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File: Blades Intro.jpg (269 KB, 1168x1291)
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Some things are worth dying for.
>>
File: Blades.jpg (1.52 MB, 2480x4938)
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Perhaps it is so. It may be that there is a chance for you to find out.

We should have met with the reinforcement column ages ago. And where's the detail from Rikovol?

The scars on the horizon are dark. They're the blemishes from smokey campfires and burning buildings. The enemy has come to our shore, our fields, our farms. There should be forts, allies, reinforcements. But we seem alone but for fleeing civilians and wind-borne screams. There are no banner in clear evidence. No orders from distant generals.

What's a small group of trainees and recruits to do but try to survive?

We're not equipped to beat off a force of well-stocked invaders. A nearby fort might provide us with the answers we seek and stout walls to keep the enemy at bay. But we have to get there. . .

>For chargen, roll 18d6. Then pick a weapon and a kata-skill. If you die - which you will - you can reroll and make a new character but carry over 1 stat from the slain one.

#Name
Guard 12+1d6
AP 10+2d6 | Stance 6+1d6 | React 3+2d6 | Health 1+1d6/2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 3+2d6 | Focus 3+2d6 |Finesse 3+2d6 |Ferocity 3+2d6 | Para 0+2d6

#Simple Sword / Simple Bow / Simple Spear
>>
File: UnformedIdentity.jpg (56 KB, 640x885)
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Rolled 6, 5, 3, 3, 3, 5, 4, 6, 1, 1, 3, 3, 6, 6, 5, 1, 3, 3 = 67 (18d6)

>>4771110

# Veynaha Copec
Guard 12+1d6
AP 10+2d6 | Stance 6+1d6 | React 3+2d6 | Health 1+1d6/2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 3+2d6 | Focus 3+2d6 |Finesse 3+2d6 |Ferocity 3+2d6 | Para 0+2d6

(Weapon and skill choices will come after RNG resolves.)
>>
>>4771180
Ah, uninformed individuality shaping itself. Good! Try on some intentionality, see how you like the shaking and shudder of nerves. The beat of hearts. The peculiar madness of being trapped inside a skull all of your own, lonely and sovereign.
>>
Rolled 5, 4, 4, 6, 5, 2, 2, 1, 2, 6, 3, 5, 2, 5, 3, 5, 3, 3 = 66 (18d6)

>>4771110

#Soldat
Guard 12+1d6
AP 10+2d6 | Stance 6+1d6 | React 3+2d6 | Health 1+1d6/2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 3+2d6 | Focus 3+2d6 |Finesse 3+2d6 |Ferocity 3+2d6 | Para 0+2d6

(Equipment and Skills after Rolls)
>>
File: Veynaha Copec.png (1.11 MB, 1000x1431)
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>>4771180

# Veynaha Copec
Guard 12+6
AP 10+8 | Stance 6+3 | React 3+8 | Health 1+2
Lethality 1+1
Fluidity 3+2 | Focus 3+6 |Finesse 3+12 |Ferocity 3+6 | Para 0+6

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Nock}: Spend 3 Stance to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
>>
>>4771208

# Veynaha Copec
Guard: [18]
AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [15] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Nock}: Spend 3 Stance to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.

"Bring only bloodshed, and leave only carrion."
>>
File: Finewords.jpg (273 KB, 1347x1133)
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>>4771253
Fine words, to chill those who get in our way.

If you are so keen to feed the crows perhaps you might rid us of that archer on the small cliff hill?
>>
Rolled 6, 4, 3, 2, 1, 6, 1, 1, 4, 1, 2, 6, 6, 2, 4, 1, 1, 6 = 57 (18d6)

>>4771110
"The arts of my family will never be defeated! Let's drive out these brigands."

#Sofia
Guard 12+1d6
AP 10+2d6 | Stance 6+1d6 | React 3+2d6 | Health 1+1d6/2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 3+2d6 | Focus 3+2d6 |Finesse 3+2d6 |Ferocity 3+2d6 | Para 0+2d6

#Simple Sword
>>
>>4771226
>>4771110
>>4771262

#Soldat
Guard 17 (12+5)
AP 18 (10+4+4) | Stance 12 (6+6) | React 10 (3+5+2) | Health 1+1 (2/2=1)
Lethality 1
Fluidity 6 (3+1+2)| Focus 12 (3+6+3) |Finesse 10 (3+5+2) |Ferocity 11 (3+5+3) | Para 8 (0+5+3)

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.

"A battle with no promised reinforcements, and recruits ready to be slaughtered... Guess Fiction and Reality blend together sometimes."
>>
File: Sword In Hand.jpg (378 KB, 1527x1404)
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>>4771272
It always does. What is Real is not what is True and what is True is a tradable commodity around these parts.

Those brigands look rowdy. Something about their stance speaks of a long life of leisure fuelled by bouts of violence against the innocent. Not professionals, in truth, but cunning, clever violent souls.

Perhaps you can do something about them?
>>
Rolled 5, 5, 4, 3, 4, 2, 5, 5, 4 = 37 (9d6)

>>4771262

# Veynaha Copec
Guard: [18]
AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [15] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Nock}: Spend 3 Stance to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.

> 3 AP // Try-Something vs Finesse 15 // Scale the rocky incline to [NE].
> 3 AP // Try-Something vs Finesse 15 // Scale the rocky incline to [NE], come to rest on flat terrain.
> 3 Stance // {Nock}.
> 12 AP // {Aim} @ the hostile bowman.
> 3 Stance // Fire bow @ the hostile bowman.
> 3 Stance // {Nock}.
>>
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Now, to find ourselves . . .
>>
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If you are the cunning sort, with deft mind and quick hands. . . Perhaps you might be tempted by some advanced swordplay?

They're moves for those with more skill and training than us - but knowledge is its own reward.
>>
Rolled 4, 4, 2, 1, 6, 6, 6, 1, 6, 3, 6, 1, 5, 4, 1, 6, 3, 6 = 71 (18d6)

>>4771110
In much the same way is Veynaha, let's see how RNG shakes out.

#Gilbert
Guard 12+1d6
AP 10+2d6 | Stance 6+1d6 | React 3+2d6 | Health 1+1d6/2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 3+2d6 | Focus 3+2d6 |Finesse 3+2d6 |Ferocity 3+2d6 | Para 0+2d6
>>
>>4771289
When applying these D6s, should I go in the order they're listed in the image here >>4771110 or the character sheet?
>>
>>4771280
Is Grass-cutter +1 to your SP and +1 to your reach, or is it spend 1SP for +1 reach?
>>
Rolled 6, 5, 1, 3, 3, 3, 2, 2, 3, 6, 3, 3, 6, 1, 3, 3, 2, 3 = 58 (18d6)

>>4771110
>=Chargen
>>
>>4771296
Go by the character sheet. The records written there is for ease-of-use (guard and lethality being easy to spot for quick reference).

Apologies for the minor confusion.

>>4771297
Naturally, you spend stance to trigger the particulars of your stance. So it adds +1 to the cost of whichever it is used on. And it does not add to reach; you target one more tile within reach that you already have. Perhaps you wish to cut a large amount of grass?

Large. . . humanoid looking . . . grass.

So to be particular, Sofia, using grass-cutter goes on top of anything else, it adds +1 stance cost to that thing it goes on top of, and it allows you to target 1 more tile.

Such that if you took up a ferocious stance, added +2 damage, and wanted to hit two tiles at once, you'd then use Grasscutter to target it. Your single attack would cost 3 + 4 + 1 for grasscutter.
>>
File: What a shot.jpg (304 KB, 2277x1022)
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>>4771278
Grand shot! Good eye. But do keep in mind that if you try to cross a cliff that is also a movement, so you only added +10 to hit for that deft shot as you had to spend 2 AP to also move up and over those cliffs.

The brigand is shocked by the arrow but he flinched; but he's vulnerabe!
>>
>>4771304
Now I exist! This does look correct, yes?

#Gilbert
Guard 16
AP 16 | Stance 7 | React 15 | Health 4
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10 | Para 9

#Simple Sword
#Flickerstep Dodge
>>
>>4771304
"That makes sense. Thanks!"

#Sofia
Guard 14
AP 20 | Stance 10 | React 10 | Health 1
Lethality 1
Fluidity 8 | Focus 11 |Finesse 11 |Ferocity 8 | Para 7
[Grass-Cutter] 1 SP, hit +1 Tile within range
#Simple Sword
>>
>>4771309
Quick on your feet there, recruit. Good. You might live longer than I hoped!

>>4771311
Unlike this scraggly looking specimen...
>>
Rolled 6, 4, 5 = 15 (3d6)

>>4771277
>>4771305

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 6 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.

>1 AP: Move 3,3
>1 SP: [Focus] Stance
>[Grass-Cutter]
> 4SP: Attack at Tiles at 4,4 from me with [Focus]

"Okay, Focus..."
>>
>>4771316
"W-what matters the most is fighting spirit!"
>>
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>>4771319
and you have it in plentiful exuberance! Now SHOW IT.

Recruits, form up! Get those three brigands out of our way! We have a supply wagon coming up behind us, and we need to clear the way.

If the reinforcements from Rikovol do not meet us on this road and the horizon is stained with smoke we will need to ensure the supplies reach Fort Drywing! Otherwise, anyone fleeing there for safety will be fit for crows once the water runs out and the rat gets in the grain.

>Take a turn, or link your turn to this update.
>>
>>4771302
>>4771322
(Act from where)
>Here I am

#Sato
Guard 18
AP 16 | Stance 9 | React 9 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5


Weapon - [Simple Sword]
Skill - [Hushed Lightning]
>>
>>4771322

# Veynaha Copec
Guard: [18]
AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [15] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Nock}: Spend 3 Stance to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.

"Turn your gaze towards the heavens and hear the lamentations of the blackbirds."
> Note // -bow was nocked on previous turn-
> 9 AP // {Aim} @ the hostile bowman.
> 3 Stance // Fire bow @ the hostile bowman.
> 3 Stance // {Nock}.
> 9 AP // {Aim} @ the hostile bowman.
> 3 Stance // Fire bow @ the hostile bowman.
>>
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>>4771326
One might need to exist with blade in hand before taking action! Fortunately. . . It appears you know now where you are.

It is right . . . in the thick of it.
>>
Rolled 1, 4, 1 = 6 (3d6)

>>4771319
"Then let us dash them against the stones! I shall take the bulwark, get around their flank!"
>>4771322
"For the honor of this nation! Break upon me criminals!"
>4AP: Move 3, 4, 4, 3
>3SP + 6AP: Attack Bandit 2 with [Finesse] with +3
>6AP: Gain +1 Stance
>4SP: Ready an attack at the first enemy to attack me
>1SP: Ready a Dodge after that

#Gilbert
Guard 16
AP 16 | Stance 7 | React 15 | Health 4
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10 | Para 9

#Simple Sword
#Flickerstep Dodge
>>
Rolled 5, 6, 2, 2, 4, 2 = 21 (6d6)

>>4771336
"Here I come!"

>Begin in [Focus Stance]
>3AP Move 343
>3SP+2AP: Attack closest bandit(vs Focus 12)
>3SP+2AP: Attack him again(Vs Focus 12)
>1SP+12AP:Parry the next incoming attack (vs Finesse 11)

#Sofia
Guard 14
AP 20 | Stance 10 | React 10 | Health 1
Lethality 1
Fluidity 8 | >>Focus 11<< |Finesse 11 |Ferocity 8 | Para 7
[Grass-Cutter] 1 SP, hit +1 Tile within range
#Simple Sword
>>
Rolled 2, 2, 1, 6, 3, 6 = 20 (6d6)

>>4771336
>>4771322
>[Start in fluidity stance]
>1 AP: Move 3
>1 SP: Evaluate Bandit
>1 SP: Windup
>3 SP+14 AP: Use Hushed Lightning on Bandit (14/2= +7 to Hit)
>1 AP: Add to Parry React?

#Sato
Guard 18
AP 16 | Stance 9 | React 9 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
Weapon - [Simple Sword]
Skill - [Hushed Lightning]
>>
File: Bout1.jpg (262 KB, 806x1233)
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Surrounding them? Good thinking! It's much, much harder to defend against attacks from behind - and when they have to spin around, even two knives won't help them!

Get 'em!

They know their stances well, though; their guards aren't broken!. . .
>>
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One lashes out with a flurry of knives that Soldat ward off with his spear, and the other glares daggers at Sofia. And then he brings his real daggers up in a two-two-one strike . . . And half a feint as he spins around and goes for Gilbert, who yields the ground in a display of stunning awareness! Good footwork!

The AP they didn't use to boost their tohit to 13 they used to try to bring their guard back around, but the flurry of our attacks have gotten them over-exposed. close in for the kill! Get 'em!

And remember: If your enemy has a solid guard, damage is halved. You might want to use a wind-up to batter through their defences, or attempt a quick strike that trades -2 to your hit for -1 to their Guard against the attack!

--

That archer is reeling, stunned, his cool broken. He's staggered and is taking the turn to recover! Veynaha; plant one in his skull. Make him sit down.

Permanently.

Or give him one in the arm and your bow has a good chance of wounding him. He'll be forced to flee, unable to wield his weapon effectively!

> GO!
>>
Rolled 4, 1, 1 = 6 (3d6)

"What was it called... uhhh..."

"Killing Blade: Cutting Winds!"

>3AP Circle around 321
>10SP+16AP Slash through both bandits' legs.[Grasscutter] vs 17 (-2 for,+3 Damage +8 to Hit)

#Sofia
Guard 14
AP 20 | Stance 10 | React 10 | Health 1
Lethality 1
Fluidity 8 | >>Focus 11<< |Finesse 11 |Ferocity 8 | Para 7
[Grass-Cutter] 1 SP, hit +1 Tile within range
#Simple Sword
>>
>>4771377
>>4771399
>>
Rolled 1, 5, 5 = 11 (3d6)

>>4771377
"Like fallen leaves, return to the earth unmade!"
>1AP: Move 2
>3SP: Evaluate x 3
>3SP + 14AP: Called Shot Head Bandit 2 with Finesse + 13 Skill (Rolling versus 13)
>1SP: Ready dodge

#Gilbert
Guard 16
AP 16 | Stance 7 | React 15 | Health 4
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10 | Para 9

#Simple Sword
#Flickerstep Dodge
>>
Rolled 3, 2, 1, 3, 2, 2 = 13 (6d6)

>>4771377
>Fluidity Stance
>6 SP: Windup (+3 Dmg)
>3 SP +16 AP: Hushed Lightning again against Bandit Direction 2 (16 AP/2= +8 to hit -6 HL= vs 14)

#Sato
Guard 18
AP 16 | Stance 9 | React 9 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5


Weapon - [Simple Sword]
Skill - [Hushed Lightning]
>>
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It is not so easy to bully those who fight back!

> Resolution Phase. . .
>>
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The brigand archer recovers his composure in time to wipe the dust from his eyes and see a scene of carnage, he turns around and sprints for it, running as far as his legs take him.

We can look beyond this little place now and see the lay of the land. The smashed looking hut should house amicable fishermen. The drying racks should be teeming with fish. But instead we find . . . brigands.

And one of them holds a sharp blade in a fine two-handed grip. That one will know how to fight. When we engage him, mind your Guard and your Reaction - don't let the proficient fighter overbear you or push you against the rock-walls. If he shoulder-checks you, it might break your guard and if he feints out your defences, you'll need your allies to cover for you.

The armour looks. . . Well made. Is it the leader? Who forged that equipment, the rugged blade, the well-fitting harness? Someone with a fluid or focused mind should get closer and investigate. It might tell us more about these attackers.

And on the horizon, do you hear that? The shouting? The crowing of ravens? It's. . . Doubtfully human. Don't let it frighten you.

Advance!
>>
Rolled 6, 3, 3, 3, 2, 3 = 20 (6d6)

>>4771437
"The one who strikes first wins! Sword Art: Charging Rhino!"

>5AP Move 33344
>6SP+10AP Running stab, impale the archer. (vs 16) +5 To Hit, +3 Damage
>3SP+4AP Grab him or his corpse.(vs 11) +2 To Hit
>1AP Face him toward the other archer as a human(corpse?)shield.

#Sofia
Guard 14
AP 20 | Stance 10 | React 10 | Health 1
Lethality 1
Fluidity 8 | >>Focus 11<< |Finesse 11 |Ferocity 8 | Para 7
[Grass-Cutter] 1 SP, hit +1 Tile within range
#Simple Sword
>>
>>4771464
Also this!

>1SP Dodge
>>
Rolled 5, 6, 6, 2, 3, 2 = 24 (6d6)

>>4771437
"Keep up the pressure! They will fall beneath the grinding steps of war!"
>4AP: Move 3, 3, 2, 3
>3AP: Use Fluidity to try to taunt the Bandit 3, 2, 3 to attack me
>3AP: Use Fluidity to try to see any gaps in the armored bandit's armor
>4SP: Ready an attack against the first person who approaches
>6AP: Gain +1SP
>1SP: Parry the first attack against me
>3SP: Ready Flickerstep Dodge to add +1 DMG

#Gilbert
Guard 16
AP 16 | Stance 7 | React 15 | Health 4
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10 | Para 9

#Simple Sword
#Flickerstep Dodge
>>
Rolled 6, 4, 4, 2, 4, 4, 2, 6, 1 = 33 (9d6)

>>4771437
"CHESSSSTOO"
>[Fluidity Stance]
>DASHING CUT: Spend 8 Guard to move: 1-2-2-2-2-2-3-3 + Attack bandit vs 12
>2SP: Evaluate (+2 Hit)
>4SP: Windup (+2 Dmg)
>3 SP+ 16AP: Hushed Lightning against the Bandit (16 AP/2= 8 +hit +2 hit -6 HL= vs 16)

#Sato
Guard 18-8 (10)
AP 16 | Stance 9 | React 9 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5


Weapon - [Simple Sword]
Skill - [Hushed Lightning]
>>
Rolled 1, 3, 5 = 9 (3d6)

>>4771437

#Soldat
Guard 15/17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 6 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.

>Current Stance: [Focus]
>7AP: Move 4, 4, 3, 2, 2, 2, 3
>1SP: [Ferocity] Stance
>4SP: [Windup] * 2 (+2 DMG)
>4SP: [Evaluate] * 4 (+4 Hit)
>3SP: Attack Enemy 2, 3 from Me with Ferocity

"Things are moving fast, I have to catch up!"
>>
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Sato! Remember your footwork! If you have no guard, you need to dodge!
>>
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Sofia holds on to the archer who struggles to break free as Gilbert performs a phantom-step, lining him up a ferocious counter-attack against his angry opponent!

With both feet planted, Soldat wards off a barrage of blows but his guard is compromised!

Sato weaves left but the bandit gets a hold on his arm and then the bandit brings the knife in and it feels like nothing at all, nothing at all--

ah.
yes
there's the pain. More pain than any one human should be able to contain.

Sato
Sato, you've been WOUNDED with a level 3 wound in one of your Health slots! It's gruelling! Your to-hit and AP is reduced by 3; and what's worse, it may bleed or cause fatigue. That one was right in a bad spot.

The horror of it all is that the Bandit has a hold of your arm. His hold strength is 6 - you have to either ward him off or break his grapple. So long as he maintains it, you take half the hold in further penalties on anything! This is a lot of blood and you're at -6 to everything in total! Focus! You can make it through this!

To break the grapple, either try to break free or strike at him!

If not. . .
>>
Rolled 4, 5, 3 = 12 (3d6)

>>4771588
>Fluid stance
>9 AP: Try to slip out of the grapple? Fluidity?
>1 AP: Recover my guardm
>3Sp: Dodge

#Sato
Guard 18
AP 16 | Stance 9 | React 9 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5


Weapon - [Simple Sword]
Skill - [Hushed Lightning]
>>
Rolled 3, 3, 2 = 8 (3d6)

>>4771588

#Soldat
Guard 4/17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 6 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.

>Current Stance: [Ferocity]
>10 AP: Restore [Guard]
>1 AP: Move 6
>1 SP: [Focus] Stance
>3 SP: [Evaluate] * 3 (+3 Hit)
>3 SP: Attack Enemy 3, 3 from me.
>4 SP: Ready 4 [Dodges]
>>
Rolled 5, 4, 4, 4, 1, 2, 1, 6, 3 = 30 (9d6)

>>4771588
"Hold fast Soldat! I am by your side!"
>1AP: Restore 1 Guard
>2AP: Move 2, 3
>3SP+2AP: Attack Bandit 4 of me with Finesse +2 Skill
>3SP+2AP: Attack Bandit 4 of me with Finesse +2 Skill
>3AP: Attempt to examine the armored Bandit better with Fluidity, now that I'm closer.
>1AP: Parry the first attack against me
>6AP: Recover 1 SP
>1SP: Ready Dodge

#Gilbert
Guard 16
AP 16 | Stance 7 | React 15 | Health 4
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10 | Para 9

#Simple Sword
#Flickerstep Dodge
>>
>>4771665
Should be +1 Skill from AP for both those attacks, first should still hit thanks to the Ghost Step though.
>>
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Sato breaks free! And Gilbert, what a blow; he's off-balance. We've got them . . . Wait, here comes the wind-up!
>>
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Sato!!!!

Sato is reeling. His Stance Pool sets to 0. Sato! You may wish to retreat, or play dead or surrender or get away, somehow! In your state, you're too wounded to fight effectively!

Or are you? You can go all out and use your AP as your Stance. But then . . . You won't recover your Guard.

--

The brute slams Soldat back against the cliffs, as every other strike his nothing but air and our stout guard. These ruffians can't have the skills to match us, but backing up their ferocious leader they're a fair sight more dangerous! The one that's off-balance; get him now! His guard hasn't recovered and he's wide open!

>Lightning Round! You have 15 minutes!
>>
Rolled 4, 2, 6, 6, 1, 2 = 21 (6d6)

>>4771736
"Cutting! Winds!"

>3SP Manipulate the archer's momentum so that he struggles himself into the river (vs 11 Finesse)
>3AP Move 121
>7SP + 10AP Slash through all three bandit's legs [Grasscutter], +1 Dmg, +6 to hit (vs 15)
>6AP Dodge

#Sofia
Guard 14
AP 20 | Stance 10 | React 10 | Health 1
Lethality 1
Fluidity 8 | >>Focus 11<< |Finesse 11 |Ferocity 8 | Para 7
[Grass-Cutter] 1 SP, hit +1 Tile within range
#Simple Sword
>>
>>4771736
"Gotta know when I am bested. Ser ya later Woozer!"
>Move 5-5-5-5-5-4-4-4-4
>Use remaining AP to rest and heal

#Sato
Guard 18
AP 16 | Stance 9 | React 9 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5


Weapon - [Simple Sword]
Skill - [Hushed Lightning]
>>
Rolled 1, 3, 4, 4, 6, 4 = 22 (6d6)

>>4771736
>1AP: Recover 1 Guard
>1AP: Move 4
>3SP: Attack Bandit 3 with Finesse
>3SP + 2AP: Use Finesse to attempt to Disarm the Armored Bandit 2
>12AP: Recover 2 SP
>3SP: Ready Flickerstep Dodge

#Gilbert
Guard 16
AP 16 | Stance 7 | React 15 | Health 4
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10 | Para 9

#Simple Sword
#Flickerstep Dodge
>>
>>4771752
Sadly, the technique could only cut through the off balance and armored bandits since it's only +1 tile.
>>
>>4771761
Depending on how many times one stacks it. . .
>>
>>4771759
The dodge that you're using costs 2 SP - not 3. You don't have to "ready" a dodge, so to say. It's. . . Sort of implied that the only reason one would *want* to dodge is in assuming that others will do malice upon you.

We'll treat the spare SP as +1 to hit on that, shall we?
>>
>>4771736

#Soldat
Guard 3/17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 6 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.

>Current Stance: [Focus]
>2 AP: Move 2,3
>6AP: Restore Guard
>4AP: [Windup] * 2
>2AP: [Evaluate] * 3
>[Grass-Cutter]
>4AP: Attack tiles 5,5 from me using [Focus]

"Faster!"
>>
>>4771769
Ah, got it! I was unsure if the cost listed with the skill was on top of the existing cost of 1 to dodge or not and wanted to be safe, since it is listed as a "Dodge Upgrade".
>>
Rolled 4, 4, 4 = 12 (3d6)

>>4771770
>>4771736

Rolls
>>
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Gilbert and the armoured man lock swords as he parries the disarm, but the movement leaves him open! and facing the . . . wrong way! Now! Strike!

> Enemy Phase
>>
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Looks like they'd rather run than fight when outnumbered and surrounded. Not only are they callous, they're also cowards, then.

The armoured mercenary glares cold death at Gilbert and swings for his head! A feint and a dash and Gilbert loses a small lock of hair - and then the backswing comes like a lightning storm on the distant wind . . .

but the mercenary's leg is wounded from Sofia's attack. He fumbles the decapitating strike and leaves himself wide open!

Get him, recruits!!

But he's wearing armour! It'll subtract 2 from your incoming attacks, so aim true to avoid it - it's only 1 DR on his arms! Or break through it!

STRIKE!
>>
Rolled 5, 1, 4 = 10 (3d6)

>>4771802
"Pay now in blood for your crimes! Heaven falls around you!"
>1AP: Move 3
>1AP: Recover 1 Guard
>4SP: 4 x Evaluate
>3SP+14AP: Finesse Called Shot on the Head of the Armored Brigand with +7 Skill

#Gilbert
Guard 16
AP 16 | Stance 7 | React 15 | Health 4
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10 | Para 9

#Simple Sword
#Flickerstep Dodge
>>
>>4771816
(That +7 is only from the AP, not the 4 Evaluates or Flickerstep. I wasn't sure how much those were worth.)
>>
>>4771776
Oh, it is - it's a fair showing in good footwork after all. So 2 SP and you've readied one Flicker-dodge. A normal dodge is 1 SP.

It's just that you don't have to pay 3 SP! Small gains for proper foot-work.

>>4771817
>>4771816
Simple! +1 per SP spent above and beyond your normal stylish strike. The flicker-step also adds +1 once it's successful. So all in all...
>>
Rolled 2, 3, 4 = 9 (3d6)

>>4771802

#Soldat
Guard 6/17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 6 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.

>Current Stance: [Focus]
>9SP: [Evaluate] * 9
>3SP + 9AP: Called Shot on the Head of the Armoured Mercenary with [Focus]

"Focus, Soldier... End it here and now!"
>>
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>>4771821
>>4771816
We shall consider it an instructive lesson in the importance of wearing a helmet, recruit. Good work.
>>
>>4771802
>yes
>>
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The enemy flee the field, too broken to put up a fight and too wounded in the soul to bring their weapons to bear. Good, grand work there recruits!
>>
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On the horizon, distant screams. Fluttering scraps of cloth with an unfamiliar sigil. The heavy armour that soldier wore, it is well-made. Light and resilient, able to shrug off deadly blows.

This is not a raid.

We are at war. . .
>>
Rolled 3, 6, 6, 2, 2, 5, 4, 6, 5, 5, 2, 6, 5, 6, 2, 1, 2, 6 = 74 (18d6)

>>4771110
Rolling.
>>
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The reinforcements from Rikovol won't come. This armour. I see it now. The marks.

Reikvol Forge, by master Gold Rain and his apprentices. The enemy must have ambushed them on the road, taken their supplies as their own. We. . . Are on our own.

But the people over there: the ones that the grunts shove around? They're our people. And the supplies behind us must reach Fort Drywing. catch your breath. Take a meal. clean your blades. Rest.

We. . . have to push on.

Mission complete!

>Everyone survived! Distinctive!

>Survivors gain +1 AP, +1 Guard

>Survivors gain . . .

2 Ambushers Slain
1 Armoured Heavy Slain
5 Ambushers Fled
No allies died

18 xp.

>Pay xp = Stance, Guard, React, AP or combat art to level it up.
>Eg: react 10 to react 11 is 11 xp
or
>Pay 10 xp to study a Kata

--

There is ONE suit of unbroken armour available. One of you may claim it, clean it and use it.

> Rikovol Armour:
> 2 DR, +1 Ferocity, +1DMG, -2 React

If you'd take a wound, worn armour instead breaks to absorb it. This reduces the DR until repaired.
>>
>>4771866

>18 EXP
>Increase Fluidity from 6 to 7 (-7 EXP)
>Learn Kata [Puncture] (-10 EXP)
>Remaining EXP: 1

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 7 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.
Skill - [Puncture]: 2SP, Add +1 Pierce (Ignore DR), Stacks

"And now we have no choice but to fight. Fate either gives us a nudge or a hard shove, guess which one this is.
>>
{Intermission}
Take a moment to reflect, if you wish.

You may pair up or go at it on your own. Think about who you are. Where you're from. What this place is. Who these people are. Your skills, your focus, your intention.

Everyone can take One downtime action. Ask questions, seek answers. These introspective or active attempts change you, or the world. Or maybe nothing at all.

This place is pretty barren so there's not much to offer. But perhaps you can find something.

> You can:

> Harness Something I Found ( Did the Enemy do something different from us? Adopt their skillset if we have their tools - and you did slay 2 Knife-Fighters. That short-bow might be useful, too. . . )

> Seek Greater Understanding ( You can learn an Advanced Stance by combining 2 of the stances you already know. There's multiple different combinations, so . . . Try. Result depends on how well you do on 2 rolls - 3d6 per stance )

> Seek A Spirit ( This place is blessed by the water sprites. The river rushes through it. If you wish it, you can learn a minor blessing of water or earth. This is an intro to spell-weaving, which works off of you Para level. But doing it requires rolling Para, and you might learn something . . . Else. )

> Join the Supply Train ( Roll a new character, but get a wildcard 1d6 to add or reroll. The company benefits from skills and abilities the retiring character brings, which might unlock company wide upgrades. )

> Ask A Question, Find An Answer ( Maybe you're wondering why something is the way it is? Maybe you have a plan to make it a little less like that? Ask around; it might be quite helpful. You can use this to investigate, learn or prepare things. )
>>
Thanks for playing! We'll advance on the Misty Village . . . Sometime this week!
>>
> And now: have a war-room. Plot, plan, prepare. Doing general company prepwork is not a down-time action.

You can initiate one company action, which is a plan you carry out. This isn't your personal down-time action. It's. . . a larger effort.

Elect a bannerman to lead one particular plan, then try to carry it out. For as long as they're alive on the map that follows, you gain a company wide bonus.

Do you want to assault the enemy in the dead of night? Sneak around them? Try to advance by boat? Double back around and take a long-route to fort Drywing? Prepare a company of archers to rain arrows on the village before your assault? Try to sneak in close?

You have the flexibility. The only consideration is this:

One person needs to clearly state [A PLAN] and they need a majority vote where other people back up and say "Yes, let's do that". If no plan is stated, the captain goes with the default:

The company is to assault the misty village in the early afternoon.
Sudden Storm: +2 DMG


It may be possible to figure out the effects of a plan ahead of time - simply submit one and ask and the company will clarify whether it's possible or probable or mad genius.
>>
>>4771866
"Good work, but the hard part is still ahead of us."
>18 XP
>Spend 10 to learn Wolf-Heart
>Spend 8 to increase Stance from 7 to 8
>Claim Rikovol Armor

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
>>
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"Kshrn, I have missed the outset!"

Someone has evidently informed this lanky man that, on a modern battlefield, ribbon is a suitable binding for a spearhead, or indeed a proper supplement to the cloth and trinkets he wears for armor. Deep wrinkles line his arms and his spear looks like it could break skin thrice before it fell apart, yet he seems awfully confident...

>>4771836
#Behenost
Guard 15
AP 22 | Stance 8 | React 10 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#Emptiness in Motion: 3sp [Focus] exceed max Guard
>>
>>4771866
>Question!
Can I level up Health?
>>
>>4772108
The solid stuff of bones and meat and will does not grow too rapidly. You cannot, at present. Should you survive the day then perhaps...

> Health and Lethality are harder to raise. They won't grow yet.
>>
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>>4771866

> Gain 18 EXP
> Advance Finesse from 15 to 16

# Veynaha Copec
EXP: 2

Guard: [18] // AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [15 => 16] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Nock}: Spend 3 Stance to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.

> Downtime: Harness Something I Found // 'Of all instruments inspired by cruelty and malice, none can wound as gravely as terror.' // Veynaha observed that the bowman which he ambushed became overwhelmed by fear, driving them to flee from the skirmish and abandon their comrades. Veynaha seeks to refine his understanding of this phenomena so that he might brandish it more effectively as a weapon, seeding dread into the hearts of his adversaries and devastating their resolve.
>>
>>4772030
Fine to have you with us, tattercloak. Did the fine score of many fields tell you secrets or do you simply wear the amulets and shrine-signs for company?

>>4772635
Wounds of the soul are the hardest to heal...

[1/2]
>>
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>>4772635
If they flee, they are beaten too. It may be simpler to defeat a foe without ever harming them.

Terror accrues when people witness horrible events. They get a Focus roll to resist it, penalised by how much Terror. The Margin of Failure determines how hard the terror strikes. For stalwart souls, Terror might simply be minor penalties to actions. For the craven it makes them turn and run.

You can aim to increase it, if you let the chill wind guide you. Then even if you miss, the enemy will learn to fear you. Those who do not flinch have won their soul.

>[Kata Unlocked]
>Veynaha learns it.

>[chill wind] makes 2 SP add +1 terror to your attacks.

---

>Rules adjustment:
>changed a bit of wording to make readies clearer

>Flickerstep now margin based
>Puncture a little costlier

>changed the wording on *stances* to make it *a lot clearer*. Staggering someone out of a stance means the benefits they've adjusted are broken - as does changing from one stance to another.

>This also means our Blades have no need to keep spamming Oni Laugh, Emptiness in Motion and others. You pay the SP once... Until you change things and then must pay it again.
>>
>>4771866
>Obtain React 10 (8 xp left)
>>4771904
>Learn an Advanced Stance. Combine Fluidity+Dodge?

>>4771934
>Plan
>Sneak in and recon the enemy force before assaulting the village through an hidden/new entrance to strike the enemy by surprise.

#Sato
Guard 18
AP 16 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
Weapon - [Simple Sword]
Skill - [Hushed Lightning]
>>
>8 xp left

#Sato
Guard 18
AP 16 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[8 Exp to spend]
Weapon - [Simple Sword]
Skill - [Hushed Lightning]
>>
>>4772713
To ensure this works out as intended, be sure to roll your used stances.

Fluidity 12 + . . . ?
>>
>>4771866
>>4771901
>>4771904

>18 EXP
>Learn Kata [Puncture] (-10 EXP)
>Remaining EXP: 8

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 6 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.
Skill - [Puncture]: 2SP, Add +1 Pierce (Ignore DR), Stacks

Correction: You cannot increase Fluidity using EXP.

>Seek a Spirit
>>
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>>4772723
>>4772714
>>4772713
How will they strike what is not there? How do you defeat empty air?

You've studied a new stance.

It is Fluidity based, and when you adopt it you learn it at a rate of (Fluidity+Reaction) / 3. You can round up in this instance, which for you Sato means your Whisper Stance starts at 8.
>>
>>4772741
Yes you can. It's a combat art. Stance, Guard, React, AP or your combat arts/stances can be ranked up.

Do you want to learn the Whisper Stance?

Pay xp = (Fluidity + Reaction)/3 to learn it at that level.

Do you want to raise your Fluidity from 12 to 13? Pay 13 xp.
>>
Rolled 5, 6, 4, 4, 5, 3 = 27 (6d6)

>>4772723
>Fluidity 12 + React 10?
>>
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>>4772741
The brackish spirits of this place are wounded by the acrimony of our enemies. The fisherfolk that play with them and feed their hungry minds have not been here. They may never return, for some of them are dead.

You can soothe their choking sorrows and beg a boon. The bubbling, churning water that seeps in through your boots fills will serve as a reminder with every squelching step.

>You've earned a spiritual blessing! This one seems. . . Hostile.

Marks have 2 uses and 1 Drawback.
Passive You channel a Mark passively with 3 SP, activating it and de-activating others. This adds its effect to all relevant actions until deactivated. You'll learn to juggle these later if you pick up multiple Marks. It's less relevant now you have but one. Some Marks are purely passive and you can have 1 active at a time.

Active 3SP uses the Mark to channel and compel the spirit actively. The Mark has to be activated.

You roll Para and your margin sets the effect of your channelling. If you have 8 Para and roll 6, you channel out 2 for instance. Marks do different things. The channel can strike hostiles at range, alter the environment or imbue equipment. For every active channel, pay 1 SP at the start of your turn in upkeep if you want the energy to maintain its shape and cohesion. If you channel large amounts of Spirit energy in a place where it already is in abundance, you get a bonus of +1 per nearby source. Don't fight pyromancers near burning buildings.

!Mosswater Mark
Passive: Align with Water, adding Lethality to Water based spells. Attacks inflict choke and gain a water affliction*.

Active: channels grasping water**.

*Water affliction makes things wet. Great against fire. If you get hit by lightning this is bad though.

**Which likes choking things out, impeding people and soaking into things. Here are 5 quick ways to use this:

1) channel water into a location to make a temporary barrier
2) channel water into a weapon to imbue it, adding effects to others strikes
3) channel water unto a person, disrupting them. The water will try to grapple and choke them
4) channel water into a location and stop sustaining it. the water is still there, so now the location will be slippery and give poor footing.
5) channel water to physically manipulate at a distance.

The drawback?

critical failures on Para rolls anger the spirits. And if you are elementally aligned, opposing elements hurt more.
>>
>>4772774
>>4772750
>>4772704

>18 EXP
>Increase Fluidity from 6 to 7 (-7 EXP)
>Learn Kata [Puncture] (-10 EXP)
>Remaining EXP: 1

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 7 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.
Skill - [Puncture]: 2SP, Add +1 Pierce (Ignore DR), Stacks
Mark - [Mosswater]

Okay, Final Change
>>
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>>4772774
And that's . . . Spirits.

>>4772810
Thank you.
>>
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>>4772704
>>4771934
Lending support to this(>>4772713) plan, on the condition that recon is conducted under the cover of night.

# Veynaha Copec
EXP: 2

Guard: [18] // AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [16] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Intermission actions finalized.
> Ready to deploy.
>>
>>4772682
They are company of the one who found me, taught me, left me. Bones, a pouch of his old chalk, and many excerpts. I read, but I don't read /them/. By dying request, they are secrets I keep close but never learn.

>>4771904
>To the north, a small red pennant flies instead of a ruined war banner nearby. Why?
>>
>>4771904
Does Supply Train allow you to carry over a stat?
>>
>>4771934
>>4772846
Right so that works. We can then
>Modify Plan
>Plan
>Sneak in and recon the enemy force UNDER THE COVER OF NIGHT before assaulting the village through an hidden/new entrance to strike the enemy by surprise.

#Sato
Guard 18
AP 16 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[8 exp to spend]
Weapon - [Simple Sword]
Skill - [Hushed Lightning]
-Whisper Stance 8
>>
>>4772989
>>4772682
|| If the idea is for this to turn into something mechanical, Behenost is basically a scarecrow who's unaware that he is sustained by his creator's will, which persists in the articles he carries. Maybe he fascinates scholars and terrifies the superstitious? Blends into woodlands and farmer fields? If not, he's just an eccentric foundling, made brown and wrinkled under high mountain sun.

>>4773137
Suggest Soldat's gift be put to use so that our approach isn't limited to bridges that might be far away.
>>
>>4771904
"These aren't simply brigands, that much is obvious now."
>Ask A Question, Find An Answer: Who are our enemy? Do the Foxlike Red Banners belong to them or us? Is there anything that implies their allegiance on the men we killed?

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
>>
>>4772992
As you join the supply train and send forth someone else, it's tantamount to retiring or falling in the line of duty. So you can carry over 1 stat/trait and benefit from the wildcard d6.

>>4772989
curious, is it not? It seems like it is a banner from Rikovol. The reinforcements came this way and must have given battle to the Fox-Banners.

They took the banner, and then. . . . Their fate is uncertain. We should look for survivors.

>>4773137
>>4774740
Who are these people? What do they seek? Who do they respond to? Questions all worth answering. Sato, you're quiet and quick, find us a spot to look . . . Gilbert, you know your history and you heraldry, I believe. What Sato relays, think it through in your head. We might learn something to aid us in the battle ahead. . .

[1/2]
>>
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>>4774916
>>4774740
>>4773137
These men and women are scavengers to the core of their callous souls. Their speech is sharp and precise and they laugh as they move through the burning village. Their banners flutter in the wind and now, in aggregate, analysis is possible. Gilbert, you remember the history lessons, yes?

This is a Uthani warband, from the deep steppes, here to raid and ravage. They must have done something fantastic indeed: The Uthani are mythologically afraid of water. Between this quiet coast stands Rikovol, Optrusto, Kalovol, fifteen small forts, a hundred hamlets and hundreds of miles of woodland, plains and civilisation.

They sailed here. Boarded boats maybe of their own making and went the long way around through the seas. The how is now know - Sato spots the boats lingering near the coast, strange jagged designs. But the why is insidious:

This is the first landfall of an invasion. No warband would sail this long for plunder they cannot bring back to their own. They expect to stay.

They expect more to come.

There was a storm last week, a thunderous, wave-lashing barrage. These raiders must have been blown off course and forced to make land-fall ahead of schedule!

The stragglers from a first burned village that warned Drywing and sent a courier our way is the only reason we're here. Had we not known this, or stumbled into their path. . . How many soldiers could they have landed before word got out? They could have taken the Plain cities before the field armies could muster.

We have to reach Fort Drywing now. The supplies are of lesser import: we need to warn them that there's an invasion of Uthani Bannerlords!
>>
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>>4774948
> Having scouted out the enemy, you can learn to exploit them.

> The Vulpes are prone to in-fighting for gear and opportunities. They're very vulnerable to Distraction via Fluidity or Finesse actions.

> They rely on their leaders to avoid panic and to know when to strike.

> If we disable the leaders, or if we turn their fear against them, most will flee the battle before meeting our blades. If you have slain someone, Ferocity or Focus would make a Display of Strength and maybe terrorise nearby Vulpes into further terror?

The company is to assault the Vulpes during the cover of night, aiming to maximise surprise

Distant Rumble (Sato)
Unencountered Hostiles are distracted [yellow state] and have no Guard until they spend 3 Stance to ready themselves.
>>
Rolled 6, 1, 4, 6, 5, 1, 3, 2, 1, 6, 3, 4, 1, 2, 2, 1, 6, 6, 1 = 61 (19d6)

>>4774974
"Phew, live combat really is strenuous. I'll be on guard duty for awhile."

>[Join Supply Train]
>Carry over [AP 21]

#Sofia
Guard 15
AP 21 | Stance 10 | React 10 | Health 1
Lethality 1
Fluidity 8 | >>Focus 11<< |Finesse 11 |Ferocity 8 | Para 7
[Grass-Cutter] 1 SP, hit +1 Tile within range
#Simple Sword
>>
File: Blades4.jpg (2.21 MB, 1587x3544)
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>>4775063
A fine choice. Help us load up these sacks of grains and boil Sato's bandages. And do you know if there's any tea to be had around here...

>Under Sofia's instruction, we've unlocked Postures and some basic combat arts.
>>
>>4774974
"Perfect. If we can take them out before they howl for help we can get close to their leadership before they even know were here. We can also hide the bodies in the bushes/river if we want in case they patrol back towards us."

#Sato
Guard 18
AP 16 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[8 exp to spend]
Weapon - [Simple Sword]
Skill - [Hushed Lightning]
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4775066
>Wear Armiger's headband
>>
>>4775063
"Hmm, exhausted already sis? I'll take over for you."

>>4775066
>Wildcard +1 to Stance

#Maria
Guard 18
AP 21 | Stance 13 | React 9 | Health 2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 10 | Focus 10 |Finesse 6 |Ferocity 6 | Para 12
[Emptiness In Motion] 3SP, (Focus)+ Overflow Guard
[Like Fire] 1SP, +1Dmg per 3Ap Move
#Simple Sword
>>
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>>4775066

Out of character. Several questions.
> Concerning Chill Winds, when you said: 'You can aim to increase it, if you let the chill wind guide you then even if you miss, the enemy will learn to fear you.', was that flavor text or does Chill Winds actually apply terror to targets on misses?
> Regarding Katas, does the [Stack] tag mean that the effect can inflict a status which can stack on a target or does it mean that the effect itself can be stacked if activated multiple times?
> Regarding kata [+] stances, does movement break stances or is it only staggering and switching to a new stance?
>>
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>>4775074
It does look singularly fetching as it flutters in the wind. And it doubles as a good make-shift bandage if you get stabbed again. Victory on all fronts.

>>4775079
Good and grand to have you.
>>
>>4775112
It's quite frightening to be the subject of attacks meant to frighten. If you miss by very close margins, the terror might still apply. We're talking margin 1 and 2 here; it has to be close enough to almost count. The margin of miss counts against the inflicted status. So Terror 3 that misses by 3 is 0.

( This isn't actually only on Terror. It's on most non-physical attacks. The system has a built in anti-frustration threshold of margin 1-2; where attacks and guards still result in glancing hits. This is primarily relevant if someone swings an enormous flaming broadsword at you - if they miss by 1, you still get a bit of flame-splash, but not a lot )

Keep in mind someone with their Guard up halves the terror too on a miss. So say you've stacked chill-wind 3 times and inflict 3 terror with your shots. You shoot, miss by 1, inflict 2 still and then it's halved by the guard down to 1.

As for [Stack] and [+] it means that you can stack the intentions multiple times. consider Wind Up and Wolf-Heart.

You start your turn with 9 SP
You spend 4 SP to add +2 Bleed to your attacks with Wolf-Heart. This modifies your stance and is permanent until you stagger or until you change stance. That's the [+].

You attack, swinging with 3 SP and throwing in 2 SP for +1 damage.

On your next turn, you're still Wolf-Hearted and you still apply 2 bleed on your strikes. If you spent a further +2 SP, you'd apply 3 bleed with your wolf-strikes. The [+], again.

However, if you make an attack with 3 SP, it's not a Wind Up strike and doesn't benefit from +1 damage. Wind Up doesn't modify your stance, it modifies a specific, given attack.

You can start with those 9 SP, attack with 3 and Wind Up for 6. That's one attack with +3 damage. So: Wind-Up does stack with itself. It also stacks with Evaluate, and other such things.

As for stacking on others, the status sometimes does. 3 hits that all inflict 2 bleed ends with someone with 6 worth of bleed. 7 hits that all inflict 1 terror is 7 terror. 5 hits that inflict 2 damage each is 10 damage taken.

--

Movement does not break a stance* by itself. Being staggered out of your stance does, as does switching stance over.

*Little caveat note: If the movement self-inflicts stagger from jumping off of a building and taking 8 Guard in damage from the fall, you're staggered still. And other such situations. A few postures do weird things to stances too.
>>
>>4775114
"Very nice!"
>Also to note that Gilbert >>4774740 is wearing the Rikovol Armor we recovered
>>
>>4771866
>Forgot to add my +1 AP and Guard
#Sato
Guard 19
AP 17 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[8 exp to spend]
Wearing - [Armiger's Headband]
Weapon - [Simple Sword]
Skill - [Hushed Lightning]
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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>>4775177
>>4775159
Well, he would be. To the victor the spoils. Maybe the armour will ward away deadly danger better than it did for its previous owner.
>>
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Not one brave man among you...

>Are we ready to Proceed?
>>
>>4775283

# Veynaha Copec
EXP: 2

Guard: [18] // AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [16] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Ready to deploy
>>
Rolled 1, 5, 2, 4, 6, 3, 6, 3, 2, 1, 4, 5, 4, 3, 2, 2, 5, 1 = 59 (18d6)

>>4775283
No, take me too! My leg's good to walk on now, and damn what the doctor thinks!
>>
>>4775283
"Lets go."

>Deploy

#Maria
Guard 18
AP 21 | Stance 13 | React 9 | Health 2
Lethality 1
Fluidity 10 | Focus 10 |Finesse 6 |Ferocity 6 | Para 12
[Emptiness In Motion](3SP) [Focus][+] Overflow Guard
[Like Fire](1SP) +1Dmg per 3AP Move
#Simple Sword
>>
>>4775283
"The night is young, let us move while we still have the advantage."
>Ready to Deploy

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
>>
>>4775292
Let's make this rather a step easier for you, brave one. Your leg is no impediment; come along.

