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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.
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>>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.
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Ok so this looks really cool but I'm fucking retarded, how do I play?
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>>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.
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File: Guide1.png (2.72 MB, 3301x1335)
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2.72 MB PNG
>>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).
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>>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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File: RedSands.jpg (2.81 MB, 4098x3991)
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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.
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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
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>>4784476
The base AP is 8 and base guard is 10
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>>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?
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>>4784692
>>4784562
Missed this.
Flickerstep Dodge
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>>4784699
Uh not sure what happened there meant to link
>>4784692
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>>4784692
Well, Blade, your health would usually be two. Not to worry, this sort of thing happens all the time.
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