Lantern]
!Run Hot +3crit
!Lunge -2, 1 tile move, double final damage
!With Me! block for others
!Bleed -2
!Determined +1foc per hostile down
7 Gear, 1xp, 20 bits
>>
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>>4075823
>>4076172
>>
>>4076176
I know.

Follow me if you have the conviction to die.
>>
File: Seaside House 4-1.jpg (2.46 MB, 3188x2840)
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Little Lights, Against the Dark!

{Lostok}
Onwards! Let's show them we're not timid folk to cower and wait for their blades; this is how Lanterns fight-- You! Watch your footing! The slick rocks here are algae coated and dangerous! I've got you, Lantern!

>Vegrnois loses their footing. Lostok grabs their hand with a firm grip. climb back up to safety as Major Action.

--

Heron launches himself at Alora's enscorcelled rock, and bounds off of it with the fury of a comet. The blow pierces through the thick scales of the Unity Swarmling, puncing Heron's gut-slick blade out the far side of the massive nightmare. It rolls and roils in response, bleeding essence, torn and gutted. But it never slows for a moment and it turns a hundred beady on Heron, who is struck by NightTerors and retreats a step in the face of this damnable thing.

[1/2]
>>
Whywhywhy won't you fall!?
>>
File: Seaside House 5.jpg (2.46 MB, 3188x2840)
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Litte Lights in the Dark, Going Out

>Turn 5
>Lantern Phase!
>>
File: Time and Tide.jpg (1.47 MB, 2468x4007)
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>>4076949
But it's not all in vain, softsoul. There are a thousand tales on the salt-laden winds in this forlorn place. And who could forget a willing light who stood against terror itself?
>>
Rolled 4, 1, 4 = 9 (3d6)

>>4076952
>Move 1 and hide in the bush
>1! Link with our lantern at 33
>1! Link with the thing at 332
>3! Tug all the lantern's wounds to the thing

#Alora, Powder-11
VIT 11/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:3 (2+1)
Both Hands: Gun (2d6 Smash)
!-1: Free Handsd
!Channelled

-Thaumatheurge: Link(1!), Tug(3!), Weave(3!, -2). Iconotheurgy +12.
>>
Rolled 6, 3, 6 = 15 (3d6)

>>4076952
#Vegrnois, Stalwart
VIT: 12 || FOC: 8/12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||

> Major Action: -3 AP || Climb back onto solid ground.
> Free Action: -0AP || Say to Lostok: "Hah, I owe you dearly for that my friend. These cliffs are evidently just as treacherous as those who call them home."
> Special Action: -8 REA || Toggle [Step Into It].
> Major Action: -3 AP || Aim: -2 AP & -3 FOC for +2 Acc || Reload bow and then {Strike} @ the Unitist occupying [3]x3.
>>
Rolled 6, 5, 4, 1, 2, 4 = 22 (6d6)

#Avenger, Stalwart of the Blade-13
VIT 7:12 FOC 12:12 T: 10 AP 6:5
!Rage: +1 AP per -3 HP
!Bleed: -2
!Lunge : -2, 1 move double pierce
!Both Hands
!Belt Lantern

>>4076952
>Maintain Both Hands
>Move 4
>3! Slash the spearman from behind vs 13
>Move+Focus: 333
>3!+4 Focus: Lunge+Doublestrike the Stain vs 13
>>
>>4076952
Unz hate you!

>6foc restore 6 HP
>5! +2spd hit the scuttler (-4 terror, +2 aim, +2 spd, -2 for +2 dmg = vs 12)


#Big Unz, Axe-[14]
VIT 2:12 FOC 11:12 T: 10
*-2: Cleave - + 1 tile struck
*-2: Breaker, triple damage against objects.
!Dancing Steps - spd to +hit if not moving
!Forward! - attack upon contact at -2

Shield 15/15
Belt Lantern
Gear 6
Bits 20
Xp 2
>>
Rolled 4, 6, 6 = 16 (3d6)

>>4076992
Unz forgot dice
>>
Rolled 4, 2, 5 = 11 (3d6)

>>4076952

>Jump 3, move 3
>Step 3, 2
>Overwatch SE rending against unitist spear

Path of the Blade [12]
VIT 12/12 FOC 0/12 T:10
REA 7 GRT 4 SPD 2 ACT 5
Gear: 6

Path +12
-1d6 cut, crit 3-6
*-2 Bleed

Witness: +skill x terror
Bladesoul: +1 dmg, Rending -15
Determined: Gain +1 focus on kill

Exp: 1
>>
>>4076952

'Tovok, take a step back so you're not on that bridge alone.'
>>
Rolled 1, 80 = 81 (2d100)

>>4076952
>Deploy
>Second retelling of Wryneck
>Determined and Run Hot from Heron, 2d100
>Stalwart +Blade, Challenge

#Sparrow, Stalwart Blade[13]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
[Both Hands
!Determined
!Run Hot
!Challenge
6 Gear
>>
>>4077451
Note your ability to act from the Standard.
>>
>>4076952
The +2 Ap from the stimulant run out yet?
>>
>>4077883
Yes.
>>
File: Seaside House 5-1.jpg (2.32 MB, 3188x2840)
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There are many kinds of light