#Name
AP 8+2d6
Stance 6+1d6 | Guard 10+1d6
React 3+2d6 | Health 1+1d6/2 | Lethality 1+1d6, add a 1 if you roll a 6

Fluidity 3+2d6 | Focus 3+2d6 | Finesse 3+2d6 | Ferocity 3+2d6 | Para 0+2d6

@Weapon
!Kata
!Posture
>>
>>4775292

#Name
Guard 13
AP 17 | Stance 10 | React 12 | Health 4
Lethality 1
Fluidity 6 | Focus 12 |Finesse 10 |Ferocity 7 | Para 6

Simple Bow
Hushed Lightning
Like Ash
>>
>>4775312
Oh, the numbers are different, one moment
>>
File: Mist Village3.jpg (2.58 MB, 6804x2840)
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Distant shouts on the ill wind. Stains of smoke. . . .

Move, and move quick. We intend to go about this quickly, and with the element of Surprise. Our plan is this:

Distant Rumble
Unencountered Hostiles are distracted [yellow state] and have no Guard until they spend 3 Stance to ready themselves.

--

You may pick a starting position A, B or C and engage from there. As you are heading into a pitched battle with the element of surprise on your side, you may start in a stance by spending your full once SP allotment before you take your normal turn.

--

We should drive them from this village. Rescue the Rikovol survivors. If you see their fluttering banners, throw them down! That might inspire terror in the Vulpes nearby!
>>
File: Blades5.jpg (1.93 MB, 2480x5538)
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>>4775330
>>4775319
The cause of it is some universal balancing, but as a freebie for joining on the first thread you can pick the numbers that would be better. Benefits of early starts. New recruits past this point get slightly different stats.

Should you die and someone else take your space with a reroll, then this should be the final, proper rules setup. Which. . . Is now how the world works.

#Name
AP 8+2d6
Stance 6+1d6 | Guard 10+1d6
React 3+2d6 | Health 1+1d6/2 | Lethality 1+1d6, add a 1 if you roll a 6

Fluidity 3+2d6 | Focus 3+2d6 | Finesse 3+2d6 | Ferocity 3+2d6 | Para 0+2d6

@Weapon
!Kata
!Posture
>>
>>4775340
I feel the weight of this new and unfamiliar world weighing down on me, but I shall soldier on!
> I'll use the original set then and start from position B!
>>
>>4775334

# Veynaha Copec
EXP: 2

Guard: [18] // AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [16] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Deploy at A
> Free Stance // {Oni Laugh}.

> 3 SP // {Nock}.
> 16 AP // {Aim} at the Knife-wielder @ [2]x3.
> 3 SP // Fire bow at the Knife-wielder @ [2]x3.
> 3 SP // {Nock}.
>>
Rolled 3, 6, 2, 2, 1, 3, 5, 2, 4, 6, 5, 2 = 41 (12d6)

>>4775334
"This looks good, mhm. How about... Sword Art-Jaws of the Leviathan!"

>Start in [Focus Stance] and Deploy at [A]
>3AP Move 222
>4SP Activate [Emptiness in Motion] and [Like Fire] (4 Empty Tiles)
>6SP Attack the Archer Twice
>3SP+12AP Attack the Knife Bandit Twice
>6AP Dodge +1 Tohit

#Maria
AP 21
Stance 13 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 | >[Focus 10]< |Finesse 6 |Ferocity 6 | Para 12

@Simple Sword
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per 3AP Move
>>
>>4775283
>>4775334

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 7 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]: Reach 2.
Skill - [Scorpion Sting]: Make one Attack, Spend Guard, Add half of spent Guard as Bonus Damage.
Skill - [Grass-Cutter]: +1SP, +1 Tile in Reach.
Skill - [Puncture]: 2SP, Add +1 Pierce (Ignore DR), Stacks
Mark - [Mosswater]

>Deploy at A
>>
Rolled 5, 2, 5, 6, 1, 6 = 25 (6d6)

>>4775334
>Deploy at position C & start in [Fluidity Stance]
>1SP: Like Fire Posture
>6 AP: Move 4-4
>3SP+4AP: Slash Archer in the back (+2 to Hit for 4 AP) vs 14
>2SP Windup!
>2SP+6 AP: Dash-Step towards the Lancer (Direction 3?) and Attack [+3 to hit for 6 AP] vs 15
>1SP Dodge

#Sato
Guard 19
AP 17 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[8 exp to spend]
Wearing - [Armiger's Headband]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning]
!Like Fire
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4775399
>>4775372
Well, don't just stand there, Blades! Up and at them! You get to deploy and take an action!
>>
Rolled 4, 5, 4, 2, 1, 3, 3, 4, 3 = 29 (9d6)

>>4775334
>Free Stance: Start in Finesse Stance with as much Wolf-Heart as I can stack with the rest of my SP
>Deploy in Position B
>3AP: Move 3,4,3
>3AP +2AP: Use Ferocity to kick the Vulpes 1 against the wall to stumble him so he can't sound an alarm with +2 Skill.
>3SP + 4AP: Use Finesse to attack Vulpes 2 with +2 Skill
>3SP + 4AP: Use Finesse to attack Vulpes 2 with +2 Skill
>2SP: Flickerstep Dodge

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
>>
Rolled 6, 1, 5 = 12 (3d6)

>>4775334
>>4775423

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 7 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Start in [Focus] Stance, Deploy at A
>4AP: Move 2, 2, 1, 1
>3SP: Activate [Puncture]
>4SP: [Windup] * 4
>[Grass-Cutter]
>5SP: Attack Tiles 3, 3 from Me.
>>
File: Mist Village4.jpg (2.71 MB, 6804x2840)
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Often, the last thing you hear before you go to greet the spirits is a rustling from the nearby bush. Without a ready stance of violence the sentries and scavenges are easy prey.

Gilbert rushes one man into a rock face and sends his nearby friend to the ground, gurgling.

In the swirling smoke, patrols shift. The Uthani move about leisurely. The ones that fled here must have warned their leader but there's too many to control. The Vulpes are too ill disciplined for a proper perimeter guard. Their loss.

Distant Rumble
Unencountered Hostiles are distracted [yellow state] and have no Guard until they spend 3 Stance to ready themselves.
>>
We have the initiative. The Vulpes will move as indicated by the path predictions after our turn.

Which is now!
>>
>>4775607
Can we consider the end of the red arrows to be where the bandits are?
>>
Rolled 5, 5, 5, 6, 2, 2, 3, 3, 3, 4, 6, 1 = 45 (12d6)

>>4775607
>9AP: Use Focus to request the Archers ready to fire on the patrol coming around the rocks to my north when they come into range with +3 Skill.
>2AP: Move 3,3
>1SP:Evaluate
>3SP:Attack the Vulpes 1
>1SP:Evaluate
>3SP:Attack the Vulpes 1
>6AP: Use Ferocity to threaten Vulpes 1 if he still lives, telling him to drop his weapon and lie down if he doesn't want to join his former friend in the grave. With +2 Skill

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
>>
>>4775647
Not quite. It's where they'll be after they've moved. So effectively for your purposes it's where they'll be at the end of your turn, Blades, because at the end of our turn they'll move there.

Where they are right now is where you see them. Then you take your turn. Then they take theirs. And their turn will be to walk their predicted paths unless something interrupts!
>>
Rolled 6, 6, 4, 3, 1, 3 = 23 (6d6)

>>4775607

# Veynaha Copec
EXP: 2

Guard: [18] // AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [16] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

"Strike decisively then move on."

> Note // -Arrow was nocked on the prior turn-
> 2 AP // Move [5]x1, 4x1. Perch on the edge of the cliff.
> 8 AP // {Aim} at the armored bandit @ [3]x3.
> 3 SP // Fire bow at the armored bandit @ [3]x3. // Target the head (-9) // Roll vs Finesse-1
> 3 SP // {Nock}.
> 8 AP // {Aim} at the armored bandit @ [3]x3.
> 3SP // Fire bow at the armored bandit @ [3]x3. // Target the vitals (-6) // Roll vs Finesse+2
>>
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>>4775667
What a shot! The bodkin head went clean through the secondary layer. Where did you learn to shoot like this?
>>
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>>4775650
The Vulpes wants to surrender, but he knows he's in a camp of his own fellows. Reinforcements is but a shout away. The stark wounds in his side leak though. He's spilling his own blood everywhere. Maybe he won't even have time to surrender.
>>
Rolled 3, 4, 4, 3, 4, 6 = 24 (6d6)

>>4775607
"Let's take care of them quickly."

>7AP Move 3343 233
>3SP Activate [Like Fire] 2 Empty Tiles
>6SP Attack the Bandit at 2, with Telegraph+Windup +1 Dmg (vs 14 Focus)
>3SP+12AP Attack the Bandit at 3, with Telegraph+Windup +1 Dmg (vs 14 Focus)

>1SP+2AP Dodge +1

#Maria
AP 21
Stance 13 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 | >[Focus 10]< |Finesse 6 |Ferocity 6 | Para 12

@Simple Sword
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per 3AP Move
>>
Rolled 3, 1, 1, 5, 1, 3 = 14 (6d6)

>>4775607
>Fluidity Stance
>0sp Change posture to Hustle
>Use Finesse to Sneak 3 AP+ 6AP to add +3hit vs 13
>5 AP: Move hidden in the bushes: 3-3-3-2-2
>3 AP: Observe the condition of the hostages and the situation. How much time before hostages start getting killed? Or break...

#Sato
Guard 19
AP 17 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[8 exp to spend]
Wearing - [Armiger's Headband]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning]
!Like Fire
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Gotta admit, when I saw this quest at the beginning at 3 posts, I was considering joining but didn't think it would pan out as quickly and as interestingly as it has (and I was in like a dozen other quests, half of which are dead now). I'm sorry for doubting you, CompanyCommand QM, looks like you're holding it down pretty well!

It might take me a minute to fully catch up on all the posts, but is there room for me (or others) to join in at this point? Or after the next intermission?
>>
>>4775764
Please do join! Company Command loves new players and surprise entries!
>>
Rolled 6, 6, 1 = 13 (3d6)

>>4775607

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 7 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Current Stance: [Focus]
>9AP: Move 4, 3, 3, 3, 4, 3, 2, 2, 3
>1SP: [Telegraph]
>6SP: [Windup] * 3
>[Grass-Cutter]
>5SP: Attack Tiles 3,3 from Me

"Hey, behind you."
>>
Rolled 4, 4, 1, 4, 3, 6 = 22 (6d6)

“They won’t rescue themselves, but neither will we rescue them ourselves.”

// My participation may be spotty. Hoping to sneak around the leader, though.

>>4775607
>Deploy C
>3sp, 4ap Emptiness in Motion vs 11+2
>4ap Move 3443
>3ap take weapons
>3ap Sneak vs 14
>7ap Move 3322
>3ap Deposit weapons on my tile
>Move 3

#Behenost
Guard 15
AP 22 | Stance 8 | React 10 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#Emptiness in Motion: 3sp [Focus] exceed max Guard
>>
>>4775764
Always, friend. Always.
>>
File: Mist Village5.jpg (2.74 MB, 6804x2840)
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Quick blades make quiet work of the Vulpes. Good idea arming the survivors, Behenost. Maybe your long trail of battle-scavenge pay off here? Or maybe it's the trinkets, whispering advice...

Sato, these men and women are battle hardened blades. They won't break easy. But they understand the honour in how to treat prisoners of war. The Vulpes will exploit it, violate their sense of how things are supposed to be. Threaten them. We have 2 turns until someone dies...

The archers aim. . .

> Enemy Phase!
>>
>>4775607

> Deploy at B
> Free Stance: Finesse

> 5AP Move 43223 and
> 6AP to try to be quiet!
> 6AP? to Climb 3 (with Finesse!)
> 1SP Change stance: Focus
> 3SP Nock
> 4SP Dodgex4?

Guard 13
AP 17 | Stance 10 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | >>Focus 12<< |Finesse 10 |Ferocity 7 | Para 6

Simple Bow
Hushed Lightning
Like Ash
>>
>>4776090
>>4776099
Too slow! But it looks like Copec had the same idea. I definitely have 6 Fluidity behind this computer monitor too.
>>
>>4776099
Got it! Let's. . . Get you in there!
>>
File: Mist Village5-1.jpg (2.76 MB, 6804x2840)
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Steady . . . Steady . . . There, now! Release!!

The storm of arrows takes out two Vulpes now that their heavily armoured peer lies drowning in his own blood - but a spearwielder rounds the large stone and does a surprised double-take.

That one, he's about to shout! Take him out!

--

That quiet looking Vulpes, the one with the cape and strange looking blade. Something about her is different. Her eyes scan the environment. She moves with languid grace, her shadow flowing like a river. She feels the change in the air, the tension. Watch that cloak wearing one carefully. She seems lethal beyond compare.

>Blades phase!

Distant Rumble
Unencountered Hostiles are distracted [yellow state] and have no Guard until they spend 3 Stance to ready themselves.
>>
>>4775812
"Do you give the order to the archers and we move in or do you have something else in mind?"
>>
> Minor social call interruption; phase in 8ish hours. Many profuse apologies.
>>
Rolled 5, 3, 3, 5, 3, 5 = 24 (6d6)

>>4776130
"Those bandits are perfectly lined up. It's the perfect situation for *that*."
"Prepare yourselves! Ultimate Elimination Technique: Requiem of the Rumbling Rhinos!

>6AP Move 3333 33
>1SP [Like Fire] +4
>11SP Execute the ultimate running two-person skewer (Eval +3 Acc,Telegraph +4 Acc, Windup +4 Dmg (vs 17 Focus)
>11AP Perform the needed adjustments to impale two people at once (vs 15 Fluidity)

>1SP+4AP Dodge +2

#Maria
AP 21
Stance 13 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 10 |Finesse 6 |Ferocity 6 | Para 12

@Simple Sword (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
>>
>>4776153
“Long shot, over trees. You’ve no fear of being feathered yourself?”
>>
Rolled 5, 5, 2 = 12 (3d6)

>>4776130

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 7 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>11AP: Move 4, 3, 3, 3, 3, 3, 3, 4, 3, 2, 3
>1SP: [Telegraph]
>6SP: [Windup] * 3
>[Grass-Cutter]
>5SP: Attack Tiles 5,5 from Me

"The Water Spirits are Sorrowful."
>>
>>4776183
I think I can hit the officer from here, should send the rest looting then you can sweep in, no?
>>
>>4776183
"Of course I do, but I trust our archers to make the shot more then I fear getting shot myself. If I die in the process I want to at least take as many of these invaders with me that I can and saving my countrymen. But I won't let myself die that easily."
>>
>>4776190
"Careful, that officer is extremely dangerous. Don't expect to down her in one shot, and stay out of her sword range. I think she'd be able to get through my armor even."
>>
>>4776195
Not that one, they've got their guard up, the armored one! No guard, one good arrow would do it!
>>
>>4776203
"Ah, I'm waiting for Sato and Behenost to make a move on that pack before considering anything."
>>
Rolled 3, 4, 4, 2, 3, 1, 6, 2, 2, 1, 5, 4 = 37 (12d6)

>>4776191
“As you say, good gander. May stars forfend that I must pluck you for the pot. A rescue! A rescue! Goose-feathers, fly!”

>>4776130
>7ap call archers on hostage-keepers, vs 13
>3ap toss weapons cache among prisoners vs Finesse 14
>3 ap Call for badly wounded to retreat, vs Focus 11
>2ap Move 22
>ap becomes 3 guard, Emptiness continues
>8sp Finesse attack Armored, +1 to hit, -2 to enemy Dodge

#Behenost
Guard 15
AP 22 | Stance 8 | React 10 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#Emptiness in Motion: 3sp [Focus] exceed max Guard
>>
Rolled 2, 3, 2, 6, 3, 5 = 21 (6d6)

>>4776130
[Fluidity Stance]
>4AP: Sneak moves 3-3-2-2
>1SP: Change posture to [Like Fire]
>1SP: Go all out
>2SP: Dash-Step direction 1 and Cut Armoured Leader in the back through his armor [vs 16]
>1SP: Telegraph
>2 SP: Dash-Step direction 2 and slash Knifeman who injured me last time [vs 16]
>1SP+13AP: Change to [Whisper Stance] +13 AP
>1SP: Dodge
#Sato
Guard 19
AP 17 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[8 exp to spend]
Wearing - [Armiger's Headband]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning]
!Like Fire
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 1, 3, 2, 3, 1, 3, 2, 5, 6, 6, 5, 5, 2, 3, 4, 5, 4, 3 = 63 (18d6)

>>4775340
What makes a Blade?

#Inveigh
AP 8+2d6
Stance 6+1d6 | Guard 10+1d6
React 3+2d6 | Health 1+1d6/2 | Lethality 1+1d6, add a 1 if you roll a 6

Fluidity 3+2d6 | Focus 3+2d6 | Finesse 3+2d6 | Ferocity 3+2d6 | Para 0+2d6

@Weapon
!Kata
!Posture
>>
>>4776130
>>4776369
>Confirm Sheet?
>Arrive at B

#Inveigh
AP 12
Stance 8 | Guard 13
React 7 | Health 2 | Lethality 1

Fluidity 15 | Focus 13 | Finesse 8 | Ferocity 12 | Para 7

@Simple Blade
!Flickerstep Dodge
!Hustle | !Like Ash
>>
Rolled 1, 3, 3, 2, 6, 2 = 17 (6d6)

>>4776130

# Veynaha Copec
EXP: 2

Guard: [18] // AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [16] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 4 AP // Try Something: Slide down the incline without breaking stance. // Roll vs Finesse. // Move [3]x1.
> 2 AP // Move [3]x2.
> 3 SP // {Nock}.
> 12 AP // {Aim} at the Spearman @ [3]x3/
> 3 SP // Fire bow at the Spearman @ [3]x3 // Target the gear in hands (-4). // Roll vs Finesse+8.
> 3 SP // {Nock}.
>>
Rolled 2, 4, 5, 1, 3, 1, 5, 2, 6 = 29 (9d6)

>>4776130
"Continue the onslaught! Do not give them time to ready themselves!"
>5AP: Move 2, 3, 2, 2, 1
>3SP: Attack Vulpes 1 with Finesse
>3SP: Attack Vulpes 1 with Finesse
>2SP: Ready Flickerstep Dodge
>12AP: Gain 3 Stance
>3SP: Attack Vulpes 1 with Finesse

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
>>
File: Mistvillage6.jpg (2.78 MB, 6804x2840)
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Rolled 1, 4, 2 = 7 (3d6)

Behenost shouts for the prisoners to dash. Some take up the thrown weapons with a determined nod and the others break through the bushes to run for it.

The leader roars as Behenost's spear-stab glances off of his armour, and then Sato falls on him in a rain of blows that shatters the breastplate and leaves the man stumbling.

> You broke his armour and inflicted 1 wound!

Our archers on the roof raise their bows, they nock, they draw . . . Loose!

>They fire vs 15, as a formation. Every 2 margin is another arrow that lands.
>>
Rolled 5, 3, 4, 2, 4, 2 = 20 (6d6)

>>4776130
Blades, tear down those banners behind us!

> 6AP try to anchor myself
> 4AP Aim +2
> 1SP+3SP Cover that narrow gap @2223, it must be harder to dodge there!
> 3SP if I spend it, nock an arrow
> 3SP+3AP Dodges+1
> 3AP+4AP give an order!

Guard 13
AP 17 | Stance 10 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | >>Focus 12<< |Finesse 10 |Ferocity 7 | Para 6

Simple Bow
Hushed Lightning
Like Ash
>>
>>4776987
I'm startlingly good at being late
>>
>>4776993
>>4776991
Not to worry, we shall simply roll your action in!
>>
File: Give Sato A Hand.jpg (2.8 MB, 6804x2840)
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The Rikovol survivors rush out the bush as arrows fall like a scytching rain. Behenosts good eyes and a gust of wind guide them through the smoke and the archers . . . Drop.

The Grass-cloak wearing Vulpes spins her long blade high in a arc and cuts an arrow from the sky and then with no pause in the movement of her wrists deflects a second shot from the freed and armed survivor.

Her ally, their bulky looking leader, steps forward, roaring, and swings his blade but Behenost parries deftly and the other survivor stabs out with a spear. It's not a big wound. It's almost nothing. But Sato has shattered the man's armour in his earlier strike, and the spearhead glides in through the gap. A killing blow. The leader drops.

And then, facing down four armed Blades the Grass-cloak Vulpes smiles like an arctic ice, like voidstar itself, like hunger and steps forward in a flutter of her cloak. Her first blow is a feint. Her second takes Sato's arm off at the shoulder.

>SATO, you've LOST AN ARM and taken 2 WOUNDS. This applies -2 to AP and SP at the start of your turn. The Arm Wounds further reduce your skills by 2 (not Para). Fluidity 10 | Focus 7 | Finesse 8 | Ferocity 7 | Para 5

But luckily, with your *other arm* you can still maintain a grip and a guard! But you're in severe danger of bleeding out. And once the shock wears off, the pain will be a whole new experience. But for now, it's ... just an absence. Stay alive!

---

We did it! We've freed the survivors! but that Grass-cloak is all they have left and she's dangerous. Blades! Take her DOWN!
>>
>>4777010
>Question
Can a arm be reatached?
>>
>>4777016
There are Spirits that do such a thing, or ones that can be compelled to aid in compensation. The xeno-alchemists can also find ways to repair such damage, with devices or cunning. The process will be painful but if you beg a boon of the right spirit, it can be amenable to alleviate your suffering.

I hear rumours - I have never been - that in the far lands there is a place they call the House of the Bonded, somewhere where things are made to be different. I know of wanderers who have set out to find this place and their strange artificers. I know of one who says she found it, in a grander city than there should be on this world.

If it can be found, it would be beyond the Uthani steps.

If you live, Sato, then there are means.
>>
Rolled 3, 4, 4 = 11 (3d6)

>>4777010
>-Fluidity Stance, Hustle Posture
>9ap: Move 432 323 344
>1sp: Like Ash
>(Dashing Cut) Move 333, Fluid Strike the Grass-Cloak [15]
>4sp: Flickerstep, Dodge×2
>2Ap: recover Guard

#Inveigh
AP 12
Stance 8 | Guard 13
React 7 | Health 2 | Lethality 1

Fluidity 15 | Focus 13 | Finesse 8 | Ferocity 12 | Para 7

@Simple Blade
!Flickerstep Dodge
!Hustle | !Like Ash
>>
>>4777010
>>4777058
I'm unclear about the cost of Dashing Cut here.
Does it take 3Sp as any other strike would? Does it take 3guard to strike instead? Does each step take 1guard, or 3 because of [Like Ash]? Or does it just remove all guard, in which case, how far can one dash?
>>
>>4777061
You spend your Guard as AP, to move.
Any remaining guard is treated as the accuracy of an attack.

It costs no SP to do this, and no AP. The guard is treated as AP for movement, though, so if you have a posture that makes movement more costly, you won't Dash as far.

In effect, you perform a single forward dashing cut that then leaves you defenceless until you recover your guard. It is good if you have high guard and a strong position and need a brutal finishing move or it is good if you have low guard and need a quick, extra attack to overcome bad odds. As you use your Guard to move, and not your AP, you can also perform a determined dashing cut when you were in a disadvantageous position and have little AP.

Due to Sword Arts on the back-end, and the fact that 17-18 are always critical failures, any accuracy above 16 that your Dashing cut is used for gets auto-converted into the "best applicable kind of attack".

So if you had 20 guard, stepped twice, then attacked with an accuracy of 18, we'd treat the Dashing cut as one attack vs 16 with +1 to damage.

If you want to get technical with your determined dash, it is possible to modify it like any attack: it benefits from windup SP, evaluats, katas...
>>
Rolled 1, 4, 2, 4, 1, 5, 2, 1, 6, 5, 6, 3 = 40 (12d6)

>>4777010

> 1SP Stance Finesse
> 3AP Quickly scale down 4
> 5AP Move 33344
> 1SP Telegraph!
> 4SP+8AP Aim, Evaluate
> 3SP Fire Thrice, Hushed Lightning! +12
> 1AP Move 1
> 1SP Dodge+1

Guard 13
AP 17 | Stance 10 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | >>Finesse 10<< |Ferocity 7 | Para 6

Simple Bow
Hushed Lightning
Like Ash
>>
>>4777160
>>4777061
three hits so far! Let's see them parry all that!
>>
Rolled 1, 6, 1, 5, 1, 4 = 18 (6d6)

>>4777010
# Veynaha Copec
EXP: 2

Guard: [18] // AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [16] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.-

> Note // Weapon {Nock}ed on previous turn.

"Suffering is transient. Loss is repairable. Failure is eternal. End this recruit."

> 9 AP // Move [3]x2, [4]x3, [3]x2, [4]x2.
> 5 AP // {Aim} at the Bandit leader @ [3]x3.
> 3 SP // Fire bow at the Bandit Leader // Target the leg (-2) // Roll vs Finesse+3
> 3 SP // {Nock}.
> > 4 AP // {Aim} at the Bandit leader @ [3]x3.
> 3 SP // Fire bow at the Bandit Leader // Target the leg (-2) // Roll vs Finesse+2
>>
>>4777010

#Soldat
Guard 17
AP 18 | Stance 12 | React 10 | Health 2
Lethality 1
Fluidity 7 | Focus 12 |Finesse 10 |Ferocity 11 | Para 8

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Current Stance: [Focus]
>6AP: Pray for the Fallen
>11AP: Move: 5, 4, 5, 5, 5, 5, 4, 4, 4, 6, 5
>3SP: Activate [Mosswater] Mark, Passive

"May the Spirits forgive them for their trespass..."
>>
Rolled 1, 3, 4, 6, 4, 4 = 22 (6d6)

>>4777010
>1SP: Change back to Fluidity Stance, still in Fire Posture
>9AP: Use my Headband to stop the bleeding from my missing limb
>6AP: Observe and focus on the movements of my opponent to strike at the perfect momenr where there is a gap in her defense
>2SP: Evaluate ×2 (If my SP math is a bit skewed in cost you can take 1 off from here CC)
>3SP: Strike at the perfect moment!
>1SP: Dodge

Fluidity 10 | Focus 7 | Finesse 8 | Ferocity 7 | Para 5

#Sato
Guard 19
AP 17 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[12 exp to spend]
Wearing - [Armiger's Headband]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning]
!Like Fire
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4777010
>6AP Pray
>11AP Move 4434 5554 446
>10SP: Ready a reactive attack +7 Acc vs focus 17
>3SP+4AP: Dodge +4

#Maria
AP 21
Stance 13 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 10 |Finesse 6 |Ferocity 6 | Para 12

@Simple Sword (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
>>
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Sato spots and waits, testing for his moment to strike. The Grass-cloak vulpes lets out a giggle. Mirth is wild on her face as the sparks reflect off of her blade. She moves like a thought; daring and free...

Any moment now she'll stumble. She has to. No one can keep this up forever.



[1/2]
>Vulpes Phase
>>
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She throws herself out of her cover in a flurry of steel, breaking guards and shrugging of cracked arrows. Sato throws himself out of the way, Veynaha twists aside from a deadly blow, one of the Rikovol survivors barely gets the spear up in time and then she's past the crowd, chasing Sato again and, as an after-thought, throws a blade-swing towards Soldat.

There; now; her guard isn't fully recovered and she's turned her back to the archers without a dodge!

Wait... Inveigh? Inveigh are you -- oh.

She's deadly, but we have her crowded and surrounded. Your Finesse attacks kept her from replenishing her guard, now she's far more vulnerable and less mobile. Her need to break outof our surrounding ring has kept her from Dodging! Fantastic tactics!

Break through her guard with a probing shot then finish her off!

>Blades
>>
>>4776369
We have fearful tidings to report, Blade. Part of what makes a Blade is sacrifice. But others may be inspired by your example. If you spread your story around, you may carry over 1 stat or trait when you reroll. As you have no xp, you can't bring that with you.
>>
Rolled 5, 3, 3 = 11 (3d6)

>>4777231

# Veynaha Copec
EXP: 2

Guard: [18] // AP: [18] // Stance: [9] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [16] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.-

"Begone."

> 3 SP // Assume {Chill Winds} stance.
> 3 SP // {Nock}.
> 18 AP // {Aim} at the Bandit leader @ [3]x3, [4]x1.
> 3 SP // Fire bow at the Bandit Leader // Target the vitals (-6) // Roll vs Finesse+12.
>>
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There! Her Guard is almost broken! Deflecting that arrow from her vitals took most of her momentum!

Strike now! Even Vulpes Grasscloaks can learn to fear arrows. But it'll take hand to hand to finish this.
>>
Rolled 1, 2, 1, 1, 5, 3, 1, 5, 2 = 21 (9d6)

>>4777240
"I'll finish it with this. Hero Slayer Art:Locust Dissection!"

>3AP Move 655
>9AP Kick dirt/dust up at the bandit leader (vs 13 Fluidity)
>1SP [Like Fire], +2 Damage
>7SP [Evaluate] +4 (Aim for Arms) (vs 12 Focus)
>5SP+8AP [Evaluate] +4 (Aim for Legs) (vs 12 Focus)

#Maria
AP 21
Stance 13 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 10 |Finesse 6 |Ferocity 6 | Para 12

@Simple Sword (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
>>
Rolled 5, 6, 2, 5, 1, 2, 1, 5, 5, 5, 2, 2 = 41 (12d6)

"Ho-ei!"

>>4777231
>2ap Move 22
>20ap->5sp
>3sp Fluid attack grassy Vulpes vs 14
>Ditto
>Ditto
>4sp, 12 guard, Fluid attack grassy Vulpes, vs 15 +6 damage

#Behenost
Guard 13
AP 22 | Stance 8 | React 10 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#Emptiness in Motion: 3sp [Focus] exceed max Guard
>>
Rolled 2, 6, 6, 6, 6, 6 = 32 (6d6)

>>4777231
"You know I'd like to ask your hand in marriage if you survive this..."

>Convert 12AP in 3SP
>Fluidity+Like Fire
>3AP: Aim to knock the wind out of her to Knock her out and capture the grasscloak
>4 SP: Evaluate (+4)
>2 SP: Windup (just enough to knock her out)
>3SP: Knock her out with the pommel


Fluidity 10 | Focus 7 | Finesse 8 | Ferocity 7 | Para 5

#Sato
Guard 19
AP 17 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[12 exp to spend]
Wearing - [Armiger's Headband]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning]
!Like Fire
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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No one likes sand. It gets everywhere
>>
>>4777240
>>4777246

>1sp left to Dodge btw
>>
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She moves in sparks and fire. And then the moment is right at last. Sato gives a nod and Behenost steps in, stabs out, again and again and again.

The Grasscloak takes 5 wounds and goes down, near dead on her feet, a wild smile still spread across her happy face like a wildfire in the distance. Sato steps in. Looks down. Uses his pommel to knock her out.

Victory.
>>
>>4777252
"Great guys. Now I'm going to find a way to get my arm back in place... after ..a quick nap.." *flops to the groud*
>>
First sector cleared and we only lost one. Good luck, I say!
>>
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Were corpses seed, none would starve.

We have rescued the Rikovol survivors, ended the threat of this scavenging warband and captured valuable intelligence. For recruits, who could want more? This is worth heroism, standing ovations and rounds at any inn you'd care to name in ten cities. As the smoke clears, we can survey the damage. Put out the fires.

And someone get Sato to the medics. Again.

Mission complete!

>Survivors gain +1 Stance, +1 AP
>The company unlocks Distant Rumble Posture: 3AP/Tile. Stealth = Finesse*. Unaware targets have no guard against your first attack.

*Stealth is opposed by Focus, so others may detect you.

>Survivors gain . . .

25 Vulpes slain
6 Rikovol Survivos
2 captives
One fallen.

35 xp.

Pay xp = Stance, Guard, React or a combat art/stance to level it up. So React 11 to React 12 is 12 xp.

Or
Pay 10 xp to study a Kata, Posture or Mark. You can also study a new Stance, which is usually derived as (Stance1+Stance2)/3.

There are. . .
>>
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One delicate blade
One functional suit of armour (Sato destroyed the other)
One grass cloak

{intermission}

Take a moment to reflect, if you wish, here among the ruins. We did well. The supplies are coming up the road. The path to Fort Drywing is clear. And above the intelligence and knowledge, we have a captive that can tell us of the Vulpes intentions. Few could ask for better work. Take this time - you've earned it.

You may pair up or go at it on your own. Think about who you are. Where you're from. What this place is. Who these people are. Your skills, your focus, your intention.

Everyone can take One downtime action. Ask questions, seek answers. These introspective or active attempts change you, or the world. Or maybe nothing at all.

This place is pretty barren so there's not much to offer. But perhaps you can find something.

You can:

> Harness Something I Found ( Did the Enemy do something different from us? Adopt their skillset if we have their tools, or study what they did to harness it as our own. Roll a skill to help. This is a good way to unlock company gear or new Katas. )

> Seek Greater Understanding ( You can learn an Advanced Stance by combining 2 of the stances you already know. There's multiple different combinations, so . . . Try. Result depends on how well you do in a roll of both stances. You can pair this with someone else to combine their stances with yours, then the best skills are used. )

> Appease The Spirits ( This place is ravaged by fire and hate. We should take the time to succour them and restore the charms and small shrines. The spirits will appreciate this, and bless us. You may attempt to seek a certain kind of spirit, if you have knowledge of such things )

> Join the Supply Train ( Roll a new character, but get a wildcard 1d6 to add to one stat. You can also bring over 1 skill/trait/stat and any unspent xp. The company benefits from skills and abilities the retiring character brings, which might unlock company wide upgrades. )

> Ask A Question, Find An Answer ( Maybe you're wondering why something is the way it is? Maybe you have a plan to make it a little less like that? Ask around; it might be quite helpful. You can use this to investigate, learn or prepare things. )
>>
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For Understanding and Spirits, here are the Marks and Stances we know about.

To use a Stance you don't yet know, you can either default it off of its prerequisites or pay xp to study it and improve it.

So anyone can adopt Whisper Stance by using 1/3 their Reaction+Fluidity. Or you can pay xp equal to the level and then start training it, improving it beyond the default.

To Mark yourself, we must find the Bone Needles, the Ink and Time. It is a Kata, for the Soul and Spirit and Intent and just as straining. It takes something of yourself to grow closer to the Other Side.

The cost is in memories and great deeds. To learn Marks, give up 10 ranks of yourself, paying in stats and skills and attributes.

>Fluidity 14 --> Fluidity 12
>Focus 14 --> Focus 12
>AP 18 --> AP 16
>Stance 14 --> Stance 12
>Guard 14 --> Guard 12

That would be 10 ranks and earn you a Mark. Every Mark earned this way increases your Para by 1. The Spirits offer a grand bargain.
>>
> Thanks for playing!
>>
>>4777302
>Carry over 18xp from Sofia. Total XP 53
>Appease the Spirits. The full extent of our family's techniques were inextricably linked with Empyreal, in order to utilize flame within. This place is heavy with flames and passion, so there may be fire spirits nearby.

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 10 |Finesse 6 |Ferocity 6 | Para 12

@Simple Sword (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
>>
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The Grasscloak wearer - who refers to herself as Seven Small Red Flowers - has told us of another landing party. The one she came with was blown off course by lasts week's storm, as we presumed. But the main fleet is still a week away then.

The landing party she refers to is another scout band such as hers, further down the coast. They bring with them something she calls "No, Too Horrible To Think About".

We can interdict their landing party now that we know the cove where they dwell and have a prisoner to lead us there. It will save the nearby lands trouble and pain.

But it lies in the opposite direction from Fort Drywing. Seven Red tells us that the Fort is besieged now, attacked by the advance party. Their job is to hold them inside the walls until reinforcements make landfall.

The Garrison at Fort Drywing does not know that the attackers harassing them are not a full force. Doctrine will be to assume the visible elements are intended to draw out the garrison and then spring a larger force on them from ambush.

So the Defenders will do the cunning thing and shelter behind their defences, instead of sallying forth and routing the Vulpes form the field. They have those who seek refuge in the Fort to care for too.

But this stoic patience and duty is their slow doom, because a week from now a much larger force will make landfall and carry Fort Drywing's walls. They need to evacuate before this event and make for Rikovol.

Should we strike at the Landing site, or should we double-march to Fort Drywing and break the defensive cordon?

The leader of the fort - Bannercaptain Riniko - will appreciate both our captive and our speedy arrival. We need not drive the Vulpes from the field. We simply need to reach the walls and inform Riniko that the enemy outside is not as larger as he fears.

But if we let a landing force harry or lines of supply, then leaving Fort Drywing will be harder. . .

> Landing Site: Reduces availability of Armour and Weapons to the Vulpes, but more Vulpes have time to arrive at Fort Drywing and set up defences. It will make Fort Drywing harder to reach.

> Fort Drywing: We rescue more survivors if we head there earlier, but the Vulpes will use the gear from the Landing Site to prepare to harass us on our retreat. We'll have to carve through them on our way back.
>>
Rolled 4, 6, 3 = 13 (3d6)

>>4777280
(Forgot to add the rewards from the last mission, so I'll do that now.)
> Prior Mission Reward // AP advances from 18 to 19.
> Prior Mission Reward // Guard advances from 18 to 19.

> Mission Reward // Stance advances from 9 to 10.
> Mission Reward // AP advances from 19 to 20.
> Mission Reward // Gain +35 EXP.

> EXP expenditure (-17 EXP) // Finesse advances from 16 to 17.
> EXP expenditure (-18 EXP) // Finesse advances from 17 to 18.

# Veynaha Copec
EXP: [2 => 37 => 20 => 2]

Guard: [18 => 19] // AP: [18 = > 20] // Stance: [9 => 10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [16 => 18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Harness Something // "Such terrible glory. Phrenetic zephyrs of keen edges and harlequin grins - a whirlwind apotheosis, fatal momentum teasing death and dancing between blood choked exhalations of its victims." // The artful techniques of the Vulpine champion left a strong impression on Veynaha. To elude a concentrated assault from all sides with such grace and precision only to turn the violence back upon one's attackers twofold was nothing less than a masterwork of dexterity. Blurry, adrenaline-tinged recollections of the woman's movements flicker through Veynaha's mind's eye prompting his musculature to run through the motions over and over, picking up speed as he attempts to replicate the Vulpine champion's technique and sear it into his muscle memory. // Roll vs Finesse 18.
>>
>>4777302

>Gain 1 Stance (Mission Completion)
>Gain 1 AP (Mission Completion)
>1 EXP before mission
>Gain 35 EXP
>36 EXP
>Increase Para to 10 (-19 EXP)
>Increase Fluidity to 9 (-17 EXP)
>0 EXP

#Soldat
Guard 17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Appease The Spirits: Water Spirits were sorrowful and Fire Spirits seem to be incensed with hatred. I must calm them if this land will know peace. First, the Sorrow of Water. Now, The Rancour of Fire.
>>
Rolled 1, 3, 4 = 8 (3d6)

>>4777326
>>4777312
XP Expenditure and Para Roll for spirits vs 16

>Focus 10->11 -10XP, 43XP Left
>Para 12->15, -39, 4XP Left

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 16

@Simple Sword (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
>>
>>4777399
*Vs 15, changed stat sheet
>>
Rolled 3, 2, 2 = 7 (3d6)

>>4777302
>>4777280
>+4 xp from revenge
>+35 xp
47 Exp to spend

>>4777302
>Downtime action: Spend all AP an relevant stat to find a way to get my arm reattached. Wheter it be spirit or xeno-alchemist (Both?) we shall see. Despite how it happened my arm was slashed pretty cleanly and straight. Perhaps I will learn something from this experience...

#Sato
Guard 19
AP 17 | Stance 9 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[47 exp to spend]
Wearing - [Armiger's Headband]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning]
!Like Fire
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>+1AP and Stance

#Sato
Guard 19
AP 18 | Stance 10 | React 10 | Health 2
Lethality 1
Fluidity 12 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[12 exp to spend]
Wearing - [Armiger's Headband]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning]
!Like Fire
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 4, 2, 4, 6, 4, 3, 1, 3, 3, 5, 4, 1, 1, 4, 6, 5, 5, 1 = 62 (18d6)

Hey, I was this post (>>4775764) yesterday, I still want to join, I was trying to catch up in between tasks, but there is quite a bit to read up on. I was wondering if, other than the opening posts/images about chargen and the more recent posts, are there any other posts I need to read to join? Or any posts you strongly suggest I check out? Or just read the whole thread first? Thanks! Rolling my 18d6 now, weapon and skill after, I suppose. (any late-comer bonus skills/items so I can match up with the comrades? :D if not that's cool too :D)
>>
Rolled 3, 3, 5 = 11 (3d6)

>>4777398
>>4777326
>>4777302

>Minor Change: Join Maria
>Rolling vs Para (10)
>>
>>4777430
let me induct you into our secret society, friend. https://discord.gg/4g3p4W7r

As for reading and understanding, there's always many, many things to know. You don't have to fill your head with all sorts of things, so pace yourself. Knowing everything gives you good odds of outsmarting the others, but if there's something you don't know then your fellows are usually quite good at explaining any relevant things if you ask about it. If not, the drillmaster makes them run further laps.

As you joined here during an Intermission, you can claim the 35 xp >>4777280 from this post as a welcome to the company.

As for posts, be aware of this one:>>4775340 which has both a pre-written character sheet and the latest round of company updates.

You can, as with all others, take an Intermission action and get to know the company.
>>
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>>4777412
You learn something very valuable. There may be something to be done here. The cut was precision clean. We have a village worth of herbs. The spirits are agitated, and willing to grant a boon if we soothe them...

Give it some time. Maybe something grand could happen.
>>
Rolled 1, 1, 1 = 3 (3d6)

>>4777312
Not sure if this is how it works, but if I fail then maybe I learn something anyway!
> > Seek Greater Understanding (practise with Veynaha?)
Finesse with Wind
>>
>>4777488
Is lower good?
>>
>>4777496
Yes, you got three 1s, I envy you.
>>
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>>4777488
You've been blessed by the dice gods today, unbelievable. A fun fact is that there is only a .46% chance of rolling three 1s.
>>
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>>4777326
>>4777441
We find a small spirit lurking near the edge of the village, glistening orbs of murkish water makeshift eyes. The Vulpes frighten it, for they have no knowledge of how to parlay with creatures such as this.

A careful ceremony. It leaves small stains of rust on nearby metal. Maria's blade ends up corroded useless scrap (The stores will issue a new one). Apparently this one enjoys the taste of metal. Playful, if a little unconcerned with material reality.
>>
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The Fires have all gone out and only the tinge of lost things remain.
>>
>>4777509
>>4777499
what can I say, Copec's Kata's really woke something in me
>>
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>>4777385
>>4777488
Seven Red is willing to demonstrate. Bandages, painkillers and a sword and she -- no. No. Not a sword. A stick. A fragile stick.

. . . And she is willing to demonstrate. She claims its all in the wrist. It is doubtful than it is all in the wrist, because she can deflect blunted arrows with her eyes closed and sometimes she starts moving before you let go of the arrow. She smiles and bows. Says it like a truism: The world is always in motion. Find the place between here and there.

This sort of speed. It can be learned. It's ... In the wrist. And the mind. Don't aim for where they are. Aim for where the rest of the world will be.
>>
>>4777302
> Harness Something I Found - As I make my way to the finished battlefield, marveling at what has happened, I contemplate the origin of some of the wounds on the fallen bodies. Interesting...
and
>Fort Drywing

(still reading up on everything and figuring it out, should be up to speed soon, if I don't seem to get it in the next post or two, please help me! taking intermission action and destination now so I don't miss out later or force QM to go too far back. Will hop on the discord.)

>Stats (w/ 35 unspent XP,)
#Drankhus
AP 14
Stance 10 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

@Simple Spear
!Kata - Bear Claw
!Posture - Hound

How do I spend exp? Is it a 1:1 increase, or 10xp = 1 stat point, or what? pls halp
>>
>>4777528
To level a skill from 8 -> 9, you pay 8 xp, to level from 9 -> 10, pay 9 exp, etc.
>>
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You can train yourself to be faster than the eye can follow. Seven Red is proof of it. And if we try, we can learn it too.
>>
>>4777534
Cool cool thanks. Any tips/advice on which skills I should be reinforcing according to my current stats?

I can't upgrade lethality or my HP from 2->3->4 all the way up to like 15, that way, can I?. I'm guessing the upgradeable stats are everything but HP, Lethality and Para? Sorry if this has been explained before.

Also, is there anything else I can spend exp on? (just checking)
>>
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>>4777412
One of the survivors from RIkovol knows a story. Like all good stories it starts with betrayal (his) and ends in vengeance (his, again). And in-between, he lost is leg to a craven friend. Then he beat his friend to death with his lost leg and walked fifty miles uphill and kids these days.

He shares: There is an animist in Rikovol who can move scraps of sensing into stone and wood and fibre. In Rikovol, you can trade for a new arm. Live to reach the distant city and be made whole. In fort Drywing, there may also be a healer, proper one, with herbs and care and practice.

For now, the staggering pain of the experience simply hardens you. The survivor nods, in agreement. Pain and surprise share the elemental continuity: You never predict precisely how it will feel.

> It seems you're not in luck: this village doesn't hold the answer.

> But sharing old war stories did teach you a thing or two. As it turns out, if someone cuts off your leg, it serves as a club... If only you have the Focus to push on through.

+1 Lethality.
>>
>>4777544
You've got precisely the gist of it. Health and Lethality are special kinds of ability, and they don't improve so readily.

You actually can upgrade your Para if you would like. And now that the company has 2 Marks, you can opt to glean one for yourself as a starting bonus as well.

Do be aware that Spellwork is a precarious sort of thing in this world - it can take a minute and a half to properly get your head around, so you might not want to try it unless you're willing to blow yourself up a few times.
>>
>>4777560
So mosswater mark and whisper stance are the current marks I can learn, right? Or...? (sorry if you feel like you're babying me)

And it costs 10 ranks in my skills, right? So, since I'm comparatively low-leveled and me giving up my stat ranks is less of a blow to my stats than other players, and I can just spend my XP afterwards, as the QM, would you prefer I spend my XP before choosing a mark? Or does it matter to you?

Or by "glean one for yourself" did you mean it would incur no stat/skill reduction penalty this one time?

Because if I understand how things work and what you meant, my current plan is to pick a mark and then spend my XP levelling up before the mission starts. Thanks for all the help everyone, and thanks for running, CompanyCommandChad.
>>
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>>4777385
As for her awareness . . . The trick of that Kata turns out to be a reliance on sight without seeing.

>>4777528
There actually is something to learn here.. The Vulpes use different bows than us, shorter but lacking no force. They often enter battle with paired weaponry.

Which one of the two do you want to study further?

> The Shortbows, those fast and precise weapons
> The paired knives, they might reveal something keen...
>>
>>4777571
You can pick a mark as a starter, with no cost. It's really additional marks that start incurring hefty prices paid to the spirits.
>>
>>4777572
>> The Shortbows, those fast and precise weapons
As a humble spearman, I marvel further at the designs of the Vulpes' shortbows. The techniques they must use to operate these things... Hrmm...
>>
>>4777574
>Take on the mosswater mark
This oughta help me channel my ferocity and fluidity properly!
>>
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>>4777576
Horn and sinew and leather and wood, in layers with loving care. They can fire these on the run, with proper technique, and from horseback, and from sitting. They're small enough to bring in doors and light-weight enough to bring on long journeys. Resilient to rain, resistant to strain and through the fine application of fletchers art, reliable. Sometimes they scratch the names of spirits on their arrow-heads, or tie small wind-charms to the bow for luck.

To make one, find supple wood that can take strain without breaking. That's all a bow truly is: Something pushed close enough to the breaking point that when it releases, it sends an arrow through metal, wood and flesh.

We don't make bows this good. Our forte is the forges of Rikovol and fine blades, metallurgy and production.

> Alternate bows unlocked
> These are less accurate and they stabilise the arrow less well in flight. But they pack more of a punch.
>>
>>4777515
"Some techniques can certainly be adapted for corroding fumes. As for that [Delicate Sword], since no one else has taken it..."

>Claim Delicate Blade
>What is the corrosive steam like? It won't corrode my own weapons will it?
>>
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>>4777815
It burns and eats and devours. As Soldat suggested, the Spirits here are in mourning and miserable at the Vulpes predations. This is how water mourns: by eating away at things faster. It is like fire, but not-quite-at-all-like-fire.

The spirit, when invoked, will try not to burn your things or that of our allies. But it is not too keen on the difference between this bit of metal and that bit of metal, or which rock belongs to who. Spirits cannot think in such terms: they are of the world and see all things as the things they are, not what human imagination makes it out to be.

But one can train it into telling some difference. Failures on your Para roll can have consequences though.

In strict terms, when invoked, the spirit tries to channel corrosive steam and energies into:

An Area. People entering, staying or passing through are subject.

An Item, to imbue it. The item is marked with the Spirit, altering it's properties a little.

An Enemy or item in a hostile, harmful way, where it will burn, corrode and degrade. Acid burns through metal, defrays item and destroys bindings.

A Person in a joyful, positive where, where it tries to grant a boon. Usually a shield, or an aura, or minor positive effects.

You roll against your Para to invoke your Margin in energy, at your target. This costs 3 SP. On later turns, the energy has no form unless you spend 1 SP to will it into remaining in a certain shape. This is per active channel.

So if you wanted to make a barrier of corrosive steam, you could ask the Spirit to do so, and it would. But the barrier would only maintain integrity while you willed it. On later turns, you'd have to spend 1 SP to maintain it. You could try to form a small shield out of the stuff, maybe rolling and getting 3 Margin, and the shield would work. So long as maintained. If imbued into an item, the Spirit adds its properties to its use. You could entwine it with arrows shot by archers or your own blade.

It's frightfully good at dissolving organic material and metal, so armour might degrade, bones might break and anything prone to being made weaker can be. Any wound inflicted by this energy is stuff that's dissolved, so you could try to eat your way through metal, rock or the world.
>>
Are you still taking in players? I just noticed this quest and it seems cool, but it might be unwise to join when the other characters already have much more gear and xp
>>
>>4777302
>Claim Grasscloak, wear it to hide my wound

>>4777554
*sigh*
>Keep my left arm with the convoy until we get to a place where the possibility of reattachement arrives
>Practice a bit 1 Handed, perhaps to regain a bit of confidence and strengh to wield my sword (Maria already took the Delicate Blade)
>Lethality +1
>Fluidity 12 to 13 (47-13=34 exp)
>Fluidity 13 to 14 (34-14=20 exp)
>Learn [Flickerstep Dodge] (20-10=10exp)

>>4777381
>Vote Landing Site: Reduces availability of Armour and Weapons to the Vulpes, but more Vulpes have time to arrive at Fort Drywing and set up defences. It will make Fort Drywing harder to reach.

>Sheet correct?

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4777888
Always, friend, always. One needs new Blades to feed the battlefield.

Think of it perhaps like this:

If you have allies with great experience, you stand a chance of survival yourself. Someone to watch your back is no impediment to your success, it only improves your odds.

And two Blades are more dangerous than one lone warrior-soul. So even if your allies have fought before you, maybe they've gathered some scraps, then with you along they all have a vaster chance of success. If they have sharper blades, they can take the deadlier Vulpes and you can keep the monsters from their flanks. Or they from yous.

And if the Vulpes make landfall in their hundreds, then they may bring the other banners of the Uthani. Then we will need all the Blades we can muster because we will be outnumbered thirty to one.

Thirdly, and you may need to take this to heart with a touch of stoic determination: People in this line of work die. And if someone with a sharp sword, a fine cloak and emblazoned armour dies, then someone else will need to pick up said same regalia and put it to good use. Or we will all suffer.

>Or, stripped of narrative threads: New players are always welcome. More participants make everything more fun. Individual characters tend to cycle quickly because casualties do occur. Which means who is a veteran-with-gear and who is a recruit-with-hopes can wary on a map by map basis.

Secondly, the company adjusts the "starting standard" of new recruits based on a weighted average of current surviving member capabilities. So in a practical game mechanical sense, the entire game is built around new characters being meaningfully able to help. Take it as a point of inferred pride: playing a side-show character to someone else's superstar rarely feels fun, so we try to make everyone able to be at least a little bit of a superstar around here.

The real bonus of veterancy is really slightly better stats and the personal satisfaction of not being cut down by a Vulpes 3 turns into you first bout. And characters mutate over time, through wounds and story bits. So you often get to play something non-standard.

But it really is the nature of skirmish games that sometimes characters do get cut down. At which point: reroll and take you vengeance!
>>
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>>4777907
Wear it over the shoulder cover down the bandages. Use the empty sleeve for filling, pin it with this little needle of valour. Yes. There. Who could look upon you and see your wounds now? Simply a traveller, this, heading for distant glory.

Sheet looks good!

--

company orders
>>4777381

Landing Site: 1

Fort Drywing: 1

> And now: have a war-room. Plot, plan, prepare. Doing general company prepwork is not a down-time action. Anyone who hasn't or who is interested in taking one can still take a down-time action. And the quartermaster says there's still some gear to be sorted out.

You can initiate one company action, which is a plan you carry out. This isn't your personal down-time action. It's. . . a larger effort. Elect a bannerman to lead one particular plan, then try to carry it out. For as long as they're alive on the map that follows, you gain a company wide bonus.

Do you want to assault the enemy in the dead of night? Sneak around them? Try to advance by boat? Double back around and take a long-route to fort Drywing? Prepare a company of archers to rain arrows on the village before your assault? Try to sneak in close?

You have the flexibility. The only consideration is this:

One person needs to clearly state [A PLAN] and they need a majority vote where other people back up and say "Yes, let's do that". If no plan is stated, the captain will go with the default:

The company is to force march to reach Fort Drywing and deliver supplies along with news of an invasion
Worn Boots: On arrival, the company rolls 3d6 vs 12 for Vulpes Preparation. Remove 1 Vulpes per margin of success. Add 1 per margin of failure.

It may be possible to figure out the effects of a plan ahead of time - simply submit one and ask and the company will clarify whether it's possible or probable or mad genius.
>>
>>4777381
>Vote for Fort
>>
>>4777534
>>4777544
Per >>4777280, you'd pay 10 xp to attain level 10.
>>
>>4778119
Oof yeah, that's correct. I mistyped the numbers.
>>
Rolled 3, 5, 2, 2, 3, 3, 1, 1, 3, 1, 4, 5, 3, 6, 2, 3 = 47 (16d6)

>>4777234
Fools rush in.
>keep fluidity 15
>>4777302
>if permitted: Harness the paired shortblades of the enemy
>>
>>4777959
"Alright! Well although some are 'hype' for us to directly go to Fort Drywing, I still feel like we should go to the landing site so we can at least prepare the way out of the fort."

>PLAN A FOR LANDING SITE
>We move to clear the landing site of the scouting party. We give FIRE ARROWS to our archers and burn the boats the Uthanians came in Stealing 1 or 2 for ourselves and use said boats to make our escape and stealing some of their supply. Alternatively, if we manage to clear the Landing Site we can use more of their stuff against them later. ALSO! We cam figure out what the "Horrible thing to think about" is and figure if we can use against them or if it needs to be destroyed.
>=Burn/Capture Ships and Supplies
>=Find what the "Horrible thing" is
>=Steal a boat to go to Fort Drywing with
>The Stolen boat is used to cover us from other landing ships and we can change the flag colors to get close to the Fort AND help evacuate refugees!
We can also
>Go undercover of night to sneak through and sabotage/clear the camp easier
or
>Go at early day to get the effect of surprise and chaos when burning the camp (do give suggestions)

"That's plan 1 now I'm figuring out something for Fort Drywing..."
>>
>>4777528
Stance 10 -> 12 (-21XP)
Learn Kata - Puncture (-10XP)
(4 XP remain)
>>
>>4777302
Does Scorpion Sting spend all Guard like Dashing Cut, or can I choose how much I spend?

>23 xp React 10->12
>10 xp Learn Zanshir
>Seek the coincidence of Focus and Finesse


>>4777280
#Behenost 2xp
Guard 15
AP 23 | Stance 9 | React 12 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#K Emptiness in Motion 3sp: While in [Focus] exceed max Guard
#K Zanshir 4sp: Face attack when parrying if React exceeds attacker
#P Like Ash 1sp: 3ap to move, tiles moved->Cover
>>
>>4777302
Harness Something Found: The fire support we received from our archers was invaluable to overwhelming the Vulpes and saving the hostages. Is there any way we could improve on our ability to assign targets and objectives in combat? Perhaps not only for our support archers but for the Blades in the field too.
>>4777959
"A forced march to Fort Drywing will leave us too exhausted to readily engage the Vulpes force, small as they are. By raiding the Landing Site and stealing a boat as Sato suggests, we behead the Vulpes supply lines and gain swift transportation, and a method of escape should it come to it, with which to relieve the defenders at the fort. It also allows us to better arm ourselves, before the Vulpes do the same."
>Vote for the Landing Site and support the plan proposed by Sato >>4778296
>>4777280
>Claim 35 XP
>Spend 10XP to learn Zanshir
>Hold the rest until the potential options afforded by the rest of our downtime actions are revealed.

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 25

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
>>
Rolled 1, 4, 5 = 10 (3d6)

>>4778718
>Focus Roll for Harness Something Found, missed that part
>>
Rolled 2, 2, 6 = 10 (3d6)

>>4778243
>Fluidly Harness

#Vituperate
AP 16
Stance 8 | Guard 12
React 9 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@
!Flickerstep Dodge
!Hustle | !Like Ash
>>
>>4778658
All of it - you pick your perfect moment and strike!
>>
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>>4778243
They're deadly sharp and plentiful, those knives. The Vulpes use them for everything. Seven Red tells that no one is ever without theirs. If you look at the hilt, you see marks, of worthy victories, triumphs, interesting lovers and high deeds.

They're not how we usually fight. Too much wrist-work, all about avoidance and deflection. Small weapons such as this cannot stand up to a two-handed blow. But there is a graceful keenness to them and if used with Finesse or Fluidity or Ferocity or Focus these blades allow multiple deft strikes against staggered opponents, before one dances away in a whirl of strikes.

And. . . . At night, in close? Perhaps a weapon such as this has advantages. If you get up close. . . Who could swing a weapon?

>Reach c weapons are quite useful in a grapple because they do not get penalised.
>>
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>>4778658
The wind is hard to catch. It flutters cloaks and moves capes. And at the heart of it, the secret is this: The Wind is never still. If you are not where they think you will be, you cannot be hurt. You practice and practice and practice and think you have it. Your feet, like a blur. Your reach, unimpeded. You lashing strikes like the humid air off of the mountains.

But something about this stance is Flawed, a quirk in the design. It... Seems as if your guard is more vulnerable than it should be?

> Technique Roll Minor Mistake: The Stance does work, but it has a Flaw. You're not sure which, but it seems to make you marginally more vulnerable to being knocked around.
>>
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>>4778718
There is a way, recruit. The Vulpes banners flap in the wind because their storied scraps of cloth imbue their followers with a sense of purpose. They band in following Banners, wielded by brave leaders and faithful spirit-whisperers.

We have Banners of our own, and beneath them, we can march to fight the Jungle itself. There is a method for signalling all the things one needs by the careful code of hand movement and direction, colour and height in the sky. We have no banner-code of our own because we were a simple supply convoy, but we know the theory. They may not have what we do in the books in Rikovol or the Schools of Almine. But we can improvise!

We shall plant a Banner near our battlefield. Then all Blades underneath our command can see it, and carry out the directives there. And on the field itself, small banners of our own can mark out directions and orders. This will help relay information throughout the company.

By planting a certain kind of banner and having the Blades there communicate our intent, we can broadcast it to everyone in the company. And once we draw closer to Fort Drywing, we can communicate with their walls past the eyes of the Vulpes!

>Banners & Supplies Unlocked.
>Banners direct allies and npcs and function as rallying points.

> . . . Special Event!
>>
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> Banners unlocked
> Postures unlocked
> Information about invasion found
> Supplies secured
> Survivors rescued

. . . company fully mustered.

Well then. What a day, recruits. It seems as if you aren't corpses in the ground yet. We have four score focused blades foraging food, a mission and some of the wagon-drivers sewing together all the cloth they can lay their hands on so we can form a proper banner-group.

That's impressive work for people who could barely hold their swords months ago. If I close my eyes and squint real hard I might mistake you for a proper Blade column on the march.

Good work.
>>
>>4777959
>>4779231
>Plan for Fort Drywing
>In the early morning. Try to make a commotion near the Fort to alert it to our presence. The goal is afterall to simply get close and deliver the message to them. If we can strap an arrow with a message and get close we can tell the fort that we can pincer the enemy in a counter ambush as we fly our banners and take down theirs to prove to the Fort Captain that he can safely go out and wipe the small enemy force. Alternatively. Get someone to rush/sneak to the door to warn the fort we'll be pincering the Vulpes against the fort and tell them the whole situation.
>>
>>4779293
A fine plan, but you appear to be headed towards. . .
>>
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The Landing Site.

capturing their ships will allow us to move our supplies to Fort Drywing twenty times faster. Seven Red can instruct us in the pecularities of Vulpes sea-craft, and as long as we stick to the coast we shall not need advanced navigational skills. The survivors from the Fishing Village can be able crew on our journey.

If we fly Vulpes Flags, we avoid the attentions of any prowling craft. Once we arrive at the fort, we'll need to see if we can evacuate it with the vessel or if we'll have to march away from there.

By cutting off the vulpes line of supply, we diminish their forces and make their landing harder. And the things we do not burn, we can take. Seven Red suggests that there are piles of weaponry with which to equip ourselves at the Landing Site.

All in all, a good plan.

-

The company is to assault the Landing Site and pre-empt the Vulpes landing more gear to bolster their invasion
contested landing: Pre-stance before battle by applying your SP. Some enemies will be Unaware.

!!!Seven Red suggests the Vulpes are bringing Something Horrible. A captured Wrack-Entity is very likely on premises. Be careful!
>>
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>>4779293
This is as good plan. The Vulpes keep a larger cordon to prevent anyone coming close to the Fort. And to hide their real numbers. But we won't be able to reach both the Landing Site and the Fort.

If we go to the Fort then. . .

The company is to relieve Fort Drywing by breaking through the Vulpes cordon and bringing news of the invasion.

!To do this: Make contact with the Fort
&
!Raise a banner in a visible position.

[Worn Boots] Worn Boots: On arrival, the company rolls 3d6 vs 12 for Vulpes Preparation. Remove 1 Vulpes per margin of success. Add 1 per margin of failure.
>>
If we are otherwise ready, the company may proceed once agreement has been reached.

You are even on votes.

Fort: 2
Landing Site: 2
>>
>>4779380

> Support this(>>4778296) proposal. Especially the 'Steal a boat to go to Fort Drywing with' component.
"To deprive your opponent of their blade is good. To turn it against them is better."

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Ready to Deploy
>>
>>4779319
Do advanced stances count as their root stances for the purpose of Kata compatibility?
>>
>>4779439
Yes. For both roots. Advanced stances allows advanced kata combinations.
>>
>>4779380
"A Wrackbeast? That'll be something fun to fight."

>Deploy in [Focus] Stance with [Emptiness In Motion]
>Change vote to "Steal a boat".

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark
>>
>>4779586
It will be glorious.

With 4 votes for the landing site, we shall endeavour to march there at haste and steal a ship!
>>
>>4779319
>Deploy in [Fluidity Stance]
"Alright, landing site here we come."

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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The march was uneventful. Boyoyed by the tenacity of the Rikovol survivors we make good time down the coast.

Seven Red, our captive, is a curious sort. We have to feed her seperately from our other Vulpes captive or she takes the food we give to him. Wrestles for it. She wins every time. Stuffs herself with far more than she needs and declares it spoils of war.

But her scavenging predilection aside, she's polite, amicable and quietly observant. Harbours no apparent slight over Behenost stabbing her in the leg, never complains about her bandages or her slowed pace. There's a curious duality there because why does someone who will take the food out of her ally's mouth politely offer up suggestions on how to polite Vulpes ships?

Someone with intelligence training may derive useful knowledge from her. For now, she's led us down a path to a small cove where two grand ships lie in rest. It's a full camp. The noise and bustle of it, the campfires, the quiet singing. The Vulpes mean to stay. They're off-loading crates and barrels from the fat bellies of their ships. Oceangoing mass junks.

But laying eyes on them now, the mystery deepens. Those vessels are well made. Seaworthy.

But they are not Vulpes craft-ships. Someone else is supplying the Vulpes with their fleet. But who? Why?

Take them. Make your way on-board. Find their vessel
commanders. If we secure these loaded ships we blunt the scout force and gain a quick way to reach Fort Drywing!

Blade company! Go!

The company is to assault the Landing Site and pre-empt the Vulpes landing more gear to bolster their invasion
contested landing: Pre-stance before battle by applying your SP. Some enemies will be Unaware [yellow state]. Expect full alarm by Turn 2 or 3.

!!!Seven Red suggests the Vulpes are bringing Something Horrible. A captured Wrack-Entity is very likely on premises. Be careful!
>>
>>4779656


#Soldat
Guard 17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Deploy in [Focus] Stance

"We need to find out who's supplying them, when we find the captain we should interrogate them after subduing them, any objections?"
>>
>>4779662
(You can act from point A or B Soldat)
>>
>>4777536
Neat! Maybe I should have rolled Para as well...
>>
>>4779407
+1 for Landing Site

I choose my Hustle stance to start with

#Drankhus (w/ 4 unspent XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#Simple Spear
!Punture
!Bear Claw
!Hound Stance | !Hustle Stance
>>
>>4779694
I have some questions about hits/accuracy/combat rolls, mainly how they work and get processed. And how the 4 f's factor in to this game (fluidity, etc)
Can I get another invite to the discord? Old one died. (lol instead of discord, I typed dicsors at first, I don't want an invite to those)
>>
Rolled 6, 3, 6, 2, 1, 1, 1, 6, 5 = 31 (9d6)

>>4779656
"Quickly now!"

"Hybrid Art:Grave of Dancing Butterflies!"

>Deploy at B with [Focus Stance] [Emptiness In Motion] and [Scarwater Mark] activated
>14AP Move 4343 4343 4333
>1SP [Like Fire] +4 Dmg
>5SP Cleave through the group at 1, [Acc/Crit +2]
>5SP Backstab the armored Bandit at 4 [Acc/Crit +2]
>3SP+4AP Fire a spray of corrosive steam toward the group at 34 (vs 16 Para)
>4AP Dodge

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark
>>
>>4779733
First 2 attacks are vs 13
>>
>>4779733
Wait what do you mean >Deploy at B, where is B? I thought we were gonna start from 1-6 in the upper corner? Hoo boy I'm confused. I feel like it's not that complex but I'm probably just fudging over some basic reading and understanding. I have little idea what I can/am supposed to do. (move in, kill baddies and stay alive as long as I can, of course, but how? SP moves and AP attacks? I know it's more nuanced than that, maybe someone on discord can help me so we don't shit up the thread trying to help a noobie like me)
>>
Rolled 3, 6, 1, 6, 4, 3, 2, 2, 5 = 32 (9d6)

>>4779656
>Deploy from [B] in Fluidity Stance+Like Fire
>-Grasscloack
>3 AP: Move 5
>2SP: Windup
>2SP: Dash-Step direction 4, Slashing the Archer
>2SP: Windup
>2SP: Dash-Step direction 4, Slash Knifeman
>2SP: Dash-Step direction 6, Slash Next Archer
>2SP: Flickerstep Dodge

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4779743
Here you go, sorry was fixing my turn https://discord.gg/bYMc5628XF
>>
>>4779656
>>4779746
>=Converted 8 AP for 2 SP for the Fluckerstep dodge at the end there
>>
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>>4779743
The 1-6 is actually the compass. So you've move upward twice and North-East twice by typing someething like 2233. Deployment zone is in the image.

Here is a little reference I made for myself:
3SP= Attack
2SP = Add 1 Damage to Attack
1SP= Add 1 Accuracy to Attack
3AP= Try Non-Attack Action
4AP= Converts to 1SP
2AP= 1 To Hit on Non-Attack Actions
>>
>>4779750
gracias amigo
>>4779755
Cool, thanks a bunch! And that reference is the actions every basic soldier can make?
>>
Also, I would greaaaatly appreciate help with the bandit groups in the center.
>>
>>4779750
>https://discord.gg/bYMc5628XF
>Unable to accept invite
I think there's something wrong with my account let me try to fix that
>>
>>4779761
Yeah, they are. Actions under the Iron circle are available to everyone. Check the character creation image sheet for more details.
>>
Rolled 1, 4, 6, 3, 5, 4 = 23 (6d6)

"Preempt the hue and cry."

>>4779656
>Finesse stance
>Deploy A
>3ap Move 22
>5ap vs Fluidity 13+1 Jump 222 over wall
>6ap Move 2222 33
>8sp 8ap Attack armored vs Finesse 14+9-10, -5 to opp defense, Scorpion Sting +7 damage

#Behenost 2xp
Guard 0
AP 23 | Stance 9 | React 12 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#S Soaring Wind: On hit, 1 Guard->1 sp next turn. Dash Step = 1sp
#K Emptiness in Motion 3sp: While in [Focus] exceed max Guard
#K Zanshir 4sp: Face attack when parrying if React exceeds attacker
#P Like Ash 1sp: 3ap to move, tiles moved->Cover
>>
>>4779743
Don't worry, Blade. Make mistakes. Ask questions. It's how someone learns. Everyone has to pick up the tricks and thoughts before they understand what's what.

You will too!
>>
Rolled 3, 1, 5 = 9 (3d6)

>>4779656

#Soldat
Guard 17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Deploy at B in [Focus] Stance, [Mosswater] Mark Passive
>11AP: Move: 4, 3, 4, 3, 4, 3, 4, 3, 3, 4, 3
>1SP: [Telegraph]
>2SP: [Windup]
>[Grass-Cutter] * 3
>9 SP: Target Tiles 2, 3 and 43 from Me
>>
>>4779733
Right on!
> raise flurry stance to 9 (if it isn't too late) and emptiness in motion

> Deploy A in focus stance and emptiness, arrow ready, distant rumble posture!
> 4AP +2 to not getting seen
> 9AP Move 343
> 3SP+1 Eval and Shoot that one near the flag north east!
> 3SP Nock
> 3SP+1 Eval and Shoot the one with knives at the fire, south!
> 2SP Dodges

Guard 13
AP 18 | Stance 11 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | >>Finesse 10<< |Ferocity 7 | Flurry 10 | Para 6

Simple Bow
Hushed Lightning
Emptiness in Motion
Like Ash

58xp
>>
>>4779766
Okay, discord is being a piece of shit for me right now on my phone and both of my email addresses and I'm not making another one, fucking DROPPED. Fuck you, shitcord.

I thought I had enough information to make my first move but I'm pretty clueless here. 12 hex moves cost 14 AP? how is that calculation done? I have no idea what to do and don't want to keep bothering you guys or have to read like 50+ posts to try and figure out what to do. I've read the rule sheet but I feel like it's not all there? Or maybe too many stats and rules for my small brain to keep together? Sorry
>>
>>4779782
Sorry, that was a mistype. It's 1ap per 1 hex.

To do basic stuff, just use 1AP to move per hex and 3SP to do each attack for now. Roll a 3d6 for each attack versus the stat that your stance uses.
>>
>>4779771
>>4779656
If getting over that pile of wood during my second move costs extra, I do have 1 ap left over.
>>
>>4779782
Also feel free to ask as many questions as you want.
>>
>>4779776
It's not too late to learn something beautiful. Or to demonstrate your knowledge.
>>
Rolled 5, 5, 3 = 13 (3d6)

>>4779656

> Prepared stance // 10 SP // {Chill Wind}x5.
> Spawn at B.

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 6AP // Move [4]x1, [3]x1, [4]x1, [3]x2, [2]x1
> 3SP // {Nock}.
> 14 AP // {Aim} at the knife-wielder @ [2]x3, [3]x1.
> 3 SP // Fire Bow at the knife-wielder @ [2]x3, [3]x1. // Target the head (-9) // Roll vs Finesse+5
> 3SP // {Nock}.
>>
Rolled 2, 6, 1 = 9 (3d6)

Sorry for whining like a little bitch earlier, let me know if I did this right or what I need to do to make it right:

>Deploy at A in Hustle posture
>5AP move 44445
>8 AP converted to +2 SP (=14SP)
>1SP Evaluate
>1SP Telegraph
>3SP Bear Claw
>3SP Attack dual-knife wielder by fire
>3SP Attack dual-knife wielder by fire
>3SP Attack dual-knife wielder by fire

#Drankhus (w/ 4 unspent XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#Simple Spear
!Punture
!Bear Claw
!Hound Stance | !Hustle Stance
>>
>>4779825
This is correct! Dont forget that you roll 3d6 per attack though (In this case Command will roll the rest behind the screen) AND most importantly do not forget to keep 1SP for a dodge action if you dont have your guard up (in this case it is fine since none of your actions as warranted your guard being down :)
>>
>>4779825
Just need to declare the F-stat Stance you're in, which I assume is Ferocity.
>>
>>4779792
>Roll a 3d6 for each attack versus the stat that your stance uses.
Which stat does Hustle use? And I want the rolls lower than my stat, not higher, right? Also since I attacked 3 times was I supposed to roll 9d6 instead? (If so I'll roll an additional 6d6)
>>
Rolled 4, 4, 5, 5, 3, 2 = 23 (6d6)

>>4779835
Okay cool, and yes, I will choose ferocity for my stance (I assume if I'm not in a ferocity stance, I can't do a move like Bear Claw which has a ferocity tag, right?)
>>4779833
Cool. I'm guessing most non-move, non-attack actions are the ones more likely to leave you unguarded? Or what is an example of something that would leave a character unguarded?

Also 6d6 for my other two attacks just in case QM doesn't wanna have to roll it himself
>>
>>4779837
Hustle doesn't use a stat, it's your mode of movement.

3 Separate attacks mean a 9d6, yes.
>>
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>>4779782
Right, Blade-Friend, lets get you up to speed. Here's a brief primer. As for the rest, it really is a learn-as-you-go kind of world.

>>4779837
Hustle is just normal movement, and so doesn't use a stat. You simply spend some Ap to move a tile! And as you attacked 3 times, you are indeed correct - 9d6. 3d6 each time, lower is better, 3-4 is best for a critical hit and 17-18 is no fun at all.
>>
>>4779861
Does ferocity +1 guard damage affect parries too?
>>
>>4779944
I'm a little confounded by the question, but the thing I can tell you is this:

Ferocity is the alternative to Finesse. It breaks through someone's guard. It adds +1 guard damage to your attacks.

A parry normally means the attack only inflict 1. Ferocious attacks instead inflict 2, because they do +1 guard damage.

Someone with their guard up normally take half damage. Ferocious attacks make that half+1.

It batters down people's Guards very adroitly. But, unlike Finesse, it doesn't prevent them from using AP to regenerate it or run away from you. But on the other hand, a lot of weapons and abilities scale well with Ferocity. Bear-claw for instance is a gruellingly heavy strike best avoided via dodging.
>>
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Strike! Now, before they sound the alarm! The quiet sound of waves lapping against hulls will cloak our approach. And then we..

Maria! Soldat! The Vulpes are on the ships as well! They can see you!!!!!

> Vulpes Phase
>>
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Are those . . . cages? On the ships? Empty ones. Full of scarred wood and broken metal bits. Gristle. An odour of old, stained blood. Someone, find out what was in those cages...

--

Maria and Soldat are battered by the mob of Vulpes workmen, who lay about with fists and sticks and fury!

Veynaha is attacked by an oppertunistic scavenger!

Drankhus secures his first defeated Vulpes, and staring down both him and Sato, the surviving bow Vulpes decides discretion beats glory and beats a hasty retreat.

This might be dangerous, Blades! We're a little exposed... Hold on! Try not to get surrounded!

>Blades Phase
>>
Rolled 5, 3, 6, 3, 6, 4 = 27 (6d6)

>>4780010

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

"Woe to thee. An ocean of your blood will be spilled as reparation."

> 2 AP // Move [4]x2
> 9 AP // {Aim} at the knife-wielder @ [1]x1, [6]x1.
> 3 SP // Fire Bow at the knife-wielder @ [1]x1, [6]x1. // Target the gear in hand (-4) // Roll vs Finesse+5
> 3 SP // {Nock}.
> 9 AP // {Aim} at the knife-wielder @ [1]x1, [6]x1.
> 3 SP // Fire Bow at the knife-wielder @ [1]x1, [6]x1. // Target the vitals (-6) // Roll vs Finesse+3
>>
"Was fanciful of me..."

>>4780010
>8sp Focus, Zanshir, Emptiness in Motion
>5ap Move 22
>18ap->9 Guard

#Behenost 2xp
Guard 24
AP 23 | Stance 9 | React 12 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#S Soaring Wind: On hit, 1 Guard->1 sp next turn. Dash Step = 1sp
#K Emptiness in Motion 3sp: While in [Focus] exceed max Guard
#K Zanshir 4sp: Face attack when parrying if React exceeds attacker
#P Like Ash 1sp: 3ap to move, tiles moved->Cover
>>
Rolled 2, 5, 3, 5, 2, 4, 3, 4, 3, 1, 4, 2, 5, 5, 6, 2, 1, 6 = 63 (18d6)

- I assume I would use: >>4775340 for new character stats?
- Do I need to explicitly spend SP to parry, or does that happen automatically as long as I have guard?
- Does the "Riposte" referred to in Oak-Heart mean a counterattack (done as a response on the enemy's turn)?
- Do I start with any xp?
- May I start with a Mark?
>>
>>4780010
"Tch! He ran. I messed up now he'll rise the alert. Well... lets give them something to rise about ..."

>>4780010
>1 Ap: Question Command! That Fireplace near me... how would I go about taking a torch from it and throwing it around? How far could I throw it?
>>
>>4780050
Yes! Please do.

You do not. It happens so long as you have guard. To be specific, what happens is this:

Someone attacks, rolling to hit. On success, their target rolls to Parry, rolling their guard.

On a failure, damage is inflicted and guard reduces by that much. as long as someone has a Guard at all, damage is halved.

On a success, attack is parried, and guard reduces by 1.

So when it comes to the fine arts of fighting fit, having Guard at all keeps you alive for 1-2 attack. And having Guard above 10 gives good odds of parrying attacks, making you last much longer.

However, multiple attacks quickly deplete individual guard. Being surrounded and alone is dangerous because it overwhelms your defences.

Pair this with Dodging, but that requires space to move. . .

Oak-Heart applies itself automatically. You simply assume the Kata and then when you guard, the margin on your success is counted against the margin of success on someone's attack. And you get the victory margin as a "riposte". That all happens on the turn during which you are attacked.*

You may start with 1 Mark.

*Note that it seems that Oak-Heart is missing a pretty important note to prevent infinite attacks, which is that the Riposte itself costs 1 SP to ready. So you assume the Kata with 3 SP and then on all the turns that follow until your Stance is Staggered you "prepare" ripostes like you'd prepare a dodge by slotting SP to it. effectively storing attacks to punish those who strike you.
>>
>>4780063
A simple 3 AP and a Ferocity roll will scoop up a burning log, and you can throw most objects with a range increment of 1.

That is: range penalties double every increment. On a miss, things scatter a bit. So all in all, to start a fire, take a standard action and roll Ferocity.
>>
Rolled 6, 5, 6, 3, 5, 1, 2, 4, 4, 1, 1, 6 = 44 (12d6)

>>4780010
"Now to make a retreat. But first- "Mystic Art: Ripples of Ash!"

>3SP Channel [Scarwater Mark]
>5SP+4AP Slash Bandits at 3, Eval +3 Acc/Crit, Vs 14 Focus
>3SP [Wrath] Emit a burst of corrosive steam in a 1 Reach area, not targeting the dock and allies. vs (15 Para + Nearby Water)
>12AP [Wrath] Emit another burst of corrosive steam like above. vs (15 Para + water nearby)
>3SP [Barter] Emit a cloud of steam in a 1 Reach area to obscure vision. vs (15 Para + water nearby)

>6AP Move 6611 66

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark
>>
>>4780010
You cover our back then, Vehnaya, I'll suport!
>>
Rolled 2, 4, 6 = 12 (3d6)

>>4780010

#Soldat
Guard 13/17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>3SP: [Barter] Channel [Mosswater], manipulate the water to grab and restrict all enemies on the dock.
>5AP: Move 6, 1, 6, 1, 6
>4AP: Restore Guard
>2SP: Ready [Dodge] * 2

"Have fun."
>>
>>4780101
Nevermind, they're backing off (and that took so long to draft!)
>>
Rolled 4, 6, 4, 5, 6, 3 = 28 (6d6)

>>4780010

>Deploy at B in [Finesse] Stance
>Move 434 (-3 AP)
>Attack Knife Wielder at 33 (-3 SP)
>Activate Oak-Heart (-3 SP)
>Move 4544 (- 4 AP)
>Jump on Boards (-3 AP) (?)
>Convert 4 AP to 1 SP
>Telegraph (-1 SP)
>Windup (-2 SP)
>Attack Knife Wielder at 4 (-3 SP)
>Move 166 (-3 AP)

Do Attack Modifiers like Telegraph apply to all attacks in a turn, or do they only apply to one?

#Martholew
Guard 14
AP 18 | Stance 11 | React 9 | Health 2
Lethality 1
Fluidity 7 | Focus 9 | Finesse 13 | Ferocity 11 | Para 7

# Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart
>>
>>4780176
>>4780050
rolls for character
>>
>>4780147
I don't like the look of that ship with all the cages, so I reckon we grab the other one. THink I can climb that flagpole?

> 1SP Distant Rumble posture!
> 3SP Nock
> 18AP 434312

Guard 13+2?
AP 18 | Stance 11 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | Finesse 10 |Ferocity 7 | Flurry 9 | Para 6
>>
>>4780176
Simply the one you use it on. Think of a

telegraphic wind up wind-up strike as one attack that consumes 6 SP, but in return gets +4 to hit and +2 damage.

Sometimes, you may want to strike twice instead. Sometimes, one good attack is better.
>>
Rolled 2, 6, 3, 3, 1, 4, 3, 2, 1 = 25 (9d6)

>>4780010
>[Fluidity Stance]-[Hustle Posture]
>-Grasscloak
>3Ap: Move 5-5-4
>3Ap+4AP: [Ferocity] Take a burning log from the Fire and throw it direction 4-4-4 to distract the group of unaware bandits
>3 AP: Move 5-5-4
>1SP: !Like Fire Posture
>1SP: Telegraph
>4 SP: Windup×2
>3AP+2AP: Cover the mouth of the Archer and pull him back silently
>3 SP: Stab Archer before he makes too much noise the alarm
>1SP: Dodge

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4780176
I won't be available for the next few hours. If a turn needs to be moved in and I haven't posted anything, feel free to bot me.
>>
File: Shorn Shores3.jpg (4.37 MB, 4056x6804)
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Shouts fill the Landing Site, Vulpes crying out in terror and fear. They dislike the water so. Whoever compelled them unto boats and into our lands must have promised them glory beyond glory.

Sato dashes after the archer vulpes, but his grip isn't quite there to hold it. The man turns a corner and surprises his fellows, who let out a yelp!

On the ship someone watches with cold eyes as Maria's spirit churns up the steam and the bridge, shouts of alarm and pain filling the area. Soldat twists out of the worse of the smoke although his spear is stained with new scars...

> Vulpes Phase
>>
File: Shorn Shores4.jpg (4.41 MB, 4056x6804)
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They push us from the ships in a storm of sticks and angry words. One of their armoured kin make a slow advance, swirling his sword. The paired archers take up aim, notching arrows. We have a fight of it now - a proper fight.

The man on the ship smiles, something like a scar across his lean face. Makes a few gestures. Speaks a word.

> Blades phase
>>
Rolled 2, 6, 6 = 14 (3d6)

>>4780279
>[Fluidity Stance]
>-Grasscloak
>1SP: Like Fire
>3AP: Move 5
>4SP: Windup×2
>3SP: Stab Archer again vs 15
>3AP+8AP: [Fluidity] Taunt the Spearman to approach instead of calling for more help. Afterall he can't grab my stuff for himself if he calls more people. Bait him withe the Cloak. "Come on here loser~ If you want this cloak for yourself you don't need to call for more help. Afterall I only have 1 arm~"
>=4AP to 1 SP
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 6, 4, 5, 4, 2, 2, 3, 3, 3, 4, 6, 1 = 43 (12d6)

>>4780279
"I'll take on that bandit on. Armor Breaker: Rending Crescent!"

>3SP Imbue Corrosion onto Soldat's spear (vs 15)
>3SP Imbue Corrosion onto Veynaha's arrows (vs 15)
>2AP Move 12
>1SP [Like Fire]+2
>3SP Wreath my blade in corrosive energy(that doesn't harm the blade itself) (vs 15 para)
>4SP+16AP Slash straight through the guard's armor. (+3Acc/Crit + 2 Damage)4Dmg vs 14 Focus
>4AP Dodge

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark
>>
Rolled 1, 6, 1, 1, 5, 6, 6, 1, 5, 2, 1, 3 = 38 (12d6)

>>4780279
Should have stayed where I was and anticipated that push, damn damn damn!

> 3AP Can I climb anywhere here to get onto the boat?
> 1SP Distant Rumble
> 4AP stay hidden!
> 3SP Shoot 12 the one with the hat!
> 1SP Stance: flurry and nock
> 8AP Aiming
> 6SP HUSHED LIGHTNING, Evaluate and Telegraph 21-6=13 the other two south of me!
> 0SP Nock

Guard 13
AP 18 | Stance 11 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | Finesse 10 |Ferocity 7 | Flurry 9 | Para 6
>>
>>4780404
8 on the figuring out, shame I suck at that
12 on the first shot, a hit?
12 on the second, hit?
6 on the third, definitely a hit!

We need to push in and get on a boat before we get swamped, or we might as well torch what we can and leave now!
>>
>>4780409
The tents and ships will burn and we have a group of archers arrows of flame setting up.

If you feel it becomes too hard to capture a ship, we can try to alight them and escape instead.
>>
>>4780413
Aye! Good to hear!
>>
Rolled 2, 3, 5 = 10 (3d6)

>>4780279

#Soldat
Guard 5/17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Current Stance: [Focus]
>1AP: Move 3
>12AP: Restore Guard
>4SP: [Windup] * 2
>2SP: [Evaluate] * 2
>[Grass-Cutter] * 2
>Attack Tiles 4, 45 and 44 from Me

"Die and be washed away by the tides!"
>>
>>4780279
Psst Benehost, maybe you can cut into the side of the tent, and take out the guys inside! Real surprise attack! Then you can intercept the reinforcements when they come. Put the Guard to work!
>>
Rolled 6, 6, 2, 3, 5, 1, 5, 5, 5, 1, 4, 6, 3, 2, 6, 3, 1 = 64 (17d6)

Don’t mind me, just rolling up a character
>>
Rolled 1, 6, 2 = 9 (3d6)

>>4780279
>3ap Slide down the tent instead of climbing down the boxes, vs Fluidity 13
>4ap Move 3333
>3sp attack nearest archer, vs 11
>Ditto
>Ditto
>8ap Ready two attacks
>4ap->2 Guard

#Behenost 2xp
Guard 32
AP 23 | Stance 9 | React 12 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#S Soaring Wind: On hit, 1 Guard->1 sp next turn. Dash Step = 1sp
#K Emptiness in Motion 3sp: While in [Focus] exceed max Guard
#K Zanshir 4sp: Face attack when parrying if React exceeds attacker
#P Like Ash 1sp: 3ap to move, tiles moved->Cover
>>
Rolled 2, 5, 5, 5, 4, 5, 5, 2, 3 = 36 (9d6)

>>4780513
More dice.
>>
Rolled 3, 3, 4, 3, 4, 1, 1, 5, 5 = 29 (9d6)

>I don't have the ARMS
kek sorry if i missed a turn, i just stayed in place, right? taking next turn as if that were the case

>3SP Activate Mosswater Mark! (roll vs 6 Para)
>1AP Move: 5
>3AP Simple action (roll vs 14 Ferocity) Throw a flaming log from the fire pit into the nearby large tent 2 tiles away!
>5AP Move: 22223
>4AP convert to 1SP
>2AP +1 to hit
>6SP Pierce (stack:2)
>3SP Attack the armored the unit! (last 3 rolls)

For the Mosswater Mark activation, if possible I use it to imbue my weapon. Or must I use 3SP to "use it" to do that?

#Drankhus (w/ 4 XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#Simple Spear
!Puncture
!Bear Claw
!Hound Stance | !Hustle Stance
!Mosswater Mark
>>
>>4780498
What's there to mind? It means more allies.

>>4780557
You activate it passively, for 3 SP. Then it's on. Sometimes people have more than one Mark, and so deciding which one is active is what prevents spellcasters from hammering you with 3 kinds of elements all at once.

Once the Mark is active, you benefit from minor boosts to your powers. Then you can channel it, a further 3 SP. But Blade, good news: Once you activate a mark, it remains active until you de-activate it or charge another Mark. So you will not have to keep activating it.
>>
>>4780498
Ya missed one :P (17d6)
>>
>>4780569
Awesome! It is passively costing me -1SP per turn though, right? And if I say, choose to channel it into my weapon and sustain that enchantment, would that cost another SP per turn? And I'd have to roll to make sure I don't piss off the spirits, too, right?

Also, bravo, QM, bravo. Beautiful quest you're running here, easily one of the best I've seen.
>>
>>4780513
32 guard? monstrous!
>>
Rolled 4, 4, 6 = 14 (3d6)

>>4780279

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move

> 4 AP // Move [5]x2, [6]x2.
> 3 SP // {Nock}.
> 16 AP // {Aim} at the armored vulpine@ [2]x1, [1]x1.
> 3 SP // Fire Bow at the armored vulpine@ [2]x1, [1]x1. // Target the head (-9) // Roll vs Finesse+7
> 3 SP // {Nock}.
>>
>>4780615

(Pasted wrong character card. Rolls are still the same. Apologies for any confusion.)

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.


> 4 AP // Move [5]x2, [6]x2.
> 3 SP // {Nock}.
> 16 AP // {Aim} at the armored vulpine@ [2]x1, [1]x1.
> 3 SP // Fire Bow at the armored vulpine@ [2]x1, [1]x1. // Target the head (-9) // Roll vs Finesse+7
> 3 SP // {Nock}.
>>
>>4780591
Slightly better - the Passive is passive, Blade. The spirits like being around us. They do it freely, at no SP per turn passively.

But when you do channel it actively into your weapon, if you want it to persist, you will have to spend 1 SP per turn yes. And you would have to roll!
>>
File: Shorn Shores 5.jpg (4.52 MB, 4056x6804)
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That which we cannot capture we can burn. Disarray from fire and confusion will slow down the Vulpes, as will their own avarice.

Licked by flames the ones that stare down Sato consider how best to go about stripping him of his valuables . . .

Rickard, that ship - you could climb it. Swing up that patch there, make it up there and be aboard in a hush. Possible. If daring.

> Vulpes Phase
>>
Rolled 6, 6, 6, 5, 6, 3 = 32 (6d6)

>>4780279
>Deploy A
>-Like Ash Posture, Fluidity Stance
>6ap: Move 33
>Remaining Ap: Leap over barrels to tackle vulpes 33 (Finesse 12+ap. Leap cost uncertain due to Like Ash)
>3Sp: Stab him (Flu15)
>-{Follow up}
>3Sp: Stab him Lots
>-{Follow Up}
>2Sp: Flickerstep Dodge

#Vituperate
AP 16
Stance 8 | Guard 12
React 9 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge
!Hustle | !Like Ash
>>
File: ShornShores6.jpg (4.57 MB, 4056x6804)
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Ravaged by multiple strikes, the heavily armoured Vulpes heaves in air into battered lungs. Slink mud grasps at his boots, moss water seeps through his greaves. His sword is torn by the breath of the spirits. He steps away, unwilling to face down Drankhus and Maria both.

The pitter-patter of running feet: Vituperate comes dashing for a tackle and swings over the barrels in a perfectly timed takedown-- No! Vulpes barrels are more light-weight than the ones in the acrobatics manoeuvring training course! Roll Vituperance, roll!

--

Soldat is hammered[/b] but keeps up a stout, stern guard! Good work!

Sato moves like a dream, the flickering fire of a burning tent sheltering his movements in a cloak of sparks. With the fire so close, the Vulpes cannot mob him at all once. Good thinking!

--

Those mobs of Vulpes are over-extended, Blades! Strike now, their guard is mostly spent and they're out of formation!

>Blades Phase
>>
Rolled 6, 3, 3, 6, 2, 5 = 25 (6d6)

>>4780741

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Notice // -Weapon {Nock}ed on prior turn. -

"Death looms and whispers low."

> 1 AP // Move [4]x1
> 9 AP // Aim at the Club Vulpine @ [3]X2.
> 3 SP // Fire Bow at the Club Vulpine @ [3]X2. // Target the vitals (-6) // Roll Finesse+3
> 3 SP // {Nock}.
> 10 AP // Aim at the Spear Vulpine @ [3]X2, [4]x1.
> 3 SP // Fire Bow at the Spear Vulpine @ [3]X2, [4]x1. // Target the vitals (-6) // Roll Finesse+4
>>
Rolled 3, 6, 5, 3, 5, 3 = 25 (6d6)

>>4780741
"Lightweight. Right. Ow."
>3ap+4: chuck one of these lightweight barrels 22 (Fer? 14)
>6ap: move 12
>3+1sp: Evaluate and Stab this craven vulpes. (Fluidity 16)
>-{Follow Up}
>4sp: Flickerstep dodge ×2

#Vituperate
AP 16
Stance 8 | Guard 12
React 9 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge
!Hustle | !Like Ash
>>
Rolled 2, 4, 4 = 10 (3d6)

>>4780741
Looks like you've got this covered, I'm going after that vupal before they unleash whatever a Stormspawn is!

> 2AP Move 22
> 15AP Climb! +6
> 8SP two overwatch shoots! (flurry stance)
> 3SP Dodges
> 1AP to move into a favourable spot if I get up there

Guard 13+2 (not sure if I lose this)
AP 18 | Stance 11 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | Finesse 10 |Ferocity 7 | Flurry 9 | Para 6
>>
Rolled 3, 4, 2, 3, 4, 1 = 17 (6d6)

>>4780741
>-Focus continues
>6sp Scorpion Sting nearest archer, vs 11+3, +11 damage
>22ap->11 Guard
>1ap Move 2
>3sp Attack nearest archer vs 11


#Behenost 2xp
Guard 11+2?
AP 23 | Stance 9 | React 12 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#S Soaring Wind: On hit, 1 Guard->1 sp next turn. Dash Step = 1sp
#K Emptiness in Motion 3sp: While in [Focus] exceed max Guard
#K Zanshir 4sp: Face attack when parrying if React exceeds attacker
#P Like Ash 1sp: 3ap to move, tiles moved->Cover
>>
Rolled 1, 6, 3, 1, 3, 4, 1, 3, 5 = 27 (9d6)

>>4780741
>Move 22233 (-5 AP)
>Activate Scarwater Mark Passive (-3 SP)
>Convert 12 AP into 3 SP
>Attack Spear Vulpe at 3 thrice (-9 SP)
>Enter Hound Posture (-1 SP)
>Ready Riposte (-1 SP)

#Martholew
Guard 14
AP 18 | Stance 11 | React 9 | Health 3
Lethality 1
Fluidity 7 | Focus 9 | Finesse 13 | Ferocity 11 | Para 7

# Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Hustle Posture
// Hound Posture
>>
Rolled 1, 1, 5, 5, 6, 2 = 20 (6d6)

>>4780741

>4AP Move 4443 (flag hex)
>8AP converted to 2 SP
>2AP for +1 Hit
>1SP Switch Posture to Hound
>1SP Evaluate
>3SP Bear Claw
>3SP Puncture
>3SP Attack shieldman in hex 3
>3SP Attack bowmen two hexes to the right


#Drankhus (w/ 4 XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#Simple Spear
!Puncture
!Bear Claw
!Hound Stance | !Hustle Stance
!Mosswater Mark
>>
Rolled 6, 3, 5, 4, 2, 2, 2, 1, 2, 2, 1, 5 = 35 (12d6)

>>4780741
>>4780424

"Soldat, you should move a bit more to the north. This technique is an experimental one."

"Seal Release: Storm Tyrant's Hammer!"