[1/2]
>>
Rolled 3, 2, 5 = 10 (3d6)

>>4076952
(DONT IF i HAVE TIME BUT)
>5! Snap! at the 2 unitist I snagged earlier (On the line +2)
#Un-Jin Woo, Path of the Rope-[14]
VIT 10/12 FOC 3/12 T:10
REA 6 GRT 5 SPD 5 ACT 5!
!On the line (+1 per ally in 1 AoE)
!Determined (+1 FOC Upon downing hostile)
==
{Stalwart}
Wracked-Twisted Internal Structure & Perceptual Flaws
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-14
-Minus 1: Lash = +1 Target
-Minus 2: Snap = deal 2d6 Pain. +1d6 against lashed
-Both hands (1!= (1/turn) +1crt/dmg pathskill cost -1)
-Belt Lantern (1 AoE light (fire))
-(12 exp & 20 bits)
==
Hand 1&2; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
Beset by the staggering pain of missing an arm, Montosi accepts the invitation to join the choir and rises as a unitist, weapon clenched in her left hand, pain subsumed in the song.

The Skittering Unity Swarmling bleeds profusely but in its death-throes, it manages to get both jaws tight around Unz leg! No! As it bleeds out, the feedback release of energy detonates the Stained that was controlling it!

--

Well. An impasse, then. I refuse to murder my own men when they can still be saved. So now what, Lantern?

--

A lucky shot flies past Lostok's deft guard as he is occupied deflecting probing spears!

--

Avenger is body-tackled by three Unitists, who swarm and struggle for control of his weapon! They wrench it from his hand, and attempt to bear the defiant Lantern to the ground.

--

>Turn 6
>Lantern phase
>>
File: Seaside House 6.jpg (2.47 MB, 3188x2840)
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>>4077956
>>
Rolled 6, 2, 3, 6, 6, 4, 5, 4, 1, 1, 2, 1, 3, 2, 3, 2, 3, 6 = 60 (18d6)

>>4077960
#Red, Daggers-[10], Powder-[11]
VIT 2:12 FOC 4:12 T: 10
REA 7 GRT 4 MOV 2
4 Gear, 1xp, 20 bits

>3AP Heal Self
>1 Focus Prepare to spray Montosi
>2AP+1 Focus Spray Montosi with knockout.
>3 Focus dodge.

"God damn it you idiot, this is why you don't move on ahead of the group. Don't you dear fucking die on me, we still need to get you new boots gods damn it!"

Daggers-
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

Rifle-
[Tinker]: 1 AP adds 1 to shot.
-1 Fast hands, buy 1 off reload AP, roll

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Alchemineer
[Field Kits]
[Alchemineer]
>>
>>4077974
Fuck I rushed, that should have been 6d6 sorry.
>>
>>4077974
>1 Focus question, can I use focus to increase my thing after rolling?
>>
Rolled 3, 2, 4, 1, 4, 4 = 18 (6d6)

#Avenger, Stalwart of the Blade-13
VIT 2:12 FOC 5:12 T: 10 AP 8:5
!Rage: +1 AP per -3 HP
!Bleed: -2
!Lunge : -2, 1 move double pierce
!Groundfighter: 1/2 grab malus. brawl once as minor
!Both Hands
!Belt Lantern

>>4077956
Good, good! Try to quell my hatred. I will take you to the very depths of hell!

>1! Remember Groundfighter 5xp
>4! Charge at the Stain and break free of the Unitists if possible, otherwise I bring them with me. vs 13 minor brawl
>3!+5 Focus: Tackle the Stain off of the roof and break his body upon the ground below. vs 15 brawl
>>
>>4077984
Yes.
>>
>>4078061
>Blow all my Focus to make my medicine check for knock out 16 (12 base, +1 from that the first post and now adding +3 which if my sheet taking is right is all my focus left.)
>>
>>4077451
-2 Focus
+1 React

Alacritious Acrobatics
Minor once per turn to jump your MOV. Yes; strikes from above *are* easier.
>>
Rolled 3, 5, 1 = 9 (3d6)

>>4078133
oh, baby

You there, One and All! See the face of your dissolution.

>>4077956
>3! Move 2233
>1! Both Hands Shield
>1!+3Foc Jumping shield bash 333 vs 11
>3Foc Look Unitist in the eye and all eyes behind it. Challenge them all.

#Sparrow, Stalwart Blade[13]
VIT 12:12 FOC 10-6:10 T: 10
REA 8 GRT 4 MOV 2
[Both Hands]
!Determined
!Run Hot
!Challenge
6 Gear
>>
>>4078191
Pardon, that's vs 10, counting the 1ap for the Jump.
>>
Rolled 1, 3, 3 = 7 (3d6)

>>4077960

#Vegrnois, Stalwart
VIT: 3/12 || FOC: 7/12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||

> Special action: -8 REA || Toggle [Step Into It].
> Minor Action: -1 FOC || Shift grip to Two-handed mode.
> Major Action: -3 AP || Aim: -5AP & -3 Move for +5 Acc || Reload Bow and {Strike} @ the Unitist @ [2]x3, [3]x6.
>>
Rolled 1, 4, 1 = 6 (3d6)

>>4077960

"I can take care of the other one's spear if you want to knock them out with your shield. Then we rush the stained after that."