>3SP Coalesce corroding steam at the point of my blade (vs 15 Para)
>3SP Coalesce and compress more corroding steam around the tip of the blade. (vs 15 Para)
>3SP [Wrath] Fire the compressed steam in a blast through the group toward the archers with a stabbing motion. (vs 15 Para)

>2AP Move 22
>4SP Stab the fleeing bandit in the back. [Telegraph] +4 Acc, vs 15

>20AP Restore 10 Guard
>1SP Dodge

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark
>>
Rolled 5, 5, 5, 2, 3, 6, 3, 2, 5 = 36 (9d6)

>>4780741
>[Fluidity Stance]
>-Grasscloak Dodge
>6AP: Recover 3 Guard
>1SP: Like Fire Posture
>3AP: Move Direction 4
>3SP: Evaluate*3
>3SP: Hushed Lightnig Strike direction 4 at the Uthians {vs 15}
>=8AP converted to 2 SP
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>1SP: Dodge

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4780741
>>4781008
!WARNING!
>=3RD INPUT AND 5TH TARGETTING INPUT WERE WRONG! HERE IS THE CORRECTION:

>3AP: MOVE DIRECTION 5 (NOT 4, THATS THE TENT, MOVE DIRECTION 5)

>3SP: Hushed Lightnig Strike direction {5} at the Uthians {vs 15}

(Hit direction 5 not 4)
>>
Rolled 6, 2, 5 = 13 (3d6)

>>4780741

#Soldat
Guard 2/17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>3AP: Move 2, 2
>16AP: Restore Guard
>3SP:[Barter] Channel [Mosswater], Create a water barrier around Me, Maria, Vituperance and Drankhus.
>>
>>4781366
Awww how sweet :3
>>
File: Shorn Shores5-1.jpg (6.88 MB, 4056x6804)
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They're letting up! Good work people.

>Vulpes
>>
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As three of the Vulpes turn to retreat, Drankhus lashes out and sends one stumbling to the bridgeboards.

A sly looking spear-man tries to stab Martholew through the vitals but a flick of the wrist deflects the attack, and the Vulpes groans as falls.

Sato's opponents recover but their nerves aren't entirely up to the task.

--

Rickard, up there, on the ship. What do you see? What is that?
>>
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Why do I have two numbers by my guard? I assume the 13 is my guard, but then what's the 9?
>>
>>4781552
That shield and those shoulder pauldrons/armor ahead of me on the docks near the ship, what condition are they in? are those something I can pick up? If so, with 3AP? or? Use 1AP to ask if necessary
>>
>>4781558
and that juicy looking spear northwest of my hex
>>
>>4781557
Hound Reaction. It's 9 because your Reaction is 9.

>>4781558
They look BROKEN. We can repair and refit them after the battle if we control the field. There are forges in these tent!

Worn armour is destroyed when the wearer would be wounded, instead of taking that wound. So the pauldrons were penetrated by your attacks earlier.

The spear is in able condition however and quite different from our own. You would need to familiarize yourself with fighting with it properly as a Harness Intermission.
>>
>>4781583
To be clear, Blade, you can pick up thr spear and use it as a 3 AP action. You just won't be completely aware of its total attributes until we investigate it later.

It looks much heavier than our own? Good for ferocious attacks... the Vulpes favour offense it seems!
>>
Accidentally used more AP than I actually have (walked one hex closer to the archer but he should still be in lancing range from here), had to redo turn, old rolls were:

Rolled 6, 5, 6, 6, 3, 6 = 32 (6d6)

You know I'm not fudging the numbers because they're atrocious :P
______

"Forges, right, err... Who was that rascal among us that lit up the tent? Hahaha... Haha, I'll get that son of a... no one look at me, please..."

>1SP Switch to !Hustle Posture
>1AP Move 1
>3AP pick up and equip new, mysterious, ferocious, Spear.
>6AP Move 434445, run up on this red archer and spear his exposed back, but first..
>4 AP converted to 1 SP
>3SP Evaluate (stack 3x)
>3SP Bear Claw
>3SP Attack red archer ("Are those... bodies?" guy)
>3SP [Joy] Channel !Mosswater Mark, evoke the spirited waters to thwart the arrows fired from the archers on this boat!

#Drankhus (w/ 4 XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#Simple Spear
!Puncture
!Bear Claw
!Hound Stance | !Hustle Stance
!Mosswater Mark
>>
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Rolled 2, 3, 1, 6, 6, 3 = 21 (6d6)

>>4781552

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 1 AP // Move [5]x1.
> 6 AP // Try something: Kip up onto the edge of the wagon, swiftly hop over to the opposite edge, then leverage the momentum to leap across the gap and land atop the stack of wooden planks. // Move [4]x3. // Roll vs Finesse 18.
> 1 AP // Move [5]x1.
> 3 SP // {Nock}.
> 12 AP // {Aim} at the Bow Vulpine @ [4]x1, [3]x2.
> 3 SP // Fire bow at the Bow Vulpine @ [4]x1, [3]x2. // Target the vitals (-6). // Roll vs Finesse+6.
> 3 SP // {Nock}.
> 1 SP // Prepare to dodge incoming fire.
>>
>>4781552
>-Fluid Like Ash
>4ap: +2Dodge
>4sp: Flickerstep, dodge ×2
>12ap: move 333 2, face 3
>4sp: Ready a Strike (Flu15)
>-{Follow Up}

#Vituperate
AP 16
Stance 8 | Guard 12
React 9 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge
!Hustle | !Like Ash

>>4779231
Speaking of banners and barrels; how do we plant our own? and where are our archers today?
>>
Rolled 1, 2, 5, 2, 4, 1 = 15 (6d6)

>>4781552

#Soldat
Guard 10/17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Current Stance: [Focus]
>12AP: Restore Guard
>5SP + 4AP: [Evaluate] * 6
>2SP: [Windup] * 1
>6SP: Attack Enemy at 5 from Me, Aim at Vitals * 2

"Aye, a superior fox, but malnourished in soul."
>>
>>4781678
Vituperate, you ask the right questions...
>>
Rolled 5, 6, 5 = 16 (3d6)

"Kill? Me?"

>>4781552
>8ap->2sp
>11sp Attack dagger guy vs 11, -4 to enemy guard
>1ap Move 2
>14ap->7 Guard

#Behenost 2xp
Guard 16+1?
AP 23 | Stance 9 | React 12 | Health 3
Lethality 2
Fluidity 13 | Focus 11 | Finesse 14 | Ferocity 6 | Para 8

#Simple Spear
--Scorpion Sting: Attack, add damage = spent Guard/2
#S Soaring Wind: On hit, 1 Guard->1 sp next turn. Dash Step = 1sp
#K Emptiness in Motion 3sp: While in [Focus] exceed max Guard
#K Zanshir 4sp: Face attack when parrying if React exceeds attacker
#P Like Ash 1sp: 3ap to move, tiles moved->Cover
>>
Rolled 3, 1, 1 = 5 (3d6)

>>4781552

"2 Weapons? Try two comrades, Vulpe scum."

>3 AP: Move 3
>2 AP: Regain 1 guard
>Convert 12 AP to 3 SP
>1 SP: Telegraph
>8 SP: Windup x4
>3 SP: Attack "two weapon" Vulpe at 23
>1 SP: Ready Riposte
>1 SP: Ready Dodge

#Martholew
Guard 14
AP 18 | Stance 11 | React 9 | Health 3
Lethality 1
Fluidity 7 | Focus 9 | Finesse 13 | Ferocity 11 | Para 7

# Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Hustle Posture
// Hound Posture
>>
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>>4781678
It may be time. . . To raise the Banner.

But be aware! If the Vulpes throw down our banners, our fellow Blades will take it ill. The battle is for territory as well as spirit.

Our small supply train of trainees and recruits try their best to survive. We've engaged the Vulpes now enough that the novelty wears off. The wagon-drivers and civilians, the followers, the smiths and forgers and clerks, they too can grab a blade and try to fight for our world.

Plant a banner. Let them know where to put their efforts. They say they are willing. They saw the ruin of the Fishing Village.

We're not a full complement of soldiers, but our company is mustered still. When we reach Rikovol, we can enter our Blade company in the Blue Ledgers. Then they will recognise our standing in truth, and we can gather cloaks and sheaths and armour for all.

But it will be a long road there. Does one really need armour to be a warrior? When the Vulpes threaten the interior, supported by strange ships crafted by distant masters?

Some things are worth dying for. It may be that there is a chance for us to find out .

>You request the deployment of a Banner-Group by planting a banner in a location, using a stance and an AP roll...
>>
>>4781552
Very big scorpion, big as a wagon! Wiyh a carapace that'd bounce an anvil dropped three stories up, I bet.

Where's that lure they were releasing?

> 1sp Distant Rumble
> 6ap 43
> 3+4ap can I see anyone carrying something that could be a lure?
> 3ap+2ap can I hear anything? the wind is blowing out to sea (banners!) so it shouldn't be a pheremone or anything
>>
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The hardened Vulpes survivor wields both weapons with a delighted grin. Soldat's stab glances off of his armour, leaving a jagged tear and then the Vulpes lunges forward . . .

Which is when a spear from behind punches through his sword.
>>
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Grand eyes Rickard. That's how they drive the Wrackbeast before them - they use the sound of the chime at the end of their tools.

>Vulpes Phase
>>
Rolled 2, 5, 2, 2, 5, 3 = 19 (6d6)

>>4781552
>[Fluidity]
>-Grasscloak
>2SP+4AP: Flickerstep Dodge +2
>Move direction 5
>3AP+4AP: [Fluidity] Distract the Spearman from his overwatch by telling him the archer is about to shoot him in the back and leave him to a horrible fate so he himself (the archer) will escape. "Why are you aiming at your teamate archer?" (+2 Hit)
>1SP: Like Fire!
>6AP: Move 4-5
>2SP: Evaluate
>3SP: Attack Spearman while he's open + Flicker [vs 18]
>2SP: Flickerstep dodge


#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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Sato tries to distract his opponent. The Vulpes does not bite, because he trusts his allies not to attack him. They fight for gear and promises there-of, but only when someone is dead on the ground. To squabble for it before they have secured the kill would be dishonourable.

The archer smiles and raises his bow.
Sato jinks left, the Archer follows, he releases his shot - he shoots his friend in the back. That Vulpes slumps to the ground with a look of faint shocked surrpise.

The Archer yells in alarm and throws down his weapon.

--

On the ship, small skittering things spread across the rugged wood like blooming red stains. And when they encounter the Vulpes casualty softly mewling in pain from Veynaha's arrow. . . They gorge themselves.

Martholew lashes and strikes and lashes out again, attempting to bar the passage of the man who flees from Soldat's front. And. . . The Vulpes moves like a mirage, somehow not being hit at all!

> Kensai Phase, hold one.
>>
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The reed-cloak wearing Vulpes moves forward, drawing a keen sword. The thing he wears on his face might be called a smile, if smiles could boil water and eat iron. Something about his face is wrong, the mind inside the skull so twisted up by blood-letting that it sees the world around it in terms of spare parts.

He ducks through the open portal and swings at Soldat's spear, then spins around and slams his long blade into Martholew's guard. Martholew's counter-strike is deflected with a quick bow of the head and then the Vulpes raises its long-blade in an aggressive posture.

This one - this one moves with Finesse! Never steps in the same space twice. Relies on footwork. He means to dodge away from our first attacks and then draw us into the maw of his Wrack-Beast.

>Martholew, -1 AP and -1 Skill this turn from Finesse+OniLaugh

>Blades Phase
>>
>>4781880
>Martholew, -1 AP and -1 Skill this turn
>Map says -1 AP and -1 ToHit
So do I have -1 SP, -1 to my attacks, or both?
>>
>>4781897
Skill denotes your ability to hit based on your stats. -1 to Skill basically means -1 Accuracy.
>>
>>4781897
Tohit and Skill are functionally equivalent in this case.

So you have -1 AP (which is not so bad!) and -1 Skill (which is subtly worse!) Because you have -1 Skill this turn, you have -1 Tohit. You use your skills. . . To hit with!

Take your Finesse of 13. The Oni Laugh Kata brings your guard out of line and throws off your angles of attack, so for this turn, as you have -1 Skill. You count has having a Finesse of 12.

So -1 Skill is -1 Tohit here. It's just that sometimes, command writes reports quickly and is less clear than they should be and twisted up by using both. Apologies, Blade.
>>
>>4781897
Also it's both
>>
Rolled 3, 1, 1, 6, 5, 2, 4, 1, 3 = 26 (9d6)

>>4781880
"We accept your challenge, invader."

>2 AP: Regain 1 Guard
>3 AP: Move 4
>1 SP: Telegraph
>3 SP: Strike Vulpe leader at 2
>Convert 12 AP to 3 SP
>1 SP: Evaluate
>3 SP: Strike Vulpe leader
>1 SP: Evaluate
>3 SP: Strike Vulpe leader
>2 SP: Prepare 2 Ripostes (1 Riposte if I spend 1 too much SP this turn)


#Martholew
Guard 14
AP 18 | Stance 11 | React 9 | Health 3
Lethality 1
Fluidity 7 | Focus 9 | Finesse 13 | Ferocity 11 | Para 7

# Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Hustle Posture
// Hound Posture
>>
Rolled 4, 1, 1, 2, 1, 2, 4, 3, 1 = 19 (9d6)

>>4781852

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Note // -Weapon {Nock}ed on prior turn-

> 4 AP // Move [5]x2, [4]x2
> 8 AP // Try Something: Jump onto the nearby rowboat, spring off the prow of the vessel onto another boat, then from there leap onto the pier. // Move [4]x1, [5]x1, [4]x1, [5]x2. // Roll vs Finesse.
> 8 AP // {Aim} at the Knife-wielding Vulpine @ [4]x2.
> 3 SP // Fire bow at the Knife-wielding Vulpine @ [4]x2. // Target the vitals. (-6) // Roll vs Finesse +2
> 3 SP // {Nock}.
> 3 SP // Fire bow at the Knife-wielding Vulpine @ [4]x2. // Target the torso. (-0) // Roll vs Finesse.
> 1 SP // Prepare to dodge possible retaliation strikes.
>>
>>4781921
(Second shot was intended for the Bow Vulpine @ [6]x2, [1]x1. Perils of copy-paste.)
>>
>>4781918
Reed-cloak
With magnanimity, I accept.

Your clothes are interesting. I will wear your blade by my side as proof of my speed.

Dance, steel-soul.
>>
Rolled 6, 2, 2 = 10 (3d6)

>>4781880
>[Fluidity]
>-Grasscloak
>3AP+8AP: [Fluidity] LIE to this group of Uthanians using my Grasscloak as RANK LEVERAGE to convince them that the Archer who just shot his friend and ran away are why this is all happening. "OH! Hello there, GRASSCLOAK here. Where have you been!? Whats happening?? I come for an inspection and what do I see!? Whats happening is that THAT archer running over THERE is running away after lighting fire to this tent and shooting his own accomplice (the spearman) in the back to make more time for his escape. Sabotage AND cowardice. GO [KILL] THAT TRAITOR AND GET SOME FETTIMG BUCKETS OF WATER FOR THIS DAMN TENT OR YOU'LL BE TRAITORS TOO!!" [vs 18]
>1AP: Move 5
>2SP+2AP: Flickerstep Dodge+1
>2SP+2AP: Flickerstep Dodge+1
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 3, 6, 2, 4, 6, 1, 5, 5, 4, 3, 4, 2 = 45 (12d6)

>>4781880

#Soldat
Guard 15/17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Current Stance: [Focus]
>Accept the Challenge
>1SP: [All Out]
>3SP: Attack Vulpes Leader, Aim at Vitals
>1SP: [All Out]
>3SP: Attack Vulpes Leader, Aim at Vitals
>1SP: [All Out]
>3SP: Attack Vulpes Leader, Aim at Vitals
>Convert 16 AP into 4 Stance
>1SP: [All Out]
>3SP: Attack Vulpes Leader, Aim at Vitals

"Your speed is admirable. Can you avoid being assailed on all sides?"
>>
>>4781880
>>4781934
Correction:
>Move 4 not 5. (I'll undeestand the compass 1 day)
>>
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Rolled 4, 4, 6, 4, 5, 3 = 26 (6d6)

>[1SP] Move Like Wrath
>[12AP] Move 6 11 2
>[3SP] Leg-Shot, Finesse 13
>[2SP] Dash-Step 6
>[3SP] Weapon-Break, Finesse 13
>>
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Reed-cloak

Good guard. I can almost believe you made me think you were vulnerable when you were not.

I am impressed you are still alive.

You will not be after this.

>Duellists to go!
>>
Rolled 2, 5, 5 = 12 (3d6)

>>4781880
Right, don't think I've got a very good shot on those right now, I'll hit them when they get to the dock!

> Distant Rumble!
> 6AP stay hidden!
> 9AP Move 654
> 3AP Ready some arrows where I can more easily reach them?
> 4SP Nock! Then change stance: Focus + Emptiness in Motion
> Ready some dodges with leftover SP? IDK what to spend it on.

Guard 13+2 (not sure if I lose this)
AP 18 | Stance 11 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | Finesse 10 |Ferocity 7 | Flurry 9 | Para 6
>>
>>4782052
(You could shoot the Windwhips next turn to disturb the beast? or was that the plan?)
>>
>>4782057
It was!
>>
>>4782048
Is my movement disabled in this challenge? My move that would have put him in between us didn't go through.
>>
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>>4782074
Dishonourable.

>It does not change much: Here you go.
>>
>>4782057
But maybe you could talk with the wind spirits and stop their whips from working?
>>
Rolled 6, 1, 4, 1, 6, 3 = 21 (6d6)

>>4782094
>3 SP: Ready Spear
>2 AP: Regain 1 Guard
>6 AP: Move 43
>1 SP: Telegraph
>3 SP: Attack Warleader
>8 AP: +4 to hit for Para
>3 SP: Activate Scarwater Mark to disable/destroy the WarLeader's weapon
>1 SP: Ready Riposte

#Martholew
Guard 14
AP 18 | Stance 11 | React 9 | Health 3
Lethality 1
Fluidity 7 | Focus 9 | Finesse 13 | Ferocity 11 | Para 7

# Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Hustle Posture
// Hound Posture
>>
>>4782105
Correction: Move 34 instead of 43
>>
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>>4781934
The Vulpes view the grass-cloaks with reverence. Souls of the blade, those who have sworn of mere scavenge for other thrills. If Sato has taken Seven Red's cloak, he must be worthy in truth.

The one who jumps, and swings and shoots an arrow on the bridge on the other hand, the archer there?

He is an outsider. He has a fine hat.

He must fall
>>
Rolled 1, 6, 1, 3, 1, 5 = 17 (6d6)

>>4781880
"Ha-ha! Through my dashing wisdom and unmatchable ferocity, I have deigned to release the scorpions to wreak havoc on this vessel's inhabitants! And completely not on accident, either! These aren't an invasive species, I hope..."

>6AP Move 454544
>8AP converted into 2SP
>1SP Sustain the Active Mosswater Mark channeling
>1SP Telegraph
>2SP Evaluate (stack 2x)
>3SP Bear Claw
>3SP attack red boy who found the whips in the tents.
>1SP Evaluate (stack 1x)
>3SP attack red boy to the south (2 hexes away, direction 55) who couldn't find the whips in the crates.

#Drankhus (w/ 4 XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#Simple Spear
!Puncture
!Bear Claw
!Hound Stance | !Hustle Stance
!Mosswater Mark
>>
>>4782112
Ferociously invasive. They appear to be a kindred to the dreadful Spitescorps that boil out of the inner cave systems every few years. Something about their hungry little eye seem . . . Voracious.
>>
>>4782048
>>4782094

#Soldat
Guard 0/17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Current Stance: [Focus]
>1AP: Move 5
>18AP: Restore Guard
>4SP: [Evaluate] * 4
>4SP: [Windup] * 2
>3SP: Attack Leader with Focus
>2SP: Ready [Dodge] * 2

"...You are absolutely amazing, I'll remember this duel for ages!"
>>
Rolled 4, 1, 1 = 6 (3d6)

>>4782114
Rolls
>>
>>4782113
"Hurrayy! New buddies in our lands :D My entomologist father in my village would be proud of my exploits today."
jk. also, could anyone break down the combat/other rolls for me real quick? my guess is a relevant stat (i.e., ferocity(??) for my basic attack? or para for communing with spirits, finesse for lithe movements, etc.) gets a 3d6 rolled to check it, the margin is sometimes used for extra dmg or other effects. And in attacks and other applicable areas, that number is also reduced or put up against an enemy's stat and/or stat roll?
>>
>>4782130
Precisely. you roll less than your relevant attribute, with the margin giving how well something goes. Sometimes, a contest is rolled where your skill is tested against others skill and margins compared.

A: vs 10, roll 8, margin 2
B: vs 10, roll 9, margin 1

A wins.
>>
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Rolled 2, 5, 1, 6, 6, 1, 5, 1, 2 = 29 (9d6)

Reed-cloak

Ackk-- You-- How did you get through my guard? I-- Nevermind! No one can match my technique! Even your spirit tricks do not confound me!

>[1SP] Move Like Wrath
>[3AP] Move 2
>[4SP+8AP] Telegraphic Hushed Lightning Finesse Strike, vs 13/13
>[4SP] Windup*1 Finesse Strike, 13
>>
>>4782130
The four basic stances of Fluidity, Focus, Finesse, and Ferocity don't appear to have definite roles as such. Rather, they seem to represent methods of interacting with the world.

> Problem: You need to get past a locked door
> Fluidity-based Solution: Fast-talk a guard into giving you the key.
> Focus-based Solution: Use a couple toothpicks to carefully crack the lock.
> Finesse-based solution: Bypass the door entirely, forge a new path forwards via parkour and sick acrobatic maneuvers.
> Ferocity-based Solution: Smash.
>>
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Soldat ducks, weaves, twists, keeps up his guard. The Vulpes fight with frightful force behind his blows and every strike falls like a thunder-clap, slamming Soldat back into the wooden barricade.

Heaving for breath, the Vulpes Reed-cloak looks at the pair and their raised spears. Tilts his head in mild acknowledgement
.

Reed-cloak

You are good. Able. You move well. I would make sport of slaying you.

But. . .

He smiles, something like a knife across his face. His teeth are awfully white.


I would hate to make my pet jealous. Friends. I suggest you look behind you
>>
>>4782150
>>4782134
Most excellent, thank you. Basic attack is rolled independently without a stat to check? Just checks the enemy's react roll? or is it my generic roll vs. his generic roll? Or...? obviously equipment modifies combat as well as used skills/katas
>>
>>4782162
AHHHHHHHHHH!!!!!! WHY ARE HIS TEETH SO WHITE?!?!! RUN, RUN AWAY, FOR DEAR SWEET LIFE, RUN AWAY! HE'S A MORE DECORATED WARRIOR THAN WE THOOOOUUUUGHT!! HOW ARE THEY SO WHIIIIIIIIITE?!
>>
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That clever little fox. He cut around us! Blades! Watch out! That thing looks mean and hungry and none-too-pleased to have you in front of it!

--

Sato causes a stir.
A vulpes rows a boat.
Veynaha swings and jumps and shoots.
Drankhus gets an entomologist lesson in species naturalisation!

The Scythe-Scorps... hunger.

>Vulpes Phase
>>
>>4782165
To my understanding, under this particular system Attacks and 'Try something' actions must be based off of one of those 4 stances.
The value of whichever stance you are using to execute an action is what you are rolling against to determine success.
You want to get a roll with is lower than the stat you are using, the lower the better.
There are many other little situational factors and mechanics which can influence the outcome of your efforts, most of which you can control directly or indirectly, but I'll leave you to discover them for yourself over the course of your game.
Don't fret the details too much and take your time learning and experimenting. CompanyCommand is generally quite accommodating to new players.
>>
File: Shorn Shores 8-2.jpg (6.88 MB, 4056x6804)
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Soldat! Martholew! You. . .

You're still alive?!! You have the luck of the Wolf itself, you two! The thing is smashing through the bridge its on, it's heavy slamming stinger breaking the very boards! It's about to curl up and hurl itself at you! Get OUT of the WAY! I don't think any kind of parry can within than kind of impact!

--

Veynaha is mobbed. Blows break against his armour, as arrows slam into the nearby bridge. Wounded, reeling, the archer stumbles from impactful blows! Reeling, Veynaha stumbles from impacts!

>+3 Wounds. You're down 3 SP and 3 AP and unable to form a guard! Get out of there, Blade!

--

Drankhus . . . Those things look hungry. Step delicately.

>Blades Phase!
>>
Rolled 4, 5, 6, 6, 4, 4, 4, 3, 6 = 42 (9d6)

>>4782227
"Yeah, well I'm hungry, too! I'll have what THEY'RE HAVING!!! Maybe they should watch out for the REAL apex predator of these shores! These cowards aren't getting off MY boat that easily!"

>11AP Move 55543434332
>1SP switch to !Hound Posture
>1SP sustain active !Mosswater Mark
>1SP !Evaluate
>3SP !Bear Claw
>3SP Attack redman (range 1) with 6Armor
>3SP Attack redman (range 2) with 4Armor (if this is blocked by the other redman in front of him, so be it)
>3AP Attempt to tilt over the cage onto my nearby enemies! (3d6)

#Drankhus (w/ 4 XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#Simple Spear
!Puncture
!Bear Claw
!Hound Stance | !Hustle Stance
!Mosswater Mark
>>
Rolled 1, 5, 3, 2, 3, 6, 6, 2, 6 = 34 (9d6)

>>4782227
"Alright, enough meditation by the campfire. MY fellow Blades need me."

"Assassination Art:Sword of Damocles!"

>6AP Climb onto the stack of planks, move on the ledge above the blue cloak.
>1SP [Like Fire] +5 Dmg
>7SP Sneak attack the blue cloak from behind and above. +4Acc/Crit, (vs 15 Focus)
>7SP Perform a falling slash on the blue cloak. +4Acc/Crit (vs 15 Focus)
>12AP Leave a cloud of eye-burning corrosive steam where I land. (vs 15 Para

>4AP Dodge

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
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Someone get to Drankhus. He's gone native with the Scythe-scorps.
>>
Rolled 2, 3, 5, 3, 5, 5, 1, 6, 6 = 36 (9d6)

>>4782227

# Veynaha Copec
EXP: [2]

Guard: [0/19 => 2/19] // AP: [17/20] // Stance: [7/10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 8 AP // Try something: Kip up onto the corner of the wagon, quickly bound over to the opposite corner, then exploit the seesawing inertia of the shifting wagon to launch into the air plunge onto the slipway ramp and destabilizing it. Scurry aboard the ship before the ramp completely collapses. // Move [4]x3, [3]x2. // Roll vs Finesse.
> 4 AP // Try something: Quickly scale the cage, then crouch atop of it. // Move [3]x1. // Roll vs Finesse.
> 4 AP // Recover Guard. // Regain +2.
> 3 SP // {Nock}
> 1 AP // {Aim} at the Vulpine Archer @ [3]x2, [2]x1.
> 3 SP // Fire bow at the Vulpine Archer @ [3]x2, [2]x1. // Target the torso (-0) // Roll vs Finesse+1.
>>
>>4782227
Soldat, Marth! Onto that ramp, let the scorpion in its avalanche pass you, then grab those whips! Believe in yourself, not the spirits!

> 1SP Posture! Distant Rumble
> 4AP into 1SP
> 4SP All-Out Shoot Whipwhistler number one!
> 3SP Nock
> 4SP All-Out Shoot Whipwhistler number two!
> 13AP Soldat! Marth! Focus to Bolster!

Guard 13+2 (not sure if I lose this)
AP 18 | Stance 11 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | Finesse 10 |Ferocity 7 | Flurry 9 | Para 6

Simple Bow
Hushed Lightning
Emptiness in Motion
Like Ash
>>
Rolled 6, 4, 1, 1, 6, 6, 5, 6, 1 = 36 (9d6)

>>4782316
current stance, FOCUS
>>
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With focus and precision there is nothing that cannot be done. Two arrows fly like meteors, they strike like thunder, like the snapping jaws of a hungry wolf.

The whistle-whips fall quiet...
>>
10 minutes
>>
>>4782339
Go!
>>
Rolled 3, 1, 6, 6, 2, 3 = 21 (6d6)

>>4782227
>>4782339

#Soldat
Guard 13/17
AP 17/19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

"You've gotten your pet involved, the Spirits watching over this duel won't like this."

>3SP: Channel [Mosswater], Use the water in the ocean to damage the dock with the enemies on it.
>3SP: Channel [Mosswater], Use the water in the ocean to damage the dock with the enemies on it.
>4AP: Move 6, 5, 6, 6
>8AP: Restore Guard
>2SP: Ready [Dodge] * 2

"Spirits, hear my prayers, make reality and legends collide!"

"I'm sorry, I wish I stood more of a chance to protect others by myself."
>>
Rolled 2, 2, 3, 6, 5, 2, 3, 5, 4, 4, 5, 2 = 43 (12d6)

>>4782227

"It's smashing up the boards huh? Perhaps we can help it..."
"Sorry to not fully use your opportunity Rickard, but this thing is better dead."

>Convert 12 AP to 3 SP
>6 SP: Activate Scarwater Mark twice to corrode/destroy the dock under the giant scorpion
>Change Posture: Hustle
>4 AP: Move 1122
>6 SP: Attack Vulpe Warleader twice
>1 SP: Prepare Riposte
>1 SP: Change Posture to Hound

#Martholew
Guard 14
AP 18 | Stance 11 | React 9 | Health 3
Lethality 1
Fluidity 7 | Focus 9 | Finesse 13 | Ferocity 11 | Para 7

# Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Hustle Posture
// Hound Posture
>>
Rolled 2, 3, 4 = 9 (3d6)

>>4782227
>2AP: Move 1-6
>3AP+6AP Link the Cart with the tent using a piece of the woodclub so it also catches on fire. (Use the club as a torch and put the lit torch in the cart?)
>5AP: Move 1-2-2-2-2-2
>10SP: Flickerdodge×5

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
File: Shorn Shores 9-1.jpg (7.03 MB, 4056x6804)
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If one plays with monsters, one should take care . . .

>Vulpes Phase
>>
>>4782380
(The compass is a lieeee)
>>
File: Shorn Shores 9-2.jpg (6.97 MB, 4056x6804)
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For Monsters do not truly know the limits of human flesh and will. The horror of carapace and claw blows through the gate like it's not there - it barrels down the bridge, tearing planks as it goes, skipping, skittering, it's multiple of legs bending in ways that legs should not bend.

The Reed-cloak stares at the sword in Maria's hand and spits a curse. He seems shocked by the blade's presence here, as if all of this is a personal affront, a new setback in a long feud.

He shouts something.

And then a horror slams into his side with all the force of a trebuchet.

> chaos phase
>>
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What a remarkably turn of speed.
--

BLADES! We've done it! We've captured a ship! The horrendous wrack-beast will run off on its own and then we can take the ship to Fort Drywing!

But . . . If we leave it to roam free, the monster will cause chaos. You can try to deal with it, but it seems to mostly want to get out of here and to gorge itself fat on prey species.

--

Sato, Drankhus and Veynaha - you have to get off that boat. It's starting to be very inimical to human life!

>Blades Phase
>>
Blades, the Vulpes are in retreat and we have the landing. The fires are containing the scythe-scorps. We can start some more near the beaches and then the ship will eventually burn itself and all their horrible eggs down with it.

We have the field. But. . . That monster. Is it wise to leave it? Sometimes, bravery is better than discretion. But there is valour in due care. Make the call. Do we fight the beast or let it escape?
>>
>>4782434
>Question
>Were my compass directions incorrect? I think processing made me go the wrong way?
>>
>>4782437
You're precisely where you're meant to be, are you not?
>>
>>4782444
(Quite!)
>>
Rolled 3, 4, 6, 6, 3, 1 = 23 (6d6)

>>4782429

# Veynaha Copec
EXP: [2]

Guard: [0/19 => 2/19] // AP: [17/20] // Stance: [7/10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 3 AP // Move [5]x1, [6]x2.
> 4+10 AP // Try Something: Jump off the pier onto the solid land @ [5], if its elevated, climb it to the top. // Move [5]x2 // Roll vs Finesse+5.
> 3SP // {Nock}.
> Fire bow at the Vulpine @ [3]x3, [4]x1 // Target the torso (-0) // Roll vs Finesse
>>
15 minutes
>>
Rolled 6, 4, 3, 4, 3, 6, 6, 1, 4, 1, 1, 3, 6, 1, 3 = 52 (15d6)

>>4782429
"Oh? You don- Well, the giant scorpion solves that. As for this new problem, the choice is obvious."

"True Seal Release:Fragarach, The Answerer!

>5AP Jump onto the stack of planks and move 6.
>9SP+12AP [Wrath] Gather and compress corrosive air at the end of my blade x4 (12d6 vs 15 Para)
>3SP [Offer] Unleash the wind in a beam toward the Stormspawn (3d6vs 15 Para

>2SP+4AP Dodge+2

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4782434
>Choose to fight the monster
"Its unknown to this land and will probably die soon because of the climate. But we cannot let it murder a whole ecosystem on ots way out."
>>
Rolled 3, 6, 1 = 10 (3d6)

>>4782429

#Soldat
Guard 17
AP 19 | Stance 13 | React 10 | Health 2
Lethality 1
Fluidity 9 | Focus 12 |Finesse 10 |Ferocity 11 | Para 10

Weapon - [Simple Spear]
Skill - [Scorpion Sting]
Skill - [Grass-Cutter]
Skill - [Puncture]
Mark - [Mosswater]

>Current Stance: [Focus]
>3AP: Move 3, 2, 1
Convert 16 AP into 4 Stance
>2SP: [Evaluate] * 2
>10SP: [Windup] * 5
>3SP: [Scorpion Sting] The Stormspawn's Tail
>2SP: Ready [Dodge] * 2

"I've asked the Spirits for enough, I'll rely on my own strength and others for this. I can't let beasts run amok like this, I need to do something."
>>
Rolled 2, 4, 3 = 9 (3d6)

>>4782444
>>4782429
>[Fluidity]
>-Grasscloak
>2SP+12AP: Flickerstep Dodge
>1SP: Like Ash
>6AP: Move 1NE, 1N
>2SP: Evaluate
>3SP: Attack a limb from the Scorp
>2SP: Flickerstep dodge

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 5, 5, 4 = 14 (3d6)

>>4782444
"That thing looks tough, I wonder how durable it is against its own sting? Be not afraid friends, it doesn't stand a chance against our united front!"

>Convert 8 AP to 2 SP
>Change Posture to Hustle
>3 AP: Move 566
>4 SP: 4x Evaluate
>6 SP: 3x Wind up
>3 SP: Scorpion Sting the Giant Scorpion, spending all of my Guard
>2 AP: Regain 1 Guard
>4 AP: Move 3322, Face 6

#Martholew
Guard 14
AP 18 | Stance 11 | React 9 | Health 3
Lethality 1
Fluidity 7 | Focus 9 | Finesse 13 | Ferocity 11 | Para 7

# Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Hustle Posture
// Hound Posture
>>
>>4782444
... do it yourself!
(your guard totally disappears when you all out? that's so dangerous!)
> Spend 11xp to boost Finesse by 1
> Move 44
> 3AP Vault down onto the dock?
> 12AP Aiming
> 2Evaluate+3SP? ??AP Tie a whistle to an arrow!
> 3SP Nock!
> 2Evaluate+3SP Fire high over the scorpion, to try to disorient!

Guard 13+2 (not sure if I lose this)
AP 18 | Stance 11 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | Finesse 11 |Ferocity 7 | Flurry 9 | Para 6
>>
Rolled 2, 1, 5, 2, 1, 2 = 13 (6d6)

>>4782489
>>
"Yes, we must take this beautiful monster's tail, unfortunately. We are protectors of the land. If it gets loose, we may as well have failed our mission."

Thanks for all the help, everyone. There are a few things I see which still confuse me a bit, but I'm confident I'll figure 'em out soon enough, or just ask another question if I don't.

"They're fleeing! Chase them out! Use bow and spirit alike to give them some parting gifts!! Halt the invasion in its tracks!! Let's break their frail spirits and bodies! ...Then there's the giant scorpion, and the dozens of small scythe-scorps that got released DUE TO NO FAULT OF MY OWN... seriously please don't hurt me, comrades....I'm sorry... it seemed like a good idea at the time..."

>10AP Try something(3AP): Use the fallen cage's previously vertical, now-horizontal bars as a ladder to climb the cage (move once in direction 1 for 1AP). Plus +3hitrate to this roll(6AP)
>Drop the sustain on my channeled/active !Mosswater Mark's carpet-like scorpion-repulsion waters (this is a free action, right?)
>3SP !Activate Mosswater mark, parlay with the spirits, plea with them to avoid striking me with these next prayers/commands (I rolled 3d6 for this one. Wasn't sure if I should've but did just in case)
>4AP plus +2hitrate to next roll
>3SP !Activate Mosswater mark, wash the deck of the scythe scorps with mighty spirited waves!
>3SP !Activate Mosswater mark, wash the deck of the scythe scorps with mighty spirited waves!
>3SP !Activate Mosswater mark, wash the deck of the scythe scorps with mighty spirited waves!

#Drankhus (w/ 4 XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#??? Spear
!Puncture
!Bear Claw
!Hound Stance | !Hustle Stance
!Mosswater Mark
>>
Rolled 4, 1, 6, 6, 4, 4, 4, 6, 4, 1, 1, 5, 4, 3, 6 = 59 (15d6)

>>4782500
my forgotten rolls
>>
>>4782500
Also realized I'm still in Hound Posture I think. If possible, reroute 2 of the last 4AP to the front action so I can complete that move
>>
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Against our forces combined the enormous thing shrieks and bolts and turns. It is a king-in-waiting, a devourer of ecosystems, a fat predator at the heart of the web of life. To let it go free would be a crime against every bird, bee, squirrel, deer and peaceful forest in the world.

But such thick carapace. Such mighty anger. Even our best attacks hammer into it, and glance of. We crack the carapace, rent its outside, and it keeps coming.

>HATRED PHASE
>>
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Such venomous hatred. In a screaming fury its tail lacerates the chime-arrow and trashes it out of the sky. It spins its bulk around and slams it's claws into Soldat - through - Soldat and he goes stumbling back.

It rolls on its feet, trashing barrels, destroying timber, bleeding ichor everywhere. It's Stinger lashes out and Maria barely deflects the lethal jab, but the spray of strange chemicals stings as it seeps in through abrasive wounds in her skin!

>Oh What Fun: A New Neurotoxin!
> -3 to AP/SP/Skills. And you're dying slowly. Very slowly. The Medics may have an antidote. You do not want the Poison to reach your brain, so try not to amass too much more of it.

As it comes up in spray of splinters it lashes out and Martholew brings his spear up to parry and the spear gives in first, and then the claws continue into him and he takes multiple wounds; reeling, but still on his feet.

>Martholew is Reeling, -3 AP/SP and you can't form a guard. You are in danger of death - you will die at -Health.

--

How does such a thing endure? The world should not allow monsters of this ferocity to be. It is a stain on our shores.

But it is bleeding. Our attacks have taken out its armour, broken through it's shell. It weeps blood everywhere, corrosive, burning blood that warps the wood. We can wound it now. It bleeds.

We can kill it.

>Blades Phase
>>
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>>4782484
We have fearful tidings to report, Blade. Part of what makes a Blade is sacrifice. But others may be inspired by your example. If you spread your story around, you may carry over 1 stat or trait when you reroll.

Along with any unspent xp.

There have been many new knowledges gleaned fo our company. You may opt to start with a Mark and here is the full list of new knowledge:
>>
>>4782500
Drankhus, the voice in your head has a question, in seeping vines and blooms of moss-coloured light.

What are you willing to give for the boon that you beg? What barter will you trade away to the vast Icon Spirit in the sky?

Knowledge? Health? Glory? A bit of yourself? Stats? Your sense of Ferocity? Your feeling of Finesse? An Oath?

Make a barter.
>>
>>4782489
It IS, isn't it? But . . . For GLORY, the sacrifice is worth it.
>>
>>4782605
Okay, that did nothing
>>
>>4782646
Oh, it did a lot. Instead of murdering Sato and Maria, it got distracted by the chime.
>>
>>4782659
Oh, okay then! Great!
>>
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Rolled 4, 2, 4 = 10 (3d6)

>>4782605

# Veynaha Copec
EXP: [2]

Guard: [0/19 => 2/19] // AP: [17/20] // Stance: [7/10] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

"Feed curses to the winds and blacken the stars."

> 2 AP // Swim [5]x1.
> 15AP // Try Something: Get out of the ocean. Climb up the cliff. Reach solid ground. // Move [6]x2. // Roll vs Finesse+5
>>
Rolled 2, 4, 6, 5, 1, 4, 3, 4, 3 = 32 (9d6)

>>4782605
"So you *cough* can take a sting or two eh? You killed my *cough* friend. If it's the end of me, you will suffer for that. Spirits, hear my prayer..."

>6 SP: Activate Scarwater Mark twice to imbue my fist with corrosive power.
>2 AP: Move 66
>Convert 12 AP to 3 SP
>1 SP: All out
>1 SP: Windup
>3 SP: Punch the Giant Scorpion in an eye

#Martholew
Guard 14
AP 18 | Stance 11 | React 9 | Health 3
Lethality 1
Fluidity 7 | Focus 9 | Finesse 13 | Ferocity 11 | Para 7

# Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Hustle Posture
// Hound Posture
>>
Rolled 5, 2, 3, 6, 3, 3, 4, 2, 5 = 33 (9d6)

>>4782605
"It's not over yet!"

"Desperation Made Up Art: The Breaking of Vajra!"

>3AP Pick up the nearby Spear.
>4AP Climb 1 onto the planks
>3SP [Joy] Imbue the Spear with unstable corrosion. (3d6 vs 12 Para)
>4SP+12AP Throw the spear into the Stormspawn. +4 Acc (3d6vs 12 Focus)
>3SP [Wrath] Shoot the corrosion of the spear violently into the Stormspawn. (3d6 vs 12 Para)

>1SP Dodge

#Maria
AP 22
Stance 14 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 15

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
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Some things are worth dying for.

Perhaps it is so. It may be that there will be a chance for you to find out.

Martholew's fist is the last thing the entire right side visual field of the Stormspawn ever sees.
>>
Rolled 6, 6, 1 = 13 (3d6)

>>4782605
>[Fluidity]
>-Grasscloak
>3AP: Move 2NE, 1N
>3AP: Pick up BlueCloaks Delicate Blade (I already know how those work)
>3AP:Move 2NW, 1N
>1SP: Like Fire!
>4AP to 1SP: Evaluate [Delicate Blade]
>4SP: Windup×4 [Delicate Blade]
>3SP: Attack a corroded weakpoint of the Scorp
>2SP+8AP: Flickerstep Dodge (+4 to react)

#Sato
Guard 19
AP 18 | Stance 10 | React 12 | Health 2
Lethality 2
Fluidity 14 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
File: Shorn Shores 11-2.jpg (7 MB, 4056x6804)
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You do not cut with your sword, you cut with your Soul.

>chaos phase
>>
Rolled 6 (1d6)

>>4782619
>An Oath
Anything you should ask of me, Mosswater spirits, I shall deliver! Please, just deliver us from the scythe!

>Spend appropriate SP and AP to maintain my mosswater mark to appease the spirits.
>After convening with the spirits, I think wet thoughts. Then I spend all possible remaining AP and SP to carefully dive off the boat into the ocean, direction 2. (3d6)
If this is too vague/unspecific, let me know. Or if it needs numbers, split them so it's 7AP/6SP towards each. Or if you want me to answer >>4782619 before continuing with actions, I can do that.

#Drankhus (w/ 4 XP)
AP 14
Stance 12 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 6

#??? Spear
!Puncture
!Bear Claw
!Hound Stance | !Hustle Stance
!Mosswater Mark
>>
Rolled 4, 3 = 7 (2d6)

>>4782745
The other 2d6 I didn't roll on accident
>>
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Martholew's punch comes in like a landslide, an avalanche in five phalanges. It connects with the Stormspawn's eye, goes through the eye. corrosive energy spill across its carapace, softening it up for Maria's spear. Sato steps in with an unfamiliar blade in hand, opens up another small gash.

But hate itself is slow in dying. Grieviously wounded the thing shrieks in rage, in fear, in sheer malice and flails its tail around to batter Sato, to hammer Maria, to rend Martholew.

The hero stumbles away with a gash across his chest. Sits down with a faint look of surprise. Blinks.

Small victories: The Stormspawn finally goes still before he does.
>>
>>4782764
"Man this did NOT go according the plan...fuck. Lets go call the medics... again..."
>>
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Well.

At the very least it sails. .

victory!


--

With a vessel, we can make good speed towards Fort Drywing. With two vessels, we have enough spare capacity to bring along more supplies from the Landing Site.

Mission complete!

>Survivors gain +1 Stance.

>Survivors gain . . .

19Vulpes slain
2 captive vessels
Two fallen.
13 Vulpes forced to retreat
1 Stormspawn slain

32 xp.

Pay xp = Stance, Guard, React or a combat art/stance to level it up. So React 11 to React 12 is 12 xp.

Or
Pay 10 xp to study a Kata or Posture. You can also study a new Stance, which is usually derived as (Stance1+Stance2)/3.
>>
{intermission}

Take a moment to reflect, if you wish, here among the waves and the shore.

You may pair up or go at it on your own. Think about who you are. Where you're from. What this place is. Who these people are. Your skills, your focus, your intention.

Everyone can take One downtime action. Ask questions, seek answers. These introspective or active attempts change you, or the world. Or maybe nothing at all.

You can:

> Harness Something I Found ( Did the Enemy do something different from us? Adopt their skillset if we have their tools, or study what they did to harness it as our own. Roll a skill to help. This is a good way to unlock company gear or new Katas. )

>Fashion Something New (With the forges from the Landing Site and the material on the supply ships, along with our cunning, we can try to improve equipment, gear or utilities we have. Perhaps sharper blades or better armour will keep the enemy at bay? )

> Refine Our Understanding ( You can learn an Advanced Stance by combining 2 of the stances you already know or refine a stance we already know to try and improve it. Perhaps remove its flaws. Perhaps better it. We know a good deal now, so this is more effective if [2] Blades agree on working on something together. )

> Honour the Fallen ( We have accrued a debt of honour. It must be repaid. )

> Ask A Question, Find An Answer ( Maybe you're wondering why something is the way it is? Maybe you have a plan to make it a little less like that? Ask around; it might be quite helpful. You can use this to investigate, learn or prepare things. )

It is also possible to:

> Join the Supply Ship ( Roll a new character, but get a wildcard 1d6 to add to one stat. You can also bring over 1 skill/trait/stat and any unspent xp. The company benefits from skills and abilities the retiring character brings, which might unlock company wide upgrades. )

Now that we have a ship and therefore a (floating) base of Operations, this no longer consumes the full down-time action.
>>
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Seven Red looks at the slain Stormspawn. She suggests she has a use for it. Something too hard for to her say in our tongue, but something keen-edged in her mind.

She smiles as if all this was one long glorious idea.

It seems her and the Reed-cloak had difference of opinion. In accomplishing our own goal and hastening our progress to Fort Drywing, we have gotten tangled in Vulpes politics.

Seven Red is overjoyed with everything. She bounces around the ship like a ball of energy. Well done for someone so gruellingly stabbed by Behenost a few days ago. But she is not impervious to pain. When she thinks no one sees, she winces and hobbles and slows down.

company question:

Do we let Seven Red Flowers "make something" of the storm-spawn carapace? It is uneasy to let someone like her work with her own tools on a creature we know so little about. The result may be uncertain.

She wears her genuine intent to help, as repayment for helping her remove a rival of many years.

> Let Seven Red Flowers have the Stormspawn corpse and some time in a workshop?
> needless to say, we will assign guards and supervisors.
>>
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Such things we know. It may be time to improve our Base Stances. . . Refine them . . .
>>
> Thanks for playing! Have yourselves a war-room!
>>
Rolled 3, 1, 2 = 6 (3d6)

>>4782808
Yay, a pretty flowery boat! I wonder what sort of oath I swore to the mosswater, though.

>>4782819
>Para 6->7, 7->8, (-13XP)
>Stance 13->14 (-13XP)
>Learn Posture: !Like Fire (-10XP)

>Go at it alone
>Harness something I found: What a nifty spear I picked up. I oughta spend some time training and figuring out how it's similar and different to the Simple Spear I was using before. (Roll vs 14 Ferocity)

New card:
#Drankhus
AP 14
Stance 14 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 8

#??? Spear
!Puncture
!Bear Claw
!Hound Posture | !Hustle Posture | !Like Fire Posture
!Mosswater Mark
>>
"I say we let Seven Red mess around with the stormspawn carapace. Maybe she'll come back with something useful. If not, at least I won't get queasy from seeing her running around back and forth."
>>
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>>4782808

> Mission Reward // Advance Stance from 10 to 11.
> Mission Reward // Gain +32 EXP

> Feat: River Walker // Gain +3 EXP

> EXP Expenditure (-12 EXP) // Advance stance from 11 to 12.
> EXP Expenditure (-13 EXP) // Advance stance from 12 to 13.
> EXP Expenditure (-10 EXP) // Acquire Flurry Stance.

# Veynaha Copec
EXP: [2 => 37 => 25 => 12 => 2]

Guard: [19] // AP: [20] // Stance: [10 =>13] // React: [11] // Health: [3]
Lethality: [2]+1
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill {Flurry Stance} // Reduce the SP cost of {Nock} & {Ready} by 3. Consecutive hits deal AP dmg.

>>4782819
> Refine Our Understanding // During his downtime, Veynaha attempts to develop a new stance, marrying the principles of Finesse and Lethality.

>>4782837
> Veynaha voices no objections to allowing Red Flowers to conduct her experiments upon the slain Wrackbeast. However, he will make a point to carefully monitor the Blade's ration stores and prepare his own meals for the duration of the trip.
>>
>>4782808
>>4782875
"I think you've made a deal with more than a water-spirit, comrade. A single one of the Icons in the sky is like an ocean compared to the little bottle of Otherness that you normally use to channel mosswater.

>36 XP Total
>Spend 33 XP to bring Para from 15->17

#Maria
AP 22
Stance 15 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 17

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4782837
>Ask A Question: Ask Seven Red why the Uthans decided to cross the pond and try to invade our little slice of land? Did the Blue Cloak have any ties to strange Other cults? What were all the scorpions for?

>Allow Red Flowers to work on the Stormspawn. Keep weapons away from her.
>>
>>4782808
>+1Stance
>21xp: +2React
>10xp: Learn Distant Rumble Posture

>>4782819
>>4782837
>Fashion Something New with Seven Red Flowers.
Learning How is just as important as knowing What. I will be at her side for the whole proccess.

#Vituperate | XP 1
AP 16
Stance 9 | Guard 12
React 11 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge
!Hustle | !Like Ash | !Distant Rumble
>>
Rolled 6, 1, 1 = 8 (3d6)

>>4782808
>+1 Stance
>+32exp=42 exp total
>Boost Fluidity 14 to 15 {27 exp left}
>Boost React 10 to 11 (Grasscloak provided +2) {16 exp left}
>Learn [Wolf-heart] for 10 Exp {6 exp left}

>>4782819
> Harness Something I Found ( Seven Red Flowers and Reed Cloak used what seemed to be their own {Art}'s that relied on their own style. Red Flower used Focus, Reed used Finesse. Perhaps with her help I could learn an {Art} for [Fluidity]? Sparring may help but I wouldn't want her to take another arm...)[Fluidity]

>Btw did we bring the Blue Reed cloak from Reed cloak man?

#Sato
Guard 19
AP 18 | Stance 11 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4782808
So... am I alive? I see my model on the ship, but without any health bars. Should I be rolling a new character?
>>
>>4783108
>>4782808
Nevermind, I'm in the graveyard, I'm dead.
So with the rerolling, can I choose which stat to keep after I reroll, or do I need to do it before? Also, do I get the wildcard 1d6 to add to a stat? And again, can I place that after I see the stat rolls, or must I do it before?
>>
>>4783150
It's no great joy to rob yourself. You can make the choice after knowing what options you have.
>>
Rolled 1, 3, 4, 2, 3, 6, 2, 2, 5, 6, 6, 6, 6, 2, 1, 1, 6, 2 = 64 (18d6)

>>4783876
alright, thanks
>>
Rolled 3, 1, 3, 3, 6, 4, 5, 5, 4, 1, 2, 4, 6, 3, 4, 3, 2, 3 = 62 (18d6)

>>4782819
Rolling a new character.
>>
>>4783879
#Tylus
Guard 11
AP 15 | Stance 11(8) | React 12 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Hustle Posture
// Like Fire Posture

>Carry over 11 Stance from Martholew

>32 xp
>>
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>>4782875
It is no spear at all, although it could be used with the finesse of one. No, this thing is a cleaver, all staggering rain given form. In the right hands it might very well shatter through a mountain.

It is a peculiar weapon in truth because what it lacks in grace it makes up for in deadly force. It can only be swung at reach 2 and it takes a while to leverage into position. But when it strikes . . .
>>
Rolled 3, 6, 2 = 11 (3d6)

>>4783906
>>4782808
>10 XP: Learn Emptiness In Motion
>11 XP: Guard 11 -> 12
>11 XP: Stance 11 -> 12

>>4782819
> Harness Something I Found: That Vulpe Warleader used techniques we haven't seen before, particularly interesting was his Move to Disarm his opponents. Perhaps we could study his movements and learn how to do the same. Maybe Seven Red can shed some light on his techniques.
>(rolling vs. Finesse)

>>4782837
>Let Seven Red Flowers have the Stormspawn corpse


#Tylus
Guard 12
AP 15 | Stance 12 | React 12 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture
// Like Fire Posture
>>
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>>4782954
>>4782902
>>4782967
>>4783084
>>4783931


Seven Red has many virtues. She is polite, friendly, quick on her feet and willing to help with rigging, with cooking, with cleaning. She does all jobs asked of her with no complaints and a friendly smile as if the world was one great joy to experience. She peels ingredients and chops herbs as willingly as she soaks bandages for the wounded. Her only petty horror is a grand streak of larcency - she steals food like starvation was ever imminent. Veynaha catches her attempting to breach the stores every time the waves move the ship.

Seven Red has a flaw, a catch in the core of her being. She is not like us. She sees the world in terms of tools, of scavenge, of relations between things to be had and things to be used. A sword is a sword is a sword, whether it stabs in the back or defends a family from hunger.

We let her work in the workshop. The things she creates. . . can we use them without becoming like the Vulpes ourselves?

Vituperance watches with interest. These things, fashioned from flesh and malice? They're like your name-sake. A castigation against the world.
>>
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It is done. The process she uses is something we know of. We mark the spirits in our soul and in our hearts, to carry them with us. Using bone needles and ink and careful practice, Seven Red has the working of the Stormspawn itself. It is not a spirit. But she has found a way to mimic its strength, to mirror its movements. To write upon the skin tattoos that press the carapace of the Stormspawn into function again. For us.

This isn't. . . Right, is it? To make a Spirit of the world? This is Animism. This is loaning the Strength of Other Things, stealing not the mundane matter of physical stuff but to filcher and pilfer the idea of a thing.

She says it is ready. That she can show us. That if we close our eye and breathe in, we can hear the Stormspawn take root in our thoughts. We can use its strength to defend ourselves, to help us against others. It is. . . Frighteningly simple.

With the idea of the Stormspawn churned in our beings, we could shatter armies.

>Infusions Unlocked!
>Like Marks, you trade away stats and stances to apply these because they're rather good.
>If you gave up 3 AP and 3 Fluidity, you would roll against 6. If you gave up 3 AP, 3 Fluidity and 3 Finesse, you'd roll against 9. A Kata counts as 4.

>Please don't trade away derived, advanced stances, that's something you can't sacrifice.
>>
>>4783889
>>4782819

#Chevalier
Guard 13 (10+3)
AP 12 (8+3+1) | Stance 13 | React 13 (3+6+4) | Health 1+2 (5/2)
Lethality 1
Fluidity 8 (3+4+1) | Focus 9 (3+2+4) | Finesse 12 (3+6+3) | Ferocity 10 (3+4+3) | Para 5 (2+3)

Weapon - [Simple Blade]: Reach 1. +1DMG
Skill - [Dashing Cut]
Skill - [Wolf-Heart]

>Inherit 13 Stance from Soldat.

>Honour The Fallen: "I'd like to see Soldat, you see he was my brother, a bit preachy but still a nice person at his core. He apparently made a friend who fell as well."
>>
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>>4782954
But the principles can be derived into a more manageable Kata...
>>
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Rolled 5, 4, 4, 1, 6, 3 = 23 (6d6)

>>4783095
The cloak was tattered scraps of useless cloth in the end.

>>4783095
>>4782967
>>4783931
Seven Red has so many things to say about the Reed-cloak. If we lure her into practicing on the deck of the swaying ship we can prod her knowledge and learn something new while she might get too worked up to remain entirely taciturn.

And there is something about the way that Reed-cloak moved. It is worth investigating.

[1/2]
>>
>>4782954
>>4782954
To be deadly in all forms is a kind of grace. You try and try and try, practice new ways of arrow delivery, of dancing, of avoidance. There is something here, something at the core of the fighting style that we could harness, but we're not . . . Quite there yet. You don't have the Lethality to improve it yourself. But you're close.

But this... this is hard. So very hard.

> Finesse Refinement 1/2. Not quite there yet: we lack sufficient Lethality to understand the finer arts.
>>
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>>4783969
She knows him. She knows of him. She sent us to kill him. Devious, perhaps, but it also acquired us these ships and blunted the fangs of the invasion. She does not seem perturbed by allegations of using us. Refers to it as rational self interest, and smiles and winks and ducks away from a probing strike.

The Reed-cloak and the Grass-cloaks disagree on something fundamental. Seven Red is not eloquent enough in our language to tell us the true full story, but what we do learn is this:

There is a War on the other side of the world.
A Vast one.
A war for control over rivers and water and life itself. The ones that come here, the Uthani, have been bought and sold by one side in this war to open up a new front. They serve something they call the Empyreal, a masked brotherhood of whispering acolytes and robe-clad star-starers. These Theurges have given the Uthani ships, and sent them over the ocean to come here, to take our lands. If that War of theirs goes so ill, then they will flee here and begin anew. Again.

And all it will take will be to wipe our world from existence and cast out our spirits and burn our villages and this is a thing that they are willing to do because they see their War not as one for land, or gold, or glory, but a battle for something else entirely. They fight for a definition of Truth.

The Grass-cloaks are Uthani Vulpes, who are with the Invasion for new plunder, new joy, new sights. The Reed-cloaks are the ones hired by these Empyreals. The Reed-cloaks have . . . This passage is unclear and Seven Red does not have the words to describe it well.

She says the Reed-cloaks have "changed their hearts". I think she means that they have given up the Uthani totems and Banners and taken up a new religious faith? That this marks them as liars, as not to be trusted, as violators of a code and worthy of disrespect. They have taken on words of these Theurges they serve, and this makes the Grass-cloaks dislike them.

There, the seed of their rivalry.
>>
>>4783944

> A Kata counts as 4

Preposterous. Anyone with an insight into mathematics should realise Kata's count as 1.
>>
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>>4783979
The way the Reed-cloak moved. His stance. Seven Red attacks with a demeanour of focus, as if every cut should pierce the stone and shatter a guard. The Reed-cloak danced. He cut around us, treating territory like an extension of his sword.

There is a way to master that style of combat. It is evasive, and avoidant, and timed, and beautiful. I know Blades that fight like the Reed-cloak. The masters of Rikovol talk about the Haze Stance in hushed reverence. The clans of the Bluestain have a small sect that use non-violence as an offensive. They never strike you. They let you strike yourself.

Seven Red nods in agreement. The Reed-cloaks are untrustworthy sorts without focus for the right way to honour the totemics.

Maybe their fighting style is one of the sprawling roots of their disagreement?

>Katas unlocked
>>
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The things that Seven Red has made is for us to use, if we wish. We have one of each. There is also a still functional suit of Rikovol armour.
>>
>>4784039
Gonna quickly YOINK that armor so I can do Halberdier stuff next mission
>>
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>>4783949
Some things are worth dying for.
Perhaps it is so.

It may be that there is a chance for you to find out.

We whisper our quiet words to the wind and the waves, and then we send them on their way to the Journey to the Other, the here-after, the place where things go. Full lives well live carry a feast of knowledge for the Spirits. They learn of the things that make a life by tasting the splendour of it in our fallen friends, in our shared stories, in our great tales.

Like flickering bonfires the barges light the wave-wake behind us. Peaceful at last.

A good choice, this. We have sated the debt of honour accrued to the company by the sacrifice of brave Blades. Everyone walks the decks with more sure footfalls. Now they know that the taste of combat and the sharp sting of hostile blades will not be the end of the journey. That we will remember those who fall, and march on for those who stand.

For a supply train of barely trained recruits and recruited trainees, they walk with determination.

>company morale improved. By honour the spirits properly and giving everyone time to reflect, the company Blades will be better prepared for the future.

>Ally Blade skills increased.
>New recruits start with [2] Katas.
>>
>>4784045
RIP in peace, brother Blades.
Based.
>>
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The leader of the fort - Bannercaptain Riniko - will appreciate both our captive and our speedy arrival. We need not drive the Vulpes from the field. We simply need to reach the walls and inform Riniko that the enemy outside is not as larger as he fears.

The fort is in sight. Our speedy journey over the waters have taken us closer much faster than by foot. On the horizon, vague shapes blur into being. Advance ships of the primary Uthani fleet. Dark blots on the ocean floating like a mass of seaweeds.

Fort Drywing is a joke. The name that is. For the Fort is not dry at all, but instead it lies in swampy marshes near the mouths of multiple rivers. The ground is sodden and boggy. But the Fort commands the estuary and lies on a high cliff hill, with a commanding view of all surrounds. It is a distant, quiet posting, for trade-watching and inspection. The banner still flies over the high towers! We're in time!

But we cannot sail directly to the fort. We must reach the shores near the cliff and make our way by foot. Or we can try to scale the cliff-side. But that will make evacuation harder.

There are Vulpes on the coast, watching us with curious eyes. Their banners stain the woodlands. Until we make landfall, they will think of us one of them.

One person needs to clearly state [A PLAN] and they need a majority vote where other people back up and say "Yes, let's do that". If no plan is stated, the captain goes with the default:

The company is to make Landfall at Fort Drywing and move to reinforce the fort. We must reach Banner captain Rinik.
Quiet Waters: Make landfall at the shores near the Fort, avoiding some Vulpes patrols.

It may be possible to figure out the effects of a plan ahead of time - simply submit one and ask and the company will clarify whether it's possible or probable or mad genius.
>>
>>4784055
We have two boats, no?
One lands on the shores, establishes a beach-head and most of us begin clearing a path to the fort.

The other sets a small number of us on the cliffs (to scale them and alert the fort), then turns to meet the other, to be in place for the withdrawal.

This way, Riniko can send out a force to meet us halfway.

Unless we think the Vulpes would assault those climbing? Perhaps we could climb the cliffs stealthily?
>>
>>4784078
We could attempt a split landing. If the force on the shores draw away the Vulpes, reinforcements from Fort Drywing could fall on them like a hammer-blow.

It would be dangerous in the extreme for the ones on the Shoreline. They would need to hold the full attention of the Vulpes host until the forces in Drywing muster and sally.
>>
>>4784055
Hey! Remember this Plan: >>4779377 ?
>>In the early morning. Try to make a commotion near the Fort to alert it to our presence. The goal is afterall to simply get close and deliver the message to them. If we can strap an arrow with a message and get close we can tell the fort that we can pincer the enemy in a counter ambush as we fly our banners and take down theirs to prove to the Fort Captain that he can safely go out and wipe the small enemy force. Alternatively. Get someone to rush/sneak to the door to warn the fort we'll be pincering the Vulpes against the fort and tell them the whole situation.

Could we fuse it with the plan we have for Quiet Waters? We can still raise the banners to tell Riniko about our presence and take our company of Blades on a walk. Avoiding Vulpes patrols would be neat.
>>
>>4784170
It would be the best, boldest approach to land on the shores and raise our banners. It signals to the fort that allies have arrived.

The singular issue remains that the Vulpes will see our arrival as a threat. Caught between us and Fort Drywing, we present the target without defensive walls. They will rush us to break through and escape.

If we fly our banner from these captured ships they provide a platform for commander Rinik to see our presence.
>>
>>4784055
> Pick up Finesse 12
> Flurry 10
> Steel-eye Kata

Good luck folks, I'll be supporting you from the back from here on, think I can do more good there than scurrying around the middle of a melee. If you need an arrow from the dark, just ask.
> Retire to the supply ship
> But not before helping Vehnaya advance Finesse!

Final Sheet:
Guard 13
AP 18 | Stance 11 | React 12 | Health 4
Lethality 1+1
Fluidity 6 | Focus 12 | Finesse 12 |Ferocity 7 | Flurry 10 | Para 6

Simple Bow
Hushed Lightning
Emptiness in Motion
Steel-Eye
Like Ash

(won't be at a computer for the next week, good luck with the rest of the quest!)
>>
>>4784279
"Ah well I meant more that we hide the banners until we get on the field and take them by surprise from behind like originally planned (before the boats) but it might be better to not get spotted for as long as possible... Maybe we could try our hand at infiltrating among the enemy since I wear this Grasscloak?."
>>
>>4784055

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [13] // React: [11] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Support this(>>4784078) approach. Emphasize that the distraction team will have the luxury of choosing where in the swamp they want to engage the Vulpine war party and also when. Additionally, there is no need to announce our presence immediately after making landfall, the distraction party will have time to fortify their beachhead presuming they intend to fight a defensive battle against a numerically superior foe until the fort's garrison can muster to unite with them.
>>
>>4784379
Doubtful. Too many of them, and they are on watch against enemy activity. It worked in the Landing Site because we took them by surprise.

At Fort Drywing they will be on guard.

>>4784382
>>4784078
>>4784379
It is a good plan.

We can bring a landing party ashore during the night. They can prepare a defensive beach-head and then, when ready, raise their banners. Meanwhile, a smaller party can attempt to scale the cliffs and reach the fort. The Vulpes will be drawn to the Distraction at the Beachhead.

If Rinik makes good time mustering the Garrison, the Vulpes will be caught against the Beachhead and unable to retreat or escape.

The company is to establish a beach-head to draw the Vulpes away from Fort Drywing. A smaller group will attempt to make contact.
>>
Ok so this looks really cool but I'm fucking retarded, how do I play?
>>
>>4784451

It's easy enough to do, just be sure to reference the most recent version of the character creation sheet. You can find that here (>>4782612).

> Choose a name for yourself.

>Roll 18d6. This will define your stats. Apply in this order.
AP 10+2d6
Stance 6+1d6
Guard 12+1d6
React 3+2d6
Health 1+1d6/2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 3+2d6
Focus 3+2d6
Finesse 3+2d6
Ferocity 3+2d6
Para 0+2d6

> Choose one weapon to start with.
> Choose one Kata to start with.
>>
File: Guide1.png (2.72 MB, 3301x1335)
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>>4784451
>>4784476
The bare basics of how to play are crystalized in this image.
We just finished a mission, so you'll need to wait awhile for the next game.
Also, I'm fairly certain that if you join while we are in intermission you are entitled to make a downtime action. Your choices are listed here(>>4782819).
>>
>>4784524
He will be.

>>4784476
Ah, but due to honouring the spirits new recruits start with two Katas.

As for a new mission...
>>
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We make landfall.
We establish a beachhead.
We throw down their banners.
We raise our own.

A small group of fleet-footed blade with rope from the rigging are attempting to scale the cliffs near the fort. They will make contact and rouse the Garrison.

Then, as the Vulpes rush towards us, we hold our ground and abate the assault until Bannercaptain Rinik and the garrison from Fort Drywing can flank the Vulpes force. Between us and the garrison, they will be destroyed.

It is textbook. Straight-forward. clean as a cut can be.
>>
Rolled 4, 5, 5, 5, 1, 3, 3, 3, 3, 2, 4, 1, 1, 2, 5, 1, 1, 1 = 50 (18d6)

>>4784476
#Lando
Guard 12+1d6
AP 10+2d6 | Stance 6+1d6 | React 3+2d6 | Health 1+1d6/2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 3+2d6 | Focus 3+2d6 |Finesse 3+2d6 |Ferocity 3+2d6 | Para 0+2d6
>>
>>4784476
The base AP is 8 and base guard is 10
>>
>>4784603
#Lando
Guard 12+5
AP 19 | Stance 11 | React 7 | Health 4
Lethality 1
Fluidity 8 | Focus 8 |Finesse 9 |Ferocity 3+6 | Para 2

Simple Spear
Grass-Cutter

"Why me?"

Did I do it right?
>>
>>4784692
>>4784562
Missed this.
Flickerstep Dodge
>>
>>4784699
Uh not sure what happened there meant to link
>>4784692
>>
>>4784692
Well, Blade, your health would usually be two. Not to worry, this sort of thing happens all the time.
>>
>>4784720
Oh I’m gonna fuckin die
>>
>>4784731
You will have splendid company if you do.
>>
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Fort Drywing lies at the mouth of this estuary. Their proud banner still frolics in the wind. Rinik must still hold it.

But the Vulpes are not entirely without cunning. They have damned the flow with a patch-work set of bridges and their guard is here to pre-empt seaborne resupply. They watch our approach with hungry eyes. Nothing for it now but to proceed.

Were we still a simple supply train, delivering needed goods to thankful soldiers and civilians this would shore would be our end. The men on the bridges and overwatches would take our goods from us and send us to an early grave, then feast on food meant for our allies.

But we have learned.

Shorefall! If the company is ready, we may proceed.

As this is a contested landing and our task here is to draw a distraction, the mission is straight-forward! Find the Vulpes Banners and throw them down!

>company to proceed when ready.
>>
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command is stepping out for a few hours. company Blades may deploy at A and B.

We should be quick about our business. This may be a small force of Vulpes but they are unlike the scattered ones we have faced before; this group was intended to pin a full garrison of Blades behind the walls of Fort Drywing.

Seven Red calls them "deep-pockets", the most flattering term she can care to think of. They have war-gear and equipment taken from many small and grand victories, and they will know how to stand their ground each and every one of them.

It may be that we can exploit this: they will compete to defeat us first and claim our blades but should we slay them other Vulpes may fall on the suddenly available, blood-stained regalia with fervor.

Should you wish it, we have 8 Blades available.
>>
Our fellows rush towards Fort Drywing to rouse the Garrison.

we can trust our allies. Seven Red has told us how the Vulpes perform sentry duty. They should ably pass by.

Remember: Once Rinik sallies out of the Fort the Vulpes will be pushed towards us. We need to be ready.
>>
Rolled 1, 6, 6 = 13 (3d6)

>>4784750
>Deploy B
>-Fluid Distant Rumble
>3+4ap: vault/climb the rockface 1 (fin14)
>9ap: move 121
>4sp: flickerstep dodge ×2
>-Stealth 12


#Vituperate | XP 1
AP 16
Stance 9 | Guard 12
React 11 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge
!Hustle | !Like Ash | !Distant Rumble
>>
Rolled 2, 5, 1, 6, 4, 3 = 21 (6d6)

>>4784750

# Veynaha Copec
EXP: [2]

Guard: [19] // AP: [20] // Stance: [13] // React: [11] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> Start in Finesse Stance.
> Deploy on B.

> 5AP // Move [6]x1, [5]x4.
> 3 SP // {Nock}
> 7 AP // {Aim} at the Bow Vulpine @ [6]x2.
> 3 SP // Fire bow at the Bow Vulpine @ [6]x2. Target the vitals. (-6) // Roll vs Finesse+1.
> 3 SP // {Nock}
> 8 AP // {Aim} at the Club Vulpine @ [4]x3.
> 3 SP // Fire bow at the Club Vulpine @ [4]x3. Target the vitals. (-6) // Roll vs Finesse+2.
>>
Rolled 2, 5, 1, 3, 4, 4, 2, 1, 1 = 23 (9d6)

>>4784750

#Chevalier
Guard 13
AP 12 | Stance 13 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 12 | Ferocity 10 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]

>Deploy at B
>5AP: Move 6, 6, 6, 6, 5
>1SP: [Ferocity] Stance
>1SP: [Evaluate]
>3SP: Attack enemy at 6 of Me
>1SP: [Evaluate]
>3SP: Attack enemy at 6 of Me
>1SP: [Evaluate]
>3SP: Attack enemy at 6 of Me

"Come on! Aren't you foxes clever?! Or whatever connotations foxes have!?"
>>
>>4784750
Hope my finesse research and joining the supply ship helped, good luck again!
>>
Rolled 3, 6, 2, 5, 1, 5, 4, 5, 2, 4, 3, 1, 5, 2, 2 = 50 (15d6)

>>4784750
"Let's find ourselves a good defensive position shall we?"

>Deploy at A with [Focus Stance][Emptiness In Motion][Scarwater Mark] Active.
>9AP Move 3343 3334 4
>3SP [Barter] Surround myself in obscuring steam (3d6 vs 17 Para)
>12SP [Barter] Begin weaving and controlling a dense, equipment-corroding fog using the water nearby. X4 (12d6vs 17 Para)
>8AP Dodge*2
>4AP Restore 2 Guard

#Maria
AP 22
Stance 15 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 17

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 2, 2, 2, 5, 3, 2, 6, 1, 3 = 26 (9d6)

>Deploy B in Hustle Posture
>5AP Try something, have 2 Blades follow me closely and protect me and I will protect them (2AP for +1hitrate) (roll v finesse?)
>4AP Move 6666
>4AP convert to 1 SP
>3SP Activate mosswater mark passive
>12SP Ready, Attack, Ready, Attack the nearby fellow with my halberd

Sorry for no stat card but it's up a little further and it's recent. Mobile posting is a bitch
>>
>>4784871
More specifically I want to start moving the fog toward the right and the camp on the lower right. Maybe a bit near the middle where the archers are.
>>
>>4784871
"Right behind you, take care with the fog."
>>4784750
>Spend 13 EXP to increase my Fluidity by 1, if allowed (I'll adjust sheet after confirmation)
>Deploy A in Fluidity Stance
>7AP: Move 3343,333
>4SP: Adjust stance with Zanshi
>4SP: Gain 2 Stacks of Wolf-Heart
>8AP: Gain 2 SP
>2SP: Flickerstep Dodge

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 25

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
>>
>>4784906
You have good posture, but your stance needs work. Footwork is key.
>which Stance are you using? I'd assume Ferocity?
>>
>>4784937
Yes, Ferocity, thank you

Also here's my card

#Drankhus
AP 14
Stance 14 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 8

#s
#Simple Halberd
!Puncture
!Bear Claw
!Hound Posture | !Hustle Posture | !Like Fire Posture
!Mosswater Mark
>>
Rolled 6, 1, 2 = 9 (3d6)

>>4784750

>Deploy at A in Focus Stance
>3 SP: Activate Emptiness in Motion Kata
>3 SP: Activate Oak-Heart Kata
>11 AP: Move 3343 3333 434
>3 SP: Attack Vulpe at 33
>3 AP: Move 212
>1 SP: Enter Like Fire Posture
>2 SP: Prepare 2 Ripostes

#Tylus
Guard 12
AP 15 | Stance 12 | React 12 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture
// Like Fire Posture
>>
I feel like that hex I'm in or near it (left/down of B) is a good spot for a banner, should I plant it? Wait another turn or two? And what order to give with it?

Also, I forgot to include my new Rikovol Armor in my load out. Do I put the stats of that in my profile stats, or just note that it's in my inventory?

Also, no one picked up the toxic arrows or sword?
>>
>>4784524
>>4784750
Okay I've gone over this like 10 times and my brain is starting to overheat, can someone simplify it for a retard?
>>
>>4785263
Here are very basics to start running around and chopoubg your foes' limbs off:

You can do something by listing its cost and typing your action after >.

Moving and trying non-attack stuff out costs AP. Attack/Combat related actions cost SP.

Use the compass, which is that little 123456 thing surrounding a dot in the upper left of the map to convey how you want to move.

Examples: If you want to move to the right twice, then south-east once, you are travelling 3 tiles so it would cost 3AP and you would type
>3AP: Move 334

If you want to try to stab the enemy next to you, it would cost 3SP and you would type:
>3SP: Stab the guy at *direction*.

Then you'd roll a 3d6 for each attack you do that turn. You're usually in a "stance", since that determines your style of fighting. If you were in a "Ferocity Stance", which values hitting the enemies ferociously, you would hope the 3d6 rolls under your Ferocity stat.

You can also spend AP to try things that aren't attacking, and you'd roll the appropriate stat. If you wanted to try to perform a cool card trick to impress your enemies, you would spend 3AP and make a 3d6 roll against your Fluidity stat, which governs dexterity and trickiness.

So if we combined all the previous actions your turn would be

>Deploy at [A] or [B] in Ferocity Stance ( since you're not on the field yet and deploying is free)
>3AP: Move 334
>3AP: Try to impress that bandit with a cool card trick. 3d6 vs 8 Fluidity
>3SP: Stab the guy at 6. 3d6 vs 9 Ferocity
Then you'd roll 6d6 since your action has two 3d6 rolls.

What you'd end up doing is spawning, moving right, right, down-right, doing a card trick if your roll succeeds, and stabbing the guy to your left if your attack roll succeeds. That chain of movements would only cost 6AP and 3SP, so try to use up all your action points in a turn.
>>
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>>4785263
Sure. I'll try.

> AP & Stance (also referred to as SP).
These are resource pools of sorts. You spend them in game to do things. They refresh at the start of each turn.

You can spend AP to:
> Move. By default you spend 1AP to move 1 Tile. Postures can change how movement works, but they are skills that you need to opt into. Don't worry about them for now.
> Try Something. You spend 3 AP to draw upon either Fluidity, Focus, Finesse, or Ferocity in order to do something unorthodox. You are given a good deal of flexibility in regards to what this 'something' is. This kind of action requires a roll of 3d6, which is compared against whatever stat you are using to gauge your success.
> Improve Action: You can spend AP at a 2:1 rate to improve the chances of success for a non-combat action.
> Recover Guard: You can spend AP at a 2:1 rate to recover lost Guard.
> Gain Stance: You can spend AP at a 4:1 rate to gain extra Stance.

You can spend SP to:
> Attack: You can spend 3 SP to attack with your weapon.
> Alter Stance: You can spend 1 SP to switch to another combat stance - Fluidity, Focus, Finesse, Ferocity. (Yes, there are two things in this system called 'stance'. Yes, it is kind of confusing. Shut up.)
> Kata: These are basically skills which modify particular combat stances. Activating Kata requires you to spend SP, the exact amount depends on the Kata.

(1/?)
>>
>>4785292

> Guard & HP
These are ablative pools. They aren't spent, but they are reduced when you are hit or otherwise harmed.

Guard: Is your capacity to keep yourself from getting hurt. Blocking, deflecting, soaking attacks. It's all very abstract, and I play a ranged-build so I don't exactly have a developed understanding of it. The bottom-line is that whenever you are hit this value goes down, if this value is at 0 you are at risk of taking Wounds. Additionally, if your Guard is reduced to 0 you Stagger, this means you are knocked out of your combat stance which also cancels any Katas you may have been using.

HP: Is how much punishment you can take. Basically if you sustain damage equal to your HP you take a Wound, if you take damage equal to 2x your HP then you take two Wounds, if you take 5x your HP you get 5 Wounds, and so forth. If you get twice as many Wounds as you have HP then you die.

> React
This is a value. It isn't something you can spend, but it potentially could be reduced by taking Wounds.

React: This passively applies when someone or something, which you are aware of, tries to attack you, moving you out of harms way if there is room. I don't really have an applied understanding of it, again, ranged-build.

> Lethality
This is also a value. It represents the number of d6s which are rolled when calculating damage after you hit something.

> Fluidity, Focus, Finesse, Ferocity
These are values which you'll use often. 3d6s are rolled against these values whenever you attack or make an action.
>>
>>4785291
>>4785292
>>4785338
Thanks so much frens.
>>
>>4785292
>>4785338
> Improve Action: You can spend AP at a 2:1 rate to improve the chances of success for a non-combat action.
Attack action (a strike). Pedantic, yes, but important distinction.

>React: This passively applies when someone or something, which you are aware of, tries to attack you, moving you out of harms way if there is room.
Actively. Dodging is a thing you spend SP to prepare, your react becomes the target number, similar to the 4Fs(&1P).
>>
>>4784750
>Deploy [B]
>8AP: Move 6-6-6-2-3-3-1-2
>6AP: Take down the Vulpes Flag and replace it with the Blades Banner
>2SP+2AP: Flickerstep dodge (+1 react)
>2SP: Flickerstep dodge
>2SP: Flickerstep dodge
>2SP: Flickerstep dodge
>2SP: Flickerstep dodge

#Sato
Guard 19
AP 18 | Stance 11 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Delicate Blade][Simple Sword {Holstered}]
!Kata - [Hushed Lightning][Flickerstep Dodg][Wolf-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4785241
No, one did. Honourable!

As for the armour you're definitively wearing it, Blade. The quartermaster would know.
>>
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Rush B! Rush A! We make shorefall with steady steps, advancing on with weapons up and guards ready. The Vulpes know we're coming and smile, thinking us treasure walking into a trap. But we surprise them - one falls with an arrow in his side and no comment.

Up on their watch-tower, a Vulpes with keen eyes spot the moment and touches his quiver in anticipation.

--

Maria, the Spirits are here and they're with us, but something is interdicting them. Like a nudge, a suppressant. They're muted and distant but still willing.

It seems the Vulpes are stealing their energy, somehow?

--

>Vulpes Phase
>>
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The corrosive steam brought into being by Maria's barter twirl and spin and flow, bubbling like a cauldron. Two Vulpes arrows fly into it and do not make it out the other side, disintegrating in a storm of splinters.

Maria, you've called up a storm but you're stuck inside it! The barter means the thing will persist for a long time. How will you get out without it eating every scrap of metal you own? None can make it past with their gear unmarred!

The Spirit has taken your offer: The corroding mist is there. But. . . It's not under your control!

--

Eight Pierced Hearts
Boom. Headshot. I love this job..

--

Sato, we see your banner! It's on the high hills and in perfect position. The cliffrunners are almost at Fort Drywing. The mission is on. You have scant more turns before the Vulpes will come at you with everything they have!

>Blades Phase
>>
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Rolled 3, 2, 5 = 10 (3d6)

>>4785495

Guard: [19] // AP: [20] // Stance: [13] // React: [11] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

"Slivers of smiling frost descended upon impure and innocent alike, and from their skewered skulls blossomed the sweetest sorrows."

> 3 SP // Initiate {Oni Laugh} Kata.
> 3 SP // {Nock}.
> 16 AP // {Aim} at the Vulpine @ [5]x4, [4]x1.
> 3 SP // Fire bow at the Vulpine @ [5]x4, [4]x1. // Target the head (-9) // Roll vs Finesse+7.
> 4 AP // Move [2]x2, [1]x2.
> 3 SP // {Nock}.
> 1 SP // Prepare {Dodge}.
>>
Rolled 1, 3, 5, 3, 6, 1 = 19 (6d6)

>>4785495

#Chevalier
Guard 13
AP 12 | Stance 13 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 12 | Ferocity 10 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]

>Current Stance: [Ferocity]
>6AP: Move 5, 5, 6, 5, 5, 6
>2SP: [Windup]
>1SP: [Evaluate]
>3SP: Attack Archer at 6 of me with [Ferocity]
>2SP: [Windup]
>1SP: [Evaluate]
>3SP: Attack Archer at 6 of me with [Ferocity]

"I'll climb the mountains if I have to! You're blood will run like the rivers!"
>>
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That archer - he flinched out of the way of the arrow. Veynaha, he seems . . . Like you, that bow at his side is a friend and an associate.

Watch out! He has an elavated position so his range is much greater than ours!
>>
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[Meanwhile, Elsewhere]

>>4784865
The salt sea air, the rustle of flowers, the carpet of moss that covers the hammocks. The gentle groan of wood and the whisperings of the grass. This vessel should not float but it has been stained by the Other and the Mosswater Spirits, and it blooms.

Alepi has found a fishing rod. It's good out here. Time to really meditate. Learn a few good card games.

This was the right choice.
>>
Rolled 4, 5, 2, 3, 2, 4 = 20 (6d6)

>>4785495
>-Fluid
>0sp: Hustle
>4ap: Move 331 6
>2sp: Distant Thunder
>6ap: Move 61
>4sp+3sp: Dash-Step(×2) 12 and Strike the Masked Vulpe (Flu15)
>-{Follow Up}
>3ap+2ap: Order the wolf to stay asleep. (Fer13)
"No! Sit! Stay!"

#Vituperate | XP 1
AP 16
Stance 9 | Guard 12
React 11 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge
!Hustle | !Like Ash | !Distant Rumble
>>
>>4785535
Your move doesnt go the right way man. Your going over that cliff!
>>
Rolled 5, 4, 3, 6, 1, 1, 2, 3, 3, 4, 1, 2, 4, 6, 5 = 50 (15d6)

>>4785495
>Change Posture: Hustle
>6 AP: Gain 3 Guard
>1 AP: Move 6
>3 AP: Scale the cliff at 1
>3 AP: Climb onto the wall at 3
>1 AP: Move 3
>1 SP: Change Posture to Like Fire
>9 SP: Attack Vulpe at 33 three times
>2 SP: Prepare two Ripostes

#Tylus
Guard 12
AP 15 | Stance 12 | React 12 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture
// Like Fire Posture
>>
>>4785535
>>4785495

#Chevalier
Guard 13
AP 12 | Stance 13 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 12 | Ferocity 10 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]

>Current Stance: [Ferocity]
>6AP: Move 5, 5, 4, 5, 5, 4
>2SP: [Windup]
>1SP: [Evaluate]
>3SP: Attack Archer at 6 of me with [Ferocity]
>2SP: [Windup]
>1SP: [Evaluate]
>3SP: Attack Archer at 6 of me with [Ferocity]

Changed the movement direction, Nice Catch!
Rolls are the same.
>>
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>>4785697
Don't tell him, Blade. It'll be instructive.
>>
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>>4785723
Fine footwork!
>>
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chevalier dashes up the bridge as Vituperance takes out a strange mask wearer. She drops without sound. The stoic Wolf that Watches does. . .

Nothing.

The Longbow Vulpes grips his bow tighter and draws an arrow like a bolt of lightning, throws it with contemptuous disregard at Veynaha in a return fire...

>Mini-Phase. [1/2]
>>
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With a whispered word of majesty the Maskwearer twists his hands like parting a veil and the stone responds. It turns cold multicompound eyes on chevalier and raises one of its many sharp arms to overwatch against his trespass.

--

Vituperance learns something. The small corpse . . . Flakes away in the wind?

>Vulpes mostly moved, if relevant.
>Blades Phase!
>>
Rolled 3, 1, 5 = 9 (3d6)

>>4785761
>-Fluid Hustle
>3ap: abscond with the mask. It will prove useful in a little while
>6ap: Move 454 334
>3ap: abscond also with the ramp. It will be useful sooner.
>3ap: Hop down 4 (Fin12?)
>1ap: Move 5
>?sp?: Offer >>4785520 Veynaha the Ramp
>1sp: Distant Rumble
>remaining sp: Flickerstep dodge

"No point in letting them Keep the high ground, right?"

#Vituperance | XP 1
AP 16
Stance 9 | Guard 12
React 11 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge
!Hustle | !Like Ash | !Distant Rumble
>>
Rolled 1, 2, 2, 5, 3, 2 = 15 (6d6)

>>4785744
(I think I grabbed the delicate blade off Reedcloak last map? Guess that disappeared too?)

>[Fluidity Stance]
>3AP: Order 2 Archers+2 Spearman to deploy. Spearman escort the archers towards the {Dragon Statue} vantage point and fight any resistance.
>10AP: Move 5-4-6-6-5-5-5-5-4-5
>1SP: Like Fire!
>1SP: Evaluate
>2SP: Windup
>3SP: Attack twinsticksman in back [Hushed Lightning]
>2SP+2AP: Flickerstep Dodge
>2SP+2AP: Flickerstep Dodge

#Sato
Guard 19
AP 18 | Stance 11 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Delicate Blade][Simple Sword {Holstered}]
!Kata - [Hushed Lightning][Flickerstep Dodg][Wolf-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 6, 5, 2 = 13 (3d6)

>>4785761

Guard: [8/19] // AP: [20] // Stance: [13] // React: [11] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 1 AP // Move [3]x1. Not into the water.
> 3 AP // Try something: Hunker down. Crouch. Take cover. Obscure your profile behind the massive outcropping of rock so as to avoid taking fire from the hostile Vulpine sniper. // Roll vs Finesse.
> 16 AP // Recover Guard: Gain +8 Guard.
> 12 SP // Initiate the {Chill Wind} Kata, Sixfold.
>>
Rolled 4, 4, 2, 4, 5, 2, 6, 5, 4 = 36 (9d6)

>>4785761
>1 SP: Windup
>3 SP: Attack dual wielder
>1 SP: Windup
>6 SP: Attack dual wielder twice
>10 AP: Gain 5 Guard
>Convert 4 AP to 1 SP
>2 SP: Prepare 2 Ripostes

#Tylus
Guard 12
AP 15 | Stance 12 | React 12 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture
// Like Fire Posture
>>
>>4785815
Err, Windup costs 2, not 1, woops. Just remove one of the Windups and keep the rest the same.
>>
>>4785821
Will do!

>>4785789
You chipped the edge hammering the delicate blade against the hardened carapace of the Stormspawn. It's a beautiful but sadly somewhat fragile weapon. Very . . . Delicate.
>>
Next Drankhus move incoming
>honk
lmao, you're a gem, QM
>>
Rolled 1, 1, 2 = 4 (3d6)

>>4785761

#Chevalier
Guard 9/13
AP 12 | Stance 13 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 12 | Ferocity 10 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]

Chevalier had a vision, not a premonition for sure, about her expounding about her hatred of sand. It sounds like something she would do but there are more pressing matters than sedimentary rocks.

2AP: Move 6, 6
>3AP + 6AP: Try Something, Order the Statue to Stay placid
>6SP: Ready [Dodge] * 6

"Stop, do not listen to them! They are trespassers upon your land!"
>>
Rolled 5, 6, 3, 5, 2, 3, 5, 4, 4 = 37 (9d6)

>8AP Move 34545445
>1SP Change Posture to !Like Fire
>2SP Dash Step, direction 4
>2SP Evaluate (stack 2x)
>3SP Ready Halberd
>1SP Telegraph
>3SP Attack Spearman near crates (direction 34) (Roll 3d6)
>2SP Prepare two Dodges
>3AP Ask Blades Duststep and Fluttermist to follow me and choke the hexes in Direction 2 and Direction 3 of my new hex. We all hug the cliffs best we can to avoid archer fire. (Rolling 3d6 to check against my... relevant stat... whichever that is. Fluidity? Finesse?)
>3AP Attempt a rallying battlecry on all Blades in range (Duststep, Fluttermist, and Chevalier if possible. (Rolling 3d6 to check against my Ferocity)
>Face direction 4

#Drankhus
AP 14
Stance 14 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 8

#Simple Halberd #Rikovol Armor
!Puncture (Does Halberd count as a spear for katas? || !Bear Claw
!Hound Posture || !Hustle Posture || !Like Fire Posture
!Mosswater Mark
>>
>>4785889
It does.
>>
Rolled 5, 5, 1, 2, 3, 5 = 21 (6d6)

>>4785761
"This is what happens when I don't name my moves."

"One final deal of hopefully mutual interest. Feasting on metal is much better than just hanging around here right? I will bring you to them."

>3SP [Joy] Imbue my equipment to be immune to corrosion. (vs 17 Para)
>3SP [Offer] Try to convince the spirits to have the storm follow my position. (vs 17 Para)
>3AP Move 33
>5SP Slash the bandit at 3 acc/crit+2 (vs 13 Focus)
>5AP Move 5455 5
>14AP Restore 7 Guard
>4SP Dodge*4

#Maria
AP 22
Stance 15 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 17

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 1, 2, 3 = 6 (3d6)

>>4785930
>>
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The churning mists corrode and destroy, burning and breaking.

Drankhus takes up an old song. The nearby blades join in.

The statue, above, of the Laughing Animant, leers at chevalier and his humble plea. With glacial slowness it closes one of its hundred eyes.

Did... Did it just wink?

>Vulpes Phase
>>
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With glacial immobility the Laughing Animant lashes out at chevalier in a blow so clearly telegraphed the Sun saw it. And then, with speed to beggar the tonnage of it's heft it spins on its own central line and cleaves into the Masked Man beside it, falling on him in a gorging of flesh. Pings and patters of stone fragment rip through the small tower platform.

The Longbow Vulpes takes this as his cue to bail out, as a man with a sword rushes up to take a strike at chevalier. Who ducks like he saw the blow coming.

Ouufuh. That'll be some good abrasions later, Blade.

--

The mist-storm rolls towards the other Vulpes camp. There is some disagreement on the best approach to deal with it.

--

Holding the small gap in the centre, Drankhus and his fellows stand their ground against an onslaught. One lucky arrow smashes into the group.

--

>Blades Phase
>>
Rolled 2, 2, 4, 1, 2, 5, 4, 2, 1 = 23 (9d6)

>>4785981
"I AM THE STORM THAT IS APPROACHING."

>9AP Focus on running in the direction I want. It's just a straight line. vs 14 Focus
>3AP Move 555
>4SP Move 55
>10AP Recover 5 Guard
>3SP [Wrath] Let the storm expand outward (vs 17 Para)
>7SP Swing at the masked bandit. +3 Acc/Crit,+1Dmg vs 14 Focus

>2SP Dodgex2

#Maria
AP 22
Stance 15 | Guard 18
React 9 | Health 2 | Lethality 1

Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 17

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])

!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 4, 6, 3, 3, 4, 6 = 26 (6d6)

>>4785981

Guard: [8/19] // AP: [20] // Stance: [13] // React: [11] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 6 AP // Move [6]x1, [5]x3, [4]x2.
> 3 SP // {Nock}.
> 7 AP // {Aim} at the Armored Vulpine @ [4]x2, [5]x2.
> 3 SP // Fire bow at the Armored Vulpine @ [4]x2, [5]x2. // Target the gear in hands. (-4) // Roll vs Finesse+3.
> 3 SP // {Nock}.
> 7 AP // {Aim} at the Armored Vulpine @ [4]x2, [5]x2.
> 3 SP // Fire bow at the Armored Vulpine @ [4]x2, [5]x2. // Target the gear in hands. (-4) // Roll vs Finesse+3.
>>
Rolled 1, 3, 3 = 7 (3d6)

>>4785981
>-Fluid Hustle
>3ap+2ap ascend the rocks 4 (Fin13)
>3ap: Place Ramp 4
>4ap: Move up the ramp, Under the statue 344 5
>3ap: Remove Banner 6
>1sp: Distant Rumble (using the statue as cover, if needed)
>4sp: Flickerstep dodge ×2

#Vituperance | XP 1
AP 16
Stance 9 | Guard 12
React 11 | Health 1 | Lethality 1

Fluidity 15 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge
!Hustle | !Like Ash | !Distant Rumble
>>
Rolled 4, 6, 2, 3, 5, 2 = 22 (6d6)

>>4785981
>[Fluidity]
>-Grasscloak
>1SP:Like Fire!
>2SP:Evaluate
>3SP: Slash at Vulpe West [Aiming for Vitals] vs 11
>12AP: Move 2 West, 2 SW (Up ramp)
>3SP: Stab at Shield Vulpine [Aim for Vitals] vs 10
>4AP convert to 1SP
>2SP+2AP: Flickerstep dodge [+1 React]

#Sato
Guard 19
AP 18 | Stance 11 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 2, 1, 4 = 7 (3d6)

>>4785981

#Chevalier
Guard 2/13
AP 12 | Stance 13 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 12 | Ferocity 10 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]

>3AP: Move 2, 3, 4
>1AP: Thank the Laughing Animant for the save.
>8AP: Restore Guard
>6SP: [Windup] * 3
>4SP: [Evaluate] * 4
>3SP: Attack Enemy at 4 of Me, Aim for their right arm. With Ferocity.

"Aww I'm dirty now... but the Laughing Animant saved me! Thank you!"
>>
Rolled 6, 3, 2, 2, 1, 4 = 18 (6d6)

>>4785981
>Change to Hustle Posture
>3 AP: Climb down cliff at 5
>5 AP: Move 6661 6
>3 AP + 4 AP: Pull away bridge plank at 6
>3 SP: If unable to pull plank, Activate Scarwater Mark to request the destruction of the bridge planks in front of me (not under me)

#Tylus
Guard 12
AP 15 | Stance 12 | React 12 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Hustle Posture
// Like Fire Posture
>>
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Ah, interesting, Vituperance. No one remembers what this statue represents.