>Mov 22
>Rending attack vs Unitist spear SE (15)
>Block E

Path of the Blade [12]
VIT 12/12 FOC 0/12 T:10
REA 7 GRT 4 SPD 2 ACT 5
Gear: 6

Path +12
-1d6 cut, crit 3-6
*-2 Bleed

Witness: +skill x terror
Bladesoul: +1 dmg, Rending -15
Determined: Gain +1 focus on kill

Exp: 1
>>
>>4078517
[b][green] Commence [/b][/green]
>>
>>4078517

Should be
>Mov 3 2
>>
>>4077960
Before I post, question about Strike: if I get a -3 to an action I get to do it double or how does that work?
And if I use strike in another action (let's say I got it by burning focus), does every action get a -6?
>>
>>4078930
Every major action allows you to Strike! You take a -3 to all skills involved. You get to make what is effectively two actions. You fake -6 to all skills involved? That would be three actions. And So On.

Climb a wall while reloading to fire your bow? -6 to the shot because both “climb a wall” and “reload” are major actions.

“Does this not imply I could simply perform infinite actions if I ensure I simply perform actions that have no listed roll?”

Your Basic Target is 10. If you have no other relevant skill, you use that. If you conspire to roll against a target of 4 or something, your margin of failure will be astronomical.

“ Okay what if I simply use a major action to reload then strike+step*10 to cross the map? “

What if you do? Surely nothing will happen to prevent that exact kind of cheating.

“ What if I take a second major action by spending Focus? “

Then that action isn’t a strike. Reload and shoot a bow is -3 to the shot. Reload and +1 focus into your 2 remaining AP to make that a shot is a shot at full skill. You paid 1 focus to be able to do this.

“ So why wouldn’t I always do this? “

Why wouldn’t you? You’re a Lantern. You are twice as fast and four time as lethal as the common fighter, trained and armed and studious and blessed. The Master of Arms has Standards. Taking two full actions while the world at large takes 1 is what Focus is *for*.

That’s a question. You have 4 AP left, Alora.
>>
Rolled 2, 6, 1, 5, 5, 5 = 24 (6d6)

>>4078945
Thanks for answering!
>>4077960
>Move 4
>1! Link Avenger
>1! Link the enemey 3 (east) of Avenger
>3! Tug all Avenger's wounds to the enemy linked (Stain)
>Burn 4 Focus for 4!
>1! Link the Brute 66666 (5W) from Avenger
>3! Tug all Avenger's wounds to the Brute

#Alora, Powder-11
VIT 11/12 |Focus 8/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:3 (2+1)
Both Hands: Gun (2d6 Smash)
!-1: Free Handsd
!Channelled

-Thaumatheurge: Link(1!), Tug(3!), Weave(3!, -2). Iconotheurgy +12.
>>
Rolled 6, 1, 1 = 8 (3d6)

>>4078191
>>4078202
Try not to do that Lantern. That's how you let them in.
>>
File: Seaside House 6-1.jpg (2.36 MB, 3188x2840)
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It is an easy thing to be eloquent far from the scrabbling horror of battle. When Avenger hits the Stained sharp elbow first, it's whispered sibilant preach-flow is interrupted by the shocked slam of surprise.

Avenger goes off of the roof; the Stained follow, and two struggling Unitists fall with the pair unto the hard, rocky ground below.


--

Sparrow gives up their sense of self, staring into the endless grand star-stained beyond.

[1/2]
>>
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I walk with the blessing of the Eye. I wrote my name in the House of the Devoted.

Out of my way
>>
You may break the world and bend the state.

But you leave my soldiers out of it
>>
File: Seaside House 7-Quiet.jpg (2.26 MB, 3188x2840)
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And a gentle silence settles, slow like a mountain stream.

Was there always a song in the back of our mind, aggravating to the ear?
>>
File: Seaside House-7-End.jpg (2.31 MB, 3188x2840)
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And a better day breaks

>Traderoad Secured 6
>captives rescued in time: 4
>Stained removed: 2*3 --> 6
>Swarmlings Destroyed: 3
>Unitists Peacefully Prevented From Harming Themselves As Per Montosi's Explicit Instructions: 0
>Lanterns Fed To The United Noosphere: -2
>Legionnaire captives killed: -5

>Earn 12 Xp.
>Earn 12 Bits.
>>
File: Tricks And Tools.png (3.44 MB, 3696x5055)
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{Montosi}
When I blink, I can s-still hear sn... snatches of a far distant s-song.

{Tovok}
It will fade in time. Rest. Legio! Fall in!