But it appears to have Vulpes sigils carved all over it...
>>
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The churning storm of mist begins to abate, just as the Delicate Sword flakes away into scraps of ash. From the mist, a man roars and runs forward in a tackle, scraps of metal armour falling from him as he swings his fists in rage.

Maria, your sword is gone. But so is everything else in the area.

The archers, spotting an opening, let loose!

--

The trio of Blades hold the small passage and pay for it, as one is cut down in a flurry of blows. With the support of the archers, they give as good as they get and the enemy is staggered and broken.

--

Veynaha is hit by another arrow! This one knocks your hat askew!
> Knocked About, -2 SP this turn.

--

Plant your feet, Blades, and make a fight of it. We have the higher ground, but the Vulpes press on in a throng! The ones that are broken, try to take them out - but don't all focus on the same target! The Strange Statue is watching us.

There's . . . Something weighty in its odd eyes.

>Vulpes Phase.
>>
>>4786066
Tylus, what do you need the bridge gone for? Passage further down-river using boats?

We may be able to gently navigate under the sections if that's what you require. They haven't been entirely constructed yet.
>>
>>4786243
Yes, the idea was that the boats could go down river and support and / or allow Maria to cross the River, though I guess that isn't as relevant with her Maelstrom dying down. Perhaps they can still let us cross further down the river or ferry us across?
>>
>>4786233
>Vulpes Phase
didn't they just move?
>>
Rolled 5, 6, 3 = 14 (3d6)

>>4786233

Guard: [8/19] // AP: [20] // Stance: [13] // React: [11] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 3 SP // {Nock}.
> 11 AP // {Aim} at the Longbow Vulpine @ [4]x2, [5]x4.
> 3 SP // Fire bow at the Longbow Vulpine @ [4]x2, [5]x4. // Target the gear in hands. (-4) // Roll vs Finesse+7.
> 5 AP // Move [6]x3. [1]x1, [6]x1. Stay low and behind the cover of the elevated terrain.
> 4 SP // Initiate the {Chill Wind} Kata, Twofold // Terror bonus advances from 6 to 8.
> 4 AP // Recover Guard: Gain +2 Guard.
>>
>>4786273
They can! We can improvise an easy crossing with some care from the boats. It's a good idea you've got there, as it will easily allow a flank.
>>
>>4786233
>3 AP: Put the bridge plank back into its position on the bridge
>3 AP: Move 665
>3 AP: Board the boat at 1
>3 AP: Order the boats to be moved down the river to facilitate a crossing
>2 AP: Gain 1 Guard
>>
Rolled 6, 4, 4 = 14 (3d6)

>>4786233
"Duststep... You lived and died in valor, friend. Your sacrifice will never be forgotten."

>12AP converted to 3SP
>2AP to restore Guard if possible
>3SP Ready halberd
>2SP Evaluate (stack x2)
>6SP Puncture (stack x2)
>3SP Bear Claw
>3SP Let the armored dual-axeman HAVE IT! (attack)

#Drankhus
AP 14
Stance 14 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 8

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw
!Hound || !Hustle || !Like Fire
!Mosswater Mark
>>
>>4786323
Where too, skipper?
>>
>>4786361
You can drop me off by that Rock with the Vulpe Banner and then line up horizontally just South of the destroyed bridge
>>
>>4786373
LET'S MAKE LIKE A FISH AND GO WITH THE FLOW
>>
Rolled 3, 5, 6 = 14 (3d6)

>>4786233
"Darn, we got ourselves a berserker man. At least were here."

>-Fluidity+Grasscloak
>1SP: Like Fire
>2SP: Evaluate
>2SP: Dashstep West
>3SP: Slash West at Shield guy. [Aim to feint past his shield]
>6AP: Deploy Banner and Order archers to find Highground and support Drankus & Fluttermist. Windshear & Splinterfeet! Go relieve Fluttermist! His guard is about to fall he needs time to recover. Keep your guard up!
>8AP: [Wink] back at the statue and try to understand what it wants or needs. Would it like to help us as at always as wanted? or is there something else?
>3AP: Appeoach statue and stay respectful. Offer my assistance.
>2SP: Flickerstep dodge

#Sato
Guard 19
AP 18 | Stance 11 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 1, 5, 6 = 12 (3d6)

>>4786233

#Chevalier
Guard 6/13
AP 12 | Stance 13 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 12 | Ferocity 10 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]

>Current Stance: [Ferocity]
>3AP: Tell the subdued soldier to retreat to our boats.
>6AP: Move 4, 4, 4, 3, 3, 4
>2AP: Restore Guard
>3SP: [Evaluate] * 3
>4SP: [Wolf-Heart] * 2
>3SP: Attack enemy at 5 of Me
>3SP: Ready [Dodge] * 3

"Go north of here, you'll see a bridge and some of our men with boats, stay with them and don't do anything funny.
If you do anything funny one of two things will happen: Our archers will shoot you dead or I'll kill you myself. Understood?"
>>
Rolled 4, 1, 4, 4, 2, 2, 2, 6, 6, 4, 5, 5 = 45 (12d6)

>>4786233
"NO! MY SWORD! How am I supposed to perform sword techniques without a SWORD?"

"Desperate times call for desperate measures. Swordless Art: Ephemeral Air!"

>3SP [Offer] Create an imitation of a blade by shaping corrosive steam. (vs Para 17)
>7SP Grab the nearby bandit to use as a human shield (vs Focus 13)
>3SP [Wrath] Create a blade-shaped projectile of corrosive steam and fire it at the archer at 1166 (vs 17 Para)
>2SP+4AP [Wrath] Fire a second steam-projectile at the archer at 16666 (vs 17 Para)
>10AP Restore 5 Guard
>8AP Dodge*2

#Maria
AP 22
Stance 15 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 17

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4786456
Your moves are always wild as fuck, lol, thank you for questing with us
>>4786392
>>4786379
>>4786323
Based turns
>>
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>>4786466
>>
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Bring down the halberd. He's going to feel that one in the Here-After.

>Vulpes Phase.
>>
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The berserker Vulpes goes to one knee, rent by spears and strikes and Drankhus massive overhead swing. He chokes. The mosswater has seeped into his armour, into him. No escape from that.

>Vengeance achieved! +4 xp

The other Vulpes step forward and strike at chevalier, who dodges like the wind itself. Fluttermist swerves left as the spearman strikes right.

Somehow, both Vulpes end up disarmed.

--

Maria gets dunked in the cold water of the river.

>Blades Phase
>>
>>4786456
Being partially submersed in cold water with a Vulpes who is going on about "How valuable do you think your boots are" does wonders to focus the mind.

Unfortunately, his takedown technique puts you in an award position.

You're at -4 AP and -3SP this turn from the hold!
>>
Rolled 1, 4, 4, 4, 6, 6, 1, 2, 4, 4, 2, 3, 3, 6, 6, 6, 6, 2 = 70 (18d6)

>>4786542
>3 AP: Climb to the top of the big Rock
>1 AP: Move 5
>3 AP: Climb down from Rock to 4
>6 SP: Attack nearest archer twice
>6 SP: Attack further archer at 3 twice
>Convert 8 AP to 4 SP
>2 SP: Prepare 2 Ripostes
>>
Rolled 6, 3, 3, 1, 6, 5, 4, 2, 1 = 31 (9d6)

>>4786542
"Are you serious? That's it, I've had enough."

"Martial Art: Internal Organ and Spine Destroyer."

>3SP [Joy] Imbue my hands with vulpes-flesh-corroding properties. (vs 17 Para)
>3SP [Wrath] Sear him with a radial burst of corrosive steam. (vs 17 Para)
>6SP+4AP Punch THROUGH him. (vs 15 Focus)
>10AP Restore 5 Guard
>4AP Dodge

12sp
18ap
#Maria
AP 22
Stance 15 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 11 |Finesse 6 |Ferocity 6 | Para 17

@[Delicate Blade] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4786542

Guard: [11/19] // AP: [20] // Stance: [13] // React: [11] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Range of 3, range penalties grow exponentially.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.

> 20 AP // Recover Guard: Gain +10 Guard.
> 12 SP // {Chill Wind} Kata, Sixfold // Terror bonus advances from 8 to 14.
>>
>>4786542
"Repositioning!"
>10AP: Redeploy to the banner by Sato
>6AP: Move 1233,34

#Gilbert
Guard 17
AP 17 | Stance 8 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 12 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 25

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
>>
Rolled 6, 1, 4, 4, 1, 5 = 21 (6d6)

>>4786542

#Chevalier
Guard 7/13
AP 12 | Stance 13 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 12 | Ferocity 10 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]

>Current Stance: [Ferocity]
>1AP: Move 4
>Convert 8AP to 2SP
>2AP: Restore Guard
>3SP: [Evaluate] * 3
>2SP: [Windup]
>3SP: Attack the Helmeted enemy, aim for vitals. With Ferocity.
>2SP: [Evaluate] * 2
>3SP: Attack the other enemy, aim for vitals. With Ferocity.
>2SP: Ready [Dodge] * 2

"Good footwork, Fluttermist!"
>>
Rolled 3, 1, 5, 4, 4, 2, 3, 3, 5 = 30 (9d6)

>>4786542
>2SP: Flickerstep dodge
>4AP: Move 5-5-5-4
>7AP: Jump 4-4 (Right on top of the Snoiper) and safely roll [Fluidity or Finesse? hopefuly Fluidity]
>5AP: Propose a deal/ Authority leverage through Grass cloak to the soldiers: "DID I HEAR GRASSCLOAK FLOGGING!? Gentleman! I am here on behalf of {Seven Small Red Flowers} as you can see from my Grasscloak. I! Am a merciful man. And though you will probably have to be dismissed from the army because of this loss. I can promise you NO FLOGGING if you can get me the man responsible for this debacle! Now I ask you. Are these! [points at Sniper and Windwhip man] man responsible for the debacle? If you all think so. Restrain them! And deliver them to the blades! If you do so! I can get you ALL a full pardon from this failure and especially NO FLOGGING!"+1 to hit fluidity roll
>2SP: Evaluate×2
>3SP: Aim and Hit to stun the Snoiper
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge


#Sato
Guard 19
AP 18 | Stance 11 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[10 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4786542
>>4786670
Still have 2AP... lets give it to whatever needs it to make it succeed
>>
Rolled 4, 1, 1, 3, 5, 2 = 16 (6d6)

>3AP try something: Sing another rallycry for my nearby comrades-in-arms! (3d6 vs Ferocity)
>7AP Move 4544545
>4AP convert to 1SP
>3SP Whisper a prayer to the mosswater icon for protection
>3SP Bear Claw
>3SP Evaluate (stack x3)
>3SP Ready Halberd
>3SP Attack 10guard enemy to the left (3d6)

#Drankhus
AP 14
Stance 14 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 8 | Finesse 8 | Ferocity 14 | Para 8

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw
!Hound Posture || !Hustle Posture || !Like Fire Posture
!Mosswater Mark
>>
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Soar like the wind!
Dance like an eagle!
Drop like an anvil.

>Vulpes phase
>>
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The Deep Pocket Vulpes put up a stoic fight, but when their weapons break and their shamans are ash, no one remains to keep them on target. They waver.

but. . .Then they regroup, reconsider: ponder. If they circle around and flank then they could take the Blades in a pincer and destroy them! Yes! Smart! beautiful! cunning!

Drankhus halberd crushes the first Vulpes to voice agreement and Sato's tackle takes out their oldest archer.

They have a swift re-negotiation of opinion:

There is better gains to be had elsewhere! The rumours say the Blades have a grass-cloak working with them; for them!

No, time to go. Time to get out .

They run. If they can. The ones we can reach, we slow down.

>[1/2]
>>
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AH. right in the EYE
>>
>>4786807
>FIGHT BACK
>>
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I think I'm seeing daggers at you but that's supposed to be an expression not literal fact. AAHHH. MY **face**.

Do you *AT LEAST* have something worth stealing?!

Wait. Waait. Why do you have a grass-cloak? Why -- Oh. Oh in the name of the Void and the cold and the dread wood of whispers.

Well I obviously can't kill you now. Okay.. Not to worry...
.
>>
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. . . One eyed archer. How do I even do *depth* perception now?

Oh. Oh Raven the shock is wearing off. Is this what it feels like to have your optic nerve tickled?

I'm. . . I'm going to. . . Go...
>>
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Mission complete
We did it! We have the Beach-head!!
>>
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>>4786832
"MY FETTING KNEE. EVERY. DAMN. MISSION. AAAAAAAAAAAAAAAA-!!!!"
>>
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We hold the beachhead! The banners flutter in the wind! Our cliff-runners must have reached Rinik now, who is mustering behind his walls, getting ready.

Now for the dangerous part. Now for the delicate balancing act.

The fleeing Vulpes will warn their allies of a new force, here, at the beach, and they will rush to force us from our position so they can return to their encirclement. They do not know that we have reached Fort Drywing and that Rinik is getting ready to take them in the flank.

The company is to hold the beach-head against the Vulpes counter-attack for at least 8 turns.

Dug In: Preparation actions can be taken before the Vulpes arrive.
>>
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The main Vulpes attack will come from their marsh camps - directions A and B.

The burning wildfire bush that longbow user started still burns. Few things could make it past that wildfire, and the churning smoke obscure all vision.

but still: sufficiently dedicated madmen might try. So be aware that a few strugglers might try to break through.

There is a small passage in the rocks that wind around this cliffy place and come out at D. It is a long, treacherous detour only possible for lightly armed and fleet of feet thrill-seekers and rock-climbers. But it would be like the Vulpes to try and send a force there, a small one, to strike when their main advance hits our presumed flank.

Blades. We have woodland, we have two supply ships and we have ten barrels worth of nails and good hammers. Let's show them what a supply company can do, given time.

We have taken many captives, and so we are ably forewarned. And if we give them shovels, we have more hands to do good work with. Fantastic work, Blades! They can earn their keep by shovelling dirt and carrying wood.

No time for reflection! We're still under attack!
All already unlocked options remain possible.


All Survivors gain:

+1 SP
+1 Kata of choice

27 xp.

This will be dangerous in the utmost nature of the word. Make your peace with the Spirits.

If someone WANTS TO VOLUNTEER, we may try the following things:

> All Blades should suggest defensive measures and deployments a few hours worth in the making.

> 1-3 Brave Blades should attempt to communicate with the Guardian Spirits in the Bound Statues. The Laughing Animant in particular seems to be willing to respond to us.

> 1-3 Keen Blades should collect, honour and respect the fallen. To have them trampled by other advances is an affront. This will set the company at ease.

--

We have . . . Tools. Unused and untouched.
>>4783944
>>4783934

Now may be . . . the time.
>>
Seven Red Flowers In Bloom

The tents, harsh friends, have barrels in them. Many such. Of oil and essences. Here: trade offer. Favour bargain. Have studied this thing you call "equitable exchange" and am now suggest engagement of it. I give you advice and in return you give me gift, at a later date. Reciprocity (this strange word)

I can show you how to prepare the Statues for True Awakening. The Sarethians told me this and other things, in my dreams. They will help. The others have already enshrined the Sigildry upon them to propel them to new purpose. All they need is simple: a sacrifice of wealth and glory.

No, not blood. Don't look at me like that! I'm not a savage, friend-sword.

The barrels in those tents: We burn them. From the smoke, a signal to the Other that will draw the Icons oh so near. It will make the things you call Spirits joyously happy and bound to our service. For a time.

Shall I do this thing?

> Seven Red Flowers has. . . A ritual plan?
>>
>Thanks for playing!
>>
>>4786889
"So much...pain. But gotta....keep going. And planning..."
>Coat some nails in neurotoxins and put them inside hidden pitfall traps in the sands at [D] and OBVIOUS ones so people navigating through dodge the obvious ones and fall into the well hidden ones.
>Make sure as much as possible at [C] BURNS and KEEPS BURNING. When they arrive.
>Put some Tripwires and Neirotoxin coated nails at [A] and [B] on obvious paths and If we can muster some hidden springtraps (More toxin) it would be nice.
>Build an elevated position for Archers to use Neurotoxin coated arrows at the enemy and provide a good vantage point for Point A. Ask the Company Archers where the best vantange point would be. Try to give them wood pallissades to give them cover from counter archery.


>Question: Whats all the grey at B? A hill? Cliff?


>+27exp now at 37 exp (will spend soon)
>+Oak Heart
>Stance is 12

>>4786906
>Thanks for QMing (AAAAAA SO MUCH ANGER I MIGHT TAKE A RASH DECISION TO GAIN MORE POWER)

#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[37 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4786889
>Defensive Measures:
- A cheap and easy way to inflict grevious casualties, damper their morale, and slow their progress would be to dig pits with sharpened sticks or spears at the bottom, perhaps even poisoned if we have the resources. I suggest deploying these liberally around the A and B paths, especially in and around chokepoints. I also think these could be very effective in catching any maniacs coming from C.
- If possible, I believe it would be very prudent to erect a wall or palisade of some sort in the A/B area. I have a few ideas of how we can implement this. First, we can set up a small wall far back, with trenches dug out in front of it. We would also have cover positions for archers along the cliff. This setup should be easy, and we will have plenty of room for pit traps in front of it, but doesn't provide much strategic depth. My second idea is a much more forward wall, which would include towers, and also trenches in front. I'm honestly not sure if we could prepare this in time, but would give us much more room to breath, and surely would be more intimidating to approach.
>>
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>>4786952
First wall illustration
>>
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>>4786952
second wall idea illustration
>>
>>4786958
>>4786955
We could build the first. The second requires time we do not quite possess. It's the towers. Takes too many hands.

A single tower - more many stacked logs - would be possible somewhere.

For walls, we have wood. And overturned boats filled with dirt.
>>
>>4786889
>Character update
>+1 SP
>+Learn Kata: Puncture
>12 XP: Guard 12 -> 13
>12 XP: React 12 -> 13
>3 XP Leftover

#Tylus
Guard 13
AP 15 | Stance 13 | React 13 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Hustle Posture
// Like Fire Posture

>>4787034
Hmm, would it be possible to build both walls, but without the towers? Also, perhaps we could reinforce the walls with dirt to make them harder to batter down.
>>
>>4786889
More updates coming soon, not a lot of time right now, but
>Ask my mosswater spirits to commune with the statues
>>
>>4786901
"I shall leave this decision to the others, more familiar with Spirits that they are. However, I express caution in exciting them as such, should they turn against us or get out of hand our odds would grow ever more dire."
>>4786889
"The easy part is over, let us steel our minds for what comes next."
>Gain 27 XP and Oak-Heart
>Spend 42XP to increase Fluidity by 3
>Spend 10XP to increase Stance to 10
>Would it be possible to attempt to give a speech to the rest of the Blades to steel them before the coming battle?

#Gilbert
Guard 17
AP 17 | Stance 10 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 15 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 0

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
#Oak-Heart
>>
Rolled 6, 4, 5, 3, 3, 2, 5, 2, 2, 3, 4, 2, 5, 4, 5, 4, 4, 1 = 64 (18d6)

>>4783944
>Arrive from the winds!

#Tinaang
Guard 10+1d6
AP 8+2d6 | Stance 6+1d6 | React 3+2d6 | Health 1+1d6/2
Lethality 1, add +1 if you roll 6 on a 1d6
Fluidity 3+2d6 | Focus 3+2d6 |Finesse 3+2d6 |Ferocity 3+2d6 | Para 0+2d6
>>
>>4786889

>Inherit 4 EXP from Soldat
>Gain 27 EXP
>31 EXP
>Gain +1 SP
>Gain Chill Wind
>Increase Ferocity from 10 to 11 (-11 EXP)
>Increase Finesse from 12 to 13 (-13 EXP)
>7 EXP

#Chevalier
Guard 13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 10 | Focus 10 | Finesse 12 | Ferocity 10 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>Offer to Collect, Honour, and Respect the Fallen.
>>
>>4787227

#Chevalier
Guard 13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

Edited Stats to reflect change.
>>
Rolled 2, 1, 1, 4, 6, 1 = 15 (6d6)

>>4786889
27 mission XP
4 XP for avenging Duststep
+1 Kata

"Someone, please make sure Duststep and the others are secured so they may be returned to their village. I must prepare for what is to come."

+!Chill Wind
Para 8 -> 9
Stance 15 -> 16
Focus 8 -> 9

>Craft caltrops or nail boards for deployment near key choke points, like near the openings of the fire near C
>Have my mosswater mark spirits commune with the living(?) statues, ask for help

New card:
#Drankhus
AP 14
Stance 16 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 9 | Finesse 8 | Ferocity 14 | Para 9

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind
!Hound Posture || !Hustle Posture || !Like Fire Posture
!Mosswater Mark
>>
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Rolled 1, 1, 2 = 4 (3d6)

>>4787148
>Trade away 4 Fluidity, 4 Focus and 4 Para (If Para is untradeable then its ok) for an Infusion vs.12
>(So I gain +1 Lethality)


#Tinaang
Guard 16
AP 17 | Stance 9 | React 14 | Health 3
Lethality 1
Fluidity 8 | Focus 9 |Finesse 12 |Ferocity 12 | Para 5
@Simple Bow+Spiteful Quiver
!Steel-Eye !Wavebreaker
#Distant Rumble


#Tinaang
Guard 16
AP 17 | Stance 9 | React 14 | Health 3
Lethality 1
Fluidity 4 | Focus 4 |Finesse 12 |Ferocity 12 | Para 1
@Simple Bow+Spiteful Quiver
!Steel-Eye !Wavebreaker
#Distant Rumble
>>
>>4783944
>>4787348
Linked to wrong post for Infusion
>>
>>4786889
>Collect, honour, and respect the fallen
>>
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>>4786889

> Mission Reward // Advance Stance from 13 to 14.
> Mission Reward // Gain {Hushed Lightning}.
> Mission Reward // Gain +27 EXP.

> EXP Expenditure // Advance React from 11 to 12.
> EXP Expenditure // Advance React from 12 to 13.

# Veynaha Copec
EXP: [2 => 29 = > 17 => 4]

Guard: [19] // AP: [20] // Stance: [13 => 14] // React: [11 => 13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

> Defensive countermeasure proposal // Dam the waterway near C using the abandoned belongings of the Deep Pockets and other sturdy objects. The impacts of this are triplicate. Firstly, Deep Pockets will be either demoralized or infuriated when they see their ill-gotten gains soaking in the tributary, which are both easily exploitable states of mind. Secondly, it hinders the Vulpine's efforts to deploy shock troops downstream via boat. Thirdly, the consequent flooding will convert the landscape immediately around 'C' into a squelching mire making it difficult for heavier armored units to deploy from that direction.
>>
>>4787137
Yes.
>>
>>4786889
>12xp: +1React
>16xp: +1Fluidity
>Learn Stormdancer
>Spend some time with the Wolf That Watches. Give pets and speak of good hunting.

>>4786901
>It will make the things you call Spirits joyously happy and bound to our service. For a time.
"And After? How would the end of such a state make them feel? No, I think we should not use your ritual. We are Blades, we must entreat with these guardians as Blades."


#Vituperance | XP 0
AP 16
Stance 10 | Guard 12
React 12 | Health 1 | Lethality 1

Fluidity 16 | Focus 7 | Finesse 12 | Ferocity 12 | Para 5

@Simple Cutters
!Flickerstep Dodge | !Stormdancer
!Hustle | !Like Ash | !Distant Rumble
>>
>>4786889
>I'll try to set up a defensive wall of corrosive mist lining the east and covering A and B, manually channeled and done correctly this time.
>Volunteer to communicate with Guardian Spirits. I have experience with spirits.
>NO to Seven Red's plan. Sarethian rituals are a NO. Althhough, I'd like to know how exactly they communicated with her in her dreams.
>Grab one of those poisonous swords.
>>
>>4787840
There is just one. There will hopefully only ever be one.
>>
>>4787840
>>4787839
+1 to not letting 7 Red do her ritual
Big +1 to maria convening with the spirits with her girthy 17 Para
>>
Rolled 1, 1, 1 = 3 (3d6)

>>4787137
>>4787828
>Rolling Focus to inspire the Blades
"Blades of Rikovol! A great battle awaits us, so I shall keep this brief! Less than a week ago, we were green recruits, a supply train, but we have proven ourselves in this time of need to be greater than that! We have become thorns in the side of the Vulpes invaders, frustrating them time and time again with our strength and cunning. We could do no less, with our homes and loved ones at risk. Now, we shall deal them the greatest blow yet! I will not lie, the Vulpes will fall on us with everything they have and our odds of survival are slim. Take this fact with pride my fellows! The beachhead we hold here will turn the tides of this invasion, it will drive these invaders back across the sea, never to return! They know this, and knowing that their trickery has failed will fight us like cornered beasts! So we will fight the same, no retreat and no surrender! This beachhead must not fall until Bannercaptain Riniko sallies forth to meet us. We shall greet him as living heroes or the honored dead and save our homeland! For Rikovol!"
>>
>>4787877
"WOOO, YEAHHH!!! I'M FUCKIN' PUMPED NOW, BROTHER!!! I CAN FEEL IT IN MY BONES!!!!!!! CAN YOU FEEL IT???? I FEEL IT!!!!! CAN YOU FEEL IT?!?!?!!!(foaming at the mouth)!!!!!? LET'S EVISCERATE THESE DREGS!!"
>>
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Snares and pitfalls, traps and noose,
Many things will stumble in
Set them right and few things will get loose.

Pitfalls, spikes and dreadful things
Palisades to block their wings
There are many, many ways to kill.

Or never need to, if you break their will.

--

The flooding goes well, and the ashen murk and mire seeps into the muddy ground. The dam isn't very stable, but if it breaks the flash-flood will wash the downland in a surge.

The pallisade is boats and dirt and stolen Vulpes bridge modules. clever craft. They click together.

And provide auditorium for a speech . . .
>>
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Sometimes one must take up the tools of predators if one is hunted by predators.
>>
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Yes. Do it. Become something else, shed your humanity like a waking dream, move beyond the dreary confines of pulsating veins and fluid-based valve systems operated by a myopic little flesh-mechanism.

And skin?. Don't start on skin, it's a membrane and you spend all your brief fluttering existence wrapped up inside it like a gift for the insects that will feast on your corpse. No.

We can do . . . So much better.
>>
#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual


--
Ferocity --> Rend
>Scores a 2nd hit at margin 3. Destroys the world better.

Gained Sting, 10-2
Skill 10, reach 2
Inject a victim with Poison. This is a "stance-skill" because it is always equipped and simply requires 3 SP to use.

!Grasper: You have multiple limbs, so you take no grappling penalties and you're much harder to restrain.

#Distant Rumble --> #Predation Instinctual: 2AP/Tile. Finesse Stealth. Attacks are critical against unaware target.
>>
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>>4787319
>>4787319
>>4787840
Duststep will be burned on a pyre and his ashes sent to his family, with his sword. The blade marked with marks of honour. To face down five men is no small task for any fighter.

But for now, this quiet peering statue. In the rush of battle it was harder to spot. Afterwards it stands out more.

The Vulpes, the masked ones, they have engraved small marks in the stone of the statues. Endless looping repetitions of words and symbols. There is a word for this, and it is Sigildry, and it Wrong. It circumscribes the limitations of a trapped Spirit, channels it down the limited pathways of words and human intent, and makes a servant of what should be an ally. It confines the world by breaking it into chunks separated by wards and vigilance and distrust.

The Laughing Animant is not so easily trapped. In truth, it is formless, shapeless, it moves from morphology to morphology as it strives to learn more about the world. Years a fish, months a bird, rarely a human, and if so, always fortune to the village it finds itself in. It is curious. It laughs because each new thing is a new thing. Imagine such a joy: To find fortunate in the arrangement of stab-wounds, to cherish a lover as much as a new form of sickness.

To bind it with written marks is neither heresy nor evil, but it is something far more insidious:

It is Rude in the grand sense of the word.

We can erase the marks. It is easy to do. We simple interrupt their flowing lines of strictures with the random chaos of a chisel.
>>
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The same can be done to free the Wolf that Watches. It is stoic, silent predator more used to observation and threshold protection. It takes a much less direct hand in matters material.

If we honour it, it will lend its strength to the thing we wish to guard. Our palisade, easily bolstered. Misfortune will dog those who attempt to sneak past our eyes. But the Wolf does not interfere directly. The snapping jaws will be ours.

From its Vigil, it will guard our flanks.
>>
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But this. . . thing is unknown and strange. The black rock of its make is not from any quarry in this land. The Wolf that Watches we hewed from the rock and the Laughing Animant chiselled itself (or so the story goes, it may simply have been over-eager masons).

But this Spirit-Statue is marked by Vulpes as well. In vast, gliding sigildry and lines of intent. Enormous ink stains blot its surface. But . . . Why? What is it? The statue is angular and sharp, unmarked by wind, weather, water or woe. It has stood here for who can tell how many long summers and cold-snap winters. Who... are you? What are you?

The Statue has always been here, visited by adventureres and shore-patrols and fishermen. Unobtrusive like grass, simply there, as a part of the landscape. But the Vulpes have shown such interest in this thing. And instead of chiselling it like they did our statues, they marked this with ink. They could not pierce it. The Mosswater spirit swims through the air, the corrosive mist boils. Quiet and reverent. we can hear something almost on the edge of understanding, a noise like a promise made by a liar.

We can break the marks of this statue. It can do no more harm than it did before the Vulpes stained it. Perhaps we should.

But perhaps . . . We should leave it bound.

>The Wolf that Watches will guard our flanks
>The Laughing Animant might steal a wound or two, to try them on, and so make us live longer.

> Do we. . . Wash away the marks on this thing, though?
>>
>>4787840
Wind-chimes and other charms will draw the spirits attention without your presence. You can make five with your Para talent. Where do you want them?

Seven Red winks and says all you have to do is listen. Although she's partial to listening and narcotics.

>>4787319
We can make nailboards. Good idea. Let's get it done.
>>
>>4788099
It's here, and has been. Who are we to wrap it in chains? Besides, I'd give even chances to it being a jest by the Laughing Animant. My vote is wash it. With brackish water and mud.
But I'll not act alone. Blades, should we?
>>
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The Vulpes are starting to muster, in slow formation. Some of them seem wounded from earlier engagements and it's clear that the things we destroyed at the Landing Site was gear they were rather expecting. It's nice to have food when your enemy does not.

But . . . They seem more inspired than truly hungry. Maybe Seven Red Flowers eats like she does because she's used to the pang of it. This lot won't be dissuaded by anything but stern-hearted resistance, raiders and takers to the core.

Since we have a defensive position, we can glean some information on the Vulpes as they approach. Here is your scout report for the first while.
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>>4788099
I support washing away the Marks on the statue. Any work done by the Vulpes is probably not a good thing for us.
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>>4786889
>Go to the Doctor and get this arrow out of me and ready for battle
>Spend 16 exp for Fluidity 16 (37-16=21)
>Spend 12 exp for React 12 (14 because of Grass cloak)
=9 exp left


#Sato
Guard 19
AP 18 | Stance 12 | React 12(14) | Health 2
Lethality 2
Fluidity 16 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 3, 3, 1 = 7 (3d6)

>>4788102
Roll for big beautiful nail boards just in case (roll v Ferocity if possible. I'm not making carpentry, I'm manufacturing WAR!!! Nasty nails poking out long in every direction!)
>>4788126
+1 Let's hope we are rewarded and not punished for trying to soothe what needs to be soothed, and rousing what needs to be roused.
>>4788189
It looks like the bulk of the main force will be tolerable, but I see some distinguished fighters as well as a few beastmasters. Watch out for their perverse little devils scurrying up cliffsides. Disarm them and perhaps we can sow even more panic and fear among the enemy advance, like I did on the Mossflower boat at the Landing Site.
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>>4788189
Can we equip some of our man (Probably spears) with Rikovol Armor?
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>>4788226
We have some spare cuirasses on the ships, yes, and other Vulpes knick-knack that could make do as improvised amour. It won't be proper field fit armour because it's all mismatched.

It will still stop more blows than the uniforms we have on now.
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>>4788189
>Claim 27 XP 3->30. Can I pick the free kata later?
>Raise Focus 11->13 ,5XP Left
>Wield [Sharp Like Malice]
>See if there are materials on hand for a corrosion-immune/resistant sheathe.
>Support washing away the statue. The spirits should be unbound.

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 6, 2, 4 = 12 (3d6)

>>4788229
>Pass out snack rations and juice boxes
No one's getting a vitamin deficiency or a rumbly tummy if *I* have something to say about it!
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>>4788238
*sip* *sip*
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>>4788229
Lets give our Spearmans more defensive capabilities then!
>Give armor to our Spearman!
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>>4788236
I think you have remainder 7xp, not 5. Focus 11->13 would cost 23, not 25, right?
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>>4788239
Kek
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>>4788251
Oh I found out apparently the xp cost is actually the next level. So it actually costs me 11 xp to go from 10 to 11.
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>>4788258
I don't know what to do with this information right now. Company Command, should I respec my last level? Sacrifice ~5-10 xp later (or now if re-spec)? I've leveled probably about that many stats the other/cheaper way
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>>4788268
It happens. Keep it as is, then I'll be more clear about it going forward.
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We have the traps mostly made and the pitfalls dug. We don't have the tools for palisades and spikes, but we'll make do. It should slow down anyone coming from that angle.

The enormous statue marked with Vulpe sigildry. We'll wash it when Gilbert is done with his speech. An excellent speech it is too.
>>
Oh yeah, we'll need to do something about those captives. We did just give them shovels and stuff.

We could execute them but that's just barbaric. Although it would be a major morale crusher if we did it in front of the approaching vandal army.

We could appoint some Blades to keep an eye on them.

We could tie them up somewhere if we still have rope or twine. Even use them to soak up arrows on the front lines if we feel like using human hostage shields. We're not the bad guys though, right?

We could also attempt to conscript them, but that'll probably fail big-time since they were fighting us earlier today, and we'd be sending them to fight their own tribe.

Any last minute thoughts on this?
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>>4788299
> Irreparably break their limbs, bind them, gag them, then use them as bait to lead the others into booby-traps.
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>>4788299
We should treat them humanely. We are not the barbarians here, they are. Just tie them up and assign a blade to watch them.
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>>4788323
>>4788307
One of these is not like the others :P
Oh shit guys what do we do?! Vulpes are marching their raucous, sticky-fingered march as we speak! We can't take our eyes off the prisoners. They'll swashbuckle us!
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>>4788323
I'm gonna stand with Tylus on this one. Copec's strategy is brilliant, and the Vulpes would use a strategy like that against us in a heartbeat if they were intelligent enough to scheme it, but... We don't need to incur retribution from the spirits or anyone else by acting like cads. That's just my vote, whatever the company decides on, I will execute posthaste, with extreme prejudice. For the homeland!
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>>4788330
Oh, they definitively buckle swash and swash buckles. It's part of what makes them such swish foxes.
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>>4788339
Just gotta interject that I love your writing style, it tickles and intrigues me in the best ways. Cheers!
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>>4788338
There's a curious duality to their presence on our shores and in our woods. They take things. With relish. And they hurt the Fishers of Mist Village, and without a shadow of a doubt, have hurt and will hurt others.

They pets bring ecocide and they're here on the order of distant cloaked masters who mean us no good things.

But we've seen no cruelty. Say this for the Vulpes: say they steal, that they're craven, that they do not know how to fit together one suit of armour without tangling four blacksmiths and a barrel cooper, say they sound like yipping when they talk in that nasally way of theirs. But they are, for all their faults, not needlessly cruel. The ones that had nothing worth taking were left alone.

When we had our Southwood wars, subjugated cities had their valiant defenders marched on to fields and given a choice of exile, suicide or joining the victories. There a tree in the deeper forests where loggers still find the detritus of hung farmers and burnt hamlets.

For all we've seen of the Vulpes so far they consider those who do not fight much like they might consider a cloud. Mostly there to look at.
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>>4788362
Evil in spirit or no, the deeds the Vulpes have inflicted upon us are what would be counted by many of our own as evil. I would shun similar practices if we can win through sheer martial or tactical prowess, but I understand that conflict is the great innovator, the mother of ingenuity's necessity. I have my doubts that the spirits shine prouder on the fallen than the still-standing, regardless of good or evil. That said, I believe these prisoners of war would to be of use to Bannercaptain Riniko and our cause as a whole. For that reason alone, we should ensure their safety and amicable treatment. For now...

>>4788280
>tfw you realize we have a nibba named EYEEATER on our side
Just might have to spend all my AP and SP to buff that dude up
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>>4788673
They would be of eminent use. Seven Red and our other captives have told us many things. And it is the honourable thing to allow your defeated enemies to retire with their blades.

To cut someone down after they have been fully beaten is not combat, it is simply murder.

Although. . . It is true the Vulpes are less assured of this truth in the conventions of war than our usual city-state again-again enemies.

>>4788673
>>4788338
>>4788307
>>4788299
Seven Red says that the Vulpes captives are willing to fight. She's a grass-cloak and this appears to offer some authority, although the limits of it is more akin to a faith brotherhood than army unit. They take her orders because she has proven her merit by acquiring great regalia from beaten foes. It seems a strange system for electing war-leaders. Apparently for the Vulpes there is no dishonour in trading sides if one proves to be more able in battle. Their wars must be curious things. Since we have taken out one Reed-cloak, we have bolstered the Grass-cloaks. They might serve, if with a larcenous bent.

We could use them as human shields. Or we could maim them. We are not a fully Enscribed company in the Rikovol Ledgers, so any actions we take accrue honour to our company itself and not to Rikovol as a whole. We do not (in truth) act in its name until we reach the city and get our company name and deeds added to the House of Edges.

The burden of any action is ours to carry. It is a staggering, lethal freedom.

>>4788673
He won a barbrawl one time. By. . . well. One should not need to guess!
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>>4788280
If the company muster is ready, any final preparations should be now as Gilbert finishes his speech.

If you could make sure your affairs are in order that would be good. We will send a small rowboat with three trusted blades to the supply ships. If we fall, our last wills will be carried down the coast to Waterrose Town, where couriers transit to Rikovol. Then what families, friends and lovers you have and had will know of your deeds.
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>>4788307
"The Vulpes are invaders, but they do not deserve such cruelty. It would bring shame upon our company for little gain."
>>4788984
"Then I vote we press them into service if they are willing. We will need as many bodies on our side as we can get, and this does not bring us dishonor like Veynaha's suggestion. We need not worry about their opportunism leading them to betrayal as well, there is likely to be more equipment to take from our foes than from us. Mayhap we will find potential Blades among them, should fortune allow."
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>>4789026
I wouldn't be against temporarily pressing them into service, but we should think of the implications of their permanent station as Blades. Remember, these are mostly lawless bandits, and we may have trouble reining them in from causing trouble and dishonor going forward if we allow them to fully integrate as Blades.
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>>4789041
"Of course, of course. I am merely interested in keeping an eye out for exemplary individuals worth the risks implied. I'm not suggesting we take in every Vulpes who we grab, we'd cease being a unit of Blades and become a unit of Vulpes very quickly."
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>>4788984
>>4789026
>>4789041
"I agree with TEMPORARILY having them in service. We see how good they and IF we get past this whole debacle we'll give them a bag of needed goods and they can scatter to the 4 winds. As long as they don't come back for an invasion or get caught comitting crimes and petty theft. Heck i'd be willing to put them on a boat leaving the country to anywhere. Maybe they'd like Vanadia or something. Hehe. Anyway were pretty much all in agreement on this. Just as long as this trust isn't misplaced by their part we can make this work. Lets make them Earn the pardon."
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>>4789316
I support this sentiment.
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Rolled 3, 4, 6, 6, 5, 3, 1, 3, 5, 3, 2, 2, 3, 2, 6, 2, 6, 3 = 65 (18d6)

Don't mind me, just rollan'.
While I'm doing this, though, I do have some questions:
>Do katas stack with other katas if neither have the [Stack]/[+] modifier? Could you use Hushed Lightning and Wavebreaker at the same time, for instance?
>On a similar note, what does [Stack] even denote, just that it's able to be stacked with itself?
>Do new recruits get to start with a stance (i.e. whisper stance, etc.) or do those need to be learnt like normal?
>For the Like Fire posture, what counts as an empty tile? Would boxes or walls get in the way, or does a space only count as being occupied when there's an enemy or ally in it?
>Will Flurry Stance reduce Nock/Ready actions to 0SP if the cost is low enough, or does it cap at 1 or something?
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>>4789917
Right, I think I'm ready now, unless Command thinks something amiss. (Not sure if this the best time to join in, though...)

#Samson
AP 14
Stance 12 | Guard 16/16
React 11 | Health 2/2? (roll of 1, is it rounded up or down?) | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

@Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
!Bear Claw [3SP] | Add hit margin as bonus damage
!Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3
!Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
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>>4789917
> Q1
Pretty sure you can, provided the Katas you are mixing based on the same combat stance or weapon.
> Q2
[+] just means that the effect is sustained until your stance is broken. [Stack] just means that you can repeat the Kata to compound the effect. A Kata with neither of those tags generally means that it has an instantaneous effect applied to your actions for that turn.
> Q3
I believe that you need to spend EXP during downtime to learn advanced stances.
> Q4
Not sure of boxes or other small objects would count as occupying a space, but large structures or a enemy/allied unit would definitely count as an obstruction.
> Q5
That's a very good question.
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>>4789960
How could there be a better time?

>>4789917
In order:

Yes, certainly. [+] denotes that it modifies your stance going forward. Hushed Wavebreakers, Lightning Bearclaws or other combinations is entirely in the spirit!

[Stacks] stacks. One usually gets questions about what does and does not, so here the scribed tried to preempt those. Use something once for +1, twice for +2... stacks and [+] then means every use builds up going forward. 6 SP gets you 3 Wolfheart Bleed per attack.

Raw recruits start with the innate Blade Style of 4, finesse, focus, fluidity and ferocity. You can use an advanced stance by simply figuring out how good you are in it. It's always component + component divided, rounded down. Those stances the company know and all may try. You'll need XP to improve them, though. Which requires living and learning. For new recruits, Evaluate and Telegraph are invaluable if you are in an advanced stance.

Emptiness is a void of stuff. Allies and enemies count as obstacles, as do tiles that are taken by full natural features that might prevent movement - statues, cliffs, pits, boxes, trees. It can be a little hard to judge with the limits of presentation being as they are, but it errs on optimistic: if a tile is less than 1/3 occupied, it counts as empty. Small stuff, debris and corpses don't occupy either. Stuff that is in a tile but don't fill it do not count either, so Like Fire is not blocked by smoke, mist, gas, ash...

It will make it 0 if low enough, but it won't produce a negative number. Grand for trickshooting archers or mighty halberdiers.
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>>4789989
Thank you.
Two more things, now that I'm thinking about it:
>Does the movement from Dashing Cut count for Like Ash's cover?
>I got a roll of 1 for my HP, does that round up or down? (In other words, do I have 2 HP or am I a frail little babby with just 1?)
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>>4789998
See here >>4777108
So yes, but it also costs three guard for every step.

And welcome to the razor's edge of
>1 Health
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>>4790033
>>4789998
Surely the beating adrenaline of constant near-death will empower you to make sound decisions!
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I think . . . They're coming!
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Small darting shapes move among the marshy woodland, bushes in motions, sticks, plants that resolve into the figure of armed fighters...

The group pauses as one of their keener eyed members spots an atrocity.
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Who would do such a thing? What manner of reckless, feckless beast would so callously soak priceless stolen silks in seawater? Douse crates of urns in the murk of rivers? Drop treasured half-broken Eastlands spearheads into the mud?

Who would, in truth, soil all that stuff
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They do not take the news well, these odd invaders.
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Gilbert appeals to sacrifice, honour, the right to defend ones home against enemies and invaders. There are thing worth dying for and they are a multitude of high aims and low goals.

To be akin to living heroes, to remember the honoured dead and to stand in the face of adverse odds. To remain righteous when the cold calculus of captives and killing appeal. To remain true as a sword, sharp and deadly and wielded with intent.

Gilbert's speech rings out over the assembled Blades who stand a little straighter. Nod. Adjust their weapons, their armour, harness their will.

There are things worth dying for.
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Say this for the Vulpes: They're brave, sometimes. If. . . A little uncertain on the practicality of head-on assaults against an entrenched, defensive position with severe local fire superiority.
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Silence seeps in like a slow haemorrhage. We have them held, for now. This position is daunting.

Should our pallisades crumble, we have a fall-back where we can pull up the bridges. The river guards our flanks.

In this pass a thousand could well be stopped by we. So now it's down to who stands either hand, and holds this pass, you see?
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The Vulpes confer, talk. We watch. And then, with the sudden clarity of a lightning bolt, a small grinning Vulpes reaches into her inner pockets and pulls out a small clay sphere that she hucks in an underhand. It sails through the air, reaches the top of a beautiful parabola, watched by every eye, and then it descends like a comet.

cracks open on the ground. Boils the world with grey smoke. The Vulpes blur into motion, beginning their attack.

--

Blades:
The Palisade at point c is our strongest fortification, manned by archers and heavily armoured spearmen in an elevated position. The Vulpes have ill chance a direct assault. You've seen to that.

Our vulnerabilities lies in the nature of all static defences: the fluidity by which others can circumvent them. They will seek to move up through the boggy marshland and to take our flanks from the small rocky passages.

Take your vigil where you will. You are our mobile reserve, to interdict where needed to ensure the Vulpes are seen off. The static positions at the Palisades can, for now, be held by by others. You can still take your stand there, and then help control the situation.

> Reminder: It is an AP roll to communicate, direct and bolster nearby Allies to accomplish things. If you place yourself at the palisades, expect to do less direct fighting and more small unit management.

You can move quickly between prepared positions with 12 AP, should they be further apart than you can easily dash.

Be especially watchful: These Vulpes were meant to pose a threat to Fort Drywing. We are not a fort but a quickly built position: They will some means of attacking a defended position. Try to find out what trickery it might be!

>DEPLOY!
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Rolled 3, 6, 1 = 10 (3d6)

>>4790250

# Veynaha Copec
EXP: [4]

Guard: [19] // AP: [20] // Stance: [14] // React: [13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

> Deploy @ [C]

> 1 AP // Move [4]x1.
> 14 SP // Initiate the {Chill Wind} Kata, Sevenfold.
> 19 AP // Try something: Stick close to the Palisade to minimize the chance of being struck by arcing arrows, patiently lie in wait with a stillness that would rival stone. // Roll vs Finesse+16
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>>4790250
>Deploy at [E]
>1 SP: Enter Focus Stance
>8 AP: Move 2333 3445
>3 SP: Activate Oak-Heart Kata
>3 SP: Activate Emptiness In Motion Kata
>6 SP: Activate Puncture Kata twice
>6 AP: Gain 3 Guard

#Tylus [3 XP]
Guard 13
AP 15 | Stance 13 | React 13 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x2)
// Hustle Posture
// Like Fire Posture
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>>4790276
(Correction.)

> Deploy @ [C]

> 1 AP // Move [4]x1.
> 1 SP // Ready Finesse Stance.
> 12 SP // Initiate the {Chill Wind} Kata, Sixfold.
> 19 AP // Try something: Stick close to the Palisade to minimize the chance of being struck by arcing arrows, patiently lie in wait with a stillness that would rival stone. // Roll vs Finesse+16
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>>4790276
The growth of range penalties is not quite exponential. It's geometric, if anything. Things that are -1 in range 1-3 is -2 is range 4-6 is -4 in range 7-9.

A normal human sized object is -1 in range 1-3.

Aiming is 2:1, >>4782612. Same for AP expenditures. You would roll against Finesse+8, since you spend 19 AP. 3 to Do The Thing and then half applies as a bonus.
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>>4790250
>Deploy [E] Direction 6
>1SP: [Rend] Stance
>1SP: Enter #Predation Instinctual Posture (Stealth)
>6 AP: Move 4-4-4
>10AP: Aim at one of the Vulpes coming from the Soggy Marsh
>1SP: Wavebreaker
>4SP: Overwatch Nock a Poison Arrow when they approach in range (Not sure if height gives more range)
>2SP: Dodge×2

#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual
>>
>>4790250

>Deploy at [A]

>[1SP] Stance change: Fluidity
>[1SP] Posture: Like Ash
>[12AP] Move 6655
>[6SP] Ready Flickerstep Dodge x3
>[4SP] Ready a reactive strike (Do I need to roll for this now?)