{Montosi}
S-shouldn't your men be the ones resting? We can take a watch, and you may share of our supplies

{Tovok}
Preposterous supposition, Lantern. Does one build a grand city from such weakened wills? You and yours can take the shelter. We shall share our supplies with you. My men may have enjoyed their brief exemption from duty, but there is great work to do.

You; get on your feet! Petris, your greaves are a disgrace! Thomasi, where is your SWORD, man? Sharpen up! If you all like singing so much you can practice timing your march songs while you set up a camp! Snap to!


---
Long Quiet, At Last

New Rank for Paths (12,13,14...)

10+New Rank for Traits (Acrobatic+1 is 11, Acrobatic+2 is 12. . . .)

10+New Stat for Attributes ( 13 for Speed 3, 14 for Speed 4)

6xAmount Of Tricks Bought for new tricks. ( 6/12/18/24 ). Stalwarts half this cost.

Pay 3 to change a trick into another, adjusting the things you know how to do in case something is no longer quite fit for your intentions.

What's the Perfect circle? Tantalising, is what. And that's all there shall be said about that.
>>
File: Legion rest.png (679 KB, 1853x1432)
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Perhaps one of these stern men or women, pulling themselves together again and re-asserting their individuality, might be interested in some sparing or trade to improve their muscle memory...?
>>
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>>4078611
>>4078517
{Decanus Tovok}

You there, Lantern. You move like I remember seeing once, in a different city. A beast; clawed, wretched, hungry. It spat fire. It thought itself grand. We had cornered it in the last keep of its high tower. Eighteen stern veterans with me on that ash-wind day, led by a cloaked stranger with steps like ice.

Eighteen own my kin and comrades I buried. But that one moved like the ocean, cut like hate.

You are not yet half as graceful, a tenth as calamitous. Yet; I see the potential. You helped me rescue mine from the chains of some abstract concept. I owe you a favour, then.

Pick


Bondsteel Blade
Sharp, light, unyielding.
A [Bonded Steel] blade allows strikes, major act attacks using it and such for 2AP. It innately has +1 crit.

Bondsteel Shield
The world will break before the aegis does
A [Bonded Steel] has effective DR 20, and you are always considered blocking with it. It allows major actions with the shield for 2 AP.
>>
File: And Onwards.png (6.05 MB, 4064x3624)
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While you rest at ease perhaps I might impugn upon you a favour? These Unitists are gathering, bloated on the still streaming refuges from Aranski's error. The hamlets and towns that try to make a living in the Green are easy converts to their cause.

There is nothing malign in the United, such as they are. We should all desire more friends.

But one among them have turned to reaping, and we hunt them now. A Preacher leads a choir. We are on the trail of their camp. It would be good to have you by our side. I could invoke the Accords and attempt to tempt your loyalty with words of duty and solace. My preference instead is honesty: the people suffer, and the settlers and refuges all need our aid. Stand with us.

Something slick and inky whispers, I suspect, into the mind of this Preacher. It is more cunning than the star-mad usually are.


{Montosi}
Our aim is to report to the crowmaster in Kalcmir and let them know of an Ogre sighting, of wandering whisperers, of the potential for a Fold somewhere in the Green. This would delay us by a week, if not more. I am sorry, but we are unable to divert from our cause.

{Tovok}
Innocents suffer, as of this moment. Your intervention is all that is needed to reduce their plight. Stand with us.

{Montosi}
We c-could make double-time afterwards, and we would be nearer the Golden Path. It is not impossible... Lanterns?

--

>We should seek to aid Tovok and his troops fulfill their ranging patrol. They're not equipped to go toe to toe with monsters, but we are. It would delay us, but it is Right, and what Lanterns do.

Or

>Haste is of the essence. A report must be made in Kalcmir, and so we must go. We shall share a thought for Tovok and his men, but no more.

Or

>Perhaps some other bright suggestion?
>>
>>4079574
Did I survive the plunge or is it time to pass into the great beyond?
>>
>>4079791
Alas at the cost of your own life you saved many from serving a false ideology unless... perhaps you still have focus to spend to get up? Unfortunately only the [Company Command] can decide if this is a valid use of focus. (Company Command will probably answer in a bit of time)
>>
>>4079681
>Go steal the brute's or anybody's boots and see if if fits Montosi
>Try to see if I can sew Montosi's arm back on.
"I hope this serves as a lesson not to do anything reckless next time. At least ask somebody to try to keep up with you you're irreplaceable..."

"If something happens to both you and Lostok we won't have anybody to give us instructions and exposition. Can you imagine what the normal Lanterns will do if that'd happen? We'd run around like headless chickens or the amount of times we'd run into weird shit with no idea what we're doing would exponentially increase."

>Ask the merchant what flashing blades is.

Red, Daggers-[10], Powder-[11]
VIT 2:12 FOC 4:12 T: 10
REA 7 GRT 4 MOV 2
4 Gear, 1xp, 32 bits

Daggers-
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

Rifle-
[Tinker]: 1 AP adds 1 to shot.
-1 Fast hands, buy 1 off reload AP, roll

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Alchemineer
[Field Kits]
[Alchemineer]
>>
>>4079835
>Go see if Unz is still alive and try to sew his leg? back on. Or just give him a peg leg.
I dunno the last few days were a haze of head cold.
>>
>>4079606

> Acquire [Extra Deep Pockets] trick. (-6 Xp)
> Gain +1 MOV. (-14 Xp)

#Vegrnois, Stalwart
VIT: 3/12 || FOC: 7/12 || ACT: 5
REA: 7 || GRI: 4 || MOV: (3 => 4)
Xp: (12 => 24 => 4)
Bits: (0 => 12)

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||
>>
>>4079791
>9791▶>>4079819
>>>4079574
>Did I survive the plunge or is it time to pass into the great beyond?

You find that the stained and the other two captives did rather soften your landing. Bruised but victorious.
Avenger was given the grey-scale treatment via a mis-click, all is well
>>
>>4079881
Actually nevermind I see flashing blades now.
>>
>>4079923

(I'll be making alterations to purchases due to [Extra Deep Pockets]'s effect being different from the effect on the sheet.)

> Acquire the [On The Line]. (-6 Xp)
> Gain +1 MOV. (-14 Xp)

#Vegrnois, Stalwart
VIT: 3/12 || FOC: 7/12 || ACT: 5
REA: 7 || GRI: 4 || MOV: (3 => 4)
Xp: (12 => 24 => 4)
Bits: (0 => 12)

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: For one turn, sacrifice all REA in exchange for +3 AP.]
[On The Line: Gain +1 per ally within 1 AOE.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences.]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||
>>
>Does slippery just give a free SPD or does it cancel the Attack of opportunity?

>Can you give examples of non-direct damage grit actions for grit?

>Which actions would apply for Deft hands? Apply poison? Throw Grenade? Heal?

>How do you limit refinement with the iron circle? Like somebody with refinement, Sword 14 and infinity - damage getting infinite attack and 1d4 damage.
>>
>>4079681

>We should seek to aid Tovok and his troops fulfill their ranging patrol. They're not equipped to go toe to toe with monsters, but we are. It would delay us, but it is Right, and what Lanterns do.
>>
>>4080017
Slippery
It makes your first step free. A combat step negates interception attacks. So one could step away as a disengagement without spending a major action. It also functionally gives you +1 reach if you move forward and then strike, and allows you to be engaged in combat, side-step besides your opponent, and strike them in the side at your full skill, without any other investment.

Out of engagement and combat, the free step functionally works just like +1 Speed, since you can step further. Slippery does not add to your speed, though; your Speed is sometimes rolled as an attribute (10+speed) to determine if you are "quick enough" for some things. There merely being slippery does not help, which is why it says "first step is free" rather than "+1 speed"

Offhander

You've mastered the art of all elbow combat and all knee movement. You get one free grit act per turn, which can't be something so blase as "I punch". A grit act is really any action that uses your grit, that is, your strength, so it's really anything that might fall under the label of "brawling".

So perhaps you would like to grab your enemy? Throw sand in their eye? Swirl your cloak at them to reduce their defines? Pull at a nearby rope? Throw a nearby item to cause a distraction? Interact with the environment using a hand or foot or some part of your body? Push someone back? Pull someone closer? Attempt to grab something out of the air? Attempt to grab someone then throw them over your shoulder (It's a free major action, rolling against brawling, so it can Strike).

The only caveat being that using a free hand to manipulate the environment does actually require a free hand. It's good for one handed duellists. Otherwise someone with legs, which might be most safe for Montosi, would handily be able to kick, somersault, dance or duck or weave to your hearts content.

Deft Hands
Yes.

If it uses an item you normally pull from your pack or your belt using a full major action, it is now a small minor action. This incidentally also works for bow reloads as you can get out an arrow rather a bit quicker.

Iron circle

Your weapons have a listed damage. This damage is rolled. The effective path skill on the attack, should you have Refinement, sets the minimum viable number the dice can show, as you lean into a strike and deliver it to the utmost of your ability.

With Sword 14, you use a Minor to Refine your strike, and you hit someone. The weapon does 1d6. You've refined for 14-10 = 4. So Your range is 4-6. If you were beating someone with a broken oar handle and it had a natural range of 1d3, you would be able to hit for your naturally limited highest possible dice. Or, 3.

A refine swordsman is quite able to murder you rather gruesomely using naught but a dining knife.

The cost for all of this is that you are reliant on your effective path skill.
>>
that means that if you are a naturally gifted swordsman with a Path of 15, but you wind up a gruelling blow of +5 damage, you roll vs 10 to hit for 1d6+5.

Even if you were to refine the strike, your minimum possible damage dice is 10-10 = 0. Refine is the effective path skill the attack goes into, not your total path skill sans any modifiers for the moment.