(Probably being overcautious with this, but better safe than sorry after all.)

#Samson
AP 14
Stance 12 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
>>4790303
It adds +1 Range per height level, which has pretty significant knock-on effects down-range because it reduces penalties.

The palisades add +1, the rocks usually give +2 on this map.

You can shoot at things outside your range of 3. Think of it as a range-band. If you fire an arrow 3 tiles, it takes -0 if nothing is in the way. Per object in the way, it takes -1.

But at range 4-6, those penalties are doubled. And so on. So on a clear day with good weather and no obstacles, you could plant an arrow 20 tiles away. But often there will be interveening obstacles and cover which then make the ease of your shot much lower.

>>4790309
With a prepared position, why not enjoy the benefits? The true melee will flare on its own later.

As for your reactive strikes, do not worry, those are rolled when they happen. If they were found out ahead of time, the Vulpes would glean a curios precognition: the ability to know if they were going to be hit or not when taking an action. And that would be ruinous!
>>
Rolled 3, 3, 4, 4, 5, 4 = 23 (6d6)

>>4790250

"Watch out, hellspawn invades from the West! (direction 6) Don't get distracted now!"

>Deploy at E
>1SP Assume Ferocity + Hustle Posture (is this valid? is it necessary to spend the point?)
>1AP Move 1
>8AP Converted to 2 SP
>3SP Activate Mosswater Mark. I have a feeling this will come in handy later.
>2SP Evaluate (stack x2)
>3SP Ready halberd
>3SP Swing halberd at critters in range to the left!
>3SP Ready halberd again
>3SP Swing halberd again! Turn them into mince!
>2AP Move 33
>3AP Communicate with Fluttermist: "With me, Fluttermist, we go back to Duststep's Pass. We'll watch each other's flanks. Not a single one gets through."

#Drankhus
AP 14
Stance 16 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 9 | Finesse 8 | Ferocity 14 | Para 9

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark
>>
>>4790250

#Chevalier
Guard 13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>Deploy at [A]
>4AP: 6, 6 ,5, 3
>Convert 4AP to 1SP
>1SP: [Finesse] Stance
>6SP: [Wolf-Heart] * 3
>8SP: [Chill Wind] * 4

"If this ends here, then at least we were close to our mission."
>>
>>4790250
>Deploy at [C]
>1SP: Fluidity Stance
>1SP: Like Ash Posture
>12 AP: Move 2-2-3-4
>6AP: Order the Spearmans to parry incoming projectiles for the archers. Archers take aim and fire at enemies with Finesse!
>2SP: Dash Step 1 South Between Plant and Hearstone
>3SP: Oak Heart
>1SP: Riposte?
>2SP: Parry/Deflect incoming ranged attacks for the archers
>2SP: Parry/Deflect incoming ranged attacks for the archers some more

#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[37 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 6, 4, 2, 2, 6, 5, 5, 6, 3 = 39 (9d6)

>>4790250
>Deploy [C]
>1SP Focus Stance
>3SP Scarwater Mark
>3SP Emptiness in Motion
>3AP Move 354
>3AP Take cover behind the palisades.

>3SP Start drifting an armor corroding mist over toward 5 to cover the path. (vs 17 Para)
>3SP Imbue the arrows of the archers with corrosive energy. (vs 17 Para)
>3SP [Barter] enhance the previous enchantment to release corrosive mist upon hitting something.(vs Para)
>16AP Restore 8 Guardd

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
File: RedSandsDryWings 2-1.jpg (4.01 MB, 4005x3313)
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Stand! Hold! Breathe! Believe. Nothing is so dire that few brave swords cannot face them together!

>Vulpes Phase.
>>
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>>4790421
I believe I should be 2 of my current position
>2333 3445
>>
>>4790426
It appears your layered existence was inoppertunely jostled!
>>
File: RedSandsDryWings 2-2.jpg (3.13 MB, 4005x3313)
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Wait! By the Spirits! Those damnable little foxes are stealing our nailed down boards! That's not what-- Ah...

Well. At least it'll take them a long time to steal it all!

--

Drankhus, chevalier, Samson, do you hear that? It sounds like large legs striking rock. Something is the back of that flood of young scythescorps, something big and mean. Be careful, it looks like it's . . . coming for you.

--

There's more of them! They're skittering everywhere! Maria, the mist, it might stop them - if not, go for volume of attacks. These things can't dodge but there's *many* of them; scythe them down!

>Blades Phase
>>
Rolled 1, 3, 3 = 7 (3d6)

>>4790464
>9 SP: Activate Puncture Kata thrice
>4 AP: Move 3333
>3 SP: Activate Scarwater Mark
>Convert 8 AP to 2 SP
>3 SP: Ask the spirits to wash water over the rocks, bridges, and Vulpes to the South East (intended to make them slippery)
>3 AP: Move 666

#Tylus [3 XP]
Guard 13
AP 15 | Stance 13 | React 13 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Hustle Posture
// Like Fire Posture
>>
Rolled 4, 5, 2, 2, 1, 5 = 19 (6d6)

>>4790464
>[1SP] Posture: Like Ash
>[3AP] Move 5
>[3AP] Try something: Take one of the Not A Trap signs to use as a makeshift weapon
"Big bugs, big swatter. Makes sense to me."
>[6AP] Move 16
>[4SP] Ready Flickerstep Dodge x2 (Do these persist between turns?)
>[3SP] Attack the scythescorps 5ward (Assuming they're even in range, hard to tell.)
>[4SP] Ready a reactive strike


#Samson
AP 14
Stance 12 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance
>>
Rolled 1, 5, 6, 5, 4, 1 = 22 (6d6)

>>4790464

# Veynaha Copec
EXP: [4]

Guard: [19] // AP: [20] // Stance: [14] // React: [13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

> 1 AP // Move [6]x1. Move to the empty space on the wall.
> 2 SP // Initiate the {Chill Wind} Kata.
> 3 SP // {Nock}.
> 19 AP // {Aim} at the Scorp-herder @ [6]x1 away from the Vulpine banner.
> 3 SP // Fire bow @ the Scorp-herder @ [6]x1 away from the Vulpine banner. // Target the gear in hand (-4). // Roll vs Finesse+15.
> 3 SP // {Nock}.
> 3 SP // Fire bow at the Vulpine @ [5]x1, [4]x1 of the armored Vulpine corpse near the palisade. // Target the torso (-0) // Roll vs Finesse.
>>
>>4790528
>> 1 AP // Move [6]x1. Move to the empty space on the wall.
(Wouldn't you want to move [5] in that case? [6] would just make you end up falling off the ramp.)
>>
>>4790537
(I can't really make out the hex grid around the palisade, but I'm fairly certain that [6] of the ramp is at least partially on the wall. Saying that, I'm open to taking an AP out of my aiming action to bribe Command into not dropping Veynaha into the river.)
>>
Rolled 6, 5, 5, 6, 3, 4 = 29 (6d6)

>>4790464
>Predation+Rend
>3Sp: Nock poison arrow at Vulpes with a Spear [+Wavebreaker from last turn]
>12AP: Aim for a Shield Vulpes
>1SP: Wavebreaker
>4SP: Nock a Poison arrow at Shield Vulpes Leg
>4AP: Stealthfully move away and remain hidden

#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2+1=3
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual
>>
Rolled 6, 3, 1, 2, 5, 6, 4, 6, 4 = 37 (9d6)

>>4790464
"Your greed for STUFF may be your own undoing. Mystic Art: Misty River!"
"Also hey there, Sharkteeth."

>1SP Sustain previous Mist
>3SP Move the Mist 3 into the scarabs. (vs 17 Para)
>3AP Move 322
>3SP [Barter] Release another mist where the bugs are. (vs 17 Para)
>12AP Relocate to the Banner on Sharkeeth's boat.
>3SP [Offer] Create a cloud of extremely corrosive mist at the group on the rocks directly to the south. (vs 17)
>3SP Create another cloud of corrosive mist at the archers to their east.
>1SP+8AP Dodge by Ducking*3
>6AP Restore 3 Guard

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 2, 5, 3 = 10 (3d6)

>>4790553
>>
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>>4790541
(This is what I was thinking, but looking at it it kinda seems like they're both a bit off the wall...)
>>
File: drankhusSCORPABC.png (1.47 MB, 1191x833)
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Rolled 5, 4, 4, 5, 3, 5, 3, 4, 3 = 36 (9d6)

>>4790464
"I... I... Damn it all... Fluttermist and I put a lot of effort into those nail boards!!! You bastards! Put them down! Give those back! C'mon, fall or step on them or something!!!"
-
"As for you sycthescorps, go ahead and call your daddy! He, too, can face my WHIRLWIND! Here goes. AAAAAAHH!!!!!"

>8AP converted to 2SP
>6SP BRING THE HALBERD DOWN on A! (ready/attack)
>1AP Move 1
>6SP BRING THE HALBERD DOWN on B! (ready/attack)
>1AP Move 6
>6SP BRING THE HALBERD DOWN on C! (ready/attack)
>4AP Move 3334
>pic related, letters in white

"Come and get me, you dumb scorps!! Flutterstep, back to Duststep's Pass! Duststep, if you can hear me, watch over us!!"

#Drankhus
AP 14
Stance 16 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 9 | Finesse 8 | Ferocity 14 | Para 9

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark

>>4790522
>Take one of the Not A Trap signs to use as a makeshift weapon
Laughing Animant would be pleased
>>
Rolled 6, 2, 6, 2, 2, 6, 4, 3, 2 = 33 (9d6)

>>4790464

#Chevalier
Guard 13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>Current Stance: [Finesse]
>Move 4, 5, 4, 5, 6, 6
>Convert 4AP into 1SP
>9SP: Attack the Scythescorps at 6 of me, * 3
>6SP: Prepare [Dodge] * 6

"Fluttermist! Try dodging and doing wide swipes!"
>>
Rolled 6, 4, 2, 5, 2, 5 = 24 (6d6)

>>4790464
>10AP: Help the archers aim. The smoke is right smack in the middle of the battlefield. Concentrate and aim for the guy with a BRIGHT RED bandana
>8AP: Spearman swat the Mini-Scorps away!
>3SP:Oak Heart
>3SP: Overwatch deflect for rhe Archers
>3SP: Overwatch deflect for the Archer
>3SP: Parry/Deflect

#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[37 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4790464
"And you, Vulpes with the shoddy wooden armor. I WILL be coming to melt your stuff again. You better try to stay alive until then."
>>
"I shouldn't let my pride or sloth let another Blade down, or risk my own life for mere glory. I humbly request help to deal with these scythescorps, especially the humongous one in the West."

>>4790522
Those signs look pretty large, I'm guessing they would have up to 2 range

>>4790541
>>4790537
>>4790559
Looks like almost 1/3 of either hex is a ramp, I think Veynaha has the Finesse to make that shot and hold that ground :)
>>
Rolled 5, 3, 4 = 12 (3d6)

>>4790464
>Deploy E
>1SP: Enter Fluidity Stance
>4SP: Zanshir
>4SP: Gain 2 Stacks of Wolf Stance
>4AP: Gain 1 SP
>2SP: Flickerstep Dodge
>4AP: 2234 (To the right of where Drankhus started this turn)
>1AP: Face 1
>7AP: Tell the nearby Blades to ready to defend themselves against the charging Spitescorp with +2 Skill

#Gilbert
Guard 17
AP 17 | Stance 10 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 15 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 0

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
#Oak-Heart
>>
>>4790602
You're bark-ing up the wrong tree, Blade! My armour is a girthy trunk! I oak it to you to revenge my fallen gear and I won't leaf this field before you're food for the roots!
>>
(I've gotta get to sleep. Dunno if this quest has anything akin to Fenster's skirmishes where other players can take control of an AFK player's character or anything like that, but I thought I'd say something regardless just in case, since I might miss some turns.)
>>
>>4790710
Take care of yourself! Things will proceed amicably without you, and we tend to make sure you don't get entirely murdered...

but first..
>>
File: RedSandsDryWings2-3.jpg (3.22 MB, 4005x3313)
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The traps-signs! They double as fine bug-swatters. Little awkward to use, but they have good reach.

--

Get ready! Here they come!!

--
>>
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The smoke moves in a sudden gust of wind as the wind-chimes sing their ultrasonic song. The skittering carpet of insects boil up and over the palisades despite attempts at holding them off.

One Whipper loses his nerve and bolts for it, and his swarm runs amok in time for the second wave on the right to charge right into them. The results are . . . Painful.

--

From the left, a roaring scream reverberates through the ground as a Stormspawn bolts out over the cliffs. Glistening sacs of eggs is on its back, and this one looks smaller than the other - more lithe somehow. . . Feminine?

It smells the death-pheremones of its mate on us. It locks fifteen angry green eyes with insectile menace. And then it strikes.

--

Blades:

THEY HAVE A BALLISTA
WHERE'D THEY STEAL THAT!?

>Blades Phase
>>
File: A Good Job.jpg (219 KB, 1201x838)
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FII-- hold on. I sees him. I see him! That's he fella what stabbed me in the eye!

FireFox! Rotate by thirty degrees and aim for the man with the grass-cloak!
>>
Rolled 3, 6, 2, 5, 4, 4, 2, 1, 1 = 28 (9d6)

>>4790765
>7 AP: Move 1116 616
>1 SP: Enter Like Fire Posture
>9 SP: Attack Giant Scorpion 3 times (Currently have 5 Puncture)
>Enter Hustle Posture
>6 AP: Move 3433 44
>2 SP: Prepare 2 Dodges
>1 SP: Prepare 1 Riposte
>2 AP: Gain 1 Guard

#Tylus [3 XP]
Guard 13
AP 15 | Stance 13 | React 13 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Hustle Posture
// Like Fire Posture
>>
Rolled 6, 5, 6, 5, 3, 6 = 31 (6d6)

>>4790765
>[Rend]+[Predation Instinctual]
>4AP: Move 5-5
>4AP: Aim for Spearguy (+2 Aim)
>1SP: Wavebreaker
>4SP: {Nock} a Poison arrow at Spear Guy in the LEG [3SE, 1SW]
>4AP: Aim at a Shieldguy (+2 Aim)
>4SP: {Nock} a Poison arrow in the LEG [4SE]
>4AP: Move back in Predation 2-2

#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2+1=3
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual
>>
Rolled 3, 6, 3, 6, 3, 1, 3, 1, 1 = 27 (9d6)

>>4790765

#Chevalier
Guard 13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>Current Stance: [Finesse]
>Move 5, 6, 6, 6
>Convert 4AP to 1SP
>4SP: [Windup] * 2
>2SP: [Evaluate] * 2
>6SP: Attack Giant Scorpion * 2
>Move 6, 6, 6, 5
>3SP: Ready [Dodge] * 3

"So, that's one of the beasts that killed my brother... No, I won't make this personal..."
>>
Rolled 1, 1, 6, 1, 4, 1, 2, 1, 3, 3, 3, 3, 6, 4, 3 = 42 (15d6)

>>4790765
"I'M GONNA MELT YOUR STUFF."

"Long-Range Piercing Art:Felling of the Oak Tree!"

>1SP Sustain the unbarter'd mist
>2AP Move 66
>3SP [Wrath] Fire a jet of corrosive acid in a line toward 4. (vs 17 Para)
>3SP Bolster the jet of acid with more corrosive energies. (vs 17 Para)
>3SP [Offer] The jet explodes forward in a cone if it hits the the wood-armored Vulpe. (vs 17 Para)

>1AP move 4
>1SP [Like Fire]
>5SP Chop the wood-wearing vulpes at 4 (vs 15 Focus)

>12AP Imbue the bows of nearby allies with corrosion. (vs 17 Para)
>3AP Order any archers not occupied with nearby enemies to fire at the ballista. (3d6?)
>3AP Dodge

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4790848
Ideally I can line up the bugs, the woodd-wearing vulpes, and the archers to catch them in the beam...
>>
Rolled 4, 2, 5 = 11 (3d6)

>>4790848
Archer Order roll?
>>
Rolled 6, 5, 3, 5, 6, 1 = 26 (6d6)

>>4790765
"Hells it fell on us fast! Everyone alright? Take care to keep two layers of defense, it'll use its claws and tail in sequence to get around one! I'll try to draw it's ire, I'll make it pay for overreaching!"
>3AP: Warn the nearby blades to make sure they have at least two defensive actions ready, so it can't make an easy opening to follow up a claw swing with an undefended tailstab.
>3AP: Move 616
>4AP: Gain 1 SP
>1SP: Telegraph
>3SP: Attack the Stormspawn 1 with Fluidity, called shot to the area around its eyes where its armor is less thick. Bonus from Telegraph and last turn's Flickerstep Dodge(Hopefully)
>2AP: Move 3 and face 6
>4AP: Gain 1SP
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>4SP: Ready a swing to retaliate against a stab with its tail before it retracts it.

#Gilbert
Guard 17
AP 17 | Stance 10 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 15 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 0

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
#Oak-Heart
>>
Rolled 3, 1, 3, 6, 3, 3 = 19 (6d6)

>>4790765

# Veynaha Copec
EXP: [4]

Guard: [19] // AP: [20] // Stance: [14] // React: [13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

> 2 SP // Initiate the {Chill Wind} Kata.
> 3 SP // {Nock}.
> 15 AP // {Aim} at the Ballista @ [3]x1, [4]x8.
> 3 SP // Fire bow at the Ballista @ [3]x1, [4]x8. Target the gears - jam or break the drawing mechanisms. (-?) // Roll vs Finesse+(15 - ???)
> 3 SP // {Nock}.
> 3 SP // Fire bow at the bandana vulpine @ [4]x4, [3]x2. // Target the torso (-0) // Roll vs Finesse.
> 5 AP // Move [2]x4, [3]x1.
>>
Rolled 3, 6, 1, 2, 4, 5 = 21 (6d6)

>>4790765
>12AP: Re-Orient to E2
>3AP:[Fluidity] Grab the attention of the Ballistaman. Insult the sniper. Yell about his eye making have poopy aim. "Here, Here Snoiper man! I am ROIGHT (hehe, funny accent) here!"
>3AP: I would say move 1NE BUT I'd like to use this so I can place myself so the Giant Scorpion is right in the final ending arc of the Ballista and I can dodge outta way
>2SP: Flickerstep Dodge focused on the Ballista shot
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge

#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[37 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4790765
>>4790838

#Chevalier
Guard 13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>Current Stance: [Finesse]
>Move 5, 6, 6, 6
>Convert 4AP to 1SP
>4SP: [Windup] * 2
>2SP: [Evaluate] * 2
>6SP: Attack Giant Scorpion * 2
>Move 3, 3, 3, 2
>3SP: Ready [Dodge] * 3

Correction: Changing movement direction, Rolls are the same.
>>
Rolled 3, 2, 5, 4, 1, 2 = 17 (6d6)

>>4790765

"This thing's breath smells worse than Sato's! Hey, Tinaang?(?!?!!?!) Can't you try to communicate with this thing?"

>12AP converted to 3SP
>1SP Evaluate
>1SP Telegraph
>3SP Bear Claw
>6SP Ready and Swing Halberd at Giant Scorpion's face.
>6SP Do it again!
>2AP Move 33 into the brush/shrubbery
>1SP Dodge

#Drankhus
AP 14
Stance 16 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 9 | Finesse 8 | Ferocity 14 | Para 9

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark
>>
>>4790986
Sorry, I have 1SP left over, please make that
>2SP Dodge (stack x2)
>>
Ah winding up this ballista. . . is taking a while!

>command has a social call, phase in 8ish hours! Hang tight, Blades!
>>
Rolled 3, 5, 4 = 12 (3d6)

>>4790765
(Hey, I didn't miss any turns! Nice.)
>[3SP] Take out those last two scythescorps 5ward
>[6AP] Move 332 344
>[4AP] Convert AP to SP
>[6SP] Ready Flickerstep Dodge x3
>[4SP] Ready a reactive strike on the stormspawn once it rolls on over


#Samson
AP 14
Stance 12 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
>>
>>4791677
(Oops, that AP->SP convert should be 8 AP. My bad.)
>>
>>4791715
(Wait, no, I think I only need 1 extra SP for all that...)
(MATH, MY GREATEST RIVAL!)
>>
>>4791677
>>4791715
>>4791775
(4AP turns into 1SP so your math was and still is correct)
>>
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We rain blows on the Stormspawn, cracking shell and breaking carapace. A massive halberd hit pulverises one of it's ferocious claws - but the thing keeps on coming. It's legs get caught in traps, it's eyes are near-blinded by its own ichor and somehow it still hates us all enough to want to see our guts stain the grass.

--

Mist and smoke and billowing haze envelop the pallisades. Arrows fly about, finding new friends.

>Vulpes Phase
>>
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Gilbert has the right of it - the thing launches forward with malice and uses its claws to clear the way as it it lays about with it's massive stinger, raking, destroying. We dance ahead of the whirlwind, moving out of the way.

Some footwork fails against the sheer destruction but as we're rolling anyway, the knockback is not so dangerous. It is only when you have your back to a cliff and your guard raised that being smashed against the rocks is truly dangerous.

Drankhus stares down death, as it picks up velocity in his direction.
>>
"Some things are worth dying for..." !!!
>>
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>>4792271
Yes.

Fluttermist rolls away like flashes of ash and comes up with a shoulder-check. She throws a wide-eyed wink.
>>
"NOOOOOOO!"
>>
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Some things are worth dying for.
It may be that you will have a chance to find out.

---
The Stormspawn slams into the cliff like a hurricane touching down, one long-odd claw pinning Drankhus to the stone. The thing squirts its own blood everywhere, strange gunky stuff with the consistency of tar. The wounds we've made, the ones that penetrate - the Wolf Heart has it now, and it will die.

But not. . . . Fast enough. It takes a Blade down with it, and it swirls its tail.

Blades, it's very wounded! Tylus puncture tore through it's armour, it's all but gone!

If you take out the brain - or whatever it has that passes for a brain - you might be able to make it stop moving quickly! But that'll be a dangerous vital shot! If you trash its limbs, you paralyse it. . . But. . .

There's a whistling sound, in the air. It's coming closer. You... You may need to move out of the area!!!

--

The vulpes re-acquire their water-logged goods. A swarm of scythescorps, without a leader, veer off into a group forcing the palisades. They get new priorities on a wave of horrified surprise. The Vulpes with the Bandana finds a little green sphere and hurls it, under-hand.

Maria, those scythescorps! You're standing in them! They're eating through your guard! It looks like they don't corrode!

The corrosive beam have thrown off the archers aim, and the arrows that make it through have almost no impact.

Those two vulpes at the top of barricade. They understand their footwork, and they're fighting with Fluidity. They'll dodge your attacks unless you get past their reactions somehow!

>Blades Phase
>>
Rolled 4, 1, 4, 4, 1, 5 = 19 (6d6)

>>4792339
>[4SP] Ready Flickerstep Dodge x2
>[?] Re-equip Simple Blade (keep the sign if possible though, this thing seems surprisingly good!)
>[6SP] Attack the stormspawn's legs x2
>[2AP] Move 23

#Samson (Current Stance: [Fluidity])
AP 14
Stance 12 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Not A Trap Sign | Reach 2, ???
>>
Rolled 4, 4, 4, 1, 6, 6, 2, 3, 5 = 35 (9d6)

>>4792339
"Fluttermist... Duststep... This is all my fault, isn't it?... How could I... Can't. Stop fighting... Not now...! Should have... Suggested a redeploy... Tylus... Gilbert... Samson... Chevalier... I beseech thee!"

>9SP Grab the claw and use my ferocious hands to fight the stormspawn's death grip! (x3 attempts, 9d6 rolled!)
>7SP and 14 AP (+7 to non-combat hitrate) [JOY] Focus everything I have and ask, no, pray to the mosswater spirits to infuse me with their powers, specifically to coat or flow through my body and counteract any bleeding and toxins I am experiencing. I am gladly ready to fully repay the debt I've incurred to them.

#Drankhus
AP 14
Stance 16 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 9 | Finesse 8 | Ferocity 14 | Para 9

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark
>>
Rolled 3, 4, 4 = 11 (3d6)

>>4792389
+3d6 for second action in case I need it
>>
Rolled 3, 6, 3 = 12 (3d6)

>>4792339
>Rend Stance + Hustle
>2AP: Move 4-4
>4SP: {Nock a Poison Arrow}
>12AP: Aim (+6 hit)
>1SP: Evaluate (+1 Hit)
>3SP: Fire Arrow at the front Spearmans LEG
>2 AP: Move 1-1

#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual
>>
Rolled 5, 3, 3, 1, 2, 5 = 19 (6d6)

>>4792339

>1 AP: Move 2
>4 SP: Windup twice
>6 SP: Attack Giant Scorpion twice
>3 AP: Move 455
>1 SP: Ready Dodge
>2 SP: Ready 2 Ripostes
>10 AP: Gain 5 Guard

#Tylus [3 XP]
Guard 13
AP 15 | Stance 13 | React 13 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Hustle Posture
// Like Fire Posture
>>
Rolled 5, 4, 4, 1, 6, 2 = 22 (6d6)

>>4792339
>Fluidity+Hustle
>12AP: Reposition to C
>5AP: Archers Sunchild, Wavebreaker and Plant! Shift South and fire on Red Bandana and his crew! Joywalker and Eyeeater finish off that last shield guy! Anyone on fire! FOCUS AND GET INTO WATER OR STOP DROP AND ROLL!
>1SP: Like Ash
>2AP: Recover 1 Guard
>2SP: Dash step SW
>3SP: Slash at Blue bandana man
>2SP: Flickerstep dodge
>2SP: Flickerstep Dodge

#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[37 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}a
>>
Rolled 4, 4, 2, 1, 4, 1 = 16 (6d6)

>>4792339

# Veynaha Copec
EXP: [4]

Guard: [19] // AP: [20] // Stance: [14] // React: [13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

> 8 AP // Move [2]x5, [3]x1, [2]x1, [3]x1. Up the ramp, along the wall, then come to a stop to the east of the Blade's battle standard.
> 2 SP // Initiate the {Chill Winds} Kata.
> 3 SP // {Nock}.
> 6 AP // {Aim} at the sword-and-board vulpine @ [5]x5.
> 3 SP // Fire bow at the sword-and-board vulpine @ [5]x5. // Target the torso (-0) // Roll vs Finesse+6.
> 3 SP // {Nock}.
> 6 AP // {Aim} at the sword-and-board vulpine @ [5]x5.
> 3 SP // Fire bow at the sword-and-board vulpine @ [5]x5. // Target the torso (-0) // Roll vs Finesse+6.
>>
>>4792582
There is a rather enormous scorpion in the way which will, at present, prevent readily moving between banners. You could move from B to c to d but it is rather difficult to path through the enormous monster.
>>
>>4792599
Can I redo my turn?
>>
>>4792606
Of course! You can grab the boat as F, the Scorpion is not blocking that but the flash-flood might wash it away. Or if we defeat the Horrorspawn the path should be open again.
>>
Rolled 5, 4, 6 = 15 (3d6)

>>4792389
"We shall honor the three of you, my thanks Blade Drankhus..."
>>4792339
"But we leave no man behind!"
>2SP: Ready Flickerstep Dodge
>2SP: Evaluate x 2
>3SP: Use Fluidity to slash at the Scorpion Claw 2
>3AP: Grab the least corrosive part of Drankhus with Fludity and drag him with me unless the Spirits are actively melting him because of his offer to them and he'll die anyway.
>3AP: Move 444
>3AP: Let go of Drankhus, shoving him 3 so any corrosion doesn't eat me.
>2AP: Move 65
>3AP: Stance Oakheart

#Gilbert
Guard 17
AP 17 | Stance 10 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 15 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 0

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
#Oak-Heart
>>
Rolled 6, 6, 1 = 13 (3d6)

>>4792609
>Another dice roll for aiming my grab, I assume he's not going to actively resist it or the shove so I figure Fluidity to just aim to avoid acid as best I can is ok.
>>
>>4792608
Its gonna be hard to paddle with 1 arm... could my Action be put at the END OF TURN instead incase we do kill the horrorspawn?
>>
>>4792609
>Also that should be 3SP for adjusting my stance with Oakheart, numbers are right just a typo.
>>
>>4792612
Will do!
>>
Rolled 3, 2, 3, 5, 6, 2, 3, 1, 5 = 30 (9d6)

>>4792339

#Chevalier
Guard 13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>1AP: Take Half-step to 4
>3SP: Ready [Dodge] *3
>2SP: [Wolf-Heart]
>9SP: Attack Stormspawn legs * 3
>2AP: Move 2, 1
>3AP: Ask Seven Red for advice

"Hey Seven, what do you think about the make of that Ballista? Any structural faults?"
>>
Rolled 4, 5, 3, 4, 2, 3, 5, 6, 3, 4, 5, 3 = 47 (12d6)

>>4792339
"I'll destroy your stuff later."

"Sword Art: Three-Part Swallow Catcher!"

>2AP Move 16
>3SP [Offer] Imbue my weapon with corrosion (vs 17 Para)
>1SP [Like Fire] + 3
>5SP Cut the blue-robed vulpes vs 15 Focus
>5SP Cut the blue-robed vulpes, target his legs vs 13 Focus
>12AP Cut the blue-robed vulpes vs 15 Focus
>8AP Restore 4 Guard
>2SP Dodge*2

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4792706
Last attack should be vs 13
>>
>>4792670
Exquisite, and brought over the vast ocean by many toiling hands. It was taken from the coastal defences of a small fort that the Reed-cloaks based by. It is graciously designed with a good eye for beauty and functionality. I would give four swords for it.

I think the arrow sticking out of the main trajectory gear is a severe structural fault because it makes the fired bolt impossible to aim properly.
>>
>>4792609
Thanks for the help, partners! Hopefully I won't become scorp food!
I have Mosswater mark which controls grasping water, not corrosive mist, unless I missed someone's turn where they put corrosive stuff near me
>>
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Some things are worth dying for. The Spirits will shepherd our sense-of-self to the great Other and entwine it with their essence, and we will preservere, as guide and glory and - -

Some things are worth dying for.
But sometimes.

Sometimes you get to live. Gilbert drags Drankhus from the claw as Drankhus spends ferocious strength pulling it from his body, scraping along the rock. Blows rain down on the enormous Stormspawn, wounding breaking, crippling... Still it survives. Still it hates.

>Vulpes Phase.
>>
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Rolled 1, 6, 4 = 11 (3d6)

The churning river surges forward, freed from its confiment in a flash-flood that gathers up speed as it thunders down the riverbed!

[Reed-cloak]
Ah, you move well. This platform . . . Is not big enough for both of us.

PUSH-KICK>>4793084
>>
File: RedSandsDryWings 2-6-WET.jpg (4.66 MB, 4005x3313)
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HOLD ON TO SOMETHING.
>>
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Wait.
>>
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Veynaha. Do. . .

Do you hear that?
>>
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Veynaha.
Don't . . . Make any sudden movements.
I think.

. . I think we're being watched
>>
How. . . How long have they been... there?
>>
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They... They might not know we know. Everyone just be cool. Just.. . . Pretend as if you don't see them. Staring.
>>
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Whatever this darkened statue is, it destroyed the Stormspawn beyond all recognition.

Wait. . . Is... Oh. Oh. The Eggsacs!!!!
>>
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The small marsh-land patrol of Vulpes move to engage Gilbert, Drankhus, the thing that wears Tinaang's uniform and Tylus. But their blows lack force and ferocity, one of them has a wide-eyed feverish grin, and one of them coughs. Their trek through the marsh has been unkind.

--

Veynaha feels many pairs of eyes on his back. Whoever they are, they have not made any hostile movements. They're . . . Observing.

--

Maria has her guard broken by a wood practice boken that whaps her over the wrist, and as she ducks away, she finds herself stumbling off of a ledge!

--

Sato ducks, weaves, moves like a cloud, avoids FOUR knife-thrusts and then the Reed-cloak spins in a typhoon kick and launches him into the waters!

SATO! Don't get carried away by the surge! Fight it! Ferociously!

>Blades Phase
>>
Rolled 2, 4, 3, 1, 2, 2, 1, 1, 6, 5, 4, 6, 6, 3, 6, 2, 1, 1 = 56 (18d6)

>>4793204
>1 SP: Enter Like Fire Posture
>3 AP: Use [Focus] to time my attack
>3 SP: Attack closest Vulpe
>3 AP: Use [Focus] to time my attack
>3 SP: Attack closest Vulpe
>3 AP: Use [Focus] to time my attack
>3 SP: Attack closest Vulpe
>convert 4 AP to 1 SP
>3 SP: Prepare 3 Ripostes
>2 AP: Gain 1 Guard

#Tylus [3 XP]
Guard 13
AP 15 | Stance 13 | React 13 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Hustle Posture
// Like Fire Posture
>>
>>4793218
Forgot to spend a SP. Add an additional
>Riposte
>>
Let's not rush this one. Take your time.
>>
Rolled 3, 6, 6, 3, 5, 5, 2, 3, 3 = 36 (9d6)

>>4793204
>Rend Stance
>1SP: Enter Predation Instinctual
>8AP: Obtain ultimate predation status
>4AP: Move 4-3
>1SP: Go all out
>3SP: Sting a Spearman
>1SP: Go all out
>3SP: Sting the other Spearman
>4AP: Move 6-6


#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual
>>
Rolled 3, 6, 2, 5, 6, 1, 6, 2, 1 = 32 (9d6)

>>4793204
"Even a child could parry these blows! Hey! Check it out, more nail boards right over there! Go get 'em!"
>8AP: Gain 4 Guard
>5AP: Try using Finesse to point the delirious Vulpes towards the nailboards in the water just to the side to divert their attention. +1 Skill
>4AP: Gain 1 SP
>1SP: Telegraph
>3SP: Called shot one of the Vulpes 5 to the Vitals with Fluidity.
>3SP: Attack one of the Vulpes 5 with Fluidity
>4SP: Ready 4 Ripostes

#Gilbert
Guard 17
AP 17 | Stance 10 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 15 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 0

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
#Oak-Heart
>>
Rolled 4, 3, 3, 4, 3, 1, 4, 3, 1, 3, 1, 2, 6, 1, 2 = 41 (15d6)

>>4793204

#Chevalier
Guard 6/13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>Current Stance: [Finesse]
>1AP: Move 4
>Convert 4AP to 1SP
>15SP: Attack Scorpion Swarm * 5
>1AP: Move 1
>3AP: Tell Seven Red to retreat up the hill
>3AP: Move 6, 2, 3

"Oh, uh, um... Seven Red your compliments are misplaced. Could you please retreat upwards? I don't think the Scorpion Swarm would to wonders for your complexion."
>>
>>4793204
Tinaang? Buddy? You still in there, under that... Chitin? I'd better prepare some divine protection for myself, Tylus and Gilbert the Great.

>Drafting a call to the mosswater icon
>>
>>4792749
This is because I'm a clown who thinks the water mark is the same as the acid one.
>>4793333
"I think we're out of the floodpath, thankfully. Just get Sharkteeth out of danger and start clearing those scorpions crawling towards us with your halberd. That other statue is eating calls to the Spirits anyway, to my understanding."
>>
Rolled 1, 6, 6 = 13 (3d6)

>>4793204
"*Breathes* Damnit! Why can't I catch a break with these people... I"
>3AP+8AP: Swim Ferociously out of the water and back to shore (+4 Hit)
>4AP: Recover 2 more Guard
>-Fluidity Stance
>1AP: (Please get this fucking arrow off my sprite its somehow annoying me a lot right now)
>3SP: Oak heart
>1SP: Riposte
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge


#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}a
>>
Rolled 2, 1, 6, 6, 2, 2, 6, 3, 3, 4, 4, 5 = 44 (12d6)

>>4793204
>[Still not sure what this requires, if anything?] Re-equip Not A Trap Sign
>[1AP] Move 6
>[8AP] Convert 8AP to 2SP
>[12SP] Attack the scythescorps 5ward x4 (either group, in case chev killed one of them already)

#Samson (Current Stance: [Fluidity])
AP 14
Stance 12 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
>>
Rolled 3, 4, 3, 3, 6, 6, 5, 5, 2, 5, 1, 3 = 46 (12d6)

>>4793204
"Come at me!"

"Hybrid Art: Wandering the Misty Forest!"

>1SP Maintain Corrosion Imbuement]
>20AP Recover 10 Guard
>3SP [Offer] Create a cloud of corrosive fog that contains the wood-armor vulpes and the guy in armor to the right of him, vs 17 Para
>3SP Try to sweep at the scorpions (vs 13 Focus)
>3SP Swing at the wood-armor vulpes (vs 13 Focus)
>3SP [Para] Follow up the swing with a lance of corrosive acid at the wood-armor. (vs 17 Para)
>2AP Move 21
>3AP Dodge*3

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4793558
By [Para] I meant [Harm] for the last attack.
>>
Rolled 2, 5, 5, 1, 2, 5, 4, 1, 6, 1, 5, 4 = 41 (12d6)

>>4793204

>3AP Extend the butt of my halberd to Sharkteeth and pull him out of the water
>2AP +1hitrate on the above action.
>3SP [Barter] Use mosswater mark to push Sharkteeth out of the waters.
>1AP move 1
>8AP to 2SP
>6SP ready and swing at scorp group
>8SP Dash step 6, ready and swing at next scorp group
>1SP Dodge

Drankhus
AP 14
Stance 16 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 9 | Finesse 8 | Ferocity 14 | Para 9

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark
>>
Rolled 6, 3, 5, 6, 5, 6 = 31 (6d6)

>>4793204

# Veynaha Copec
EXP: [4]

Guard: [19] // AP: [20] // Stance: [14] // React: [13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

"Heralded by a senseless trill, the skies were torn asunder and set awash in vermillion and violet. Fearfully reflected there, amidst the Vast, burned divine friction and the detritus of heaven."

> 2 SP // Initiate the {Chill Wind} Kata.
> 3 SP // {Nock}
> 10 AP // {Aim} at the Bow Vulpine @ [4]x3, [5]x5.
> 3 SP // Fire bow at the Bow Vulpine @ [4]x3, [5]x5. // Target the torso. (-0) // Roll vs Finesse+10.
> 3 SP // {Nock}
> 10 AP // {Aim} at the Bow Vulpine @ [4]x4, [5]x4.
> 3 SP // Fire bow at the Bow Vulpine @ [4]x4, [5]x4. // Target the torso. (-0) // Roll vs Finesse+10.
>>
>>4793549
Changing equipment is amounts to a stance change. In technical truth it's 2SP - 1 to put away weapon #1 and 1 to equip weapon 2#
>>
>>4794126
(Okay, thank you.)
(Good thing I did the AP>SP convert then, huh?)
>>
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Stand, Blades! Mark your ground and hold it, against flood, fire, fury and avarice for nails.
>>
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Maria's hateful corrosive mist boils away the knifes of one of the Reed-cloaks as he steps forward, coughing. The look in his eyes is not fury but something new: raw panic.

and then he acquires new first hand experience of an unfortunate chemical reaction. Flames spill over the pallisades as his pouch reacts with the mist, bathing everything in fire. A Vulpes nearby with a triumphant grin and a scythescorp creeping up his leg roars as flames and ash splatter over him and his bark-like suit of home-grown plate catches fire.

--

Oh no! The 2nd wave is coming!!

Blades! Hold on!

>Blades Phase
>>
File: No Redeployment.jpg (3.29 MB, 4005x3313)
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It may be hard to see with all the ferocious flames and damage! here! look closer!

Our network of banners is cut off from each other!
>>
Rolled 5, 2, 6, 4, 1, 3, 1, 6, 1, 1, 5, 2 = 37 (12d6)

>>4794239
>[4AP] Move 6165
>[12SP] Attack the scythescorps 6ward x4, trying my best to not hit the bodies (or at least hit them as little as possible while still killing the scorps)

#Samson (Current Stance: [Fluidity])
AP 14
Stance 12 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
>>
(By the way, quick question: does bonus XP (like the +2 I got here >>4793146) apply only to the player who got it, or is it added onto the end-of-mission total XP like normal XP?)
>>
>>4794276
That one is personal, adds to yours (and chevaliers).
>>
>>4794280
(Cool, will be sure to mark it on my charsheet from now on.)
>>
File: Veyhana.jpg (50 KB, 700x560)
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Rolled 3, 6, 6, 3, 3, 4 = 25 (6d6)

>>4794239

# Veynaha Copec
EXP: [4]

Guard: [19] // AP: [20] // Stance: [14] // React: [13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

> 4 AP // Move [6]x1, [5]x1, [6]x1, [5]x1.
> 3 AP // Order: Instruct Sunchild to regroup with the blades up on the ridge via the northern path, then to rain suppressive fire down on the vulpines as they attempt to crest the palisade.
> 3 SP // {Nock}.
> 3 AP // {Aim} at the bow vulpine @ [3]x1, [4]x5.
> 3 SP // Fire bow at the bow vulpine @ [3]x1, [4]x5. // Target the torso. (-0). // Roll vs Finesse+3
> 2 SP // {Evaluate} the bandana vulpine. // +2 to hit on next attack.
> 3 SP // {Nock}.
> 10 AP // {Aim} at the bandana vulpine @ [5]x3, [4]x2.
> 3 SP // Fire bow at the bandana vulpine @ [5]x3, [4]x2. // Target the vitals. (-6). // Roll vs Finesse+6
>>
Rolled 2, 1, 4, 3, 6, 1, 5, 3, 5, 5, 5, 3, 3, 2, 4, 1, 1, 6, 4, 3, 5 = 72 (21d6)

>>4794239

"This flank is secure, we must move to reinforce the other side of the river."

>9 SP: Attack nearest Vulpe 3 times
>1 AP: Move 3
>1 SP: Evaluate
>3 SP: Attack the right Vulpe
>2 AP: Move 21
>3 AP: Climb Rock at 2
>3 AP: Climb to higher level of Rock at 2
>3 AP: Use [Focus] to maintain my footing on the Rock
>3 AP: Move 223

#Tylus [3 XP]
Guard 13
AP 15 | Stance 13 | React 13 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Hustle Posture
// Like Fire Posture
>>
Rolled 1, 4, 6 = 11 (3d6)

>>4794239

#Chevalier
Guard 6/13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>4AP: Move 6, 5, 6, 5
>2SP: [Wolf-heart]
>2SP: [Chill Wind]
>4SP: [Evaluate] * 4
>2SP: [Windup]
>3AP+3SP: Attempt a Wide Swipe on the Scorpion Swarm 6 of Me
>3AP: Move 2, 3, 3
>2AP: Restore Guard

"Okay, we're cleaning up on this side! Now we have to hope that the Point C Palisade is still holding up!"
>>
Rolled 4, 6, 6 = 16 (3d6)

>>4794241
>Rend Stance+ Hustle
>4AP: Move 1-2-2-2
>3AP: !Grasper! Grab as many Planks off the ground around me as possible
>9AP: Move 2-2-3-3-2-2-2-2-3 (Do not go in the water!)
>6SP: Extend my Stinger for [Riverstep] to catch and pull herself. Careful NOT to poison her.
>3SP: Pull her back?

#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual
>>
Rolled 4, 2, 3 = 9 (3d6)

>>4794241
>Fluidity
>1SP: Like Fire!
>2SP: Dash-Step direction 4
>2SP: Wolf-Heart +1 Bleed
>3SP: Strike at an Unamored leg (or arm if legs are armored) [+2 Flicker, Like Fire and +1 Bleed]
>2SP: Flickerstep Dodge
>2SP: Flickerstep Dodge
>10AP: Recover 5 Guard
>Convert 4AP to 1SP: Like ash!
>3AP: Move 1 (Like Ash)
>1AP: Face Southwards

#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
just woke up, wait for me! Move coming in 10-20 minutes
>>
>>4794473
Good to have a dreamer awaken.
>>
Rolled 4, 2, 6, 1, 5, 2, 2, 4, 5 = 31 (9d6)

>>4794239
"Ohohoho, B U R N! BUUUUUUURN!"

>2SP Sustain corrosion fog and corrosive imbuement.
>3SP Move the fog 33
>3SP [Barter] Summon another fog cloud 454 (vs 17 Para)
>5SP Slash at the vulpes to 3 of me, evalx2 (vs 15 Focus)
>3SP Slash at the vulpes again. (vs 13 Focus)
>2AP Move 11
>16AP Restore 8 Guard
>4AP Dodge

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 5, 4, 3, 6, 4, 3, 3, 4, 3, 1, 5, 5, 3, 4, 5 = 58 (15d6)

>>4794239
>8AP converted to 2SP
>2AP Restore 1 Guard
>3SP Pull Sharkteeth out of the swarm of scorps
>3SP Pat him down and remove any scorps that may have gotten on him
>6SP Stomp! Squish! Splatter! (2 flurries of foot-based attacks)
>3AP "Now to get down to brass tacks." Call out the nearby remaining Vulpes. "You! Those are MY nailboards!! Have at thee! Hee-yah!!!"
>1AP Move 5
>6SP Ready and swing halberd at the pilferer with the most nail boards


Drankhus
AP 14
Stance 16 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 9 | Finesse 8 | Ferocity 14 | Para 9

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark

Really not sure how many dice i should roll with this one but I'll go with 15 (3 attacks, call out vulpes, rescue sharkteeth) :-)
>>
File: RedSandsDryWings 2-8-2.jpg (3.51 MB, 4005x3313)
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Fire spreads and poison roars, as the flood-waters recede. Riverstep finds herself pulled out f the water by a creature that sharks would fear and as she holds on to the offered plank there is a moment where sheer terror helps her struggling hands grasp on even tighter. And then with enormous strength Tinaan (by implied assumption of identity continuum theoretics) pulls her from the surging rivers.

--

As fire spreads across the palisades, we form a rear-guard. The mist and smoke churns, and the fire-spreads. An arrow stings through the air.

Just a little longer, Blades . . .

>Vulpes Phase
>>
Rolled 2, 3, 5, 1, 3, 4, 1, 1, 1 = 21 (9d6)

>>4794239
>3SP: Attack Vulpes 5 with Fluidity
>1AP: Move 4
>1SP: Telegraph
>3SP: Attack Vulpes 3 with Fluidity, Called shot to Vitals
>2AP: Move 12
>3SP: Cut any of the scorpions that survive 1 with Fluidity
>12AP: Gain 3 SP
>2SP: Gain a stack of Wolf-Heart
>1SP: Ready Riposte

#Gilbert
Guard 17
AP 17 | Stance 10 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 15 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 0

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
#Oak-Heart
>>
File: RedSandsDryWings 2-8-3.jpg (3.5 MB, 4005x3313)
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The Vulpes pause before the inferno and then... They reach a decision. This pallisade needs to fall. One man with an eyepatch kicks down our banner and then ones at the back begins to prod those in front.

Shoved through the mist, some weapons break, armour corrodes. Our arrows fall among them, but this time, the Vulpes do not run away. They march on.

They're here, hold out...

>Rapid Blades Phase.
>>
Rolled 3, 5, 3, 2, 3, 5 = 21 (6d6)

>>4794580
>[4AP] Move 2343
>[3AP] Take the ramp (if i need to drop the sign, so be it)
>[4AP] Move 6162
>[3AP] Place ramp 2ward
"Tinaang, grab Wintersmile!"
(Not sure if I need to roll for these, but just in case...)

#Samson | XP 2 | Current Stance: [Fluidity]
AP 14
Stance 12 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
>>
Rolled 2, 3, 1 = 6 (3d6)

>>4794580
"Our bank is clear, that's a lot of fire on the palisade…We need to get the bridges back up, before the Vulpes drive the defenders into a corner! We've got boards, nails, a helluva a lot of nails actually, some scorpion bits? Figure it out Blades!"
>11AP: Move 3216,6112,222
>5AP: Order the Blades to use everything they can to try to make a ramshackle bridge across the river.
>6SP: Gain 3 stacks of Wolf-Heart
>4SP: Prepare 2 Flickerstep Dodges

#Gilbert
Guard 17
AP 17 | Stance 10 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 15 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 0

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
#Oak-Heart
>>
Rolled 2, 1, 4, 4, 4, 2, 1, 6, 2, 3, 2, 1 = 32 (12d6)

>>4794580
"Let's make some space."

"Escape Art: Leviathan's Repose!"