This is why all the true masters sometimes get caught up in elaborate footwork and showy telegraphed techniques. With a sword, an effective Path skill of 16 is what you need to benefit most from Refinement. So either be good, or aim your blow so that you roll against a higher skill. Minor, Aim, Trust with skill 13 takes you to one attack against skill 14, and that attack has a 95% hit probability and will do 4 damage on contact. That's all kinds of commendable and enough to take the fight out of common folk.

The positive is that this does make your strike more bold, beautiful and brutal.

It drawback is you are putting all your effort into perfecting the strike when it might be rather more clever to treat your fine tool as a gruesome cleaver. If you had 13 skill and aimed twice, then attacked against 10, you would hit 50% of the time for 1d6+5 damage! Staggering! Unfortunately, prone to being avoided.

But if you think yourself a true master of the blade, and your effective path skill approaches 17 or even 18, ah, then you can freely Refine *and* focus on the blow. And then suddenly you might find yourself with a 1d6+2 strike where the minimal dice is 6.
>>
>>4079681
>Return to the flesh.
>Claim 14xp and 12 bits
>Should the cost of my first purchased trick have been 3 instead of 5?
>Learn Offhander for 6xp
>Does 75% discount mean I can learn Brawl 13 for 9 bits? (11+12+13)/4 If so, learn from the Legionnaires.

As for our course of action, could we not send a smaller and more mobile party ahead to deliver the message? If we are pressed for manpower, perhaps the Legion could dispatch some messengers in our stead while we hunt down this Preacher. That way we increase the effectiveness of their combat force, while Legionnaires less suited to our type of combat can help us in turn.
>>
>>4080134
Yes, quite so Stalwart.

Alas, friend, not so. 11 would be 8, 12 would be 9 and 13 would be 10, a grand adventure in bruises for the low cost of 27 bits.
>>
>>4079606

>13 exp for path 13

>>4079648

>Take the bondesteel blade

>>4079681

>We should help Tovok.

Path of the Blade [13]
VIT 12/12 FOC 0/12 T:10
REA 7 GRT 4 SPD 2 ACT 5
Gear: 6

Path +13
-1d6 cut, crit 3-7
*-2 Bleed

Witness: +skill x terror
Bladesoul: +1 dmg, Rending -15
Determined: Gain +1 focus on kill
Bondsteel Blade: Major acts at 2 AP, +1 crit

Exp:
>>
#Avenger, Stalwart of the Blade-13
VIT 12:12 FOC 12:12 T: 10
Brawl: 12
!Rage: +1 AP per -3 HP
!Bleed: -2
!Lunge : -2, 1 move double pierce
!Groundfighter: 1/2 grab malus. brawl once as minor
!Offhander: free non-direct dmg grit act
!Both Hands
!Belt Lantern

>>4080147
>Learn Brawl 12 for 12 bits and 5xp, leaving 0 bits and 3xp

>Does Iron Circle gain a discount from Both Hands?
>Does throwing a weapon toward an enemy or ramming them count as "direct damage"?
>>
>>4080262
Wielding a weapon in both hands reduces the cost of path-skills and the iron circle by 1 to a minimum of one. It allows you to strike at -2, as an instructive demonstration.

And yes, ramming people is an attempt to deal damage. It's not quite what Offhander does, furious one.
>>
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>>4080064
Thanks. Have a snake with a hat.

>Take Deft hands (7XP left?)
>Buy Marching boots (7 Bits left?)
>Ask the merchant if he trades in traits and if he's willing to buy my acrobatics skill.

Red, Daggers-[10], Powder-[11]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
4 Gear, 7xp, 7 bits

Daggers-
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

Rifle-
[Tinker]: 1 AP adds 1 to shot.
-1 Fast hands, buy 1 off reload AP, roll

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Alchemineer
[Field Kits]
[Alchemineer]
>>
>>4079835
Montosi’s limb is a mauled mess. You field dress the ravages as best you can. Montosi manages a courageous smile when you ask if you should clean the wound. It lasts for a minute and then she is a sweat-slicked twenty pound of anger in a ten pound barrel hurricane of curses as the sting of the disinfectants chase pain through her.

The arm will recover in time. All the while Montosi hums a song beneath her muttering. She seems unaware she is doing so.

>>4079881
He is gruesomely mauled and twice too hard to die because of it. It takes you and a Legio surgeon with steel-steady hands nine hours of vanguard action until you feel he might live out the night. You’re coated with wet, warm arterial blood and sometime during the dire affair he kicks hard enough by nerve twitch impulse to bruise your chest for days.

By morning, he is upright.

>Big Unz recovers from the precipice. Take 1 skill and 2 stat damage, but gain a point of Focus.
>>
>>4080035
>>4080225
>>4080134
Lostok and Montosi debates as much as smart people can when one half of the debate assembly must pause every two minutes to flinch away from unconsciousness. It is a long dust-choked way to grand Kalcmir. Lostok hammers home the need for haste, but he’a Reikan. Border state to Pyther. Half his sudden concern for time tables stems from anger at the treatment his people have suffered for a century.

But the Legios here are not a well supplied home-territory army affair. Persipeine breathlessly insinuates several of them wear twice-repaired personal kit. Their weapons is an eclectic collection of venerable and improvised They’re in a state, overextended and under supplied. Three of their scouts have been missing for weeks, they lost a cohort to the ravages of a leviathan, a minor noble house attempted an illegal land seizure but last week and the Hundred Tribes move like mirages across the territories, pushed by some distant force from their usual nomadic haunts.
And through it all, distant Dispatch Command has been silent.

Tovok keeps a keen face and oiled breastplate. It doesn’t take a strategist to deduce that no one launches a one man assault on a hostile camp if they could bring ten brawny friends.

The collective plan being formed means Lostok brushes off his letters and tries to pen a missive to Kalcmir. Three Pathfinder couriers swear they’ll deliver it. By the absolute conviction they emanate its clear it would take a battalion to pause them.

You begin to make camp, preparing for the briefing about the assault to come...
>>
>>4080692
Unz too big to die!
But Unz probably retire now. Unz not young and pretty anymore.
>>
>>4080706
Instruct another in your Arts and they’re a Legacy.
>>
>>4079630
-32 bits & 24 exp to spend
>Pay 25 bits gain Weaver (Can I get a bit more info on it?)
>Pay 3 bits & then 3 more bits for brawling-12
>Pay 15 exp for Path of Rope-15
>Pay 9 exp for Dancing Steps

#Un-Jin Woo, Path of the Rope-[15]
VIT 12/12 FOC 12/12 T:10
REA 6 GRT 5 SPD 5 ACT 5!
!On the line (+1 per ally in 1 AoE)
!Determined (+1 FOC Upon downing hostile)
!Dancing Steps (+Speed Aim if no moved)
==
{Stalwart}
Wracked-Twisted Internal Structure & Perceptual Flaws
Understand-10
Brawl-12
Notice-10
Shield-10
Path of the Rope-15 [Weaver]
-Minus 1: Lash = +1 Target
-Minus 2: Snap = deal 2d6 Pain. +1d6 against lashed
-Both hands (1!= (1/turn) +1crt/dmg pathskill cost -1)
-Belt Lantern (1 AoE light (fire))
-(0 exp & 2 bits)
==
Hand 1&2; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
>>4080768
You can target the ground to anchor the gossamer filament strand. It's strength is your margin. This allows you to create a web, or tie people to objects

The strands themselves are sharp and can cut if used in the right way.

You could snag someone and then hurt them quite gruesomely.

If you create two anchors, a cutting strand between is functionally a trap.
>>
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>>4080422
Gently stepping feet, deft and swift and sure? One might buy it! At a high price! Perhaps a fleet soul wishes to be stronger? More attractive to the discerning eye of passing peers? Noble if cowardly, craven if too true to the cause for your own well-being? All this can be arranged!

One might trade such a thing, with but a minor handling fee of 3 bits.
>>
Rolled 3, 1, 5 = 9 (3d6)

>>4079606
>Use 6xp to buy Convocant (+1 threshold): Hyga (heal/harm)
>Pay 10 bits to roll vs Thaumatheurge 12 and learn a trick
>6xp and 2 bits remaining
>Look around to see if there's somebody who could teach me more about my powers and about the icons
>>
>>4080819
>>4079606
Could you tell me more about tha icon I picked?
>>
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>>4080820

[Spoiler]
Hygea, The Healer That Harms, the Pain That Blossoms

Hygea is a Near Icon and takes a keen interest in affairs. Hygea is found, resonating, where-ever pain occurs, a keen eyed healer that pries into the working of things. Traditionally thought of as female, she is usually represented as an ten legged spider weaving platelets over wounds.

When invoked, Hygea allows the mutability of biology. But she does not erase pain or wounds, she treats them as currency. Iconographers that pledge to Hygea tend to run charitable missions of ministration.
[/spoiler]
>>
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>>4080819
>>4080820
No. There is nothing to say, is there? These are grand secrets you desire, but in your boundless avarice you approach the mandate of heaven and offer a scrap. You may have picked it but it has not picked you, scavenger. Your offering is an insult, your exchange a flaw in the world and in your senseless greed you have not even the temperament to bury the corpses of your peers before you try to filch mysteries from the Bleeding Bird. There are a hundred interesting wounds around you and you offer none of them, nor even your own.There are Accords. They are not violated.

To be a convocant is a calling, and to follow that path you must venture far further in your journey.

Your petition has been denied.

>Rent by immaterial breaks in the world, your fine structure gradient weakens. You suffer wrenching damage. Lose 2 Vit, 2 Focus, 1 Reaction, 1 Grit.
>>
>>4080834
>>4080830
>>4080820
And yes, this is so. Hygea; A Healer That Harms, Pain That Grows, The Bleeding Bird

A Near Icon, how could it not be? Wounds and exchange take attention on the shape of things. There is a mundane normalcy to the commerce of life. Growth is information in spiralling chains, evolution itself a testing ground for innumerable arrangements of experience. Hygea flows among all of this, entwined in the strands of your potential selves. It resonates with struggle, challenge and growth, and it proliferates where competition between living systems become new patterns.