>2SP Maintain fog and corrosive imbuement
>3SP Swing at the blue cloaked vulpes (vs 13 Focus)
>3SP Swing at the armored vulpes (vs 13 Focus)
>3SP [Wrath] Unleash a wave of corrosive acid to hit both vulpes. (vs 17 Para)
>3SP [Barter] Create a wall of mist at at my side of 3,4, and 5. Water nearby.(vs 17 Para)
>6AP Move 1666 66
>16AP Restore 8 Guard
>2SP Dodge*2

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
Rolled 2, 5, 5 = 12 (3d6)

>>4794580

#Chevalier
Guard 7/13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>1AP: Move 6
>3AP + 8AP: Try something, pick up the Ramp (Ferocity)

"We need to create a bridge to get to the other side of the River and help our fellow Blades!"
>>
Rolled 4, 2, 4, 3, 1, 2, 4, 5, 4 = 29 (9d6)

>>4794580

Guard: [19] // AP: [20] // Stance: [14] // React: [13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

> 4 AP // Move [2]x1, [3]x1, [2]x1, [1]x1
> 2 SP // {Go all out} // +4 to hit, +2 to dmg on next attack.
> 3 SP // {Nock}.
> 5 AP // {Aim} at the Armored Vulpine @ [4]x1, [5]x3.
> 3 SP // Fire bow at the Armored Vulpine @ [4]x1, [5]x3. // Target the legs. (-2) // Roll vs Finesse+7
> 5 AP // Try something: Leap over the gap without breaking stance. // Roll vs Finesse.
> 3 SP // {Nock}.
> -6 acc on next attack // Initiate the {Hushed Lightning} Kata.
> 6 AP // {Aim} at the Vulpines @ [5]x3, [4]x1 & [5]x4, [4]x1.
> 3 SP // Fire bow at the Vulpines @ [5]x3, [4]x1 & [5]x4, [4]x1. // Target the torso. (-0) // Roll vs Finesse.
>>
>>4794580
>Hustle
>7AP: Move 6-6-6-6-2-2-2
>3AP: !Grasper! Grab Flag pole
>2AP: Move 2-2 (Dont go in water!)
>1SP: Steel Eye?
>3SP: aNCHOR MYSELF ON THE GROUND WITH THE STING
>5SP: Extend Myself and the flagpole to Wintersmile and give him a hand (pole)
>3AP: Pull him Back once he grasps the pole!

"!!!!Win -rk- ter!"

#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual
>>
Rolled 2, 6, 1 = 9 (3d6)

>>4794580
>Fluidity+Hustle
>3AP+6AP: Order Joywalker to attack and retreat back to Point D
>-Grasscloak
>3SP: Evaluate*3
>2SP: Add WolfHeart
>3SP: Attack Nearest enemy target (Fluidity)
>5AP: Move 6-6-6-1-1
>4SP: Flickerstep dodge*2
>4AP: Restore 2 more guard


#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 5, 6, 5, 3, 2, 6 = 27 (6d6)

>>4794580

"You want water, do ya, woody? Oh, I'll give you water..."
>8AP Converted to 2SP
>4AP Move 3333
>2AP Restore Guard (1)
>12SP Big Concentrate [Harm/Wrath] Mosswater Mark: "Grasping waters, pull in and attempt to drown the flaming man in the wooden armor!! Hold him under, don't let him breathe air ever again, only water!"
>6SP Concentrate [Harm/Wrath] Mosswater Mark: "Grasping waters, grab hold of the man wearing the red bandana and drag him into the river!!"


Drankhus
AP 14
Stance 16 | Guard 16
React 10 | Health 2 | Lethality 1
Fluidity 11 | Focus 9 | Finesse 8 | Ferocity 14 | Para 9

#Simple Halberd (Range 2 ONLY. 3SP to READY. +lethal, +guardbreak)
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind
!Hound || !Hustle || !Like Fire
!Mosswater Mark
>>
File: Near Me.jpg (148 KB, 934x650)
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>>4794620
The . . . nearest enemy? It's . . .breathing down . . . Your . . . Neck. . .
>>
>>4794629
"AAAAA!"
>>
File: RedSandsDryWings 2-8-8.jpg (3.49 MB, 4005x3313)
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Sato rolls, swinging his sword, as something breathes down his neck with a hot humid sense of distant spice. Maria throws her Spirits at the enemy, and armour boils and buckles as Veynaha rains down arrows.

We need a bridge. We need extraction. We need help.

Drankhus pushes both hands into the waters of the flowing river and asks. The river. . .

>Vulpes Phase
>>
File: RedSandsDryWings 2-8-4.jpg (3.63 MB, 4005x3313)
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smiles.

Time to run, Blades. Time to run. The intentional weight of eyes is too heavy here. We are being watched.

>Rapid Blade Phase.
>>
Rolled 3, 1, 2, 1, 2, 3, 2, 1, 6 = 21 (9d6)

>>4794670
>[1AP] Move 3
>[3AP] Take ramp
>[3?AP] Drop down 4ward
>[2AP] Move 33
>[3+all remaining AP] Help out with the bridge as much as I can
>>
Rolled 6, 3, 1, 5, 5, 5, 3, 1, 6, 6, 4, 2, 4, 1, 1 = 53 (15d6)

>>4794670
"Sneaky interlopers, don't think we havn't already seen you!"

"Revealment Art:Lanternlit Fog!"

>1SP Sustain my weapon's imbuement
>3SP Explode the fog on the pallisades outward. (vs 17 Para)
>3SP Form spears of acid from the water to impale the blue cloaked vulpes and the two vulpes next to him (vs 17 Para)
>3SP Slash at the two vulpes to my 3 (vs 13 Focus)
>2AP Move 12
>3SP [Wrath] Fire a wave of corrosiveness at the group of ninjas (vs 17 Para)
>3SP [Wrath] expand a corrosive fog in the 6 hexes the ninjas are (vs 17 Para)

>4AP Move 5555
>8AP Restore 8 Guard
>8AP Dodge*2

#Maria
AP 22
Stance 16 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
File: Oni7.jpg (160 KB, 1080x1080)
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Rolled 4, 3, 4, 6, 3, 3, 3, 3, 1 = 30 (9d6)

>>4794670

# Veynaha Copec
EXP: [4]

Guard: [15/19] // AP: [20] // Stance: [14] // React: [13] // Health: [3]
Lethality: [2]+1 // Flurry: [10]
Fluidity: [5] // Focus: [9] // Finesse: [18] // Ferocity: [9] // Para: [6]

Weapon // (Bow): +1 Lethality, Penalties grow exponentially per 3 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spending AP boosts hitchance at a 1:1 rate.
Skill // {Oni Laugh}: Spend 3SP to have AP dmg penalize enemy actions.
Skill // {Chill Wind}: Spend 2 SP adds +Terror to all attacks, hit or miss.
Skill // {Hushed Lightning}: You may take -6 to hitchance to attack twice, stacks linearly.

> 3 AP // Order: Direct Pausegiver, Rockclimber, and Sunchild to hastily fall back to D, and defer to Sato's command.
> 13 AP // Try something: With a sprinting start leap atop the low opacity ninja skulking menacingly @ [6]x1, then using the surprised man as a foothold spring up onto the elevated stone outcropping @ [6]x2.
> 3 SP // {Nock}
> 2 AP // {Aim} at the crowd of low-opacity ninjas @ [3]x1.
> 3 AP // Fire bow twice into the crowd of low-opacity ninjas. // Target the torso (-0) // Roll vs Finesse+2
> 3 SP // {Nock}
> 2 AP // {Aim} at the crowd of low-opacity ninjas @ [3]x1, [2]x1.
> 3 AP // Fire bow twice into the crowd of low-opacity ninjas. // Target the torso (-0) // Roll vs Finesse+2
> 2 SP // Prepare Dodges.
>>
Rolled 3, 1, 3, 6, 5, 6, 5, 6, 5 = 40 (9d6)

>>4794670
>3AP+6AP: Archers! We are Leaving! Get to the Makeshift bridge! And dont forget the Flag!
>1AP: Move 4
>1SP: Like fire
>4SP: Evaluate*4
>3SP: Hushed Lighting attack the 2 mooks direction 3 and 4
>2SP: Flickerstep dodge
>2SP: Flickerstep Dodge
>0SP: Hustle!
>4AP: Move 6-5-5-5
>4AP: Recover 2 More guard

#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
Rolled 5, 5, 5, 3, 2, 1 = 21 (6d6)

>>4794670
>5AP: Try to see what Seven Red is doing to the Stormspawn Corpse with Fluidity
>12AP: Order the Blades to hold the bridge steady so it doesn't shift under the weight of the retreating party with +4 Skill
>4SP: Ready 2 Flickerstep Dodges
>6SP: Ready 6 Ripostes

#Gilbert
Guard 17
AP 17 | Stance 10 | React 15(-2) | Health 4 | DR 2 | DMG +1
Lethality 1
Fluidity 15 | Focus 10 |Finesse 12 |Ferocity 10(+1) | Para 9
EXP: 0

#Simple Sword
#Rikovol Armor
#Flickerstep Dodge
#Wolf-Heart
#Zanshir
#Oak-Heart
>>
>>4794670
>Finesse Stance
>4AP: Move 5-5-5-5
>3AP: !Grasper Grab Raamp
>4AP: Move: 3-3-3-3
>5AP: Reinforce Bridge
>1SP: Steel Eye Anchor Sting
>8SP: You know the drill! Extend to help pull people over! (*3?)


#Tinaang?
Guard 16
AP 16 | Stance 9 | React 14 | Health 3 | DR 3
Lethality 2
Fluidity 4 | Focus 4 | Finesse 12 | Rend 12 | Para 1 | Sting 10-2
@Simple Bow+Spiteful Quiver

!Steel-Eye !Wavebreaker !Grasper
#Predation Instinctual
>>
>>4794670

#Chevalier
Guard 7/13
AP 12 | Stance 14 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 13 | Ferocity 11 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]

>6AP: Move 3, 3, 3, 3, 3, 3
>3AP: Put down the Ramp 6wards as part of the bridge.
>3AP: Move 6, 6, 6

"Okay, the bridge should be complete!"
>>
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The bridge is restored, if barely! The blades make their wobbling way across the churning waters, balancing on the run.

On the cliffs the ringing sound of steel as blades are drawn. . .

Blood stains the rocks.

>STORM PHASE
>>
>>4794765
(Hum some of my move seems to have not gone through)
>>
>>4794771
Any posture you take lasts for your entire turn. cut like fire - move like fire.
>>
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Veynaha ducks and weaves as arrows slam into the rock. His heavily armoured Vulpes pursue chase him across the rocks, brings up his shield and then . . . Pauses.
>>
>>4794784
Darn, I forgot how that worked
>>
Using my mark tired me out so much... While recovering, I notice a figure in shining armor across the river, hoisting a gargantuan flag.
>>
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Blades fall like rain. Wounds appear, Vulpes fall and shout and curse, swinging their weapons - cutting at shadows and air.

Veynaha feels the small sting of something sliding past his guard.

And Sato . . . Stares down a Vulpes, grinning like someone who has just found that his old busted campfire pot hold even more of his most favourite meal

> STORM PHASE 1/2
>>
Bannercaptain Rinik

Blades of Rikovol! I shall keep this brief!

I see your Palisade, and I see the blade-work of fine heroes who hold it against an enemy who come to our shores uninvited and unasked. I see a supply company, fighting with fury and focus to honour the weight of every Blade in the House of Edges. Some who stand in guard of the honoured dead.

But you have done hard work holding my flank and protecting my Garrison.

Blades of Rikovol! Why don't let US take it from here? "
>>
>>4794818
"WHO'S 'US'? WHERE'S THE REST OF YOU??"
>>
>>4794818
>>4794840
"OH MAN WHO CARES! YOUR HELP AND YOU TAKING CARE OF THIS WOULD BE MOST APPRECIATED BANNERCAPTAIN RINIK SIR!!!!"
>>
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>>4794840
Here
>>
"Reinforcements?! The day is ours!"
>>
>>4794850
"Finally, hold fast just a little longer! We've done it Blades!"
>>
>>4794850
"After all these INVADERS, GIANT SCORPIONS and ACTUAL NINJAS, it's nice to finally see some allies appear!"
>>
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Mission complete! Blades, we did it! We held the line! The third and fourth waves are being rolled up by the Drywing Blades now, the Vulpes are in full retreat. We did!

Some things are worth dying for.

Blades Lost:

Fluttermist
Duststep
Eyeeater
Wavebreaker
Plantfinger
Windshear
Veynaha

10/16 company blades remain alive!

We did it!
>>
>>4794884
...Can we at least try and get that dude on the island before we go?
>>
>>4794889
We hold the field! The medics can set up a tent, and we can build a proper bridge. No hermits left behind!
>>
>>4794714
Blade, some things are worth dying for but you do not appear to be dead. We . . . Don't know what happened to you.

Until we find out, you're free to reroll to rejoin the company and carry over 1 trait and any xp earned from this operation. We will enter your name in the Rolls of Honour. Treat it like joining the Supply Ship, and take a wild-card roll.

Until we meet again.
>>
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I'll get my vengeance. My . . . Revenge. I'll take it. I'll take it like I took everything else in my life!

Wait - -

You.
>>
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No. No. You would not. We are united in this - - - you serve who we serve, you fluttering dust-speck --
>>
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Put down the kni-- ah. Well. I'll embrace my fate. I have taken everything else in my life with my own hands and I will take my death the same. With dignity. With honour. With bravery.

Would you allow me to hold my bow one last time? I can neither see nor hold an arrow. I am no threat to you.

I took this from the a Lantern-captain of the Burning city. In his dreams, he haunted and hunted nightmares to preserve the sanctity of others. The wood is stained with his careful meticulous care in nocking arrows into the pulsing mass at the core of twisted hopes.

We are not so different you and I. But dissimilar enough, I should think. I take from the world. You take from your own sense-of-self. How is it, to pilfer parts of your own humanity for glory?

Well, yes, I see by your smile you understand. Thank you. For this.

I am ready. Bring your knife.
>>
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PSYCHE YOU BAG OF SHARP WORMS! GET WRECKED! VULPES FOREVER [/red
>>
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Victory!

Fantastic work, Blades.

Now. . . let us put our the fires, rebuild the bridge and gather the fallen. There are many who have not lived through the day. And then . . .

Bannercaptain Rinik
Ah, finally, my company of supply engineers have arrived. I've been waiting for you for days! But I gather you had some minor trouble on the way?

Raiders, fighters, death, spirits, enormous wrack-spawn and Spirits.

I am well in awe of your luck, your misfortune and your tenacity. Your choice to cut over the coast via supply ships captured on your own may have saved the life of every man, woman and child in Fort Drywing.

The Vulpes have been raiding up and down the coasts. Displaced refugees take shelter in the Fort and it has been my sacred duty to guard them against hardship. I imagine now that was the purpose of their tactics:

See it in your minds eye. Hundreds of civilians in one fort, and the invasion lands. Takes it. Were they to interogate and question the garrison, the courtiers, the messengers, the farmers, the black-smiths, the merchants, they would know . . . All there is worth knowing of our coast and our beautiful cities.

This fate we have avoided. A hundred quiet thankful minds will whisper their gratitude to you and yours tonight. And you have my personal thanks.

Although as a personal note, maybe next time you can avoid climbing in through the armoury window when you sneak into a Fort? You scared my poor quartermaster half to death.
>>
>>4794952
"Think they *cough* could help get me a new/repair Left arm *cough*. Honestly I think half my struggle started with this... If they can't that's fine. At least I helped..."
>>
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Act I: Quiet Waters completed.

Take a moment to reflect, if you wish, here among the waves and the shore. Among the fires and the fallen. You may pair up or go at it on your own. Think about who you are. Where you're from. What this place is. Who these people are. Your skills, your focus, your intention.

We did it. We've done it. We've secured the Mist Village, disrupted the Landing Site, made it by the coastal route to Fort Drywing and now we bring like dark ravens in front of an ill storm dire news of invasion, of conquest, of coming storms. Bannercaptain Rinik is interogating the captives, the many that we have, and especially Seven Red Flowers.

The Bannercaptain speaks Ulthani, with a accent that Red Flowers calls "singing". He can ask her questions in her tongue, and the answers he hears paints determination on his face. And, when he thinks the soldiers and civilians do not see, he stares out over the water. A wolf that watches.

We are alive.
We are ALIVE!

All Survivors gain 21 xp
All Survivors gain +1 Free Kata.
All survivors gain +1 SP for living!

>If you have more than 12SP/AP/GUARD, it cannot be raised with XP any further.

It is time. Take your breaths.

Everyone can take One downtime action. Ask questions, seek answers. These introspective or active attempts change you, or the world. Or maybe nothing at all. We have a short measure of peace.. Let's use it well.

You can:

> Harness Something I Found ( Did the Enemy do something different from us? Adopt their skillset if we have their tools, or study what they did to harness it as our own. Roll a skill to help. This is a good way to unlock company gear or new Katas. There is so much littering on this fair field. Take your time. Study it well. )

>Fashion Something New (With the forges from the Landing Site, the supplies, and the garrison at Fort Drywing along with our cunning, we can try to improve equipment, gear or utilities we have. Perhaps sharper blades or better armour will keep the enemy at bay? )

> Refine Our Understanding ( You can study an Advanced Stance by combining 2 of the stances you already know or refine a stance we already know to try and improve it. Perhaps remove its flaws. Perhaps better it. We know a good deal now, so this is more effective if [2] Blades agree on working on something together. )

> Sing the songs of Honour for the Fallen and Feast For the Lost ( The Honoured Dead and their Vigil is true. )

> Ask A Question, Find An Answer ( Maybe you're wondering why something is the way it is? Maybe you have a plan to make it a little less like that? Ask around; it might be quite helpful. You can use this to investigate, learn or prepare things. )

> Something . . . Else?
>>
It is also possible to:

> Join the Supply Ship ( Roll a new character, but get a wildcard 1d6 to add to one stat. You can also bring over 1 skill/trait/stat and any unspent xp. The company benefits from skills and abilities the retiring character brings, which might unlock company wide upgrades. )

Now that we have a ship and therefore a (floating) base of Operations, this no longer consumes the full down-time action.
>>
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Pinned against us, and caught as they marshalled a third wave the Vulpes are smashed apart by the Drywing Blades. The foxes scatter, breaking into green bush and hiding places, running. .
>>
Rolled 3, 3, 6 = 12 (3d6)

>>4795005
>Refine Our Understanding: Try to discover the synthesis of Fluidity and Ferocity
(Dunno if I gotta roll for this, but I'm doin' it anyways!)

#Samson | XP 23 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K) Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
>>
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On the distant horizon . . . Odd sails
>>
>>4795005
"Ahhh, it's finally over for now. I wonder what that stormspawn heart tea tastes like?"

Thanks for running!

>Claim 21XP 5->26
>Claim 2nd free Kata.

#Maria
AP 22
Stance 17 | Guard 18
React 9 | Health 2 | Lethality 1
Fluidity 10 |Focus 13 |Finesse 6 |Ferocity 6 | Para 17

@[Sharp Like Malice] (Stance:[Focus]+[Emptiness In Motion])
!Emptiness In Motion(3SP) [Focus][+] Overflow Guard
!Like Fire(1SP) +1Dmg per Empty Tile, 3AP Move
!Scarwater Mark <Active>
>>
>>4795005

>7 EXP
>+2 EXP (Bug squashing)
>+21 EXP (Mission Complete)
>Learn Oni Laugh (Free Kata)
>+1 SP (Surviving)
>30 EXP
>Increase Finesse from 13 to 14 (-14 EXP)
>Increase Ferocity from 11 to 12 (-12 EXP)
>4 EXP

#Chevalier
Guard 7/13
AP 12 | Stance 15 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Simple Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

> Sing the songs of Honour for the Fallen and Feast For the Lost ( The Honoured Dead and their Vigil is true. )

"My entire family were foreign to these lands but integrated well, all of us were destined to kill, whether we were assassins or soldiers or knights and we all died by the blade.

The most recent generation were trying to avoid that fate, 'It's just a simple supply run' I remember thinking. But the spirits were guffawing at my thoughts and gave me this: A dead brother, and victory.

But I must continue, if it means protecting life by taking it then so be it."
>>
>>4795024
>+1 Kata and +21 xp= 30exp to spend!

>Seek the answer : Ask help from the Drywing locals and about >>4777461 >>4777554 if there is a healer that can mend my lost limb/help me ask the spirits for a new Left Arm... I have it still in the convoy wrapped and all but I need help for this. ALL the help. I need to reclaim my lost limb...
#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[9 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
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in Storms, the gods laugh. So they say.
>>
>THANKS FOR PLAYING
>>
>>4795112
>THANKS FOR RUNNING
>>
>>4795112

Thank you for running the game! Had lots of fun! Good luck in your future endeavours!
>>
>>4795112
>Thanks for running!
>>
>>4795104
"Uhhh... Sorry to break it to you, Sato, but only the spirits themselves would have hopes of attaching that rotten thing back to your shoulder... And do you really want that? Would you be able to control it still? Or feel anything? Grab anything? Maybe some sort of wooden mechanism or metal apparatus would be better? Sorry..."

>>4795005
> Sing the songs of Honour for the Fallen and Feast For the Lost ( The Honoured Dead and their Vigil is true. )
>Pair up with any other Blade willing to perform this action (Chevalier?). For brotherhood! For the Blades!
>Use mosswater mark to sprout a grove of vines and many cairns of flowers that face towards the ocean, for our fallen battle-brothers. May the spirits loftily carry their souls on gentle winds.

Drankhus seriously considers joining the supply ship or the Drywing Guard, but convinces himself that the spirits want him and his halberd to continue with the current company.

>25 Unspent XP (Para 9 -> 10 -> 11)
>+1SP (17 total)
>+1 Kata (Grass Cutter)

>Act II card:
Drankhus (4 unspent XP)
AP 14 || SP 17
Guard 16 || React 10 || Health 2 || Lethality 1
Fluidity 11 || Focus 9 || Finesse 8 || Ferocity 14 || Para 11

#Simple Halberd
#Rikovol Armor
!Puncture || !Bear Claw || !Chill Wind || !Grass Cutter
!Hound || !Hustle || !Like Fire
!Mosswater Mark

>>4795080
fuuuucking baaaaased!

Thanks so much for running, CompanyCommand, I was truly enthralled. Eagerly awaiting Act II.
>>
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>>4795073
The rush of the river will eat through the stone, in time. The art of formless demands that you cut /around/ your enemy. This. . . way of fighting is shadow and water and distance.

And now you know. Flow like a river.

>Water Stance: Every 2 margin on your hit transfer 1 defence from enemy to you.

Should you hit on 11 vs 13, you'd steal 1 point of Guard. Or dodge. Or something else. Flow like water. cut around the rock.

--

As a full Banner company at the end of Act 1, this is what and we've been able to glean! There's many things!

A few things will change going forward to avoid Some Bad Situations. Foremost: Emptiness In Motion is intended to only apply to Focus Attacks, not spending surplus AP to get +20 Guard. So now it's specified: It works on Focus Attacks.

Marks now benefit from channels, wish are simply SP spends and Katas... for Spirits! Now you too can define your intent even further. It's also now possible to know how far your spirit powers have are ranged to work, which is Range 1 innately, which may elaborate on why sometimes the spirits listen and sometimes the mossy waters ignore us. But the range can be increased . . . With channels! And splendiferous other capabilities!

At the end of this act you can also try your hand at formulating your own Kata, for you are Blades in Truth. This is entirely optional, but is interesting if you wish to practice Bladed Arts and have a Trick you really like and want to improve. Some of it still requires refinement, so be aware that should you discover flaws in cosmic substrate that engender a calamitous ability to cut through the world your sublime martial arts may be gently adjusted.
>>
Rolled 5, 6, 4 = 15 (3d6)

>>4795005
The bladework of my family trace their origins back to long lost Pytherian techniques. Maybe they can be adapted for modern useage.

>Research a style of combat that hybridizes sword techniques with spiritual arts. Focus+Para?
>>
>>4795208
"Don't be sorry Drankhus. Afterall you weren't there when it happened. When it was litteraly SLASHED away from me. Plus whether they reatach it and make it work or make a new one from the spirits. It barely matters now... but I wouldn't be satisfied without at least trying something thats more ALIVE. Also spirits do wonders with the smallest stuff. And don't call it rotten. I've basically asked Sofia to try and keep it as clean as possible even without blood flowing through it."
>>
>>4795443
Well, the salt barrel helps, certainly.
>>
Rolled 1, 4, 2 = 7 (3d6)

>>4795005
> Harness Something I Found + Fashion Something New
> We have observed many Vulpes using several different forms of shields, yet this is something our company lacks entirely. While we do not want to give up much mobility or ability to react, it would probably increase our survivability to have at least some form of shield to block with. Ideally we would have a few different options to choose from, but let's see what we can come up with. (Rolling vs. Focus on the design and make of Vulpe shields)

#Tylus [24 XP]
Guard 13
AP 15 | Stance 14(from 13) | React 13 | Health 2
Lethality 1
Fluidity 14 | Focus 15 | Finesse 11 | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
// Scarwater Mark
// Oak-Heart Kata (Active)
// Emptiness In Motion Kata (Active)
// Puncture Kata (Active x5)
// Hustle Posture
// Like Fire Posture
// {Empty Kata Spot}


>+21 XP
>+1 Free Kata
>+1 SP
>>
>>4795303
>At the end of this act you can also try your hand at formulating your own Kata
This is free for all the survivors of Fort Drywing? Or does it consume a down time action? Also it was maybe hinted at that since we have the supply ship, we will be able to do more than our standard (1) one down-time action? I'm gonna attempt to invent a Kata after my reverance towards the fallen, if possible. I'm liking the looks of the Passion Kata as well. Right up my alley!
>>
>>4795443
>>4795449
Did I say rotten? ...I meant... Uhhh... Spoiled! Like spoiled rotten! You treat that thing too good... Well, if you need any help convening with the spirits for that, I can try to help. You know where to find me. I'd also suggest our resident expert
channeler, Maria.
>>4795507
Good on you, Tylus. Shields could prove useful. Especially for sexy, handsome halberdiers like me.
>>
>>4795780
Attempt away! That one isn't quite a downtime action.
>>
>>4795885
(Are there any limits to kata creation (the act itself, not what's in the katas)? i.e. can we only make one per downtime, or maybe only have a limited number of katas active at once, or something like that? Or can we just do whatever the hell we want right now?)
(Also, do you need to pay the full XP cost to halve a kata's cost/tohit malus outright, or could you pay in increments (i.e. spend 10 now to reduce it by 2, then spend another 10 at a later time)?)
>>
Rolled 6, 2, 2, 4, 6, 3, 2, 1, 5, 2, 2, 4, 6, 5, 5, 3, 3, 4 = 65 (18d6)

>>4795005
>>4794899

> Rolling up a new character. Wildcard, attribute carry-over, and the rest comes afterwards.

# ???
EXP: [4 => 25]

Guard: [--] // AP: [--] // Stance: [--] // React: [--] // Health: [--]
Lethality: [--]
Fluidity: [--] // Focus: [--] // Finesse: [--] // Ferocity: [--] // Para: [--]

Weapon // ???
Skill // ???
>>
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Rolled 5 (1d6)

>>4796082

> Carry over Finesse from Veynaha.
> Apply the wildcard 1d6 to Finesse.

# ???
EXP: [4 => 25]

Guard: [14] // AP: [16] // Stance: [8] // React: [12] // Health: [2]
Lethality: [1]
Fluidity: [10] // Focus: [9] // Finesse: [14 => 18] // Ferocity: [11] // Para: [7]

Weapon // ???
Skill // ???
Posture // ???
>>
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>>4796139

> Mission Rewards // EXP carryover from Veynaha.
> EXP expenditure // Advance Stance from 8 to 9.
> EXP expenditure // Advance Stance from 9 to 10.

# Kassandra Viteri
EXP: [4 => 25 => 16 => 6]

Guard: [14] // AP: [16] // Stance: [8 => 10] // React: [12] // Health: [2]
Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [18 => 23] // Ferocity: [11] // Para: [7]

Weapon // (Short Recurve Bow): 1+ Lethality, Penalties grow geometrically per 2 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Stored Strength}: Spend 4 AP to gain +1 Lethality on next attack.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.
>>
>>4795112
Thank you! Good read
>>
>>4795005
>>4796183

# Kassandra Viteri
EXP: [6]

Guard: [14] // AP: [16] // Stance: [10] // React: [12] // Health: [2]
Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Short Recurve Bow): 1+ Lethality, Penalties grow geometrically per 2 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Stored Strength}: Spend 4 AP to gain +1 Lethality on next attack.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> Pursuing a trail of carnage and ash, an enigmatic figure steps forth out of the tangled marshlands sired by the river Escorpion's tributary network and onto a battlefield buzzing with the sternly coordinated activity of a Blades company.

> Ask A Question, Find An Answer: Kassandra has been doggedly tracking an certain individual, hopping from one theater of battle to the next, ever and always one step behind the void-touched bastard. For now, she must conduct an investigation the surrounding area and attempt to find any leads on the whereabouts of treasonous murderer: Veynaha Copec.
>>
>>4795913
To study a bladed art by yourself, the assumption this: Develop a specific move you think is interesting and worthy of your time. It simply requires XP so you can study as many as you like. It's not a down-time action, it's a way to funnel xp into improvements.

In case anyone is confused, consider this:
You might want to do a strike.

Ferocity Strike [3SP] + Windup [2SP] + Windup [2SP] + DashStep [2SP] + Target Enemy Weapon [-4 to hit]

We'll call this one Handbreaker. To use the Handbreaker as is, you might have a skill level of Ferocity 13. Since the attack is at -4, it'll look like akin to this:

>[9SP] Step 1 and Ferocity strike enemy weapon vs Ferocity 9, at +2dmg

But 9 SP is a steep price to pay. It's more than most simple fighters with 6 SP can even attempt! We could study it:

>Spend 15 xp to improve Handbreaker kata to 7SP and -3 to hit.

Now when, you have a specialist, unique blade-art that you can use.

>[7SP] Handbreaker, step 1 and strike at +2dmg (vs 10).

Later on, you've found out that you might want to lean into arts of Pacifism. So you spend 25 more xp on the Handbreaker Kata, and it ends up looking like this:

>[5SP] Handbreaker. Step 1 and strike at +2dmg (vs 13)

Through dilligent study, you've taken an attack that's 9 SP and vs 9 down to 5SP and vs 13.

But why do this?

There's a lot of little unique and interesting tricks a Blade can try, and this allows you to study something and make it yours. The personal Katas trained can be improved later, and it's a useful training tool. If we find a master, the personal Katas can then be entered in the Books and maybe even Refined.

>>4796183
As impressive as your ability to move like the mist and flow like a dream is, Kassandra, it is also distinctly inhuman. Be aware that your Finesse is bordering on the impossible, most flesh and blood creatures cap out at 18 in a stance. The level of mastery you're displaying is uncanny.

Alas, as note, it is preferable if you could avoid spending XP on Stance. There's some underlying universal rules being mildly adjusted and that is one them. Stance, Guard, AP, Health, React and Lethality is . . . More set now and not amenable to XP advancement.
>>
>>4794988
You did well! Surely, the lack of your arm has done nothing to dissuade you bladework!

>>4795104
We'll bury your appendage with full battle-honours. It is beyond the reach of any but the worms now. Rinik swears by his sword that he is sorrowful for your passing. The Healer - Morningache - of Fort Drywing died in an eruption of Glasslung two months ago. Such a loss as you have suffered, friend, is impossible to heal. But fret not! You are still a mighty man! In Rikovol, sure office in a quiet position will be easily secured with Rinik's patronage and he will do all he can to get you a simple office job with not so many quills for the rest of your days!
>>
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>>4797278
Psssssstttt. Over here. It is time. The needles are warm. The Wolf is willing. The wind whispers opportune at this hour. As the Garrison moves their heavy feet, Pained Blade, they will not see the two of us slip away or note the passing of our shadows.
come. Take your sword. Bring a knife. We will whittle and carve and make.

You seek replacement for what was lost!


(Seven Red Flowers is staunchly disregarding the fact that this thing that was lost was only lost because she took it, with blade-work mocking surgery)

Swords cut, and cuts cannot be undone. What was parted will always be cleaved. But this is no dire thing, for if one small fragment is lost one must simple take a fine replacement from Elsewhere. To set right was what was wrong is now the hour. To repay debts of acquisition!

Here.
Drink.
>>
>>4797271
>>4795885
>>4795303
Oh boy here I go!
>Create Kata

>8SP (9? 10? 11? 12?)
>(Ferocity)
>(Sword or Spear)
>Weeping Wind: Wildly and fiercely swing your blade in a circle around your hex. State which hex/target to start with, and clockwise or counterclockwise. For each 2 (3?) extra margin, hit an extra hex/target within the circle.
Hopefully the cosmic debris settles nicely while I think up this Kata.
>>
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>>4797291
"...Well...if this your way of an apology we'll see how well it goes. An arm, at least 2 fingers and a thumb is all I need. If I get more then 4 Fingers and a Thumb it'll probably get weird. That and...I think its a bit too late for an office job."

O spirits of the 4 directions and the ones of elements. Please help me in my endeavour. For those whose names are still unknown. May you bring protection to this mind who will have so much more to learn in the approaching storm..."

*sips*.
.
.
.
*DRINKS*


#Sato
Guard 19
AP 18 | Stance 12 | React 11(13) | Health 2
Lethality 2
Fluidity 15 |Focus 9 |Finesse 10 |Ferocity 9 |Para 5
[30 exp to spend]
Wearing - [Armiger's Headband][Grasscloak]
@Weapon - [Simple Sword]
!Kata - [Hushed Lightning][Flickerstep Dodge][Wolf-Heart][Oak-Heart]
!Like Fire !Distant Rumble
-Whisper Stance 8 {Hits convert 2 Guard to 1 Dodge, each dodge deals 1 dmg}
>>
>>4797306
Ah, an avid practitioner of the whirling arts. This is not entirely how the company saw this being used, but there's easy merit in your idea.

So yes, with some investigation, this is easily possible:

Weeping Wind (Ferocity, Sword/Spear)
+4SP.
Pick a target in reach and a rotation. Roll once. you hit 1 more target tile per 3 margin.

Spin like a dervish!
>>
>>4795208
>>4795095
Good and grand. It is time. Fire will shepherd them on the way, and water carry them further still. We will ignite the pyres and then they will join the Others, in glory.

A short poem is traditional.
>>
>>4795005
>>4795303
>>4797271
>Create Kata: Flickerstorm [7SP] (Flickerstep Dodge x2, Stormdancer x1)
>Create Kata: Honed Claws [7SP] (Bear Claw, Evaluate x4)
>[10XP] Reduce Flickerstorm's SP cost by 2
>[10XP] Reduce Honed Claws' SP cost by 2
Simplicity and Versatility.

#Samson | XP 23 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9

(W)Not A Trap Sign | Reach 2, ???
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Simple Blade | +1 DMG, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
>>
>>4797271
(Okay.)

> Undo EXP Expenditure // Revert Stance from 10 to 9. // Refund 10 EXP.
> Undo EXP Expenditure // Revert Stance from 9 to 8. // Refund 9 EXP.

# Kassandra Viteri
EXP: [6 => 16 => 25]

Guard: [14] // AP: [16] // Stance: [10 => 8] // React: [12] // Health: [2]
Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Short Recurve Bow): 1+ Lethality, Penalties grow geometrically per 2 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Stored Strength}: Spend 4 AP to gain +1 Lethality on next attack.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.
>>
>>4797680

Gnashing, roiling
Men of the Blade
Taking into our hands
What the spirits forbade

Valor, destiny
Altering and bettering fate
Men of the Blade
Who the spirits forgave

Watchful, restless
Bandying honor and pride
Protectors of our land
>Men of the Blade
>>
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>>4796781
A treasonous murderer, a cold soul willing to suggest the maiming of prisoners and the violation of strictures old and guarded.

A trail that winds along a storm-bathed coast. Stains in the sand. corpse, marked by the distant touch of feathered death. Arrows that fall like rain. Vulpes, and maybe not just, with arrows where arrows should be but also where arrows should not: the back of the knee, the small of the spine, the neck. Killshots on retreating foes. Terror shots.

But some shadows are hard to catch: in this acid stained place, the scraps do not tell a complete story. Too many fallen. Sword-marks on the rock. Fallen Vulpes, who died glaring at foes they dislike more than us. And there, fluttering in the sea wind, a soft touch of purple cloth but no owner. There is a sting on wind. It carries the trace of strange spice and dust.

It may be - it may just be - that the Moths, with their fluttering steps and their fickle hearts, found a man that spoke to their empty hearts and took him for one of their own.

There is a trail here. Almost imperceptible. . . But it leads to the forest. Eight wanderers, carrying someone. A small broken arrow have been forgotten in the rock. They fought the Vulpes to secure this prey of theirs. Eliminated witnesses.

But what would the Moth want with a murderer? You may ask the swaying grass and the silent trees. The spirits do not deign to answer.
>>
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>>4797371
Ugh. . . Your head. What. . . happened last night? Where is your sword? No, let the spirits have it - where are your pants. Why do you have scratches all along your spine and the taste of goat milk in the back of your throat?

And why does your shoulder itch? The stinging sensation of phantom pain made real--
made . . .

. . . real?

You scrabble on the cold salt stained rock to find your footing again, pushing up with an arm you did not have in your last true memory. It feels like yours. Warm, same old scars, fine fingers. Pulsing green veins in the wrist.

. . . Green veins?

What happened last night?

>Success?
>>
>>4797910
Few things as true, Blade, and well spoken as the last call to bring the honoured to the Other and the Here-After.

Thank you.
>>
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For two days now Rinik has arranged the company and gathered all supplies from Fort Drywing. All is ready, although the mood is sombre. Lashed by rain and storm none can find peace. And we all know it. We see it in the night: Lights in the distance. Ships.

They're come closer. We have arranged for couriers to travel on ahead by the fastest available route and should all go as the sword wills, then Rikovol and all the other cities should heed the warning and begin to muster the field armies. To light the beacons and night-fires against invasion. To pray and to take sword to whetstone.

But such operational concerns are for the high orders in the distant cities. We are here, at the coast, and we cannot hope to stand alone against the fury that will wrack and wreck our shores. No. We have a more noble goal in mind, nw.

For in Fort Drywing the civilians have gathered from the surrounding farms, villages and towns. And who would abandon folk such as these to the ravages of storms?

The company, now bolstered by the Blades of Fort Drywing, will ensure the safe transport of these people to Rikovol. Some can be loaded on the ships, if we dare.

Vulpes landing parties clog the arteries of our road network. Most are broken bandits reduced to disarray after our grand work, but it is enough to deter small travelling parties. We must move in force to ensure the safety of our people.

Kassandra has discovered a trail that leads down the coast to an unknown camp. It is not much of a detour and it may inform us of our enemies.

But it is a detour nonetheless. We can focus on making the caravan ready to move and ensure forward momentum.

Rinik has his men out in sweeping sentry patrols now, clearing the roads, ensuring stable points of supply and aiding who-ever the Blades find. However, he warns that these dispersed tactics leave us vulnerable to raids as our merged companies are spread out among the forest.

Therefore, we face TWO questions:

1) The company is to decide the nature of our advance towards Rikovol. What tactics or strategies can we use? And, should we detour to investigate the camp that Kassandra has found?

2) The company is to decide our company posture while on the march. Shall we spread our Blades out in sweeping patrols, or cluster tightly in a defended convoy? The spectrum of our focus runs like so:

Sweeper Patrols to aid civilians + secure forward progress and intelligence
to
Heavily defended convoy, less vulnerable to attack.

With more sweeper patrols, we aid our people. With more guards, we make our caravan more impervious.

The posture also decides how many Banners we have available during Engagements. Any with the convoy are able to join us.

We have Four Banners available. How many do we send out and how many do we assign to the convoy?
>>
>>4804123
(Not to accuse you of doing it maliciously, but did you intend to skip the downtime actions of Maria (>>4795424) and Tylus (>>4795507)?)
>>
>>4795507
To shelter is no way for a warrior to behave! It goes against all that we stand for! Are we to mimic the Eagles, in their horror? Have you no honour?

Well. . . Well yes, admittedly, it keeps away the arrows...
>>
>>4804168
We wear their armor do we not? We use the shadows as well. I feel there is no shame in wielding a plate of metal to protect oneself if we are willing to wear it also to no dishonor.
>>
>>4804123
I will admit that I am intrigued by this trail Kassandra found, but we cannot afford a detour with the invasion so close at hand. If this camp indeed belongs to these... shadows, then they surely already know of us, and that they are enemies of the Vulpes should reassure us enough that we need not investigate them at present so long as it comes at cost of time.

As for the nature of our advance, I say we dedicate Three Banners to Sweeper Patrols. I do not fear the roaming Vulpes: they are scattered and broken. However, if somehow they were to muster a force that could threaten the convoy, having Three Banners as Patrols would be sure to detect it, and we would be able to converge all our Banners to present a united front against the threat, while a few would remain to keep tabs on them and regularly report their movements.
>>
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>>4804174
Your fine semantics don't cut it with me, Blade! I'm of the old school! I refuse! I disavow! I disagree!

Bannercaptain Rinik might lend an open ear to your suggestions and Seven Red Flowers smile, but I won't hear the talk of it! It won't happen. It's craven and it's wrong and it's - - -

Ah, the quartermaster already filed your report and secured us some armour as well?

I still say it reeks of disrespect for tradition!!

>Sharper blades unlocked
>More resilient bows acquired
>Ancillary equipment gathered
>>
>>4795424
Why cut a man when one can but cut their sense-of-self?

There is a rumour in the House of Edges. They speak of those called the Tattered cloaks, blade-women and sharp-folk and others still who cut with the odd angles of blunt objects, who fight with dust and cloak their swords in scraps of dancing spirits. That they quench their weapons in ghost-light. That the forms they weave draw in the eyes of the Spirits that they may witness an honour.

There is a bladeform to do that which you seek. it is whispered there is even a way to align the Kata of hushed lightning with this form, but I could not tell you the How of it.

Essence Stance [2SP]
(Focus+Para) / 3

Margin on Strike is treated as a Para roll.
>>
>>4804051
"Well... this is ... weird. Agh! My head! Man what happened? A hangover? From... tea??? I guess at least I got an arm but these green veins don't exactly inspire confidence. Whatever I did. I hope the Wolf guardians don't judge me too harshly... Pretty sure theres a song about this..."

https://youtu.be/HkMNOlYcpHg
>>
>>4804183
(Question: Is it a free action to swap to the upgraded weapons (assuming that's not done automatically)? Or will we need to wait until next downtime for it or something?)
>>
>>4804182
I agree with everything you say, but I believe the spirits shined the way to Kassandra's discovery. Perhaps it would be an ill mistake to ignore it! Or maybe that's just the victory libations speaking! Don't listen to ol' Drankhus.
>>
>>4804183
...
...
...Wait, how does Dash Step work? Specifically, in which way is Posture applied?
>>
>>4804725
it functions as a step. If you are in a posture that applies something when taking a step, a dash-step gives you that.

Perhaps you move Like Ash. You get 1 cover every tile. So a dash-step gives you 1 cover.

>>4804280
Simply acquire them from the supply wagons, if you want.
>>
>>4804123

> Swap (Short Recurve Bow) for a (Wind Bow).

#Kassandra Viteri
EXP: [25]

Guard: [14] // AP: [16] // Stance: [8] // React: [12] // Health: [2]
Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.

> While the prospect of her quarry slipping away leaves a crippling bitter tightness in her chest, Kassandra is hesitant to abandon the civilian refugees to their uncertain fates. After an excruciating amount of internal strife, the archer resolves to temporarily integrate herself into the ranks of the Blades and leave the decision in their hands.
>>
>>4804123
>>4804183
>Switch Simple Blade out for Waveform Blade
>Also equip the Waveform Blade in place of the NaT Sign
"Thank you for the upgrades, quartermaster."
"...Although I'm still keeping the sign."

#Samson | XP 3 | Current Stance: [Fluidity]
AP 14
Stance 13 | Guard 16/16
React 11 | Health 1 | Lethality 1
Fluidity 11 | Focus 7 | Finesse 8 | Ferocity 11 | Para 9


(W)Waveform Blade | +1 DMG, Crits on 3-5, Reach 1, {Dashing Cut}
->{Dashing Cut} | Spend Guard as movement + one attack
(K)Bear Claw [3SP] | Add hit margin as bonus damage
(K)Flickerstep Dodge [2SP] | Dodging success boosts ToHit/DMG/Crit by Margin/3 [Dodge Upgrade]
(K)Stormdancer [3SP] | Dodges add +1 Misfortune to attacker. [Stack] [+]
(PK)Flickerstorm [5SP] {Rank: 2/3} | Flickerstep Dodge x2 + Stormdancer x1
(PK)Honed Claws [5SP] {Rank: 2/3} | Bear Claw + Evaluate x4
(P)Like Ash [1SP] | Movement costs 3 AP, every tile moved grants 1 cover reducing enemy hit chance

(Unequipped)Not A Trap Sign | Reach 2, ???
>>
>>4804936
It's not a trap to do so.
>>
>>4804123

#Chevalier
Guard 7/13
AP 12 | Stance 15 | React 13 | Health 3
Lethality 1
Fluidity 8 | Focus 9 | Finesse 14 | Ferocity 12 | Para 5

Weapon - [Waveform Blade]
Skill - [Dashing Cut]
Skill - [Wolf-Heart]
Skill - [Chill Wind]
Skill - [Oni Laugh]

>Swap the [Simple Blade] for the [Waveform Blade]

"Ah, good, a sharper blade more fine slices! Thank you!"

The camp... We can't afford a detour in this scenario it's too risky to bet on our enemy's speed or patience.

I recommend we commit 2-3 Banners to a sweeping patrol to help civilians.
>>
>>4804123

>Equip Dry Wings Armour
>Equip Moss Shield
>Learn Zanshir Kata
>16 XP: Focus 15 -> 16

#Tylus [8 XP]
Guard 13
AP 15 | Stance 14 | React 11(13) | Health 3(2)
Lethality 1
Fluidity 14 | Focus 16 | Finesse 9(11) | Ferocity 5 | Para 8

#Simple Spear
- // Scorpion Sting - Make one attack, spend guard, add half as bonus damage
#Dry Wings Armour
- 2 DR, -2 React, -2 Finesse, +1 Health
#Moss Shield
- +1 SP to Kata and Stance spends
// Scarwater Mark
// Oak-Heart Kata
// Emptiness In Motion Kata
// Puncture Kata
// Zanshir Kata
// Hustle Posture
// Like Fire Posture
>>
Rolled 3, 3, 4, 4, 4, 6, 3, 5, 6, 4, 3, 2, 3, 6, 3, 4, 6, 6, 5 = 80 (19d6)

>>4804183
>>
Rolled 6 (1d6)

(Only just realized there's a new stat on the chargen, figured we're supposed to roll for it again if we've already made our characters, so I'm doing that now.)
>>
Rolled 6 (1d6)

>>4804828
(Rolling for the new [Psyche] attribute.)
>>
>>4805193
#Kassandra Viteri
EXP: [25]

Health: [2] // Psyche: [4] // Guard: [14] // React: [12]
AP: [16] // Stance: [8] // Lethality: [1]+1
Fluidity: [10] // Focus: [9] // Finesse: [23] // Ferocity: [11] // Para: [7]

Weapon // (Wind Bow): 1+ Lethality, Penalties grow geometrically per 4 tiles.
Skill // {Nock}: Spend 3 SP to draw & ready an arrow.
Skill // {Aim}: Spend AP to increase acc at a 2:1 rate.
Skill // {Icespike}: Double attack SP cost, use best dmg roll for AP dmg. Guard cannot halve AP dmg.
Skill // {Hushed Lightning}: Take -6 acc to attack again. Effect is stackable.
Posture // <Distant Rumble>: Movement costs 3 AP. Stealth efficacy is equal to Finesse. Unaware targets have no guard vs initial strike.
>>
Rolled 6 (1d6)

>>4805169
ballsed that one up! wildcard

>>4805182
>>4805193
all you two been through really toughened up the old mental fortitude it seems
>>
Rolled 6 (1d6)

>>4804183
>Rolling Psyche
>>
>>4805209
Apparently all you need for peak mental wellbeing is to smash some bugs.
>>
>>4805214
>>4805217
No kidding!
>>
>>4805217
>>4805233
It's a time honoured tradition!
>>
>>>>>4805081

It maybe time to . . . Emigrate.



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