Hygea can shift wounds from one to another. It can alter the balance of a living being. It can make a new one. It senses and knows life, and all Hygea can be said to want is new ideas. A creative soul. Artists favour it, charitable missionaries that seek to spread alleviation walk with it and every modern hospital administrator from Vanadia to the Reik is taught to recognise the signs of Hygean presence. It's important, as it must be banished or the patients long struggles will preternaturally continue far past the course of their diseases and, shaped by the sheer curiosity of new designs, neighbourhoods can be lost to outlier variations in the pool of virus infections.

No proper translations of the convocation stones are to be found. All are riddled with subtle flaws. Scarf tells you this one for free, as he was in the area, fleeing spore-laden winds.

All magelings think Hygea trades in pain, but perhaps pain is not its most preferred currency? There are so many other ways for a life to become different.

>>4080834
>>4080819
Perhaps we have all learned something today, then, scavenger.

Iconotheurgy+12:

Braid, -2+links, roll to braid current links into the world-structure. They last for a day or until dispelled (so require no new upkeep)

>To braid 2 links, roll vs -4. To braid 4 links, it's -6, etc. Braiding in more links increases this penalty, so 3 links across 3 turns is still -3, -4, -5; the amount of links you're maintaining is what sets the penalty.

or

Unravel, -2, negate up to margin of a property a link would otherwise have.
>unravel fire "heat" and it still burns material, but now it produces no heat
>unravel sword cutting and it still hits, but rather bluntly
>unravel weight and a rock might still be hard, but easier to mve.

Note the precipitous damage this can do to the stability of the world-structure. Once something is unravelled, it stays unravelled even if your link closes. The Dust-storms around here are a grand place to find floating rocks that gravity has no hold over, but wind still does, and they will hit with all the force of their weight.

It may be possible to paradox glitch reality if you get twisty at the seams; mutually incompatible unravels cancel out or produce side-effects.
>>
>>4080798
>Sure take Acrobatic for whatever.
>>
>>4080834
“Scraps? I offered scraps? I gave up the best I had, the experience born from the struggle that it’s life and that was this battlefield. Was I supposed to offer the wounds of others, their suffering and their ultimate death for my personal advancement? Instead of the only thing that’s left after all my tribulations? And that was supposed to be a God that values struggle, challenge and growth? You know what? It isn’t worthy of my suffering”

>Since my petition got denied, do I get my xp back? Do I get any sort of relationship with Hygea or do I only get the curse?
>Does braid minus apply to any roll you do or just when braiding links?
>>
>>4080834
Halt.
>Point blade at the trader

It is awfully strange that a mere wandering merchant would arrive conveniently dealing in metaphysical assets and knowing such high secrets. You stumble in out of nowhere and expect to berate my compatriots without reprisal?

Disclose your identity and nature or I will cut you down where you stand.
>>
>>4080856
Red ignores Avenger and talks to the merchant while said merchant was being held at sword point.

"Okay the voice in my head answered my question, can I switch my acrobatics skill for steady hands for 3 bits please? Ohh and if you're selling ponchos I'd like a camo or woodland green one. I don't have many bits left but I can pay in memories or I guess an IOU? I'm also willing to give you rights to my corpse if that interests you."

Red, Daggers-[10], Powder-[11]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
4 Gear, 7xp, 4 bits

Daggers-
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

Rifle-
[Tinker]: 1 AP adds 1 to shot.
-1 Fast hands, buy 1 off reload AP, roll

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Alchemineer
[Field Kits]
[Alchemineer]
>>
>>4081209
" Quite! And derision at no cost too, soft-soul. Quite a bargain! Harsh words and vicissitude are always in ample supply, yet even so, free is too dear.

Your violence-eager heart does you credit, but steel-heart, this humble trader is in a different industry. I don't deal in violence. "

>>4081313
" That is what was agreed. Alas, friend, steel steady nerves are hard to acquire out here. They tend to fray. Quite a stroke of luck one happens to have a few. And are they not the same? Vast jumps over long distances, that one thinks is rather steely. The poncho, we will offer for free! "
>>
>>4081582
We both know violence is not the only mechanism by which something can be destroyed.

>Sheath weapon

For what reason do you trade, I wonder... To put food on the table is doubtful. Sinister intentions? Then your head will be the price. Perhaps greed or otherworldly compulsion? I will give you the benefit of being considered a puppet to some unfulfilled desire or unknowable destiny, if only because you remain benign and useful.

The avaricious eventually amass such power that they make slaves of those beneath them. We do not need more gods to play with the souls and minds of men. We should not fear that we are living only because the whims of those beyond permit it. Take care that your ventures do not come crashing down around you, merchant.
>>
>>4081582
"Ohh wow thanks man, you're a life saver. I swear I'll try to make it up to you later if I find anything interesting or maybe if you ever need something maybe I can try to help best I can!"
>>
>>>4081921
Adjust your gear and let's get on with it.



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